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File: The Island 1.jpg (20 KB, 300x223)
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Welcome to The Lost Island Quest. Last thread our hero, Alan Rodain, killed the Master, saved the city and learned of a friend's passing. Now, he concludes a meeting with his boss.

http://pastebin.com/W5vqnRBU (Character Sheet)
http://pastebin.com/3LPDLd9u (NPCs)

http://suptg.thisisnotatrueending.com/archive.html?tags=lost+island
>>
>>46249234
first
>>
>>46249234
The hobgoblins are beginning to become an intolerable threat.
I suggest we eliminate the threats that our allies are fighting as quickly as possible, so that we can unite and wipe out the hobgoblins as a threat.
>>
The meeting with Blackburn is much less intense than you thought it would be, which oddly enough makes it not that fulfilling. You relate to him everything you witnessed and accomplished today, along with all the issues still up in the air left to be dealt with. He acknowledges your roles in preserving the community and awards you 10,000 pieces of gold each for your contributions.

He assures you the day's events were merely one major setback and Seaside has powered through major setbacks before. When the histories are written down about this place, this attack will simply go down as the third year's major complication, according to him.

Blackburn sure has a way of transforming tragedies and miracles into pluses and minuses. You wonder if that makes rationalizing things easier for him. He tells you that while things are generally peaceful immediately following a concentrated and purposeful act of misfortune like this, you should all remain in town while the walls are rebuilt, reinforcements are requested, supplies are requisitioned and Seaside bounces back to normalcy.

So it looks like it will be some time before you head out on another expedition, leaving you a lot of free time.
>>
Your reputation skyrockets following the attack. People thank you as you pass them on the street. Vendors refuse to take your money for food, clothes, or most mundane or cheap things. Any bar you enter – and you enter a lot in the following days as you look for your new 'spot' – has some stranger who owes one of your group for saving their life and buys your drinks. And if that doesn't happen, then the bartenders themselves never ask for money.

People call you hero to your face and shake your hand with genuine enthusiasm on sight.

>It feels wrong
>It feels right
>It feels weird

AND

>Attend the service for Calloway
>See if Quissonce has figured out the properties of the skull necklace
>Discover The Master's identity
>Get an update on the status of the Archmage and H. Stephen
>Check up on Paul's de-Ghoulification
>Begin looking into how to destroy Hell
>Buy something (what?)
(Pick 3)

AND

>Assimilate something (what?)
>>
>>46249386
>It feels weird
We did do something heroic, though getting half of the Circle wizards killed right before does leave a sour aftertaste.

>Attend the service for Calloway
>Get an update on the status of the Archmage and H. Stephen
>Check up on Paul's de-Ghoulification

>Assimilate something: Dolah's ability to Smite and suffuse ourselves and our weapons with holy energy
>>
>>46249386
>>It feels Weird
>>Attend the service for Calloway
>>See if Quissonce has figured out the properties of the skull necklace
>>Discover The Master's identity
>>Assimilate learn to use our javelins? learn from someone at the fighters guild.
>>
Alright, writing.

Roll me 2d100, both with a bonus of 49
>>
Rolled 68 + 49 (1d100 + 49)

>>46249751
>>
Rolled 66 + 49 (1d100 + 49)

>>46249751
>>46249771
Dammit, mistyped. Here's the second 1d100
>>
Rolled 68, 21 + 49 = 138 (2d100 + 49)

>>46249751
>>
It feels weird. It was exactly what you wanted from the beginning. Glory. The ability to move about Basye or some distant town and have people respect either you or the uniform. And now you have it. Everyone in Seaside treats you and your companions like you pulled everybody's asses out of the fire personally. And maybe you did.

But you'd trade every single moment of recognition for Calloway back. Or Tobias. Or old Alig. Or Hagnoth. Or any of the spellcasters who died following your lead. Or Macarn. Or Finn. Or that goblin shopkeep whose name you never even learned.

