/q/ - Quest


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V2 Doc: Sheets and Information: http://goo.gl/LDsA6F

The Vilitian Desert stretches to the more forgiving San Palomino Desert of Equestria in the north and the Crescent Wasteland of Saddle Arabia in the south.

Old mares say that the Vilitian Desert is unnatural, a dry wasteland created by dark forces beyond comprehension in an age long past and that those forces still linger underneath the sand, preying on those foolish enough to venture into their domain.

The Vilitian desert is not a sea of white sand but an ugly brown waste. Here and there rocks and even small trees can be found, but these oases of life are a death trap for the unwary traveler for elemental beasts and monsters make these their home.

You'll leave before dawn. The maps and information you collected should make this trip quite easy and barring terrible misfortune you should be able to reach Ra'Drihur, the supposed resting place of the weapon used against the Triumvirate.

Any final thoughts before leaving?


I hate deserts.

Nothing else.


Have my coffee at the usual place while reading the newspaper before going to the HQ.


I wonder if I can really drag muk with me all that way.


In the headlines
>Many-Legged Spider found dead
>Unrest because of rising taxes in the Sphinx District
>Chili cookoff in Vulture District starts tomorrow!


Hmm, chili.
Better read the Spider article though.


"Honestly, you think I would be more careful with my clothing. Ugh, what does one wear to the desert that doesn't clash with Crystal."

I'll be going through the closet while the staff reminds me of anything else to bring along.


Have some complimentary desert music.

Muk hats light, but if you keep him in your saddlebag for the journey that should work.
In the afternoon, even in your saddlebag he might fry however.
If you left him here he would grow feral again since you're not there to control him, but you could lock him away if you like, he'd be safe.

Water, weapons, rations.
The staff recommends taking some Red Guards with you to protect you. But that would compromise your cover.

Many-Legged Spider as found dead in an alley in the Snake District this morning. Red Guard officials are unwilling to comment on the situation as of printing.
An anonymous source claims that shortly before his death, damning evidence came to light that he was involved in filly molestation. It is suspected he was killed by somepony wanting revenge.
A noble mare from the Snake District says "I don't condone violence, but think of the children! Our streets are safer now with that creep gone.


Lets go find a safe place to lock him away then.


"Just a little extra water will do. I'm sure the others can handle the rest."

It's not like I need anything more than my catalysts, snug and proper, and the rapier in case anyone gets close. Time to meet up with the others.


Silver Sickle?
"You lived in a desert, didn't you?"


Finish the coffee.
And read the sports article quick.


1. Your favorite team lost
2. Your favorite team won


"Mmmm, sorta, it wasn't a desert like this one, but it was hot too."

You're in the hideout.

You lock him away in one of the vaults.
You feel a sense of sadness as you lock him away.
Morning Star promises to throw some trash in for him to decay on once in a while.

Roll #1 2 = 2


Well, at least that's one good news for the day.
Pay and go to HQ


"Didn't the sand itch you beneath those towels of yours? That's exactly the kind of crap that drives me nuts."


"Thanks. Be careful thou, he might turn feral while I'm away."
Geez, I must be a lonely bastard, I care about a pile of mold. I need a med kit to take with me and Then I should be good.


Well then, now might be a good moment to see if the specialist we brought in are feeling comfortable.


Everyone is in the hideout.
Shall we leave?

"You get used to it after a while. You don't feel it anymore. You know, like that sand in your cunt."

Time to leave?

Or…you might be feeling Muks sadness as he is locked away.


Time to leave, yes.
Do the others know Spider died?


Ready to go then.



Yea, Lets get one of those med kits.


"There's no sand there right now, Whisper made sure of that yesterday."
Give her a shit-eating grin.

Ready to go.


You've got one!


"Just so that everyone that was in yesterday's operation knows, Many-Legged-Spider was found dead today."


Go meet up with the others? Are we all here?


By the way, I'd like to repurchase my burned Fate Point.


Look surprised. "Really now?"


"Or so the newspaper says."


"That's quick."


"Well.. I suppose we don't have to be concerned about him anymore.."


Just a sec while I try to update this thing.

That's 2000P
Are you sure?


"I just thought I'd share the info so none of you will be surprised."


"Still, so quickly? I don't think this was a spur of the moment thing. But we have other important things to focus on."


"Maybe kicking him out of the party was part of a plot to murder him?"


It says 1500 in the doc shop, but yes, I'm sure.

"That was my thought as well. Maybe that was our contractor's plan all along. Nothing we can do about it or, or that we should be concerned about."


Eh, 1500P it is.
You've got 3 again.
Now I'll spend a few more minutes seeing if I can fix this and then we're off.


Look a little disgruntled.

"I know I'm involved in a grand plan, but I don't like being caught unawares like this. I'll look into it when we come back."


"I was surprised too. Especially if it was because of what I forged. Still, we shouldn't be too concerned."


Could people check the doc again, or if it is still open refresh it?
It seems okay now for me.


"No, you're right, [I]you[/I] shouldn't. Let's focus on the big picture for now."


Just nod.


Rustlefeather joins you.

The Master comes to see you off.
"Good luck, all of you. Come back in one piece."


Poke the catbird in the side.
"Ready to make history?"



Groan a bit at this.
Nod at that. "I'm sure its not as bad as the rumors say."


"Aye, may the Ancients be on our good side today."


"Of course. We'll be back soon."


"Try not to die okay? We kind of really need you to be alive."


And so the journey begins.
You make your way to the Scarab gate and leave for the desert.

Your successes in capturing intel have granted you the following advantages
>1 less group roll (2 instead of 3)
>DC for no bad stuff is lowered during the journey
>no chance of reaching the wrong ruin

Now, you must make your first journey towards Desolate Rock, a small point to rest and get your bearings before the final trek to Ra'Drahir.

Everyone roll for a safe journey



Roll #1 9 = 9


"This heat is intolerable. It makes me long for the snow back home just a tiny bit."


Roll #1 7 = 7


It'll be a journey full of quips directed at Sickle.

Roll #1 9 = 9



Roll #1 1 = 1


The sun is rising and it seems with every minute the temperature is increasing.
The thought of being exposed to this scorching heat at noon is unbearable.
You make quick progress however.
Rustlefeather quickly guides you to Desolate Rock.
It is one huge pointed rock in the middle of a wide open wasteland. Underneath it is a bit of shade.
Rustlefeather checks the place before motioning for all of you to come.
"Good, it's still an hour before we reach the ruins. But we're doing good so far. Let's take a little rest before moving on again."


"Alright." Keep an eye on the horizon while I rest '1d10'

Roll #1 8 = 8


Nod, and just sit down somewhere.
Gotta' rest those old bones.


"Make sure to drink plenty of water. Last thing you want out here is dehydration."


"It's probably for the best."

"Here, I brought some extra water."


Ah, that's good.
Trekking in the desert is tiring.
Just a 100 meters feels like a kilometer.

There's only sand for miles.
You see some critters in the distance but they're still far away.
There are some bones of small animals here.
Some predators must come here from time to time.

"Yes, but we have to ration our supplies. The last thing we want is having no water."


Sip from it.
"I'm getting old for treks in the desert."

Relax those weary legs.


"Where are the cacti? Shouldn't there be cacti?"


"Well I don't know if that's necessarily the last thing we want. I could think of a few worse things that could happen!"


"You can find some dead trees from time to time. Even a few live ones near small pools of water.
But overall? Rocks, more rocks, sand, more sand. It is amazing anything can live here. Look, let me show you something, grab a bit of sand."

Ah that feels good.

He takes a sip from the water.
"Let's not think too much about those."


"Let's not think about them then."


"Not saying we should."


I guess I'll pick up some sand.


Listen to what the others are talking about.


"Let it slip through your hooves."


"I'm glad we didn't encounter any Inferno Lions, let's hope it stays that way. They shouldn't be too active during the day."


Look kind of annoyed but do it anyway.


You let is go from your hooves, but small black pieces keep sticking to your hoof.
They look like large black specks of sand.
"Weird stuff isn't it? It gives this desert its more brownish look.
Put that stuff in a pot with your favorite plant and in a few days the plant will die."


"Just what are those things? I've heard all manner of dreadful stories."


"Have you ever seen a lion or a picture of a lion?"


"Are the bugs responsible for that or something?"


Do I know anything about that stuff?

Roll #1 2 = 2


"Only a few from encyclopedias. But they were old and faded."


"I can't say I like the idea of a whole desert full of this stuff."


"Possibly. Some ponies say that they poisoned the desert to make it even more deadly to hostile armies trying to cross it. Less plants to eat, you know. But that doesn't make sense to me. Old reports of the desert already describe it that way in the earliest days of the Triumvirate.
Unless they found some way to spread that stuff all over the desert during those days I doubt it could be them."

You've heard about the stuff in the desert.
It's called Locust Dust, you don't know more than what Rustlefeather just told you.

"Imagine one of those. But their body is made of solid onyx, and they're on fire. And then you've got a good idea what they look like."

"Neither do I. Perhaps this desert was lush and fertile once, but that would have been a very long time ago.
This stuff can only be found here as far as I know. It's what sets the Vilitian desert apart from San Palomino."


"Fucking cunts."
Stomp one of my hooves.
"I want to hit something now."


"Ugh, I'd rather deal with heat than with them."


"This stuff could do some serious damage if we ever have to poision a garden."


"Save that energy for later. You're gonna need it."

"It's even in the City you know. The big shots in Aurora have to dig out the ground before they can even start building their fancy gardens. It's what makes the Scar more amazing. It doesn't seem affected by this stuff."

"Amen to that."


She my head. "Well the sooner we leave this place the better.."
"Or Bury somepony in it as a way to kill them."


"Let's move on if we can. I don't even want to think of them being around us."


"Don't you worry princess, we'll protect you."


"There are easier ways to kill ponies."

"It's a small wonder the city can sustain itself."



"The city has some fields in the Bee District but it needs constant magic to keep it fertile. Most of the food is imported from other places. The pockets of the Triumvirate go deep.
You guys ever heard of the Treasure?"


"That implies that we got caught. Something like those creatures should only exist in a book and far from me."


Did I?

Roll #1 10 = 10


"The treasure that was supposedly here long long ago before the city was built?"


"Perhaps?" '1d10'

Roll #1 4 = 4


Uh… '1d10'

"Well, they might see a tasty snack in you."

Roll #1 4 = 4


Of course, it's an urban legend of desert explorers.
That the Triumvirate has a gigantic vault underneath the Oasis filled with gold would be logical, since they can afford to buy slaves on a daily basis.
The desert explorers claim there's more to it however. They claim that the Triumvirate not only has a lot of gold, but actually have a machine that creates gold.

"Not that one. Lots of treasures around here. And nopony that has seen them."
He laughs bitterly.



"Maybe someday Rustle."


Try not to be frighten. Only lions might like Crystal ponies. '1d10'

Roll #1 1 = 1


You're visible scared and uncomfortable


"You mean the fairy tale about the gold making machine?"


I snicker.
"A nice exotic little snack~"


"The Treasure…the big one. Would be underneath the Oasis.
A big Vault, loaded to the brim with gold.
But that's not all.
A machine from an…"

"Yes..that one."


"No, maybe they'll like you instead!"

Cover my face with my hat and hooves.


"Sorry if I killed your storytelling."


"…Well.. maybe we should just keep going now."
"Ladies please. Both are you are equally tasty I'm sure."


"My flesh wouldn't be tasty. Too much muscle on an earth pony. But you crystals aren't earth ponies, are you?"

I chuckle.


"Eh…it's just a mirage. Like everything in that town. I've come to accept that."

Keep going?


Keep on keeping on.


"Ahh! Just stop!"

I just keep my head covered.


Keep going


Pat your shoulder.
"Come on, we won't let anything eat you."


Jab her in the side.
"Oh I'm just messing with you. We'll be fine, you'll see. Just keep your eyes open!"



Let's roll for safe travels!



Roll #1 7 = 7



Roll #1 2 = 2



Roll #1 1 = 1


"Finally, someone to rely on."

"It's still not funny…"
Scrunch a unit.



Roll #1 4 = 4


"Aw, you really think I'd let a partner in crime down?"


"It's just scary, the idea of meeting those beasts out here. As if the heat wasn't enough."


You go into the desert again.
After 30 minutes, Rustlefeather stops you.
He makes a motion to be very still and then points to a small mount a bit further.
"A buried giant scorpion." he says.
"We'd better try to go around it."
Roll for taking a very sneaky way around it.


"Honestly? I think there's plenty worse to meet in Vilitus proper."

Oh fuck. Go quiet. Full stealth mode engaged.

Roll #1 9 = 9


Look concerned but say nothing.
'1d10' sneaky in the desert with no cacti? Okay

Roll #1 7 = 7


More like very quietly as not to disturb the scorpion


Sneaky sneak

Roll #1 5 = 5


I can be quiet. '1d10'

Roll #1 10 = 10


You very quietly move around it.
Oof, this wasn't too bad.
You quickly leave the pest behind you to continue your journey.

Another 30 minutes pass and then it comes into view.
You had expected it more grand probably.
What you see is just a couple of columns sticking out of the sand.
But Rustlefeather quickly shows you a tunnel amidst the columns and rubble. There's a dark stairs down.
"I just wanted to say, if we don't make it out of here alive, it was a pleasure knowing you all." says Rustlefeather.


"If we die here, we wouldn't have a chance against the Triumvirate anyway."


"It's been a good ride so far. Let's try to keep it that way."


"Please, we'll be working together again. If you want, I know of some people who could use your skills."


Everyone gets 200P for discovering the dungeon


"Calm down. We aren't going to get squashed by some bug."
Down the stairs I go.


Rustlefeather grins.

You enter the darkness of Ra'Drahir….

PAUSE 200P for everyone that participated.




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New link to the V2 doc:

Dungeon: Ra'Drihur

You've entered the dark tunnel and lighted some torches.
You emerge into a large antechamber. The architecture looks Fillilonian.
There are 3 passage, a main one north (not pictured on the picture), one left and one right leading into smaller chambers.
There are several skeletons of Changelings on the ground here.


Note: you can only see the middle room, you cannot see into the 2 small chambers or the passage up ahead.


Look at our guide.


"These carvings are ancient Fillonian. The old 'lost civilization', as it were."


Oh, and can I see from the skeletons what caused their death?
Any blunt injuries or the like?


Stomp a hoof on one of the skeletons.
"Fucking bugs…"
How old are these?


I'll look around those changelings. They wouldn't have come out here without some supplies.


Just for the record, the one Atlantis like civilization was the Lemarians, but the Fillilonians are extinct as well, so you're not wrong


"Where to then, professor?"


"Quite right, quite right… well, let's have a look about first, shall we? This is really quite well preserved, isn't it?"

Examine pillars.


"Yes, this is it…I remember it like it was yesterday. The main chamber should be up ahead and then we're close to the Lemarian site. I didn't find anything but rubble in the smaller chambers to left and right."

They look ancient.

No supplies to be seen.

Indeed they are.
Most are too withered to really make sense of them unfortunately.
Roll for comprehension

There are several fractures to the skulls.
They must have been attacked with swords.
The skeletons almost fall to dust as you touch them, they must be centuries old.


'1d10+5' Fate

"Let's see…"

Roll #1 10 + 5 = 15


"Whatever killed these either lives forever or isn't around anymore."
Nod at our guide.
"Should we move on there, then?"


I wait for the two nerds to look at the walls.


Yeah me too. Such eggheads.


"When you're ready."
North, left small chamber, right small chamber?

