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File: 1567687010970.jpg (85.61 KB, 1600x796, climber_by_andreasrocha_dc….jpg)

 No.723535[View All]

https://www.youtube.com/watch?v=CuMh2GXTZuo

In a time long past, before the coming of the Two, was a time of gods, heroes and monsters. A world as yet unexplored, an age of high adventure.

And in this age, eons ago, four wayward wanderers did find themselves crossing paths. Perhaps it was chance, or perhaps ordained by fate. I alone can elucidate the adventures of these four.

Hearken now to the Tales from the Age of Steel!
244 posts and 10 image replies omitted. Click reply to view.

 No.725392

>>725387
>>725183
[1d10] perception

Roll #1 2 = 2

 No.725393

>>725387
The soldier plods on first, testing it out. It seems quite stable, for now.

>>725389
Kothbiro looks grim at the name drop. "…Yeah. Not now though. I'll explain later."

>>725390
It's hard to see in the dark, but it looks like there's some sort of alcove up in one of the walls. There's the silhouette of what looks like a felid watching you all. As you begin to cross the bridge, it flits away nimbly.

>>725391
The memory of the name eludes you. Might just be deja vu.

>>725386
>>725388
>>725387
>>725392
>>725389
You start heading across the bridge, Noghu first, then Vajra and her minions, with Thungr and Kothbiro bringing up the rear. As you all begin to cross it, you hear the distant sound of a mechanism activating. Thungr thinks it's coming from the alcove up above. Suddenly, the bridge begins to rumble and shift beneath your feet, moving by some unknown contraption. You lose your footing as the bridge begins to flip upside down, threatening to throw you all into the abyss below!

Kothbiro yelps fearfully and tries to leap off before it's too late!
[1d10]

Roll #1 7 = 7

 No.725394

>>725393
I look up at the felid and grunt. Great. Now some creep is following us. "We ain't alone," I say. I carefully step onto the bridge. Exactly like I expect, something happens and the bridge starts to shift. My heart leaps at the sudden movement, but I keep myself calm and follow Kothbrio and leap before I'm thrown off.

[1d10]

Roll #1 7 = 7

 No.725395

>>725393
With Vajra and her soldier further along the bridge, the sorceress and the skeleton rush the last portion in an attempt to escape the rotating bridge!
[1d10] Vajra
[1d10] Soldier

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

 No.725396

>>725393
Noghu cackles in worry, quickly shifting his weight and positioning his spear to pole vault across the gap.

[1d10] DC-1

Roll #1 7 = 7

 No.725397

>>725394
You manage to easily sprint across to the other side before it flips, skidding to an abrupt halt.

>>725396
You get a running start and pole vault yourself to the other end of the bridge, landing on the platform gracefully.

>>725395
The bridge flips on the two of you before you can get to the other side. You slip and almost fall, managing to grab on to a protruding brick on the edge of the walls of the pit. The soldier manages to cling to the edge, but his bone mace falls into the abyss in the process.

>>725394
>>725395
>>725396
Kothbiro does a dive and a forward roll as she gets to the other side. You see the bridge turn upside down, revealing razor sharp spikes on the underside, blocking the way back. Doesn't seem like you'll be able to go back that way, unless you can find some way to flip the bridge again.

Kothbiro sees Vajra struggling and rushes over, leaning over the edge and reaching out to try and haul her up.
[1d10]

Roll #1 3 = 3

 No.725398

>>725397
I shake my head, drop my pack, and pull out my rope. Realizing that her creepy abominations will actually probably be useful, I unravel the full length, drop one end down the ravine beside her, and drop to one knee. "Climb up," I say. "Doubt you're too heavy for me to lift up."

 No.725399

>>725397
Noghu turns away from the cliff, looking into the maze onward.

"Keep moving. Made noise. They hear."

 No.725400

>>725398
[1d10]Strength roll

Roll #1 6 = 6

 No.725401

>>725399
"Quiet. I'm helpin' the witch."