Despite the withering there's enough for you to make sense of it.
The pillars attribute the building of this temple to King Zerbaia the First, an ancient Fillilonian King. The temple was erected here to "cleanse away the Demons of Metal." Apparently the Fillilonians believed dedicating this temple to their gods would make these gods keep the demons at bay.
There are several hymns to all the gods but especially the Sun and Moon. There's also a carving of a pony with a sun halo, flanked by two mares with a moon in their hooves, the sun stallion carries a crystal.
There's also an etching of what you guess must be this room, it shows this room and the two smaller chambers, each the same size.


Well, I'll let the smart ones decide that. They know more about ruins than I do.


"Curious. There's an etching of the floorplan. Or at least the beginnings of it."

Run my hoof over the etching.

"Demons of metal… Golems, maybe? Could be any number of things. Sun and moon…"

Examine crystal more closely.


"..Oh, its map? That sounds really useful! can you copy it onto some paper for us?"


Glance at Rustlefeather. "Which way did your team go? That's a start if nothing else.""


"I only see the first three rooms here. Perhaps there's more covered by dust…"



"It's hard to believe there's something this old out here. And to have a room or something sealed up by dirt…"


File: 1403041483734.png (185.04 KB, 760x395, RDRoom1.png) ImgOps Google

The crystal has six sides.
It shines with light.
At least, on the engraving there's etchings that indicate light.

"We explored the smaller chambers, but didn't notice anything there but rubble, then we went north. There's a large chamber up ahead, and then to the left it goes straight to the Lemarian site."

You make an etching of the map of this room on the pillar, it looks like this!


Try to remove it.

"Hm, well, it can't hurt to double check the side rooms, then."


"Wouldn't be the first sighting of golems around here."


"Right.. well they can't be far from that large room, it shouldn't be difficult."
Lets go north.


Well, the experts said the sidechambers are empty.
North we go


File: 1403042022823.png (261.02 KB, 1061x455, Room20.png) ImgOps Google

You move into the next northern chamber.
This one is large.
The walls are covered with pictures of all kinds of ponies, the Fillilonian gods.
Centrally there are 3 statues.
The middle one is a stallion with his hooves outstretched as if holding something.
Above him is a beam of sunlight from the ceiling.
He is flanked by two mares, one on each side carrying the insignia of the moon.

"By the ancients.." exclaims Rustefeather.
He walks to the right passage.
"It collapsed, the stupid passage collapsed!"

In the first chamber: Ambrosia, Earthbound, Ruby and Zachiarias.
In the Statue chamber: Deep Root and Melville


The arrows are visible exits


"Damn. I guess we should have brought a doge with us."
Go check out the middle statue with the hooves stretched out.



"We don't have any explosives, do we?"


Remove the etching on the pillar?

It seems like it's supposed to hold something.


The crystal!


It's a drawing of a crystal, there's no actual crystal there.


Sorry if I worded that badly.


"Uh.. he doesn't have anything. Maybe its weight activated.."
'1d10' look for a rock brick that would fit into his hooves.

Roll #1 3 = 3


"So many gods… why are there so many gods?"


Toy with my crystal. Let it catch the sunlight that streams down from the ceiling and play it across the etchings and statues.


Nothing to see here.

Zachariah is playing with an imaginary crystal.

Rustlefeather shrugs.
"The Fillilonians had gods for all sorts of things. Even gods of grass."


My inventory says that I have an anti-changeling crystal. Fine, use the magnifying lens also on my inventory list.


"What are you doing?"


"So many references to light. Brightening things up couldn't hurt."


The light flickers over all the gods on the walls, but doesn't do anything.




"Hmmm… perhaps I was simply being optimistic. Help me search for hidden doors."

Head into the western room and tap on the wall all over.

"From the etching, it appears there should be another chamber beyond this wall."


'1d10' look for hidden switches on the wall.

Roll #1 1 = 1


"What were you toying with before, old man?"
Toc toc on the walls.

Roll #1 10 = 10


I'm an expert on hidden things, let's help look.

Roll #1 3 = 3


Since you know there's one here you check thoroughly until you find the switch in a hole in the wall.
The wall slides aside. Inside there is a table with some intact bags. The first one seems to contain healing powders. This should heal some wounds, there's enough for two portions.
There's also another bag with powder. It seems to be an antivenom, enough for 2 portions as well.

You hear cracks coming from the other side, from the eastern small chamber.


"Well! There it is."


"That seems like it might be useful."
I think we should distribute this between people.


+50P for finding "hidden" chamber

Who will take the powder? Who the antivenom?


"This won't get us anywhere closer to the others though."


"Hm… Better catch up to the others, now that you mention it. I'll leave the spoils to you."

Head back then north.


Pocket that stuff even though I'm the least one who needs it.
Or give it all to the others.


Uh.. go back toward the room.


I'll take it then.


As you all move back to the middle room (still the first picture) you see from the other end a Giant Scorpion slowly coming out of the eastern room.
It hisses at you.


Stop and back away.
"Do we kill it?"


"Oh great. A golem."
Raise my axe threateningly.
"I don't believe its actually alive in the first place."


It looks quite alive actually.
Perhaps there's an opening into the ground in the other chamber.


"Doesn't look a golem to me."
Inure from poison.
use fate.

Roll #1 5 + 3 = 8


"It can certainly hiss like a real one."


"Hmm.. Well, lets just get to killing it then. Its in our way."
'1d10' axe slice!

Roll #1 8 = 8


Enough silliness.

"Class is dismissed."

Jump up and Backstab! (DC-1) '1d10'

Follow it up with a strangle! '1d10+2'

Roll #1 7 = 7 / Roll #2 2 + 2 = 4


Blind it.
"Watch the stinger!"

Sickle backstabs it. '1d10'

Roll #1 9 = 9 / Roll #2 9 = 9


Oh well.
Cheap Shot the scorpion.


You're protected from poison.

You storm and before the Scorpion can react you plant an axe right in its back.
It hisses angrily.

And synchrononous with Deep Root, you quickly plant in a dagger as well.
As you focus to summon the vines, the Giant scorpion grabs you with its claws and throws you back.

You kick up some sand in it's eyes, allowing Sickle to throw in another stab to the back.
+2 to all rolls for 2 turns

You're fighting a Giant Scorpion.

Earthbound 6/6
Ambrosia 6/6
Melville 5/5
Root 6/6
Zachariah 3/5


In combat. Please roll.



I thought it just started?


And now, Lifestream the scorpion's energy onto Zachariah!

Roll #1 6 + 4 = 10


Rupture the fucker. Time for some big hits. '1d10+4'
Sickle can Tumble her fat ass into him '1d10+2'

Roll #1 4 + 4 = 8 / Roll #2 1 + 2 = 3


And your other teammates backstabbed first so combat started. There's an order to these things, if you were first you get the non-combat cheap shot.



Roll #1 1 = 1


Earthbound drains all life from the Scorpion, it curls up and dies.
Zachariah is healed fully.


It's dead comrades.


'1d10+2' backstab the scorpion

Roll #1 2 + 2 = 4


"Well, that certainly gets the blood pumping."


The others are better fighters anyway."


"What a pushover."


"Well c'mon, it was just a scorpion after all."


"Oh. Nicely done."


"I suppose we ought to make sure wherever it came from is sealed."

Go east.


"I'm not pest control. I deal with ponies a lot better."


The eastern chamber is filled with rubble, the floor is partly broken up and there's a scorpion tunnel there. Probably leading to a nest.


Kick some rubble into the hole.


That does the trick.
This area is secured.


To the altar chamber?


To the altar chamber


Let's join the rest in the northern chamber


File: 1403045915462.png (292.32 KB, 1061x455, Room20.png) ImgOps Google

I'll post it here again for easier view.

This one is large.
The walls are covered with pictures of all kinds of ponies, the Fillilonian gods.
Centrally there are 3 statues.
The middle one is a stallion with his hooves outstretched as if holding something.
Above him is a beam of sunlight from the ceiling.
He is flanked by two mares, one on each side carrying the insignia of the moon.


"It's almost as if a sun insignia was looted here."

Examine statues.


"Maybe he held something that reflected it's light onto the moon symbols?"


They are very similar to the ones on the pillar with the notable exception that the crystal isn't in the sun pony hooves.


"No, it's like the etching from the previous room – there should be a crystal."


PAUSE +100P for everyone who played


File: 1403202167552.jpg (243.56 KB, 955x779, map1.jpg) ImgOps Exif Google

Fate points now only give a +2 bonus


You're all in the room with the 3 bird statue things.
New image, same description, the middle one is dedicated to the sun, the other 2 to the moon.


"What now, professor?"
'1d10' look around.

Roll #1 2 = 2


"As far as I can tell, it looks like a crystal should be here – in the grasp of the center statue. Possibly a very specific crystal."

Try sliding in my anti-changeling crystal just to test.


"Yeah, good question."

"You think it's hidden somewhere here?"


"Quite possibly. It could have also been looted – those skeletons attest to the fact that we are certainly not the first here."


"Well.. there sure isn't a crystal here now. We better look somewhere else."


"Maybe it's deeper in?"


This one is large.
The walls are covered with pictures of all kinds of ponies, the Fillilonian gods.
Centrally there are 3 statues.
The middle one is a stallion with his hooves outstretched as if holding something.
Above him is a beam of sunlight from the ceiling.
He is flanked by two mares, one on each side carrying the insignia of the moon.

The right passage which according to Rustlefeather leads directly to your goal has collapsed.

The light scatters across the room, lighting up various points on the walls, but nothing happens.


Lets try going to the top left.


What's to the left? Where we came from? If not, we should check it out.

"Only one way to find out…"


"A valid theory. Until support staff arrives with excavation equipment, the right is closed to us, however. When will the beasts of burden be arriving?"

Head left.


Oh, and retrieve crystal


Raise a brow at that statement.




"I think we're on our own."
Follow him to the left.


File: 1403203223361.jpg (304.54 KB, 1443x777, map3.jpg) ImgOps Exif Google

You come from the stairs on the south.

You enter the left passage and emerge in a burial chamber.
On the other side are a number of tombs. There's a passage to the south and north.


"They are not. And we are on a clock."
"Let's split."


"You know, the laborers and the dig equipment."

"Split up, to what end?"

Have a look at these coffins.

"Judging by their location in the tomb, these are probably servants, sealed to serve the master of the tomb in the afterlife, according to ancient belief, I'd wager."


Roll for investigation


"We don't have any of that, stripy."


"Explore quicker. I will take Melville and head north. You, Root and Ambrosia go the other way.
Meet here in 20 minutes."


Tombs? Anything in them? '1d10'

Roll #1 2 = 2


Fate '1d10+4'

"Well we're hardly going to have a complete excavation without any digging."

Roll #1 5 + 4 = 9


Check North.


"Guess we'll be wishing one of us were a diamond dog then."

"Just a sec, hold your horses while smartypants here investigates."


You open one up.
There's a mummified pony corpse in there, buried with his sword. The sword is in bad condition, your stuff is better.

As you expect the coffins hold servants and guards, companions on the journey to the afterlife. You find some bottles next to them, they are empty but smell foul.
The corpses are well preserved. A testament to the art of mummification in ancient Fillilonia.

Go north alone?


…No. Wait for the others.
I don't want to get into trouble.


Hmm is we had more time I might chat with the pony mummy.. For now I'll go north with Melville.



North we go together then.


"Ah, you see, this is an excellent example of ancient Fillilonian embalming. Just look at this glasswork, hundreds of years without a scratch. Well, we'll have the support staff carry it out once they arrive, best to head in deeper."


You were supposed to go south with me and Ambrosia!


"Are you deaf? There's no support staff! Come on, let's just go check the south passage way."


"Now you're just being silly. Let's not waste any time on arguing though, I'm quite in high spirits and ready to see the rest of the tomb."


Uh.. no didn't earthbound say I should go north


>Explore quicker. I will take Melville and head north. You, Root and Ambrosia go the other way.


"You really think the bugs wouldn't notice a small army of laborers heading into the desert? Even if they didn't, they'd just get killed by all those lethal creatures lurking around there."


"Well of course they'd notice. But why would they care? With all the ruins around here, there are teams of excavators headed out all the time."


"They're paranoid little fucks, they are."


File: 1403204505050.jpg (416.94 KB, 1548x1246, map6.jpg) ImgOps Exif Google

>northern room

You emerge in yet another burial chamber. This one has more clutter all around. Opened chests, smashed vases. It is clear some other raiding party has been before you to loot all treasure. The tombs themselves look unscathed however. There is Fillilonian text on all of them.
There's another passage to the north, a yellow light shines from it.

>southern passage.

You emerge in a small chamber.
In the back is a large statue of a horned centaur, Tirek.
In the middle is a circle etched in the floor with glowing runes.
In the circle sits a creature made of shadow. Its form constantly changing, as it looks up and sees you, it becomes a pony.
It sits up and it's hollow eyesockets stare at you.


Glance at the zeeb.


"Our crystal might be up there, providing that light."


"An Outsider."

Outsider Knowledge '1d10+4' Fate

Roll #1 9 + 4 = 13


Well I think I went north anyway. So I'm just gonna look at the light '1d10'

Roll #1 8 = 8


"And it was left intact through all this looting?
I sense death…. Oh my old friend~"
Up ahead we go.




North we go.


"Chirrzo bids you welcome, travellers. You need not fear me, I am bound to this place well and good."
He slowly looks you over.
"Hmmm, you are not those who summoned me here…perhaps you would be so kind as to finish the ritual they started?"

A shadow dweller. A lower demon in the hierarchy of Tirek, but still powerful enough to cause havoc.
They prefer dwelling in the darkness, whispering to unwitting ponies, twisting their minds for whatever purpose the demons see fit.
It's rare to see one in the open like this. The glyphs on the floor bind it to this place.

Roll for reflexes


'1d10+2' fate.

Roll #1 3 + 2 = 5


"What… ritual? I'm not a fan of sinister ponies talking about rituals."


"Shadow dwellers. He speaks truly – those glyphs bind it in place. But they are deceivers and mind flayers. We'd ought not dwell here, I think."


'1d10+2' feels like a good time to use fate

Roll #1 6 + 2 = 8


"Yeah, dwelling is… bad."


"It's a simple matter really, one well within your capabilities. You seem far superior to those who brought me here.
They had their petty squabbles interfere with more important concerns and left my summoning unfinished.
I was promised release if I crushed the guardian spirits of this place. I have done so…yet I am here.
If you're willing there's a crystal of great power further north…if you brought it here, I could be set free.

Waitan on Melville.



"Well! It seems like all roads lead north. Goodbye, then."

Head north.


Melville hasn't rolled yet, I want to do the description together.


Follow him.
Once we're out of reach.
"We're not going to set him free, are we?"



Roll #1 6 = 6


"I wouldn't think so, although I am a demon banisher. "


"Maybe you ought to destroy it then."


A trapdoor opens as you step into the chamber.
You manage to grab onto the edge just in time, only hurting yourself a bit in the process.

Wind Sound 4/6

A trapdoor opens as you step into the chamber.
You both manage to jump aside in time.

You enter the northern passage in time to see you companions nearly drop down a trap floor.


Help Earthbound up!

Roll #1 8 = 8


Lift myself up.

Now, what's in this room?


you help him back up.
The trap door stays open, making it easily visible.
There are some skeletons at the bottom.


The trap was still in the same chamber.
Going to the light now?


Into the light!


"That was close. We should be more careful heading forward."


"Well we should have expected this." '1d10' can I see any switches around?

Roll #1 4 = 4


"This may be a good thing though, if these traps still work, then the crystal may be unlooted behind them."


"It's an option. I prefer to leave sites undisturbed. "


"That still doesn't mean we shouldn't be careful."


"Where did I imply that we shouldn't?"


"Quite alright? We learned from a demon the Crystal is somewhere north , possibly here."


I look a bit annoyed. "A demon? Where?"


"A demon?"
Raise a brow.

"I'm just putting extra emphasis on it, if the traps still work."


"Just south. I should have thought to ask how long he's been here, but my companion seemed uncomfortable."


"Just a minor demon. Shadow dweller."


"Right. Hold on. I gotta go talk to this 'demon' "


File: 1403207415158.jpg (450.86 KB, 1487x1564, ma7.jpg) ImgOps Exif Google

You don't see any switches here.

You enter the northernmost chamber.
More tombs. In the middle is a pedestal with a bright shining orange six-sided crystal.
There's a passage to the east.

You're all still in the middle large burial chamber.
Earthbound moved on north.
You emerge in yet another burial chamber. This one has more clutter all around. Opened chests, smashed vases. It is clear some other raiding party has been before you to loot all treasure. The tombs themselves look unscathed however. There is Fillilonian text on all of them.
There's another passage to the north, a yellow light shines from it.


"Don't get lost on your way there."
"Well, we did find a crystal…"
Check the pedestal for traps.

Roll #1 3 = 3


"Just a demon?"


Keep going after Earthbound.


Roll my eyes and head south.


"You're welcome to come, I just want to ask it some questions."


Wow, wow, wow, keep up with the others!

"Where are you going?"


"We shouldn't go alone anywhere in here… I'll go with you."


"South. to Investigate the demon that the others found. Maybe I'll even kill it. Who knows."


"We found it. Don't mess with it if you don't know what you're doing."


Nothing unusual to be seen.

This is getting quite a soup.
Earthbound is in the northernmost chamber.
The rest in the room right below it.
Who's going where?
Decide now.


"Sure. The more the merrier" I say evenly and let you follow.
Groan. "Okay. I won't kill it without you. I promise."


South to the demon please.


"I may as well go along. Outsiders are my specialty."


Follow him then


"Me? Do I look like a demon hunter to you? Doctor Zeeb is and he says it's best not to mess with it."


"I think I should talk to it."




>northernmost chamber: Earthbound
>chamber just south: Ambrosia
>demon chamber: Dr. Z, Melville, Deep Root

You go into the demon chamber again.
"Welcome again. Have you found the crystal already by any chance?"


I'm going along, obviously.


And Ambrosia too.
Earthbound is all alone, up the northern chamber with the crystal


"Careful now, shadow dwellers are manipulators."

"I say, how long have you been waiting on this ritual to complete? "


Oh well. Time to smoke a joint check the room throughout.

Roll #1 9 = 9


"We found a ton traps and no crystal. What's your name."
"Don't worry."


"The others are working on that."


"A blink of an eye for me, several lifetimes for you."

Nothing special to be found here.
Except the giant orange crystal in the middle.

"Chizzor, at your service."

"You are quite resourceful"


Okay. I should wait for the others though…
Oh screw it. Check the next room as well.

Roll #1 3 = 3


"Chizzor. What is your purpose here?"


"Did you see the weapon used against the changelings? "


File: 1403209006729.png (2.06 MB, 1479x1592, ma7.png) ImgOps Google

You follow the passage to the east and emerge into a circular room. There's another passage across the room.
In the south is a platform high above.
In the middle is a large statue of a mare holding flowers.
The statue is spattered with goo and eggs are laid next to it.
There are three Giant Scorpions here and several tunnels. They immediately attack as you enter, slashing you with their claws before you can defend yourself.

You are fighting 3 Giant Scorpions.
Earthbound 1/6

"The ones who summoned me here wanted me to crush the guardian spirits of this place. In return they promised me freedom, I have done my part, they have not."



"And what will you do with freedom."


Oh pleasee, it's just three giant scorpions, time to get ready and….
Use fate.

Roll #1 5 + 2 = 7


"I would leave this place. Go far from here."

Let's see what they think about that '1d10'

Roll #1 9 = 9


"And do what then?"


Two return to their nest.
One is persistent however and follows you to the crystal chamber.

"Return to my duties as commanded by the Lord of Midnight. I do not know what my next command will be."


Uh. Well then, I could…
Lifestream from it to me.

Roll #1 5 + 2 = 7


"I see. But why should we keep the word of others. We did not make that deal."


"Maybe he could do us a favor. Then we could set him free."


You jump away from its stinger and drain a bit of health from it.
The place you touch decays quickly.

Earthbound 3/6

"It would be a small matter to finish what they started. But you are right, a favor deserves one in return."


Nod approvingly. "Then we should decide on one now. Or provide us with a way to call you again."


"Aren't we pressed for time? I'm not sure we need to consort with demons. "


"I do not wish to be summoned. I can offer you knowledge or a magical item or for a small time, a portion of my power.
You do not have to choose now. I'll ask again when you free me.


Bring out my knife and slice him up, I'm starting to warm up!

Roll #1 6, 5 = 11


You manage to get a hit in, but get hit by his claws as well.

Earthbound 2/6


Lifestream again!

Roll #1 2 + 2 = 4


I'm sorry.
You can't get close enough to do another lifestream, but you swiftly avoid the swings of his stinger.

Earthbound 3/6


Time to dance around him a little bit more.
"Don't you ever tire of combat, my animal friend?"

Roll #1 9, 5 = 14


You stab your dagger right into the squishy decaying part you lifestreamed earlier while avoiding all his attacks.


Leave the dagger there for a swift pat of approval on his chitin.
As in, a Lifestream.

Roll #1 6 + 2 = 8


Let's finish this fight since it would take some time but chances of you losing are virtually zero.

You successfully stream all the life out of it, leaving the scorpion a lifeless husk.

PAUSE: +100P for all those playing.
Please decide what to do with the demon in downtime.


File: 1403987548339.png (1.38 MB, 1482x1664, map2.png) ImgOps Google

Earthbound is near the pink star.
The orange crystal floats happily beside him on the pedestal.

The others are near the red star.
The demon smiles at them from inside his circle, but no smile can hide his cold gaze.


Look, let's be logical about this.
I can't die.

Take the crystal and head off.


I hope the others found what we needed.


I'd like to move on and leave this creepy ass demon behind.


I think we probably need regroup with earthy.


"Time to move on, then?"


File: 1403988601579.png (1.73 MB, 1479x1592, ma7.png) ImgOps Google

All: https://www.youtube.com/watch?v=E_WX8HHJx90

-Crystal run-
The crystal has been disturbed. A howl echoes throughout the temple and the dead are waking from their graves, intent on returning the crystal to its rightful place.

>The pony holding the crystal is the courier. He must roll each turn to go towards the goal.
>a courier can only roll to move not attack. Dropping the crystal is an automatic move.
>If a dropped crystal is not picked up by a party member next turn it will be magically drawn again to its spot on the pedestal.
>Each turn all non-attacked zombies in the chamber with the courier will attack the courier.
>The courier must go all the way to the end of the black arrow, once you pass it and decide to bring it to the demon or the statue, the zombies will fade again.

Current status
Courier: Northern Chamber
All others: Demon Chamber
Amount of zombies in the Northern chamber.



>amount of zombies in N chamber: 4


Guess I better run!

Roll #1 9 = 9


Destination is the main chamber.


Um, go up to the northern chamber and engage the zombies?

"Careful there!"


Go north

Roll #1 8 = 8


"Did some ancient evil just awake or something?"
Go north! Attack these zombles!

Roll #1 4 + 2 = 6


Go north and Cheap Shot a zombie



Roll #1 4, 9, 6, 6 = 25


Backstab '1d10+2' DC-1

Roll #1 2 + 2 = 4


You start running towards the south. The 4 ancient Fillilonian mummies try to stop you but only manage to get a few glancing blows in you.
Luckily your friends are arriving for help.

You all rush towards the northern chamber, in the mummy and middle chamber everything is fine however.
Once you enter the Northern chamber you find Earthbound holding an orange crystal and trying to dodge 4 Fillilonian mummies.
You may now engage combat.

Current status:
Courier: Northern Room
All others: Northern Room
Nr of zombies in northern room: 4

Earthbound: 5/5
Melville: 5/5
Ambrosia: 6/6
>Sickle: 5/5
Melville: 5/5
Deep Root: 5/5


'1d10' cool, I'd like to control one of those zombies.

Roll #1 5 = 5


Hop hop hop running down!
It's an horrible decision but without knowing what's in the next room, I can't help it.

Roll #1 3 = 3


Improvised attack one of them.

Roll #1 2 = 2


Okay NOW I backstab '1d10+2' DC-1

Roll #1 9 + 2 = 11


Alright, Rupture one of them now.

Sickle starts it off with a whooping Backstab extraordinaire. '1d10+2'

Roll #1 9 + 2 = 11 / Roll #2 8 + 2 = 10



Roll #1 3 = 3


Another rule I forgot to mention:
>When you're in the same room as the courier, the courier may make a roll to pass the crystal to another PC who automatically catches it.

You focus on one of them but the zombie bashes you with the hilt of his blade and continues towards the courier.

You keep running.
The next chamber is so close.
You manage to only get a glancing blow from one of the zombies.

The zombies are stronger than they look. One of them simply slams you aside to make way for his real target.

You charge into the room, dodge the swipe of one of the zombies before planting your dagger firmly in its back. It staggers back.

You kick one of the zombies back before delivering 3 precise blows to its abdomen. It staggers back.
Meanwhile Sickle flips over one of the charging zombies and with a well placed strike cripples it.

Current status:
Progress: 12/??
Courier: Northern Chamber
All others: Northern Room
Nr of zombies in northern room: 4



Roll #1 3 = 3


Stall them then!

Roll #1 2 = 2


"that really hurt."
'1d10' cleave two zombies.

Roll #1 6 = 6


"These undead are a little tougher than I expected!"

Slash one (DC-1) '1d10'
And strange another '1d10'

Roll #1 1 = 1 / Roll #2 2 = 2


"What's gotten their panties in a twist? That dumb crystal!?"
Time for a risky maneuver. Slap razortail into one of the zombles. '1d10'

Silver slips into tiger stance for her basic attack '1d10+2'

Roll #1 6 = 6 / Roll #2 3 + 2 = 5



Roll #1 8 = 8


File: 1403991006306.png (1.73 MB, 1479x1592, ma7.png) ImgOps Google

Earthbound has reached the Middle chamber.
As you step in you hear cracks and two more join the battle.
The zombies from the previous chamber give chase and slash your leg.

You go in for another attack but get rammed aside. You're helpless!

You take out your greatsword and quickly strike back 2 of them. They're heavily wounded.

As you try to strike a second time one of the zombies grabs you by surprise from behind.
You're in a headlock and the zombie before you strikes you several times in the stomach before you can get yourself out and drop to the ground.
You're helpless!

You let them come and with a quick turn ram Razortail right in one of their faces.
Sickle is less lucky however as she gets slammed aside by one of the zombies.

Current status:
Progress: 15/??
Courier: Middle Room
Nr of zombies in pursuit: 6

Earthbound: 1/5
Melville: 0/4 HELPLESS
Ambrosia: 6/6
>Sickle: 4/5
Melville: 5/5
Deep Root: 4/5


Too old for this…
Stand up.

Roll #1 9 = 9


I really wish I were a speedster.

Roll #1 6 = 6


Get up '1d10'

Roll #1 3 = 3


Next turn get up '1d10'

Roll #1 3 = 3


The turn after that get up '1d10'

Roll #1 5 = 5


I'm just giving you these in advance so I can play Dark Souls while I wait to get up and you don't have to wait on me

Get up '1d10'

Roll #1 3 = 3


Give chase to the ones chasing earthbound! Rupture!

Sickle can help up Dr Z. '1d10'

Roll #1 8 + 2 = 10 / Roll #2 8 = 8


Get up '1d10'

Roll #1 1 = 1


You have my failures for the next six turns

If combat is still going get me on Steam


'1d10' Okay, now try to control one.

Roll #1 9 = 9



Roll #1 2, 3, 8 = 13


You're up.

If only your secondary talent was running…
You get struck hard by 3 of the zombies.

You get slashed again by one of the zombies as they track their real prey.
You don't roll for the next 5 turns.

Sickle helps him up.
Something tells me he won't have much luck in his immediate future.

You grab one of the zombies giving chase and it disintegrates into dust.

You control one of the more healthy zombies.

Current status:
Progress: 21/??
Courier: Middle Room
Nr of zombies in pursuit: 5, 2 of whom are close to death

Earthbound: 1/4
Melville: 5/4
Ambrosia: 6/6
>Sickle: 4/5
Melville: 5/5
Deep Root: 4/5
Dr. Z: 5/2 -Rolls already made-


Nope, it's information extraction.
How cool does THAT sound!

Roll #1 3 = 3


>Deeps Zombie: 5/2


'1d10' attack a zombie
'1d10' my zombie also attacks a wounded zombie

Roll #1 4 = 4 / Roll #2 6 = 6


Try to take out another Zombie

Roll #1 8 = 8


Razortail help me! '1d10'

Sickle, get your Backstab on '1d10+2'

Roll #1 10 = 10 / Roll #2 6 + 2 = 8



Roll #1 6 = 6


Maybe you should have extracted info from that demon.
Oh well, you never even seen him.
4 more graves smash open.

You get beaten back again.
Your new friend has more luck however as he smashes one of your attackers to dust.

You feel some adrenaline in your old bones and quickly draw your shortsword to behead one of the attackers.
It disintegrates into dust.

You smash one of the zombies to dust with your trusty tail.
Sickle strikes one of the zombies hard and it staggers back.

You get slapped aside by one of the zombies.

Current status:
Progress: 24/??
Courier: Middle Room
Nr of zombies in pursuit: 6, 1 close to death

Earthbound: 6/3
Melville: 5/4
Ambrosia: 6/6
>Sickle: 4/5
Melville: 5/5
Deep Root: 2/5
Dr. Z: 2/2 -Rolls already made-


Slash another!

Roll #1 3 = 3


'1d10' lets try another cleave, on three of the zombies.
'1d10' my minion should try to keep up the pace.

Roll #1 6 = 6 / Roll #2 6 = 6


Rupture '1d10+2'
More tiger stanced basic attack from Sickle '1d10+2'
"These things are tough!"

Roll #1 8 + 2 = 10 / Roll #2 6 + 2 = 8


These guys are chill.
I bet we could have a drink once all this is over.

Roll #1 5 = 5


Because I'm sleeping but I'll help

Roll #1 2, 2, 4, 4, 4, 9, 6 = 31


Too old for this shit nigga.

Your sword sings, sending 1 zombie back to dust and staggering 2 others back.
Zombiebro helps as well hitting one of them in the leg.

You slice of one of the heads sending another zombie to dust.
Sickle staggers a zombie back.

Perhaps, hey look, for once your team held everyone back.
And the next room is so close.
Aw shit, 4 more zombies break out of their tombs.

You get a glancing blow from another zombie.

Current status:
Progress: 29/??
Courier: Middle Room
Nr of zombies in pursuit: 8, 3 close to death

Earthbound: 6/3
Melville: 2/4
Ambrosia: 6/6
>Sickle: 4/5
Melville: 5/5
Deep Root: 2/5
Dr. Z: 1/2 -Rolls already made-


This is a lot of zombies.
Razortail? Please don't fail me now. '1d10'
Sickle switches back to a good old fashioned backstab. '1d10+2'

Roll #1 7 = 7 / Roll #2 4 + 2 = 6


"Gogo team zombies!"
Let's gogo away from them though.

Roll #1 10 = 10


"Why are there so many! I thought the demon said he killed the guardians."
'1d10' backstab a zombie
'1d10' zombie bro plz help

Roll #1 1 = 1 / Roll #2 9 = 9



Roll #1 1, 10, 1, 8, 5 = 25


Why did anyone ever tell you using this is dangerous.
You just swing your butt and a zombie turns to dust.
Sickle finishes another zombie with a quick strike to the gut.

You get hit by 2 zombies but most of them seem to struggle to get past your companions.
You take a deep breath and start sprinting to your goal.
Earthbound has entered the final chamber
As you set hoof into the last chamber, 3 graves spring open but out of one of them floats a larger zombie dressed in ornate garments. He glows green and you feel yourself slow down.
As long as the Vizier lives your rolls only count half as much.