 No.725402

>>725397
Gripping the ledge with her claws, Vajra makes an attempt to reach over and grab extended help!
[1d10] Haul up

Roll #1 2 = 2

 No.725403

>>725397
The soldier mimics the sorceress, reaching for the rope as well.
[1d10] haul up

Roll #1 10 = 10

 No.725404

>>725398
>>725399
>>725402
>>725403
Thungr manages to haul Vajra up on his own, with minimal help from Kothbiro. The soldier, meanwhile, manages to scramble back up and haul itself onto the platform without any outside help. With everyone saved, Kothbiro starts warily pushing onwards into the maze, tailing Noghu.
>everyone roll Navigation
[1d10] Kothbiro

"You said we weren't alone," she says to Thungr as they enter. "What did you mean? Are we being followed?"

Roll #1 4 = 4

 No.725405

>>725404
Thungr tightly wraps his rope back around itself and tosses it back into his pack with the rest of his stuff. After, he slings it back across his shoulder and picks his spear back up. "Some cat," he said. "Saw it where that sound came from. My guess is it's the one that flipped the bridge." He follows Kothbrio and Noghu into the maze.

[1d10]Navigation

Roll #1 7 = 7

 No.725406

>>725404
scrabbling back onto safety, the sorceress sighs, her death avoided.

"My thankss."

>>725404
Facing the maze, Vajra proceeds inside with the others, her soldier plodding behind, it's lack of hammer showing no reaction.
[1d10] Navigation

"Impresssive they had managed to build ssuch a place. I did not expect to deal with mazes and sspinning bridgess entering thiss temple.."

Roll #1 7 = 7

 No.725407


 No.725408

>>725404
Noghu leads ahead, trying to follow his path he took before.
[1d10] DC-2

Roll #1 6 = 6

 No.725409

>>725406
I give the witch a quick nod. Least she's polite, I guess.

 No.725410

>>725405
"Did you see what they looked like?" She seems a bit anxious all of a sudden.

>>725406
"It's not just defences against thieves at this point," Kothbiro ruminates. "It's like the whole place is designed to test us. Even down to the doors only opening once every seven years."

>>725405
>>725406
>>725408
The maze is pitch black, its great stone walls towering over you, as if the place is built to intimidate. It soon becomes clear that this labyrinth of misleading passages is designed to be as confusing as possible, as it is built vertically as well as horizontally, with stone ladders or flights of stairs leading to higher and lower levels of the maze. All along the walls are carved symbols you don't recognize, along with carvings of saurians usually depicting sun worship; and, at one point, even sacrifices to the sun.

As you traverse the maze, you keep hearing footsteps other than your own. They sound like walking bones searching for wayward intruders like yourselves. Eventually, while following Noghu, you come across a group of them blocking your way. Approximately half a dozen skeletons with weapons in varying states of disrepair are patrolling this section of the maze, the leader of which Noghu recognizes as Candlehead from earlier.

You are currently on a sort of balcony staring down at a lower level of the maze where the skeletons are. A flight of stairs to your left leads to the section they are in, and where Noghu feels the party should go to get to the Black Room. You could, however, try to sneak past by snuffing out your torches, or even ambush them by jumping down from the alcove, though this may prove risky. Kothbiro starts assessing the situation, looking for alternate routes, unsure of how to tackle this scenario.

 No.725411

>>725410
"No," I tell her. It was kinda hidden by the shadows, so there isn't much more to tell. As I move through the maze I get a little annoyed. Seems like the deeper into this temple thing we get the bigger pain it is, and being played with by someone who's probably long dead irks me a little.

As we make it to the skeletons I shake my head. "Don't wanna fight the skeletons," I say. "But-" I strap my spear across my pack and pull out my short axe. "Looks like we don't got much choice if that's the way we're goin'. How y'all wanna do this?"

 No.725412

>>725410
>>725411

"We fight."

Noghu begins to sneak ahead, trying to flank alone before they begin to fight.

[1d10+2] lurk

Roll #1 8 + 2 = 10

 No.725413

>>725410
Snaking away from the light, she begins the slow crawl down the stairs in an effort to stay hidden

"Let uss try the ssafer option first, yess?"
[1d10] Stealth

The soldier remains within the balcony, observing the skeletal pack below out of sight.

Roll #1 8 = 8

 No.725414

>>725413
>>725412
Seeing both of the others sneaking, I shrug, crouch down, and follow.

[1d10]Sneaking

Roll #1 8 = 8

 No.725415

>>725411
Kothbiro thinks. "Maybe if we take out the leader's head-" she points to Candlehead- "we could throw them off for a while, since they won't have a light source of their own. Would give us time to sneak by, or ambush 'em. …Or the witch could try to take over one of the skeletons. Maybe. I don't know if that's how magic works." She shrugs.

>>725412
"Hey wait, I think we should-"

Opinion discarded. You sneak down the stone steps and around the oblivious bone patrol once again. You maneuver yourself behind them, following their tracks without a sound.

>>725413
>>725414
Kothbiro grunts and follows you all as you follow Noghu's lead, sneaking behind the skeletons. She snuffs out her torch for now, to make the sneaking easier.

>>725414
>>725413
>>725412
The strolling bones stroll on, unaware of your presence. They do, however, stop dead in their tracks as they spot Vajra's soldier standing at attention. Candlehead points him out with a shrill, creaking hiss. With a jolt, the skeletons spring to action, beginning to throw rocks and spare bones at it!
[4d10]

Roll #1 5, 5, 1, 2 = 13

 No.725416

>>725415
Noticing the band of bones drawing their attention to the soldier, Vajra commands the undead to change it's position, Drawing more of their ire before falling back to the bridge.
[1d10] Taunt

During the distraction, the sorceress continues onward, the soldier completing it's distraction before returning to dust

Roll #1 3 = 3

 No.725417

There are seven skeletons in the bone patrol:

Candlehead is unarmed, and appears to be the leader and tactician of the group. He seems mostly harmless.

One is headless, carrying its own skull as an impromptu weapon. It seems quite agile, despite its impediment.

Another seems to have been some sort of gladiator, wielding a rusted bident and a tattered net.

Two of them are rather unremarkable, save for the fact that they appear as nearly identical saurians. They are two of the ones throwing things at Vajra's soldier. They are Alpha and Bravo, for convenience.

The third thrower has a sort of leather sling, and wears the remains of a hooded cloak. It looks like it was made out of some sort of flag.

The other thrower has fashioned a mean looking lance out of the spinal column of some unfortunate sod, and wears crumbling stone armor.

In summary, the seven skeletons are:

>Candlehead

>Limber
>Gladiator
>Alpha
>Bravo
>Hoodie
>Lancelot

 No.725418

>>725415
>Noncombat talent, immediately become revealed once combat starts

>Lucky Dog: Crit DC-2


Noghu lets out a menacing cackle, throwing his bola at the hooded skelie as he goes to intimate the gladiator into submission.

>Word of Power: Use a mix of authority and your own personal methods to extract information from a target that you would not normally get from basic means. In combat you can force an enemy to miss their next attack. On Crit you render the target helpless.

[1d10] Crit DC-2, Gladiator
>Bola; instant, recharge 2, weapon, ranged: Throws a bola to temporarily disable a target. Bola does no damage, but on hit interrupts the target's current action and prevents movement, requiring them to break free of the binds that turn. On crit, it also sends the target helpless without dealing a wound of damage.
[1d10] DC-1, Crit DC-2. Hoodie

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

 No.725419

>>725418
>>725415
Though the dog attacks, I decide to attempt to stay hidden, picking out the leader and preparing myself to fight him.

[1d10]Marked for death
[1d10]Stay hidden (if needed)

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

 No.725420

>>725415
With the dog rushing forward, the sorceress Hisses quietly in frustration, pulling the soldier back from the distraction and sending it down the stairs to meet the skeletons, while her bandages light up, her hiding space glowing blue as she intones:

Sshifting sstones, maze and bone i call from you a phantom form! Fit to fight and ssmassh their forms! REAPER!
[1d10] Raise ancient

Roll #1 7 = 7

 No.725421

>>725418
You leap out at the bone patrol with a cackle, hurling your bola. It misses, and draws the attention of the patrol!