You get struck to the head by one of the zombies.
You're helpless!
Zombiebro keeps strong however, smashing another zombie to bits.

You get slammed by one of the zombies.
You're helpless!

You get slammed by one of the zombies.
You're helpless!

Current status:
Progress: 39/55
Courier: Middle Room
Nr of zombies in pursuit: 7, 1 close to death
The Viziers influence is strong.
Vizier 6/2

Earthbound: 3/2
Melville: 0/3 HELPLESS
Ambrosia: 6/6
>Sickle: 4/5
Melville: 5/5
Deep Root: 0/4 HELPLESS
>Zombiebro: 5/2


Which is only a problem for bigger rolls, but I'm just gonna roll low and it's not gonna matter.

Roll #1 6 = 6


'1d10' cough a bit and try to help myself up.
'1d10' zombiebro goes to help up Mr. Z. poor doc.

Roll #1 8 = 8 / Roll #2 6 = 6


Fuck. Move move move. Rupture '1d10+2'

Sickle goes help Melville '1d10'

Roll #1 1 + 2 = 3 / Roll #2 1 = 1




You make slow progress forward but the end goal is so close.

You're both up again!

The Vizier unleashes a torrent of lightning upon both you and Sickle, knocking both of you helpless to the ground, writhing in shock.
DC+1 to get up for one turn.
The shockwave kills some zombies as well.

Current status:
Progress: 39/55
Courier: Final chamber
Nr of zombies in pursuit: 4, 1 close to death
The Viziers influence is strong.
Vizier 6/2

Earthbound: 3/2
Melville: 0/3 HELPLESS
Ambrosia: 6/6
>Sickle: 4/5
Melville: 5/5
Deep Root: 5/4
>Zombiebro: 5/2
Dr. Z: 5/1


Corrected health

Earthbound: 3/2
Melville: 0/3 HELPLESS
Ambrosia: 0/5 HELPLESS
>Sickle: 0/4 HELPLESS
Melville: 5/5
Deep Root: 5/4
>Zombiebro: 5/2
Dr. Z: 5/1


'1d10' attack the visor with the axe.

Roll #1 2 = 2


"Ugh, I hate being in this kind of situation."

Set up the Homing Magic. '1d10+2'

Roll #1 5 + 2 = 7


I should get up


Now with a roll

Roll #1 3 = 3


Get up. Escape Artist.

Sickle gets up too.

Roll #1 6 = 6



Roll #1 7 = 7


Pull you up.

"This is getting a little dangerous!"



Roll #1 10 = 10


"You tell me. Thanks."



Roll #1 1, 7, 3, 7 = 18


One of the zombies collapses, the others get a few hits into Earthbound

You bash the Vizier with your axe but get shocked in the process.
The distraction temporarily relieves the spell.

You get 2 motes.

As Z helps Melville up again, a zombie charges but a concealed dagger flashes and the zombie is on the floor.

You're both up again!

You feel yourself go faster as Deep distracts the Vizier.

Current status:
Progress: 49/55
Courier: Final chamber
Nr of zombies in pursuit: 4
The Viziers influence is strong.
Vizier 6/2

Earthbound: 6/1
Melville: 5/3
Ambrosia: 6/5
>Sickle: 5/4
Melville: 5/5
Deep Root: 5/4
>Zombiebro: 5/2
Dr. Z: 5/1


>1 wound
This is where I should start to worry, right?
Keep going, faster faster faster!

Roll #1 4 = 4


Improvised attack theVizier.

Roll #1 10 = 10


I'll go up against the Vizier and try to take him down.

Homing Magic '2d10+2'
Rapier Attack '1d10' DC-1

Roll #1 2, 10 + 2 = 14 / Roll #2 10 = 10


'1d10' cleave 3 zombies.

Roll #1 7 = 7


Blind him with some pocket sand if I can '1d10'

Sickle can Backstab him while he's distracted '1d10+2'

Roll #1 10 = 10 / Roll #2 2 + 2 = 4


Silence that Vizier with a Stranglevine '1d10+2'

And slash him with a Backstab '1d10'

Roll #1 5 + 2 = 7 / Roll #2 10 = 10


The Vizier, that is.


File: 1406322873384.jpg (1.46 MB, 2240x1664, map70x52.jpg) ImgOps Exif Google

Battered and scarred Earthbound struggles to the main chamber and places the crystal in the hooves of the statue, as all of you struggle to hold back the onslaught.

The crystal glows and shines and bursts into light.
All of you feel a burst of power inside you.

Zachariah summons stranglevines, constricting the Vizier, and then slices the chest of the helpless Vizier open exposing its innard.
Hokkaidos motes soar straight into the vizier exploding him into rays of energy and color.
With the Vizier dead the zombies seem to lose focus.
Sword and axe and dagger and rapier form a symphony and hack the remaining horde to pieces.
When the dust settles there is only you and a pile of undead flesh.

The statue glows and a spirit moves out of it, smiling.
He disappears again and a passage behind the statue opens up.

You're at the star.


Smirk satisfied before collapsing to the floor.
Inure fatigue.

Roll #1 1 = 1


"Hey, don't die on me yet."


You sink through your hooves.
Wow you need to catch your breath.
Maybe being dead would be easier than barely surviving.


"Wouldn't be the first time."


Sit down.
"So… who needs some patching up?"
I still have some medkits, right?


You do!
In downtime you don't need to roll, just use them up.


"I'm okay, save them for the others."


Who looks the most banged up?


Zachariah and Earthbound


Raise a hoof. If I can.


"Here, I'll offer to help too. I can't have you dying while I'm still here.


Give one to both of them.


'1d10' spot check on that passage we opened?

Roll #1 3 = 3


"Thanks. This is a little bit more active of a dig than I expected."


Spit on the ground.
"Nice one, guys."


"Restless sleepers, in this neighbourhood."

Get up and crack a few bones.


There doesn't seem to be any traps.

Sickle grins.

They're both healed up to full -1 wound



"I don't mind stoppping to catch my breath, but where do we go from here?"


So, what path did I open up?


Gesture to the path between the statues
"We just ran over here to open that.. so, we might as well go."


"Well, we're supposed to go all the way around, but maybe this-"
Gesture at the passage way we opened.
"- Will do the trick as well."


File: 1406323820122.jpg (1.46 MB, 2240x1664, map70x52.jpg) ImgOps Exif Google


You can't see inside yet


"Yes, I think I vote for the opening as well. Maybe later we can go back to examine the carvings in the other chamber, but I think the real prize is deeper inside."


"The fun doesn't stop, does it…"

"So, who is going in first?"


Well, poke my head inside then!


Just walk inside and look around.

Roll #1 8 = 8


I'll let the young ones go in first.


I'll follow in after.

"The preservation of this dig is quite impressive given the infestation…"


"What? You mean those zombies? They weren't doing any harm, were they?"


And I'll follow behind!

A few good paces, to be safe!


all into the dark tunnel of darkness? Okay.


"Probably scratching up tomb walls and wrecking coffins."


"Weren't they resting in their coffins?"


File: 1406324742179.png (1.62 MB, 2240x1664, map2.png) ImgOps Google


The sun is high in the sky, the city is baking beneath its glow.
You don't know it yet, but this is how it always is.
Vilitus City, the stomping ground of the infamous Triumvirate, a city avoided by all but the bravest or most foolish of souls.
As you go off the ship that brought you here, you see the city stretch out before you.
Sailors, whores, merchants, slaves, all are busy with their work.
You have been sent here by the Lordblades, your first task is to make contact with the unit deployed here.
You were informed to make your way to a place called the Scar.

The chamber you enter is round.
It is dark but in the middle is a set of faintly glowing swords and axes.
As you light a torch you notice beautiful tapestries on the walls, depicting Fillilonian ponies fighting undead and some kind of black ponies with green glowing eyes with the shining weapons.

You have found Blessed Weapons
+1 when attacking undead or Black Lemarians with these weapons (not skills, just the regular attack)
There's a passage to the north and east.


"No doubt. Do you have any idea how destructive resting is? All that tossing and turning…"


"Well if you want to reprimand them, I can arrange that… the ones we didn't crush anyway."


Chuckle. "Well, I always say, 'die, and let die'."


"Well, this is nice."
pick up a shiny blessed axe.


"Those Lemmings sure look like they mean business."
Get something small.

Just give you a flat look.


Can't hurt to take a sword like that.


"Oh, now this makes it all worth while!"
Let's find the shiniest one, to complement my coat! '1d10'

Roll #1 2 = 2


Grumble a bit at the attempt at humor.


Give the weapon a lick.
Bet it tastes like dust.
"We should head north."


"Uhm, oh yes, we shouldn't be getting so distracted. Lead the way."


The deer takes a deep breath.
''Alright Maali…Do not ruin this…''
He slowly and calmly throtted onwards.

He stops in front of the neared mare.
''Um…Excuse me maam,could you please inform me where can I find…''The Scar'' ?
He politely asked


>added Blessed Axe to inventory

>added Blessed Dagger to inventory

>added Blessed Sword to inventory

Very dusty
>added Blessed Dagger to inventory

You pick a faintly glowing sword


Move North.


I'll take something fancy a dagger.


"North? I expected to head East. Should we split again?"


I'm just being considerate! Besides, I'm not meant for the front lines. The others need those weapons.

Keep on moving forward.


"Why East?"


"I'd like to get closer to where the old team was lost. Remember, the eastern passage led to where the tablet was found on the first exploration?"


"Sounds like a better than my cointoss."


Keep on trucking


"…but we can go on the way back.."


"At least we'll know what caused them to be lost in the first place. It might give us some idea of what to truly expect beyond…"

"Not that I particularly want to know what scary things are waiting for us."


"You're not afraid of the dark, are you?"


"What if they just fell into a trap and we'd be falling into the same trap by going that way?"


"Ah, not exactly… Honest."

"Just a little… maybe."

"And then we'd be stuck in a big, black room, forever…"


Tap your shoulder a bit and try to look comforting.


"Or until air runs out."


Try to keep composed. '1d10'

"What if there's snakes, or something worse than that?"

Roll #1 1 = 1




"Why don't we just ask the one who was there?"

Glance at Rustlefeather.


"..hey calm down."


"Sorry, sorry, sorry, sorry, sorry."

Deep breathes, we aren't surrounded by the dead anymore.


She rubs her butt.
"No scars here, honey."

>added Blessed Dagger to inventory

You come up on back in the arena, only this time on a balcony above.
You see the scorpions down below.


Anything else on this balcony?


Some chairs and skeletons.


''I uh…I meant the place…Called the scar maam…'' He says trying to hide his slight disgust.
I am required there,can you inform me the place or not?'' He says trying to keep his polite tone


… That's it? Damn.


Trot by the skelly.
Anything on him?

Roll #1 7 = 7


go into the north as well



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Some old rotten armor, not that useful.
Root joins you.

You could jump down if you want some excitement.
There's a defiled statue of Mother Nature in the middle of the arena.

You go east.
The passageway ends at a wall.

She just giggles.
Another stallion walks over.
"I know where that is."


"Please don't tell you're going to jump in there ofr that…"


Tap on the wall.

"Dead end here…"


I bet the changelings did this. Disgraceful. Grit my teeth.

"Nah. It's tempting, but nah."


"hmm." Lets try east of here.


"Let's go back."
To the East!


It sounds hollow.

You go east.
The passageway ends at a wall.
Z is here already.


Follow this guy.



"This wall sounds hollow."


Tap the wall.
"Anyone answers our knockings?"


"got any explosives?"


"No one but you."


"I'm a professor, not a demolitionist."


"Thank you."

"Hey, don't just run off!"

"Without me."


"I think Sickle's ass could be used as a wrecking ball. It's heavy enough."


''Ah,thank goodness. Well,could you be so kind then sir? He gladly asks,eager to know


+100P for those who participated


"I'm going that way myself. I'll show you.
Ready to go?"

Sickle rolls her eyes.
"Isn't there a secret button or something?
Isn't that how old ruins work?"

You tap dat wall.


What is it made of?


'1d10' investigate this wall

Roll #1 5 = 5


"So, where is that support team with the supplies? They are taking some time… I'm starting to worry that serious-faced fellow was not kidding."


Keep an eye out for anything out of the ordinary.

Roll #1 10 = 10


"We told you already.
No support team."


"…." pat your shoulder.


Perhaps if you had a stone pickaxe you could go through.

Carefully investigating the wall reveals a button in a small alcove.


"How would they expect us to dig through things like this wall without some picks, and laborers to wield them?"


Push it.


Too bad it's not wood or other living matter, or I could just Lifestream it.


'1d10' does it have anything written by it?

Roll #1 10 = 10


"maybe its not just a wall."


File: 1406660731432.png (1.7 MB, 2240x1664, ma7.png) ImgOps Google

>new passageway opened
>you're at the white star

With a click the wall moves into the floor, revealing another passageway.

It is covered in rich hieroglyphs depicting pony warriors fighting weird creatures. There's a theme of pony-shaped armored enemies.
It also shows these enemies worshiping a demonic looking figure on a throne.
The wall slides into the floor, but similar paintings adore the walls beyond.


"Ah, well, that solves that."



"…seems like they buried a lot of warriors in here. We should be careful if we wake anymore of them."
'1d10' lets check out the next room.

Roll #1 7 = 7


Woop woop.

Let's follow the Doctor.


"We use our brains."


Chuckle amiably. "I wouldn't want to get mine dirty."


''Yes sir…Thank you so much''
He says smiling to the colt and following him


I have reconsidered my position to award all awarded P during the dungeon at the end, instead I'll reward P achievements as they're reached.

Awarding current P for all dungeon players
>Surviving Zombie Run 500P
>Protective Spirit 100P

You enter some kind of old dinner hall.
The tables are dusty and old, and the food in the cupboards is rotten and moldy, the stuff that's not completely disintegrated that is.

You notice a tripwire near the floor.

He's a grown stallion but that don't matter.
You both walk through the Vulture District.
"You new to Vilitus, I assume?"


Point it out to the others.


File: 1406661564185.png (1.75 MB, 2240x1664, map2.png) ImgOps Google

Now with map and everything.


''yes…I've heard of the city before…and uh…I have some things I need to do here…
Oh…My name is Maali by the way.It's a pleasure''


How familiar am I with anti-trap techniques?

Roll #1 6 = 6


You notice a lot of ponies staring at you as you pass.
"Name's Foil. Don't spend too much attention on these ponies.
Most of 'em ain't never seen a deer before.
Neither have I to be honest. I thought ya'll lived in lush forests.
You must have a special reason to come all the way out here."

You could disarm them pretty easily.
They're not too complicated.


Alright, let's disarm this trap.

Roll #1 6 = 6


Wait for this



Let's stroll down the hallway.


''yes…My kind is usually related to the forests…
But it's no problem at all…I'm used to that,after all,I have those tatoos,necklace and this huge earring,makes me the center of attention all the time ehehe…
Yes…I was uh…called here for an important reason''


'1d10' what about those cupboards?

Roll #1 6 = 6


File: 1406662637480.png (1.78 MB, 2240x1664, map2.png) ImgOps Google

"Mind if I asked what reason?"

You open it up and sneeze.
The dust and the moldy unidentifiable food.
You see something in the back.
Roll to grab it.

You come to a crossroads
To your right (left on map) is a heavy door.
The left is a dark tunnel, as is the way in front of you.


'1d10' grab

Roll #1 6 = 6


Lick my hoof.


Buttons, handles, locks on the door or nearby?

Roll #1 8 = 8


''actually…I don't mean to sound rude sir…But that is something I cannot tell…I'm really sorry…''


"Ah well, perhaps better.
News spreads like wildfire in Vilitus."
A dirty, hungry colt walks up to both of you.
"Mistah, do you want to buy some water?"
Foil simply shoves him away without much attention to him.
"Watch out for those street colts and fillies.
Thieves and pickpockets, all of them."

There's a solid lock on the door.
It would require a thief to pick it.

Sickle snorts.
"Don't get too big a head. Those were filly traps."

You stick in your hoof narrowly missing the poisonous spider showing up and grab…
two bottles of ancient Fillilonian Rum.
This rum is deep, deep dark and probably centuries old.
Ancient Fillilonian Rum:
100% chance to make the drinker drunk as fuck.
Can be set on fire.

>2 bottle put in Deep Roots inventory


Whistle at the two mares.
"Hey, I have something for you."


"..Well, I've got booze." I chuckle a bit and turn to see the others are already gone.
"Right.. better catch up."


"You of all ponies should know."

"What? What did you find now?"


Maali nods

Then looks at the colt with pity,but then turns back to Foil…
''How could a little child be like that?'' He says nodding to the colt and giving him an ''I'm sorry'' look before continuing wih Foil


Point at the door.


The colt runs after you.
"Please, mistah, just a few bits?
Ah haven't eaten in two days!"

Foil shakes his head.
"They are just born wrong, if ya ask me."


Maali shakes as he hears the colt
''oh goodness…''
''Mister Foil…It's not his fault…really…Here you go little one…I have no bits but if you're needing food that badly…'' Maali opens his saddlebag,picks up a small wrap with a daisy sandwhich and two oranges and hands them to the colt
''Be good okay?''
He then continued with Foil


"Alright, just a sec."
Get to work on that lock. What am I dealing with here?

Roll #1 4 = 4


"Hey! Thanks mistah."
He runs to you again.
"But…my friends are hungry too…"

It's a complicated and heavy lock.
Worse still, you can't be sure from here whether it's trapped or not.


"Hey, miss expert? Take a look at this lock then."
Gesture at the door.


Roll for Sickle picking the door.



Roll #1 4 = 4


You're both dazzled by the lock.


''Oh…Well let's make a deal then…I don't have more food with me right now…But next time we meet,I'll uh…I'll treat you some warm food somewhere okay?you and your friends too.
But now I must depart…Good luck little one…May your prayers reach the land.''
He continued following Foil


"… Well crap. Sorry guys, but this is a bit too advanced even for me."


You leave the little colt behind.
As you both pass a bar, a zebra gets thrown through the window.
A griffon jumps out and starts beating on the helpless zebra.
No one seems to even blink.


"Think we can bruteforce it without locking ourselves out?"


Maali swiftly pass throught with a pokerface

''I-is this normal around here?'' he asks worried as he follows past the zebra and the gryphon


"What do you mean?" asks Foil.


"Unless one of you guys want to give it a try?"


"Ancient zombies have their revenge on us."


Maali stares at the fight.
''N-nothing…nevermind…'' He says sighing…

''Are we getting close mister Foil?''


'There it is!"
He points to the distance, where you see a forest.
Unusual in this desert climate.
"Be careful now, this part of town here we need to go through is very unrestful the last few months.
Keep yer eyes open."


"I'm no lockpick master."


''don't worry…I'm quite adept to forests…you know…Deer'' he said with a chuckle
''thank you again for helping me mister Foil…If there's…Any way I can repay you…''


"Drop by the Perpetuum Mobile sometime in the Arachnia District, maybe we can help each other."
He leaves off.


''hehe…I'll be sure to go there…It will be a pleasure…'' He says looking him over as he leaves…With a smile he continues onwards,happy for Foil's kindness…Which he planned to return


Roll for luck on the final part to the Scar.


[1d10] the luckies deer

Roll #1 8 = 8


There's a definite tension in this district but you manage to pass through without incident.
You reach the Scar.
This is a lush forest, reminding you a bit off home.
The Scar has a mysterious origin, as can be read in the doc.
Right now, it is peaceful however, as the sun shines through the leaves off the forest.
You're supposed to meet your contact at the shrine to Nature in the middle of the forest.


Tell you what.
I'm gonna try smash this lock.
'1d10+2' use fate. If it fails, go for one of the dark hallways.

Roll #1 7 + 2 = 9


Maali heads towards the middle of the forest,his deer instincts helping him get there as traversing the forest was easy for him…

He plans to go onwards until he found the shrine of Nature


'1d10' investigate the room for any old keys.

Roll #1 1 = 1


You bash long and hard at it with only minor results, it would take a significant amount of time to open the lock this way.
East or South?

It is easy.
The forest feels a bit strange however.
You get a sense of anger, even wildness from it.
You reach a clearing.
In the middle is a large tree in veneration of mother nature.
An old pony is meditating in front of it.
A purple mare is laying in the grass looking bored.

You investigate the dining room with little success.
Returning to the cupboard, you get bitten by the spider you masterfully avoided earlier.
You are poisoned





Follow him.


Maali slowly walks closer.
''Um…Excuse me…'' He says trying to get the attention of both of them
''I'm really sorry to interrupt but…I was requested to come here…''


Well, its a good thing I have a med kit
'1d10' heal myself of the poison.

Roll #1 1 = 1


The purple mare looks up.
"Ah, Vine, my old friend, so good you could make it. Yes, I was hoping you could look after some plants of mine."

You go south and enter a hall with a stairwell.
The stairs go down into the deep darkness.
Rustlefeather clears his throat. "That's it. That's where all the trouble started."

You do, but your vision grows blurry and you can't manage to grab it.
You need to support yourself against a wall to keep upright and are sweating like a pig.
Too bad Earthbound and Ambrosia left, let's hope maybe Melville or Z notices your predicament.



File: 1406746892324.png (1.87 MB, 2240x1664, map2.png) ImgOps Google

>now with map


Someone who just slumped up against a wall is hard to miss.
"You don't seem allright."


As I recall, the door to the left is locked?

Glance around the room for anything of interest. Might as well show off my knowledge if there are more runes to interpret and the like.


Roll #1 6 = 6


Where am I, in the North or South?


I could use a nap at any rate..



"What you say we check the other rooms before leaving the floor?
I will regroup and inform the others, you see what you can find in this room."

Back to the others.


I probably am still holding that medkit's antidote.. if it didn't break.


"Are you well? You seem like you're in a bit of pain."


Well, that's clear as day.
Step over and put the antidote to good use on you.
"What happened?"


He's looking rather pale, he's going to sink through his knees.

Yes, it is locked.
The runes on the walls depict presumably the old warriors of the temple.
You translate the runes and learn this temple was built over a cursed place.
The warriors here trained every day to make sure the monsters deep down would never threaten the outside world.
They used Blessed weapons like the ones you're holding to do so.

The monster depictions are unknown to you. Black ponies with green eyes.

They are shown worshiping another figure on a throne that is known to you.
Kronox, one of the demonic gods, second only to Tirek.
Little is known about this god publicly, but an expert like you would know that he was once a minor deity like Love but deserted the Sun and Moon during the First War to serve as Tireks second in command.
Whatever these enemies are, Kronox hooves in this are a bad sign.

Spruce starts feeling better because of the antidote.

You're back in the dinner room.


They look in the middle of something…
Whistle for their attention.
"We found the stairs. go straight ahead from this hallway."
Instead, I will check the rightmost tunnel.


"Hm, Kronoxious fell spirits, are they?"

"Let's head east first. These glyphs are troubling about what lay below."


Raise a brow and show a tooth in a sick smile, disappearing back into the hallway.


After him.


"As much as I'm starting to dislike this place, we're all here together. Let us know if you need a hoof."

"You'll wake…"

"Troubling, as in there are things down there waiting to eat us, or troubling in that there's just a smell over there?"


"That's not a news."


"..Oh, thanks." I say kind of surprised.
"I thought I could get the medicine in time.. I guess I was wrong." I reply and be sure to follow closely.


"Something happened?"

We should follow this guy


"These glyphs tell of an ancient evil – a cursed lair of demons who made their nest below this temple. It was constructed solely to keep them at bay. If they still lay here, it is possible only blessed weapons may hurt them. In any case, they are servants of Kronox."


"Just a poisonous spider, oh, and I found some booze."


"I guess that's worth it."


"A lady can dream, you know."

"Anything we could help with?"
"Wait, was that all? You had us really worried."

"It's been so long, couldn't they have just gotten bored and gone elsewhere, away from us? Far away."


Mutter: "They could have left and settled a town called Vilitus."


"Summon a bigger spider to scare away those? They really are lurking in the least expected places."


"With my luck, they'll make up most of the people we know."

Look around nervously. '1d10'
"They're probably all dead or left. That spider was just bad luck on your part."

Roll #1 8 = 8


Make a slightly amused hum, "Yea, I guess I'm not the luckiest stallion out there. And being shiny does give you good luck anyway, you'll be fine."


"Perhaps the Changelings hid the weapon there so the demons would make it impossible to retrieve?" offers Rustlefeather.
You enter the easternmost tunnel and soon find a partially collapsed chapel.
Near the ruined statue, covered by a pillar sits a weakly glowing orb.
You recognize it from when you placed the crystal into the main chamber.
You hear it whispering in your mind, thanking you for resurrecting it from its demise at the hands of the Shadow Dweller.


"Don't go too far off then. Maybe my luck will shine on you and you won't be bitten by poisonous spiders anymore. Maybe, just maybe, you'll be bitten by non-poisonous ones! I mean, a little of my luck can only do so much for you."


Grin to the orb.
"Nothing should suffer the river."


"Sort of like a guardian glowbug?" I say slightly flatly, but with an attempt at a smile.
'1d10' banish the wicked whispers, and focus on the orb and what's around it.

Roll #1 8 = 8


Any slots for it?


Ruined, eh? Fish out a large-ish stone and return to the locked door. Let's try bashing it in.


Another voice in m head, but this isn't my Beloved's.
"Wouldn't they have just broken them? Hire someone who doesn't know better to melt them, then dump that to be sure?"

"I'm not some glowbug…" I say while scrunching.


Roll for bashing.

I don't understand the question.

It's a minor spirit, probably created through magic.
The chapel here was part of the worship to keep it intact.
You see it is quite weak, having spent whatever power it had left to banish the demons, it will probably fade in a few months.

All do.

"I don't know. Perhaps…but it would be really bad for us if we only find pieces…"


"..Hmm.. I see. Spirit you have some message for us? Something you're clinging onto?"


"Let's just hope they didn't plan too far ahead and just left it somewhere easy."


Bah. How un-enlightened.
"We were told of a weapon."


I will die soon.
My guard will be at an end.
I know much about this place and have seen everything happen here for centuries.
Perhaps I could answer any questions you have.

There are many weapons both here and in the darkness below, could you be more specific?

"I hope so too."


Some place where the orb needs to go, a slot.


It's more of an ethereal orb, like a spirit.
You know, the floating orb that talks?
That kinda thing.


"Do you know of the shapeshifting insects that pretend to be ponies?"


Turn towards the Orb.
"We're looking for a weapon that really does some damage to those Changelings nearby."


"To kill changelings. Quickly."


'1d10+3' Bash (fate)

Roll #1 4 + 3 = 7


They came here 4 centuries, 23 years, 30 days and 17 hours ago last.

I do not know of such a weapon here in the temple.
The Changelings who came here carried a large coffin and boxes, many boxes, and took it with them in the dark.
Many died but they left without the coffin and boxes, perhaps this is the weapon you seek?

You bash at it for a while, with no success.


Examine door. Is it secured only at the lock and hinges?


"I think it's our only lead, but I'm not liking the "many went in, few came out" part of it."


"…Do you know what killed them?"


It seems so, of course you're not an expert in these things, there's no way for you to tell whether the door is trapped or not.

The Metal Demons in the Dark


Smash off the lock mechanism and the hinges. '1d10'

Roll #1 4 = 4


"Are they, umm, still down there?"


They still are.
When we came here, we feared they would escape…but they have not, they stay there for centuries.
Our coming here was unnecessary, our vigil useless.
The Metal Demons will stay there until the End.

It's a stronk door.
If only you knew someone good in thievery.


Where could I find a thief in a group of rogues? Besides, all of those dossiers say no one here has Master Thief. Pretty sure that's a banned skill.

'1d10' open sesame

Roll #1 1 = 1


"Why demons? What did they do? They were enemy of the changelings, maybe they are our allies."


"Do you know why they just stay there? We really need those items."


… "you need a hoof with that door?"


There was someone who got a bonus talent in thievery actually. Deep Root.

Not that it matters as you kick the wall in frustration. The fragile wall cracks and shudders.
This passage is about to collapse, roll to escape!

They were here before Changelings.
They are the enemy of all that lives.
Plants scream in pain at their mere presence, they seek no life, they only bring death.

I don't know why.
They simply sleep…until somepony enters.

Too late.
Time for you to roll to get out of that passage as well.



Roll #1 3 = 3


'1d10+3' spend some fate

Roll #1 5 + 3 = 8


"So much for that." Yawn.


"At least we're prepared. We won't go in blind."


Spruce manages to jump out.
Dr Zachariah gets stuck under a pile of sand.
His head sticks out right before the crossroads, in front of the rest of the party.

Should they attack, use your blessed weapons. The Demons are near impervious to all normal weapons.


Climb out.

"Stonework is weak here. We can probably just cut through."


'1d10' help dig the poor guy out.

Roll #1 6 = 6


"Glad to know that our little shopping incident earlier pays off."

"If it doesn't all fall on us."
Help dust him off.


Cough out a little dust. "Thank you."


"Not gonna wake them up in the first place."


He's dug out.
But the passage has become unusable.
Perhaps one day, with laborers and proper equipment as Zachariah hoped, this passage can be unearthed and its priceless secrets unlocked.



File: 1406925175153.png (1.89 MB, 2240x1664, top ddmap.png) ImgOps Google

Posting map again



I look kind of fustrated and look around this room '1d10'
"Maybe you should ask for help instead of breaking everything."

Roll #1 1 = 1


I forgot where I was.
Must be my old age.


File: 1406926192945.png (330.14 KB, 1728x1152, mappy.png) ImgOps Google

You both walk down the stairs and Spruce trips up rights as he's berating you.
He tumbles right into Dr. Z and you both tumble right to the bottom of the stairs.
It's dark down here and you land into some kind of sticks, cracking under you.

Rustlefeather follows and lights a torch, you seem to have fallen right into a pile of old bones.
The room here is in disarray, bones everywhere and in front of you there used to be a large stone gate, now broken down revealing a dark passageway.
There's a soft but distinct buzzing coming from that passage.

I suppose you went down in time to see Deep and Z tumbling down into the pile of bones?


The things I deal with.
Help them both up.


Cough a bit and stand up. "Are you alright?"

Accept a hoof gratefully. "Thank you."


'1d10' getting off this bone pile, if only I could afford raise dead this would be great.

Roll #1 10 = 10


Cranky Melville there to help you guys up.
Spruce notices the teeth are far sharper than any pony skull.


I pick a skull up "…demon bones?"


Outsider knowledge '1d10+5' fate

Roll #1 6 + 5 = 11


"Or changeling fangs?"


These ain't no demon bones.
Demons usually physically completely disintegrate and their essence sent back to their home plane when defeated, they don't leave bones.

I'll assume you did the Cleaner check.
Yes, these are clearly Changeling bones.
Quite a lot of them in fact.
There has been a terrible fight here, judging by the state of the bones a very long time ago.
The wounds are unusual, some seem to have been inflicted by spears or something, but the edges are burned. As if it was some kind of glowing hot spear.


Chuckle good-naturedly.

"Demons don't leave behind bones."


"This place smells good…
Smells of death."


"..is it something you'd like to talk to?"