>>725419
You keep an eye on Candlehead, but as Noghu attacks, his light catches you, betraying your position to the rest of the squad!

>>725420
The soldier curls into its shell and rolls down the stairs like a ball, popping out ready to fight by your side.

A shadow begins to form in front of you, coalescing into the form of a Reaper! A flickering shadow like a billowing cloak, with two enormous claws floating by its side, disconnected from any arms, the Reaper's countenance consists of an eerie blank grey mask, ripped from the stone wall itself. It flaps and flickers as it floats by your side, bone claws twitching, eager to tear into the skeletons!

>>725418
>>725419
>>725420
The skeleton warriors are taken by surprise by your appearance, momentarily disorganized!

Kothbiro charges at Lancelot with her axe!
[1d10] Kothbiro Attack

Lancelot counters with a jab of his bony lance!
[1d10] Lancelot Attack

Hoodie grabs a rock and starts spinning his sling!

Limber scuttles away into the shadows!

Gladiator moves to protect Candlehead!

Alpha and Bravo rush to attack Vajra's Soldier!
[2d10]

Roll #1 3 = 3 / Roll #2 8 = 8 / Roll #3 4, 3 = 7

 No.725422

>>725421

Grimacing, Noghu jabs Hoodie with the butt of his spear in the spine, as he had with the previous skeleton he fought.

[1d10] DC-1 Shatter

Roll #1 5 = 5

 No.725423

>>725421
I curse under my breath as the dog gives my position away. Gripping my axe tight, I stand up and charge the skeleton with the candle.

[1d10]axe swing

Roll #1 2 = 2

 No.725424

>>725421
Kalidan, dropping in behind the party, eyeballs the cadre of skeletons before then, sniffs and wipes at his nose.

He extends his deadly-sharp claws, glances down, then retracts them, leaving his bare battle/travel-worn pads.

The cat gears up and charges Alpha and Bravo, sliding in low and swinging at both of them with both of his iron-hard fists.

Dual Wield/Cleave [1d10] [1d10]

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

 No.725425

>>725421
Disarmed as the soldier is, it lumbers forward to deck one of the pair attacking it!
[1d10] Melee, Alpha

The Reaper Joins the soldier in attacking the band's secondary, scraping groves into the maze walls with it's sweeping claws!
[3d10] Reaping strikes, Bravo

Undeterred, The sorceress sends more bandages to scour the maze for minions to call.

"Ancient maze, hear my plea! With arrow and bow ssend one to me!"

[1d10] Esper: marksman shot

Roll #1 10 = 10 / Roll #2 10, 4, 4 = 18 / Roll #3 9 = 9

 No.725426

>>725422
Gladiator falls to pieces as you slam him with the butt of your weapon. The enchanted bones start to reform from the attack, not downed but vulnerable to further attack.
>attacks vs Gladiator crit on 8+ for two rounds!

>>725423
Gladiator, though momentarily in pieces, hurls the net at you from the ground, interrupting your attack. He takes advantage of the distraction to stick you in the arm with the rusty bident!
>Thungr takes 4 hits

>>725424
You pounce towards the twins, pummeling them both with a flurry of blows, sending ribs and smaller bones flying! As you go for a final punch, however, Bravo grabs your fist, interrupting your attack and sucker punching you in the face. You stumble backwards, dazed but not downed yet.
>Kalidan takes 4 hits

>>725425
The soldier shrugs off the blows like they're nothing, shoulder slamming Alpha and following up by crushing the skeleton with the shell on his back, reducing him to bony splinters!

The Reaper joins the fray, tearing Bravo to shreds with a flurry of wild claw swings, sending bits of bone flying everywhere!

You take advantage of both of them being downed, taking a fingerbone from Bravo and raising it as an arrow to command!

>>725422
>>725423
>>725424
>>725425
Lancelot jabs Kothbiro in the chest, sending her stumbling and interrupting her attack. She grits her jaw and goes for another swing!
[1d10]

Lancelot swings his lance in a backhand motion!
[1d10]

Candlehead points at Vajra and screams, directing the remaining skeletons to her!