"They were changelings. They've been dead for a while now. Killed by some sort of enchanted or blessed weapon from the looks of it, since they got burn marks aside from the visible physical trauma."


"Or, you know. Fire."


"Then the whole bone would be charred."


"Fire magic doesn't set ponies on fire, you know."


Point at a bone.
"Only the edges are burned. Unless they were precision fire magic needles, it wasn't magic.
And if they were, they had crap aim."


"Why couldn't it be a fire sword?"


"The wounds suggest it was some sort of spear. So maybe it was a fiery, or at least heated up one. Not like it makes a lot of difference to us now, they are dead."


The dark passageway is there.
Shall we move further?


"..so you don't need to talk to them?"


"Let's head in deeper. Maybe we should carry more torches…"


"I can't talk to them. I just make my living from cleaning up dead bodies, and after a few years you figure out how people died by simply looking closely."

"No sense in waiting around."


Pick up one of the skulls.
"What would they even say?"


"Hiss at you?"


"I do love a good hissing."


"I'm just saying. I could get them talking, if you wanted."


"I doubt they would be very talkative. What would we even want to know from them?"


"Well, I offered anyway."


moving on.


"Let's hope one of the invaders died so we can find a pony skull who can enlighten us about what went down here."


Toss him the skull.
"Go on. I want to hear what they have to say."


'1d10+2' lets do this, commune with a changeling skull

Roll #1 6 + 2 = 8


Ambient music: https://www.youtube.com/watch?v=VnzlYlz3n9w

You enter the broken gateway and as you shine your torch forward you're greeted with another sight entirely.
The bleak sandstone ends and in its place is solid smooth black rock arranged in squares.
The place smells of oil and there's soft buzzing.
In the middle there are strange…coffins for a lack of a better word in your vocabulary.
The front is translucent and inside you can see metal forms of ponies. Next to each coffins are lights blinking and hieroglyphs lighting up and disappearing again.

You concentrate and after a little while


File: 1406929613661.png (518.89 KB, 1728x1152, mappy.png) ImgOps Google

Now with map


"Hmm you remember what happened to you?"


…Outsider Knowledge? Magic Society Knowledge? '1d10' +2?

Roll #1 10 = 10


"I don't trust this place."
I sure as hell aren't going to go first here.


Even an expert like you only knows bits and pieces.
Long ago there were the Lemarians, a supremely advanced civilization of ponies that destroyed itself in a cataclysmic civil war.
The one side lived in what is now modern day Equestria and Trotantium.
The other, the so called Black Lemarians, lived in modern Vilitus, Saddle Arabia and the Broken Isles.
This architecture is definitely Black Lemarian but the coffins are something you haven't seen before.
You are reminded of a report you read about a group of adventurers four years ago in Equestria.
They reported walking metal ponies commanding strange and terrible powers and making nature itself scream in pain by their presence.
One of the adventurers wrote a paper theorizing the Black Lemarians reshaped themselves into metal constructs through unknown means.
Standing here, before these coffins these theories suddenly become frightfully real.

"…Queen commanded we cleared the way so we did. Cyborgs fought well but we kept them at bay long enough.
He starts sounding scared
"Queen…where is Queen…where are my brothers….Can't feel them…"


I suppose I missed a bunch, but I'm here now.


"Black Lemarian? But no… even this is too advanced for Lemarian technology… A memory starts… This reminds me of a report, from years ago…"


You're in a room full of coffins of metal ponies.
See >>592740


"I'll send you back to them soon enough, tell me what you remember about this temple, where were you here, what cyborg?"
I eye the metal ponies while I chat with the skull.


"Short answer, this is what we are looking for, right?"


"If this is what we're looking for, I think we're on the wrong mission. You don't get rid of rats by infesting your house with snakes."


Eye those things warily.
"Why do ruins always have to be so creepy? What, did they run out of nice things to decorate the place with?"


You've seen those metal ponies before remember.
The Prophet…Javier?


Right. I forgot Ambrosia had seen them before. But these ones are inactive, right?
"Also, the last time I saw these things they were trying to kill me. Are they dormant for sure?"


"I sure hope so."


"That seems to corroborate the sole report I've heard of these things. Dangerous and destructive monsters."


"Lets not touch them."


There are 3 gates, one north, one south and one east.
There are also two smaller chambers to the north accessible.

They are not moving.


Approach the small chambers.
Slowly and carefully.


going with Mel.
'1d10' spot checking too

Roll #1 9 = 9


"Queen wanted to hide HER. The TRAITOR"
There is contempt in his voice.
"Hide her away among metal and ghosts so she could never threaten the Hive ever again.


Follow the pros.


"A traitor huh? What did they do?"


"Betrayed her brother. BETRAYED THE HIVE. Siding with Ponies. Nearly all was lost until we caught Her again.
Queen wants to punish her for eternity. Hide her away from the Hive. Away from her brothers. All ALONE amongst the sleeping cyborgs.
The Changeling sounds angry.
"She was no Changeling. Changelings do not betray their Queen. We are One. Forever."
Then he sounds scared again.
"One…Queen…Queen…where is my Queen…why can't I hear her?

There's some kind of metal spiders in the small chambers. They do not move as you approach.


Anything else in there?


"..I see.. what is your queen's name? She must be very smart to know how to deal with metal monsters. And to build a prison for a changeling here."
'1d10' check the walls for marking or writing

Roll #1 8 = 8


The walls are smooth and almost unnaturally clean. Something must have been keeping all of this clean. Except for the northern gate which has been heavily damaged. You see marks of changelings and burn marks.

"Queen VARASH is wise and all knowing. She learned the secrets of the cyborgs deep within the Oasis….She knows…my…Queen…I have failed her….why else would She not hear me…."


"So… what now? We still haven't really found much, have we?"


"Hmm Okay, I suppose she didn't tell you the secrets?"


Rustlefeather coughs.
"We can't give up now.
The northern gate seems to have been the site of fighting with Changelings once…perhaps what we seek is in there…"

"Queen…please…Queen…don't leave me…all ALONE…."


"..Go to sleepy little drone."
end commune.


"Or maybe what killed them is in there."
I chuckle.
"Let's go poke it with a stick and see what happens."
Go North.


"Let's go there then."
Do so.


After those two.


"They were burying a traitor down here, maybe she's still here.. and alive?"


"That was heartwarming."


"Hm, yes. Brainwashing is so lovely."


His pleading ends.

The gate here seems different then the others.
Roll to apply brute force to open it.


Big fat earth pony butt.

Roll #1 8 = 8


I still got some muscles left.

Roll #1 2 = 2


File: 1406935291724.png (759.99 KB, 1728x1152, mappy.png) ImgOps Google

Ambrosia slams her fat butt repeatedly and lewdly against the gate until it slams down.

You're all greeted with an alien sight.
In here on both sides of the walls, there's another row of coffins but they're wired to a cage in the middle.
The wiring seems almost childish compared to the advanced technology of the Lemarians.
In the cage sits a large female changeling, almost a Queen but she misses the trademark crown appendage on her head.
The Changeling looks up towards you with a franctic look in her eyes.
"Love…I smell….Love…are…are you real?"


"Hey now, stay quiet little not-quite-dead friend."


"You must smell something wrong."


Frown in disgust.


"Oh, hey. We're real alright. Real glad you're alive."


She ignores all of you but focuses on Ambrosia instead.

The Changeling lunges forward sticking her head through the bars of the cage.
"You…pony…Love you smell of it…please I have fed on scraps for ages, let me feed please…"


Raise a brow.


"Hm. We should take it alive, I'd say. This would be a good time for a support crew to arrive with pack animals and sleds to drag away the cages. If only the Lordblades had planned ahead!"


"Guess crystal ponies are the tastiest."


"And why would I do that?"

"Are you dense? You know how much unwanted attention that would attract?"


"Well, no point in arguing about what hasn't happened. We'll just have to tie it up and drag it with us later."


"Please…what do you want here? I will help, whatever it is…just let me feed…just a little. You can grow it back…"
The Changeling pushes against the unrelenting bars without result.


'1d10' look over these bars
"hey, what got you locked up here?"

Roll #1 10 = 10


"We're looking for something. But why are you locked up here? Who are you?"




They're metal, hastily put up obviously, it wouldn't take much force to tear it down.
But what is more worrisome is the wires attached to the coffins.
The wiring looks primitive compared to the Lemarian magitech around you, but is still far above your comprehension.
But the fact that it connects the cage with the coffins suggests to you that if you try to tear down that cage, bad stuff is sure to happen.

"My name…I…I…"
She closes her eyes thinking deep.
"Myziri…that was my name…It is my name."



"Alright, Misery, why are you locked up in this cage?"


She lifts up her eyes.
"A long time ago…I broke free from my Hive and helped ponies to defeat my Queen…but I got captured and as punishment the Triumvirate buried me here. Far away from any emotion, from anypony."


"Why help ponies? Why break free?"


"These ponies… Lemarian? Fillyonian? Some other organization?"


"Fillilonian. Ponechadnezzar was his name."

She lets out a growl and turns her head back down to you.
"I'll answer your questions…if you let me feed first."


"Well, you can eat a little off me If you need."
Offer a hoof toward the bars.


"I don't trust you or your kind."


"Are you sure this is a good idea?"


"Eh' I'm pretty much the youngest here, I've got life to spare."


"Feeding wild animals is always a danger."


"Also. Don't fucking kick the cage, its wired to the coffins."


She sniffs it.
Then opens her mouth and something ethereal flows from your hoof into her mouth.
You feel numb.
The Changeling stops again, savoring the taste and leans against the bars.
She starts getting a bit more color again.

"Ponechadnezzar did.
And he almost defeated the Triumvirate.
If only we had had a few months more…


"Yea, that wasn't so bad." I shake the hoof a little to try and get the feeling back.
"now uh, talk to us."


"Good, I'll answer your questions, what do you want to know?"


"Just how fucking old are you?"


Offer an amused smile. "I'll try to restrain myself so long as you don't trip and crash into them."


She blinks.
"I…was 136 when I broke free. Then 5 years later came Ponechadnezzar.
Then one year later I got put here.
Hmmm, how much time has passed?


"More than you'd think."


"Nearly three hundred years ago now."


"I'm serious."
"We know you're here because you betrayed your hive. What did you do that was so dangerous?"


"Well crap, you're older than even I am. Congrats."


Feign offense.

"So am I."


She leans sadly against the bars.
"….three centuries in this hole…those bitches."

"I broke free because of an experiment of my Queen…it broke me loose of the collective mind…but I could still hear them and even the other Hives.
The Triumvirates strength lays in their ability to stay hidden until the trap closes. But I could read their movements. Ponechadnezzar knew everything the Triumvirate was planning through me.


"So you were his secret weapon."


"Ah. I see. Can you still.. link up to them?"


"You sound like you want revenge."



"Not here…I'm too far away. If I was in the City and got some time to recover, yes I could."
She looks over you.
"Is that why you're here? Are you here for me?"

She bares her fangs.
"Three centuries. No shit I want revenge."


"In a way yes. We need a weapon again the Triumvirate, they have grown so powerful that they threaten all of ponykind. Would you help us to take them down?"


"Will they know if you break out?"


"First things first. What do you know about those metal ponies?"


"Just making that remark."


"Yes I would."
She glances over to the coffins.
"I hope you know how to fight."

"I do not believe so.
But I'd have to be careful in the City.
If I try to scour the hivemind too long they might see me.
But I can explain that better once we're out of here.

"I used to work with Varash…she knows more of them than anypony on this earth I believe. Her Librarium was stacked with books of them, of demonic lore…she's a master.
We called them the Sleepers. I believe the ponies call them Black Lemarians.
They were ponies once, the most powerful of them alicorns.
They worshiped the God of Order, Kronox who taught them forbidden technologies. They came to see their flesh as prisons and transformed themselves into these cyborgs.
They were defeated and the survivors are in tombs like these.
Varash said they would wake up at the end of the World to remake the world in their image.


"Who do you think we are?" make a straight as possible face.


"That's a rough time table to keep. Were I planning to remake the entire world, I'd give myself more time than the end of the world."


"How can we know for sure you're telling us the truth anyway?"


"You don't have truth serum or something? What kind of mythical terror cell are you?"



"As would I.
But we should count ourselves lucky they decided to wait until then.

"If you want to defeat the Triumvirate, you'll need somepony who can know their plans. If you're going to stumble blindly on their territory, you'll end up on Nefertiri's dinner table before you know it."


"I'm not a lordblade. And I'm pretty sure that truth serum for changelings doesn't exist."

"I just want to murder those three twats already."


"I believe her.. That dead changeling truly hated her for a reason after all."
"And we're a sort of specialized soldiers. We could use your help, but do you think you can fight your way once we break the cage?"


She looks at her horn.
It glows faintly.
"My powers are not what they used to be.
But I can try.


"So we need to protect you then? This is a very important thing to know."


She takes a moment to respond.
"…yes, that would be best."


"Anything else you'd like? Maybe a few puppies to suck dry?"


"We're gonna need to form a barrier around her."
gesture in a circle.


She snorts.



I smirk.
"Alright alright. Fine. We'll fight the murdermachines. They'll kill you too if we don't."


"Bear with me one moment. Imagine for a moment we all get exhausted fighting, walk out the front door, and then this one flies away. None of us have wings. What's our plan for that?"


"Okay.. knock down the bars when you're ready. As far as I can tell its not possible to disable that trap."


"We could tie her wings down."


"We tie her wings down."


"She doesn't look strong enough to fly, to be honest. Maybe we could tie her down though."


"Alright. Don't forget."


So start the outbreak?


Let's do this. Tear down that wall.


Mr. Sion. Tear down this wall!


Let's do it


We condamn him to be exposed amongst his peers!




You storm forward and with little difficulty pry open the bars.
A spark of energy is sent across the wires into the coffins, causing small explosions and breaking the translucent barriers.
The walls starts shining a blood red.
On all the coffins in the room the lights start blinking red and a small text rolls over the screens.

As Myziri struggles out of her cage, the empty sockets in the Lemarians metal skulls turn a bright green and they move out of their coffins.
Their spears ready, the tips glowing green and smoking.
From behind the cage, a larger metal alicorn bursts out of a coffin.
Her wings spread open she takes to the air. Her horn grows green and she conjures a torrent of magical fire blocking your escape.

You are fighting:
>Lemarian Slave
>Lemarian Slave

Music: https://www.youtube.com/watch?v=XgCZixSjVX0


Cheap Shot the alicorn.


'1d10' backstab the first slave

Roll #1 3 = 3


You're not outside of combat.



Roll #1 8 = 8


"Wake-up call!"
Blind the second slave.

Sickle Tumbles her ass into the first slave. '1d10'

Roll #1 1 = 1 / Roll #2 4 = 4


"Go back to bed. It's not the end of the world."

Strangle the Demiurge '1d10+2' and Backstab slave 1 (DC-1, helpless on 9+) '1d10'

Roll #1 8 + 2 = 10 / Roll #2 5 = 5


First of all, Inure self from fire!

Roll #1 6 = 6


You run up to the first slave but it blocks your attack with his hoof and pushes you back before swinging his spear. You smell burned flesh.

Vines reach up and attempt to strangle the target. The demiurge is brought back to the ground but those vines won't hold her long as they're already withering at her touch.
Demiurge is Silenced for 1 turn.

As Deep is attacked by the Slave, you see your chance to strike your dagger in its side, doing minor damage.

Good, those spears look hot.

As the Demiurge is brought to the ground by the doctors vines, you shoot her horn.
The Demiurge gives out a high pitched sound.

You throw some sand at the Slave but it does nothing. Without a word, the Slave swings his spear straight in your shoulder. You feel a searing pain and smell burned flesh.
You are helpless!

Sickle rolls towards the first slave and swings her backhoof. The slave moves fast however, blocking her attack and throwing her back.

>Lemarian Slave
>Lemarian Slave

Spruce 3/6
Melville 5/5
Ambrosia 0/5 HELPLESS
>Sickle 3/5
>Doctor Z 5/5
>Earthbound 6/6


Goddamn shit. Escape Artist.

Sickle should throw a ninja star instead if that dick doesn't want to fight close. '1d10'

Roll #1 1 = 1


'1d10' cleave two slaves

Roll #1 5 = 5


Deep strike that slave with the dagger. '1d10' DC-1

Roll #1 5 = 5


Shoot that horn again.

Roll #1 1 = 1


Help Ambrosia up!

Roll #1 6 = 6


You're up again.
The Slave continues after Sickle, grabbing her and slamming her against the wall.
Sickle is helpless!

The first slave again blocks your attack, you barely manage to dodge a deadly strike and only get minor damage.

The Slave seems to deem you a low priority target or something since it hasn't acknowledged you yet. You get a dent in the metal construct.

The Demiurge breaks free of her bonds and summons 5 motes of green fire, firing them in rapid succession against you.
You're helpless!

She's escape artist'd up already.

>Lemarian Slave Minor Wound
>Lemarian Slave

Spruce 2/6
Melville 0/4 HELPLESS
Ambrosia 6/5
>Sickle 0/4 HELPLESS
Doctor Z 5/5
Earthbound 6/6


Quiet, you. Strangle Demiurge again. '1d10+2'

Backstab Slave 1 '1d10' (DC-1)

Roll #1 1 + 2 = 3 / Roll #2 8 = 8


I guess I should get up then.

Roll #1 1 = 1


Help Melville this time then.

Roll #1 8 = 8


'1d10' Attack the unwounded slave

Roll #1 2 = 2


The magical fire badly burns you.
Luckily Earthbound helps you up, you grit your teeth in determination.

Melville is badly burned, but you manage to get him up.

The Demiurge turns to you and focuses on you.
You feel the creature trying to Silence you.
Roll higher than '1d10' to resist its spell. This is an instant roll.
Your hacking at the Slave produces results as another stab breaks through the metal casing, revealing part of the machinery within.
It turns to you, it seems you are a low priority target no longer.

Before you can turn around, you get hit on the head from behind by the unwounded slave and go helpless!

>Lemarian Slave Wound
>Lemarian Slave

Spruce 0/5 HELPLESS
Melville 5/3 BURNED (-1 Max Wounds)
Ambrosia 6/5
>Sickle 0/4 HELPLESS
Doctor Z 5/5
Earthbound 6/6

Roll #1 9 = 9



Finish the fight. Stabslave. '1d10' DC-1

Roll #1 8 = 8 / Roll #2 2 = 2


For fuck's sake.

Rupture on the slave that downed Sickle! '1d10+2'
Sickle uses Tumble as well on him '1d10'

Roll #1 6 + 2 = 8 / Roll #2 8 = 8



Now back to shooting that horn.

Roll #1 5 = 5


Get Sprunce up.

Roll #1 2 = 2


'1d10' i need to invest in EA

Roll #1 8 = 8


You are silenced for 1 turnNot that it matters much.

It is a lot harder to stab now that the slave actually faces you.
It doesn't allow you to get close, blocking off your attacks with his spear and stabs you in the leg.
Ambrosia sneaks up from behind and stabs the creature in the opening you created.

The Slave has been heavily damaged by Z.
You see an opening and stab it in the inner machinery. While Sickle puts her back legs to work again, giving it a good buck.

You miss but the Demiurge misses her new flurry of elemental motes as well.
You dodge most of them, only getting superficial wounds.

As you try to aid, the second Slave swings his spear into one of your back legs.

You're up!

>Lemarian Slave Close to Death
>Lemarian Slave

Spruce 6/5
Melville 4/3 BURNED (-1 Max Wounds)
Ambrosia 6/5
>Sickle 0/4 HELPLESS
Doctor Z 3/5
Earthbound 2/6

The Demiurges horn glows, summoning a torrent of elemental motes.
Roll to dodge.


"That's mean!"
Dodge, shit cars.

Roll #1 7 = 7



Roll #1 4 = 4


>Sickle 5/4


Silence the Demiurge to prevent the spell. This is Instant. '1d10+2'

Roll #1 9 + 2 = 11


Follow up by stabbing the slave close to death.

'1d10+1' DC-1 Backstab

Roll #1 8 + 1 = 9


Help Sickle up '1d10'

If successful, she can backstab the second slave. '1d10'

Roll #1 4 = 4 / Roll #2 5 = 5


The strangling has succeeded.
The Demiurge is silenced for one turn.

The danger has passed.
Roll an attack instead.


Shooty shoot.

Roll #1 4 + 1 = 5



Roll #1 4 = 4



'1d10+1' cleave the slaves

Roll #1 4 + 1 = 5


Lifestream from the healtier Lemarian Slave to Melville

Roll #1 8 + 2 = 10


As Zachs whip lashes around the Demiurge forcing her down again, the motes disappear, cancelling out the attack.

You masterfully stab it right in the machinery.
The eyesockets go black again and the Slave goes down.

I corrected Sickles helpless status here>>592989
I'll treat your rolls as attacks.

The Demiurge struggles to get loose making you unable to get a clear shot.
Earthbound heals you.

You channel some energy over to Melville.
The Lemarian doesn't seem hindered by it however. Probably because it doesn't consist of biological matter.

You go one-to-one with the remaining slave.

As the first slave goes down, two spiderbots like the ones you saw earlier appear from openings in the wall. Ignoring all of you they turn to the fallen slave, attempting to repair him.

>Lemarian Slave FALLEN
>>Repair Drone
>>Repair Drone
>Lemarian Slave

Spruce 5/5
Melville 5/4 BURNED (-1 Max Wounds)
Ambrosia 4/5
>Sickle 4/4
Doctor Z 3/5
Earthbound 2/6


Jump on one of the spiders!

Roll #1 9 + 1 = 10


Cheap shot a spider.

Roll #1 8 = 8


'1d10+1' backstab a repair drone

Roll #1 3 + 1 = 4


Stab drone!

'1d10+1' DC-1

Roll #1 7 + 1 = 8


Fuck spiders. Rupture on one of them '1d10+2' while Sickle tumbles into the other slave.

Roll #1 2 + 2 = 4



Roll #1 5 = 5


The three of you immediately swarm the spiders.
Pushing them off the fallen Slave and while they attempt to fight back with their tools, your daggers and pistol make short work of them.

The Slave sees his chance while you're distracted by the spiders and gets in quite a few hits.

The Lemarian Demiurge is unstrangled again. She flies up and fires a beam at the remaining Slave. He glows red and moves faster.

>Lemarian Slave FALLEN
>Lemarian Slave OVERCHARGED

Spruce 3/5
Melville 5/4 BURNED (-1 Max Wounds)
Ambrosia 2/5
>Sickle 3/4
Doctor Z 3/5
Earthbound 2/6


Quiet you! Silence her. '1d10+2'

Backstab slave 2 '1d10+1' DC-1

Roll #1 9 + 2 = 11 / Roll #2 7 + 1 = 8


Back to the demiurge

Roll #1 2 + 1 = 3


'1d10+1' lets try cleaving the slaves again

Roll #1 4 + 1 = 5


There's only one slave left.


Lifestream that OVERCHARGED guy.
Onto Myself.

Roll #1 2 + 2 = 4


Its can't get back up? Well just a regular attack then


It is destroyed, unless more spiderbots show up it can't. And you'll know when they show up.


I'll try to blind the fucker again '1d10'

Sickle can try a backstab while I'm doing so '1d10+2'

Roll #1 8 = 8 / Roll #2 6 + 2 = 8


Your whip cracks and brings the Demiurge down again.
The Slave swings around wildly hitting many of your colleagues, but you yourself manage to slip by slamming your dagger against the iron hide.

The overcharged Lemarian goes on a rampage, swinging his spear wildly around and burning flesh left and right as it pushes you all back.
Both Melville and Earthbound fall down helpless.

you flawlessly coordinate your attack.
You jump in front, stabbing your dagger right against the eyes of the Slave while Sickle sneaks up from behind and stabs the iron armor.

>Lemarian Slave FALLEN
>Lemarian Slave BLINDED +2 for attacks against this enemy Badly Wounded

Spruce 1/5
Melville 0/3 BURNED (-1 Max Wounds) HELPLESS
Ambrosia 2/5
>Sickle 3/4
Doctor Z 3/5
Earthbound 0/5 HELPLESS


Should get up

Roll #1 6 = 6



Finish the fight!

Stab that slave! '1d10+3' DC-1

Roll #1 10 + 3 = 13


>missing my 3pt skill
Let's kill the blinded guy.

Roll #1 5 + 3 = 8


Time for an attack on the Big Demiurge bitch then. Rupture.

Sickle Tumbles into it as well. Double penetration.

Roll #1 7 + 3 = 10



Roll #1 6 = 6


File: 1407027265113.png (811.75 KB, 1728x1152, mappy.png) ImgOps Google

You're up!

The Slaves auto repair systems fix its eyes and it turns to you with a cold glare.
It swings its spear around displaying its speed and strength.
You simply shake your head and throw your blessed dagger right into its metal chest, slamming it to the ground.

To make up for it, I'll pretend this attack goes to the Demiurge.

The Demiurge, already slightly wounded by the repeated strangling tries to get into the air again as Earthbound jumps on top of it, pushing it back on the ground with a slam.
Ambrosia takes her chance and with a fast blow pierces her dagger right into the chest of the Demiurge.
It keeps sticking in and Sickle runs up and with one buck pushes the dagger straight through.
The Demiurge shudders and collapses.


The magical fire disappears.
In the halls beyond, more coffins are opening, blocking the way to the regular temple and you already hear the ticking of more spiderbots approaching to repair their masters.
"Hurry, I know a quick way out." says Myziri.
She runs to the eastern gate.


'1d10' run after her and try to hold her hoof.

Roll #1 6 = 6



Turn to sprint after her, but then think better of it and grab my hat off the ground first before running.

Choke out as we run behind her. "We can't just let these things free! We woke them up. We have to seal them in here or something!"


File: 1407028155001.jpg (1.13 MB, 1728x1152, map54x36.jpg) ImgOps Exif Google

"They won't go out. You wouldn't believe how many times Varash woke other tombs. They'll go to sleep again once the tombs are cleared of intruders and they've repaired everything."

She stops at a monolith next to the eastern gate and closes her eyes. You can easily grab her hoof then.
After about 10 seconds of silence, the eastern gate slides open, revealing another hall but devoid of coffins.
"There's another gate on the other side, there's an elevator straight out of here behind it."


Follow her.


Okay, I'm holding on to her hoof tightly. To keep track of her.
'1d10' spot check the gate
"Sounds like a fast way out.."

Roll #1 5 = 5


Okay, follow.


"Why do they sleep to begin with?"


"Can it wait until we're not being chased by them?"

You follow her across the hall.
Once again she stops before the monolith next to the gate and closes her eyes.
After about 10 seconds she says "Damn, there's some kind of security lockdown in effect. Give me a few minutes to circumvent it…"

The giant northern gate opens and a giant metal monster walks out.
It walks on four large legs, two on each side. Its fat body is covered in what seems to be cannons. A thin red beam shines towards you.

You are fighting
>L Front Leg ??
>R Front Leg ??
>L Back Leg ??
>R Back Leg ??

Spruce 1/5
Melville 5/3 BURNED (-1 Max Wounds)
Ambrosia 2/5
>Sickle 3/4
Doctor Z 3/5
Earthbound 2/6


Cheap shot the LFL

Roll #1 10 = 10


"You should laugh more, in life!"

And as the bot walks in, I will smile.
Run into him, use fate. Right up to one of his cannons.
And shove one of the explosives in it.

Roll #1 5 + 2 = 7


'1d10+1' cleave the front two legs

Roll #1 8 + 1 = 9


"I hate technology!"
Rupture the RFL! '1d10+2'

Sickle… backstabs it alongside me? '1d10+2'

Roll #1 8 + 2 = 10 / Roll #2 8 + 2 = 10


Uh… Backstab the left front leg?

'1d10' DC-1

Also, bind the back two legs together with a stranglevine! '1d10+2'

Roll #1 9 = 9 / Roll #2 10 + 2 = 12


Now things suddenly go very fast.
As the Artillery locks onto all of you, Doctor Z swings his vine around both back legs and with a tug binds them together.
The artillary loses its balance tumbling backwards and its cannons upwards.

As it tries to rebalance, Ambrosia and Sickle attack the right front leg, crushing the bindings keeping it attached.
Spruce cleaves the bindings of the left front leg allowing Melville to shoot it through from afar with one shot.

The artillery now crashes forward onto the ground. Parts of its delicate machinery tumble on the ground. A vat filled with a green liquid and a ball with a number of rings floating around it. You pick up these items quickly.

Now Earthbound climbs the fallen body of the Artillery, jamming all his explosives inbetween the torpedoes putting them on a timer.
The gate opens revealing an elevator platform.
You all run inside and the elevator platform moves upwards.
"We might have to dig the final few meters through some sand I fea-…"
The building quakes as the explosives and torpedoes explode. The explosion sends the elevator upwards at a massive speed bursting you through the last layer of sand and tumbling into the desert.
Besides a bit of ash on your coats all of you are fine.
Where the elevator was is now a smoking deep hole.
You see the temple a bit further got a bit of the blast damage as well. Rustlefeather lays at the entrance. Shaken but okay.
Myziri looks towards the crater.
"….that's going to take them a while to repair."

The Sun is setting.

You have found Vat of Lemarian Oil
Can be used at the Armory to give your weapons temporary extra burning damage.
You have found Lemarian Power Source
This would be of great interest to an engineer.

You get +500 P



You're in the desert horses!
Timewarp back home or do you want to enjoy the view some more while starving of thirst?


Inure thirst.

Roll #1 2 = 2


I'm fine with going home.


Pull up Rustlefeather and let's go.
"I want a bath. This sand is getting everywhere."


I'm sticking close to the changeling the whole way.
"So.. what should we call you?"


You don't feel thirsty anymore.
Problem is that your body still needs general fluids so now there are really no warning signs anymore before you collapse.
Not that it really matters for you.

You even have sand in your floppy ears

"…Is Myziri not to your liking?"

Prepare for incoming timewarp


I see you catch on quickly, storyteller.
So, the changeling.
"Those lemarians.
Why do they wake, only to sleep again?"


A-am I still in?Or am I too late?


"Its a little hard to say for a modern Equine. Maybe Mizzy would be easier."


Your last response was >>592413

"…Mizzy, very quaint but if it makes things easier for you, you can call me that."

"Hmmmm, I do not know everything about them. During our excavations we found they usually do not see ponies as a threat as long as they do not mess with the machines or do not carry enchanted weapons.
It's probably to make sure their bases are unharmed.

You make your way back until you see the lights of the City in the horizon.
Myziri gasps.
"…I had given up on ever seeing it again…"


"I give up seeing it every morning. Don't tell me you missed it."


"You think you can get a change of on before we get closer Mizzy?" I kind of gesture to her changeling form


"Don't get too excited."


"So are we still planning on taking her you-know-where?"


"Where else." I say flatly.


"Guess we have little other choice."


"It's quite charming compared to three centuries of darkness and an occasional repair drone."

"…Of course, I'm not stupid."
With a green glow she quickly changes into a yellow mare with orange mane.
Apart from her mane being terrible oldfashioned there is no sign of her not being a pony.


Maali slowly approaches the Purple mare
He silently bows.
''A problem with plants…Well What is it then Miss um…'' He says motioning for her to tell her name


"So you can still do it after all." Nod.


"I guess. Still a shithole though, thanks to your 'queens'"


"Daisy of course, silly. You were always so forgetful with names. I'll tell you on the way home."
She grabs your hoof and starts walking towards the forest.