Hoodie hurls a jagged rock at Vajra's Soldier!
[1d10+2]

A skull is thrown out of the shadows towards Vajra!
[1d10] Autocrit

Gladiator throws his net at the Reaper!
[1d10]

Roll #1 8 = 8 / Roll #2 7 = 7 / Roll #3 6 + 2 = 8 / Roll #4 3 = 3 / Roll #5 1 = 1

 No.725427

>>725426
Taking advantage if the situation, Noghu once again repeats his tactics of knocking down and intimidating the skeletons.

[1d10] Word of Power: Gladiator (Crit DC-2)
[1d10] Bola: Hoodie (DC-1, Crit DC-2)

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

 No.725428

>>725426
Kalidan's pretty face is given a solid thump by one of the twins, and so he takes a second to blink the stars away. He pants in the corner, wiping still-flowing blood from his face and surveying any available escape routes. Should it come to retreat, he prefers to have a plan, or at least a direction.

Perception [1d10]

Blinking the blood from his eyes, he focuses in on the first thing he can see clearly, which is a candle-headed foe. He orients his still-spinning head and stalks toward the flickering light, ready to smack the ever-loving litter out of it.

Dual Wield [1d10] [1d10]

Roll #1 6 = 6 / Roll #2 9 = 9 / Roll #3 9 = 9

 No.725429

>>725426
Dodging the skull thrown at her, Vajra sends the finger bone zipping off in the direction it came from, aiming for the offending skeleton!
[1d10] Marksman shot

The soldier, having blown Alpha to pieces, Turns it's attention to the ranged one, barreling forward into a shelled bodyslam!
[1d10] Slam, hoodie

The Reaper, splintering it's kill of Bravo, floats haphazardly forward, scraping it's claws along the ground into an upward swing at Hoodie!
[1d10] Melee, Hoodie

Roll #1 4 = 4 / Roll #2 5 = 5 / Roll #3 6 = 6

 No.725430

>>725426
I cry out in pain as I'm stuck with the bident. Gonna have to clean that later, but for now I continue to focus on the one leading them in hopes the others will scatter.

[1d10]marked for death

Roll #1 5 = 5

 No.725431

>>725427
You sound your barbaric yawp throughout the maze, rattling Gladiator down to his bones. The reforming skeleton falls apart momentarily, stunned by your cackle!

Your bola goes wide, and Hoodie jumps out of the way, eyeing you next.

>>725428
There's three more branching paths, indistinguishable from each other, leading further into the maze.

Gladiator is protecting Candlehead, taking the brunt of your blow. You lay into him, shredding the skeleton to bits, sending assorted bones flying as you rip it to bits. There's not much left of the skeleton when you're done, save for its weapons of choice.

>>725429
The finger arrow goes wide, missing the skulking skeleton.

The Soldier and the Reaper are too far off to be able to deal damage to Hoodie just yet, but both move towards it, now in range to attack. The Reaper tears the net to ribbons as it flies towards him, while the rock does a surprising amount of damage, cracking the Soldier over the head and leaving it stunned.
>Soldier takes 1 hit
>DC to hit things is raised by 2 for 1 turn

>>725430
Candlehead continues to elude you, hiding behind his minions.

>>725430
>>725429
>>725428
>>725427
Lancelot knocks Kothbiro away with his lance slap, but gets an axe to the chest for his efforts. Kothbiro is left injured and winded, trying to recover!
[1d10]

Lancelot leaves her be, focusing on Thungr with the axe still in his sternum!
[1d10] Attack

With Gladiator down, Candlehead starts hiding behind Lancelot!

Hoodie hurls a stone at Noghu!
[1d10]

The skull clatters to the ground and rolls back into the shadows!

Roll #1 9 = 9 / Roll #2 3 = 3 / Roll #3 10 = 10

 No.725432

>>725431
quick to react to the hurled stone, Noghu rolls, staring down the hooded skeleton and barking to throw off it's aim.

>Wild Hunt: passive; After rendering a foe helpless, the Wildguard's first action next turn becomes Automatic. Rendering an enemy helpless with this automatic action does not activate WIld Hunt again.