"It's always been like that.
Why do you think I wanted out?

"I'd have to be close to death not to be able to do this and your boost of emotion didn't hurt…"
She flutters her eyebrows.
"Let us go in. I'll be right behind you."


''o-oh…Oh sorry Miss Daisy…Um…H-hello again''
He says blushing in embarassment
''O-oh…Alright…'' He gets a bit red with holding hooves but proceeds anyways
''(She's just being friendly,I'm sure)'' He thought to himself as he went with her
''S-so um…How have you been miss Daisy?''


"Your kind disgusts me. It's rare to find a changeling who hates the queens almost as much as I do."


"It's rare to find anyone who hates them as much as you do."


Keep a straight face. "Well, we couldn't have you dying, all the same I'd like you to stay by me."


Once you're alone her tone shifts dramatically.
"You weren't followed I hope.
I know you're Maali.
You may call me Phantasm. I'm the one you were supposed to meet here, I'm bringing you to the base now." she says short and to the point.

"…Trust me and I can help you defeat them."

You're nearing the southern gate.


"We'll see what the big B has to say about you."


"she has little reason to betray us right now, she'd just wind up dead or locked away again."


"You doubt me?"
She looks over the guards as she passes them.
"The one in the left passageway is a changeling Infiltrator."


His face is suprised for a moment
after a few seconds he slowly nods to her
''Let's go…Don't worry…I wasn't followed.''
''What am I needed for?''


"He decides, not me. All I'm saying."


make note of the one she pointed out


She facehoofs.
"Command didn't tell you anything.
Oh Luna…."
She stops.
"Listen, we're here on a dangerous mission to kill a group of Changeling Queens called the Triumvirate. Command sent you here because you're a healer and we're in desperate need of healers.
You can heal?"

She nods to another old pony selling ice cream.
"Changeling Overseer."

He looks like a simple disinterested guard laughing with a joke one of his colleagues just said.


Raise a brow.
"Okay, that might be useful."


Grumble something about filthy bugs while I keep walking.


''Oh yes,certainly.'' He says stopping too
''I-I'm sorry…I'm just…Nevermind…Let's go quick…The faster we get there…Hopefully the more lifes I can save…'' He said walking ahead


She grabs you and stops you.
"Have you ever been on an infiltration mission before?"

You guide Mizzy through the tunnels into the base.
As you approach the last few meters, the floor starts glowing and bars slide down on both sides of you.
The glowing floor zaps Mizzy sending her back to her natural form.
The Master, Phantasm and Whisper appear on the other sides of the bars.
"Intruder!" growls Phantasm, grasping her daggers.


"She's with us."


Hold up my hooves.
"Oh don't worry guys, she's a friendly bug."


"Are you both crazy?
Remember our talk about the hivemind.
Her Queen knows where we are right now!"
Phantasm teleports into the cage.


"Misery and the queens don't really see eye to eye anymore. The bug isn't part of the hivemind, broke free centuries ago and got locked up in a Lemerian temple for it."


"We're not stupid. This one is not from the hive."


The Master speaks up.
"You're saying…she's the weapon used by the Fillilonians?"
Mizzy frantically nods towards him.
"Yes, I like ponies! I wouldn't hurt a fly!"
Phantasm pulls a dagger against her chest.
"If you value that tongue, you'll be silent, bug."


"No. We didn't find that… Weapon.
What we found was much worse."


"Her link is.. broken, she can hear them, but they can't hear her."


"She's part of their plan at any rate."


"You can imagine the joy I felt when we discovered that."


The Master thinks for a few seconds.
"Phantasm, take this bug to our Vault. We'll lock her up there until I know exactly what's going on here."
Mizzy jumps backwards.
"What?!? Lock me up, I'm not getting locked up again, not again!"
Her horn glows green.
But Phantasm smirks hitting the horn quickly.
"Thanks for the excuse bug."
She grabs Mizzy's head and smashes it against the wall.
Mizzy drops down unconcious.
Phantasm grabs her by the horn.
"Okay, open the bars I'll drag her to the Vault."
The bars open again.
The Master turns to Whisper.
"Whisper, go to the sewers for a while.
If she was connected to the hivemind, there might be a swarm of Changelings on its way, be sure to warn us."
He turns to all of you.
"To my office, I need to know everything you've seen."


"Big things, small things…
An ice cream stand in the desert, I thought for a moment."
But head for the office.


"Of course, master."

Blow a kiss to Whisper before he leaves.


Raise a brow at the display and follow him.


Follow him.



Skip the storytelling and immediately go to the questions?

He winks back.


…uh sure?



That might be nice.


I'm ready


It means I assume you have told everything to the Master and he'll go in deeper through questions.
But if there are certain things you definitely want to say we can do that.
Doesn't even have to be the entire story, just the parts you'd like your own view to be told.


Also if there are some things you'd rather not say, you should say that now as well.


Okay. I leave out almost dying over a spider bite, and tell him that I fed Mizzy.


He can have my point of view


That has not been said by you.
I doubt others will bring it up.

Phantasm has appeared to join you and listens.
When you're done the Master thinks for a few moments.
"Did she mention how exactly she got liberated from the Hive?"


"It didn't. I'm not a entomologist so I wouldn't really know how it works anyway."


"No, she did not."



"This is a rather unexpected twist.
I had hoped it was some kind of weapon or poison especially effective against Changelings.
An informant like her is useful…but we'll need to rewrite all our plans.
The fact that these Changelings seem to have advanced knowledge of the Lemarians is alarming as well.
I will have to interrogate her."


"If it was just a push of a buttons I think we wouldn't be dealing with this problem. They would have used it."


"Indestructible weapons are simply myths it seems."


"What kind of interrogation?"


"True…whatever they may have, it is obvious they do not have a major advantage with it."

"Not entirely.
One Lordblade may fail, but as an organization we are indestructible."

I have a lot of questions, about her, about the Triumvirate.
If she cooperates, then it will be civil and easy."


"I could help with that… Interrogation."


Get even colder in my tone when he says that bit about lordblades being indestructible.
"She seems to have a sincere grudge, as long as she isn't connected to the hive, she's useful to us."


"Yes, I believe so.
Phantasm hit her pretty hard, I believe it will take about 40 minutes for her to wake up.
You're free to help us then."
This means that once the Day is over, instead of sleeping you'll be assumed to have helped with the interrogation, but for now you can still finish some stuff if you like.

"And we will not harm her.
We merely need to know if she is genuine.
If she is, then she'll be free to walk around our base and help us."


"Sounds delightful. There's a little toy we should bring with us, too."
Inform them about the shocking table.


"The triumvirate isn't invincible either. A small edge is all we need if we do it right."


"Can I come?"


"Don't bring it in just yet.
She might be a valuable ally if she decides to help us willingly.
I don't want to use force unless we absolutely have to.
You should bring that table to Lightning Swift or Gear. Perhaps they could find other uses for it."

"Yes, if you'd like. It could take a while."

He nods.
"Indeed. Do not get me wrong, I see the opportunity here.
But I need to know for sure we're not walking into a trap here, allowing a Changeling into our base could mean our downfall in seconds."




"Fair enough, they are excellent liars after all."


"Yes, I'm happy you agree.
If she can convince me of her genuine intentions, we will welcome her help of course."

"Now, is there anything else?"


Nod in understanding.


"I don't know, is there? Any more questions?"


"I know that. And I never said a word against having precautions."


"I think we've informed you of everything."


"Not for now."

"Before all of you go, I should inform you that a new deer has joined our group as a healer.
I'm not sure where he ran off to now, but be sure to welcome him when you see him.
Tomorrow morning we'll meet in the War Room to discuss whatever we uncover during the interrogation."




"Wonderful." I nod and leave to collect Muk before bed. Can't leave the little guy feral.


You collect him.
You feel joy as you approach him


"Where's he from?"


"A deer?"


"From what I understand he was once one of the deer tribals you can sometimes find in the forests. He left his tribe however and could be considered Equestrian."

"Yes. I had hoped for somepony less rare to be fair, but I'm assured his knowledge about Nature and healing is second to none."


"Aw' I missed you too buddy." I give Muk a scrap of paper.


"I meant his background in our line of work."


"Huh. Interesting."


What's the time now?


Late in the evening.

He has a cold stare.
"He claims to have been through a few dangerous times. But I fear nothing like this."


He gobbles it up and glides over your front legs.
It feels slimy and cold


Let me get this.
He's not an operative?
I mean, we all know Old Man Mel, or the time-lost cripple, they have a rep.
But what of this guy?"


"I'd be surprised if he had."

"The fuck? 'Time-lost' cripple?"


…is this.. a hug? Pat his 'head' cautiously.


"It's an affectionate nickname, I'm sure."


No time for any visits then…

Time to grab a beer.
Or three.
I'm thirsty.


"Been through some troubles.
The recruiters sometimes choose such ponies.
Truth be told, that's the same reason Spruce got chosen, and I must say he's been adapting quite fine to this line of work.
He scratches his chin and shakes his head.
"I'd need to see how he behaves first."

It is something.
His head is quite squishy but he doesn't seem to care.
He slides back in your pouch.

The purple mare comes over.
"Mind if I pop one too?"


"Oh that's gonna be fun."
Smirk malevolently.


Who was she again?
Sip mine before answering.
"Go ahead."


Perfect. Lets go to bed.


''Uh…No…B-but I'm pretty good at hiding in forests…''

he said a bit afraid. ''Y-you're kinda holding me really tight…''


"If Whisper was here to hear that… damn, you're lucky, boy."

Jab Silver in the side.
"And you, can't you defend your friend when she's verbally assaulted like this?"


Raise my hooves in a mockingly defensive motion.
"Hey, I'm not the one who says that."


The Masters partner.
"I think the deer isn't going to last two days."

Night little Spruce.
Roll for dreams.

She shrugs.
"I thought you were so good at defending yourself."

She doesn't let go
"You know what place this is?
Ponies die here daily.
If the Changelings catch you, you'll wish you were in hell.
Believe me, if you're afraid of me, you might as well pack up and go home."



"Who does then?"

"Do I have to do everything here?"


Oh right.
"That bad? I guess we'll need more of those medpacks then."


'1d10' rolling for sweet dreams.

Roll #1 10 = 10


''I know…''
He looks down.
''That is why I want to help…I don't want anypony dying…''
He tried to squirm out of her.
''I already faced hell…quite literally in a way…Don't worry about me…I'll be fine''


"Probably someone whose hooves you stepped over, having his revenge little by little."
I have a job to finish.
The recruitment.
Who did I have to recruit, again?


"I'll let you off the hook just this once."


"Most gracious~"
Flash her a grin as I leave.


"It's not his lack of strength. I think he's afraid.
Once he sees some of the stuff that goes on here, he might go running, I don't like it."

You're low by the ground slithering forward in the deep dark sewers.
You're near a large cistern.
In the middle are five old coffins and a hooded figure.
He talks to himself.
"Yes, mistress, it shall be done…"
The vision fades.
Done for today, see ya next day

She lets go.
"I hope that's true.
For your sake. Come."
She walks forward again.

Most have already been recruited, you can see the list of new ponies iin th doc under addendum.
You still wanted to recruit a Crusader I believe.

"But you've got a way bigger mouth than me."


Serious he follows her,asking no further questions


"I didn't think bailing out was an option."
Sip of my beer.
"Unless, that's why you're telling me of all donkeys about this."


Which means we should go for the Scarab district, the religious one, right?


..a changeling cult?
'1d10' keep dreaming

Roll #1 4 = 4


You go through a tunnel underground and enter the Hideout.
You can find a full description of the Hideout under Sanctuary in the doc.
Suffice to say, it's big and well hidden.
Phantasm leads you to an upper office. Here behind a desk sits an older serious pony.
He walks up and offers you a hoof.
"Greetings, Maali, welcome to Vilitus City."

That would be a nice beginning.

You see many more things.
But don't remember them in the morning.


"Yeah. Remember that."
Uh… maybe I can check on our shaman recruit if she's in.


She gives you a flat look.
"Let's hope it doesn't come to that."


But I do have my favorite kind of crusaders…


"I do hope. We could use someone who can back us up if things go south."
Drink drink.


''It's my pleasure'' he says bowing,not understanding the motion of shaking hooves…
''I'll be happy to provide my help sir''


"Hmmm, yes.
Let me inform you why you're here, mister Maali.
We, the Lordblades have been sent here to infiltrate and destroy the Triumvirate, an organization consisting of three Changeling Hives.
Our job is to gather information and pave the way for the eventual assassination of the Triumvirate Queens.
To do this, you'll be working together with our team, who are right now away in the desert, if all goes well you should meet them tonight.
I'll be your supervisor.
You can take my word as equal to the word of Celestia as far as the mission is concerned."


Shit Wrong link.



"You've been long in this business, old-timer?"

Party is going on here once more, you see your three favorite stooges here as well.

She is in the Warrens, setting up a little room in the one of the unused ruined houses.


''I don't serve Celestia…'' he said a little monotone.
''But I will do your orders as I can sir…''
''I understand what I must do…and I'm eager to meet my teamates…''
''Anything ele I should know?''


Give'm a nod and slip by.
"How's the air been while I was out of town?"


Nod slightly.
"You could say I've seen enough."


"Hello again. Settling in okay?"


"Hmmm, yes.
We shall talk more later, for the moment I think it better you meet your teammates."
You can now visit others in the Hideout if you want or talk further to the Master
Ponies in the Hideout
>not sure if Spruce is here

"It stinks.
Stinks worse than the Underworld."

"Quite an…unusual profession you have.
We Lordblades get trained in the arts of vanishing as well.
Did you learn from somepony or learnt it on your own?"

She looks up.
"Oh, well it isn't really settling in…I'm going back to home when the Sun rises."
She smiles.
"But…it's nice to have an own room, even for a little."


"Anything I should know?"


''thank you sir…'' he said kissing the tip of his right hoof and touching the stallion's lips with his hoof
''It's a pleasure to help.''
He leaves to the hideout,hoping a bit while trotting


"I meant as in the group."


"On my own. When I was a young jack, I worked as a bodyguard of sorts. Made sure a pony, not going to name any names, who had his share of money, was safe.
One time, something went wrong, and they showed up with a dead guy. Told me to take care of it. The new guy can take the fall, I knew I'd be a goner if I was discovered. So I took care of it. And the next. And the next. Until you realize that you spent the better part of your life scrubbing blood out of the floor."


You'll have to say who you want to talk to.
It is good to meet the rest of the party.
Later friendships with other party members might mean a lot.

"One of us got killed!
One of the comedians here. Funniest guy ever."


"Strange how it goes sometimes.
How we fall into some things and realize that's our talent all along?"


Raise a brow, very interested.
"When did that happen?"


"'Uhm, uhm, uhm'? Come on, I don't bite."


"How did you realize it?"



Maali walks up to melville
''Um…H-hello there sir…My name is maali and I'm..uh…I-I was assigned to your team…''
He bows his head a little
''My name is Maali…it's a pleasure…''
Melville could see mali was a petite,fragile loking deer…He had green tatoos all over his body that looked like leaves of sorts…His eyes were a ridiculously bright shade of green and he had a necklace wih an emerald hanging on it…
He looked rather fuzzy…


"This morning. It was weird, you could hear the shot from far away. It was like a thunder. BOOM.
Hit him with some strange bullet the guards said, but they dragged him away before we could see it…"

"I haven't seen anypony else yet."

"I was in the Mage Academy, ready to become another mind mage working for the Guard when I got approached by one of the Blades, I didn't know it at the time.
They said they needed me for a mission and I needed money.
I saw a whole other side of Equestria then.
The dirty dark side.
I was disgusted at first, but by the end of it, I realized…I liked doing dirty work."

The purple mare is here too, she nods.