Automatic Word of Power Hoodie

 No.725433

>>725431
Kalidan blinks, wipes more blood from his eyes. "Scat," he murmurs, resolving to bleed less from now on.

He shakes his head to clear it, reorients himself and strikes at the candle-headed Skelly with both claws and a ferocity matched by his pain, fear and anger.

Dual Wield [1d10] [1d10]

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

 No.725434

>>725431
Returning to Vajra, the arrow is sent flying towards the Gladiator, pining off of the maze walls to confuse the angle of attack!
[1d10] Ranged

The soldier's head is sent literally spinning at it rights itself long enough to send a bony punch towards Hoodie!
[1d10] Melee, Hoodie (DC to hit +2)

The Reaper follows suit, swiping at the skeleton with both claws wildly!
[1d10] Melee, hoodie

Vajra meanwhile sits up and flicks her tongue out to taste the air, searching for the hidden skeleton.
[1d10] Perception

Roll #1 9 = 9 / Roll #2 3 = 3 / Roll #3 7 = 7 / Roll #4 6 = 6

 No.725435

>>725431
My nostrils flare as I become increasingly annoyed. I reach out and try to grab Lancelot by the throat with my free hand, trying to hold him in place while I cleave his skull in two with my axe.

[1d10]

Roll #1 7 = 7

 No.725436

>>725432
You bark and snarl loudly, disorienting Hoodie and throwing off his aim. Nevertheless, the rock hits you square in the head, knocking you off balance and leaving you seeing stars. Your vision blurs.
>Noghu takes 3 hits
>DC+2 to hit enemies next turn

>>725433
Lancelot protects Candlehead from harm, taking a blow to the head, sending its jawbone flying. He doesn't seem too perturbed, however, and knocks you away with a swipe of his mighty lance!
>Kalidan takes 4 hits, helpless

>>725434
The finger arrow flies towards Lancelot, hitting him right in the wrist, breaking his dominant hand right off. His lance clatters to the floor!

Hoodie skitters away from the Soldier's attack, countering with a one two punch combo that sends the turtle-saurian staggering.
>Soldier takes 1 hit

The Reaper's powerful double swipe cracks Hoodie's ribs and fractures his left arm. He doesn't seem to mind much.

While you can't detect signs of life, you spot Limber clinging to the walls, hidden in the shadows.
>Limber no longer counts as Stealthed to you

>>725435
You grab Lancelot, now Lanceless, and pin him to the wall before cracking his skull in half. The skeleton falls apart in your hands as you deliver the blow, crumbling into a pile of bones.

>>725432
>>725433
>>725434
>>725435
Kothbiro, now back up, picks up her axe from the remains of Lanceless and sizes up the situation, moving towards Candlehead, who's left vulnerable for a moment. The skeleton leader throws his head back and wails, as if calling for reinforcements!

Hoodie kicks at the Soldier in an attempt to retreat to range!
[1d10]

Limber, not having noticed Vajra having spotted him, hurls his skull at the Reaper!
[1d10] Autocrit

Roll #1 10 = 10 / Roll #2 2 = 2

 No.725437

>>725436
>paused

 No.726008


 No.726009

File: 1571445733086.jpg (173.78 KB, 1000x735, dimitar-marinski-dimitar-m….jpg)


 No.726010

>>725436
I drop the skeleton remains. grit my teeth, and let out a low growl as the leader wails. Switching my axe to my off hand, I pull a javelin off my back, quickly heft it to find the center, and chuck it at the unguarded skeleton's skull.

[1d10]Marksman Shot

Roll #1 8 = 8

 No.726011

>>725436
>Hoodie's crit kick misses due to Word of Power

cackling in pain and clutching his head, Noghu gives a cautious thrust of the spear at the skeletal leader.

>Restrained Strike: weapon; Stab at an enemy with an aimed strike that doesn’t leave you exposed. This attack doesn’t cause counterattack damage, but can only deal 3 hits at max.

[1d10] DC+1 (DC+2 and DC-1 counteracting it)

Roll #1 5 = 5


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