You wouldn't even know he had been killed in the attack if you hadn't tried to return that bow he gave you and found the shop had a new owner who had thrown the old goblin's body in with the rest of the corpse carts.

You mentally kick yourself everyday for thinking this was something you wanted. You end up mentioning your concerns with your newly acquired fame off-handedly to Dolah one night. Her answer is rather simple.

“Your memories will always be dominated by the ones you failed to save.. The people's will be dominated by the countless more that you did. And maybe that's the way it should be.”

Maybe it is.

Blackburn tells you the night before Calloway's funeral services that the man had no heirs and had bought the plot of land in Seaside legally for the purposes of the Church of The Great Will. His will bequeaths the church to yourself and Dolah in equal measure, with the singular stipulation that it must not be subsequently left to your own descendants, but stay in the hands of the clergy.

>Speak at Calloway's Funeral
>Remain respectfully silent

AND

>Utilize the Church for something? (write-in)
>Let Dolah handle that
>>
>>46250427
>Remain respectfully silent
>Let Dolah handle that
>>
>>46250427
>remain respectfully silent
>let Dolah handle that
>>
>>46250427
>Remain respectfully silent
>Let Dolah handle that
Did dolah and the late Calloway ever get things up and running for the orcs we brought back, or was it just temp housing for them, which was probably demolished? Being the first young in seaside I wonder if a school should be set up or if Dolah had any ideas for that. We can ask I suppose. That's probably one of the traditional uses of churches in isolated areas in this setting, kinda like a catholic mission in the Americas?
>>
>>46250615
The three other healers in town got run out of business due to rumors being spread, perhaps by Bartom, that they all had it out for Calloway, who was considered one of the nicest people in Seaside.

Jobless, they accepted teaching positions from Blackburn to educate the orc children while their mothers worked in the docks area for the quite frequent shipping supplies that come in every week or so.

A good chunk of these women are now married and so most of the kids live in whatever shack their new step-fathers are living out of, but a good few of them are still forced to live in the buildings that are set out specifically for their education.

So, in short, yes there would be some benefit to utilizing the church as an orphanage.

And, writing!
>>
You give Dolah full control over the church, to use as she sees fit. She tells you she has a few plans, the least of which starts with renaming the building after Calloway. While stonework would usually come at some expense, apparently Dolah has gathered a following since the attack and some of her devotees are familiar with masonry and would be willing to do the work without monetary compensation.

Calloway's funeral is a much larger affair than you realized. The number of people he's healed must number in the high hundreds, although many may have come out of respect for the reputation he had built. It is held inside his church, where his body is laid respectfully upon the altar in his most prestigious garb, inside a masterfully crafted coffin.

A Father Curtis leads the ceremony.Father Curtis conducts the funeral respectfully and dutifully, never treading too far into spectacle or dramatics about Calloway's life. He was a good man with an amazing power who used it selflessly. He died protecting his parishioners. He was a bright spot in Seaside.

Father Curtis doesn't mention this, but you realize there is a big vacuum opening up with the loss of Calloway. He engendered a lot of faith in the citizenry, yourself included in that number. You don't believe that faith has died with Calloway, not with the circumstances of his death. There are going to be a lot of people looking for guidance in the coming days.

>See if Quissonce has figured out the properties of the skull necklace
>Discover The Master's identity
>Get an update on the status of the Archmage and H. Stephen
>Check up on Paul's de-Ghoulification
>Begin looking into how to destroy Hell
>Buy something (what?)
(Pick 3)

AND

>Learn how to smite from Dolah
>Learn how to empower your weapon from Dolah
>Learn how to throw anything from Gabby
>Learn how to throw a javelin from Gale

No matter your choice, I'd love one more roll of 2d100
>>
Rolled 54, 66 = 120 (2d100)

>>46251418
>Discover The Master's identity
>Get an update on the status of the Archmage and H. Stephen
>Check up on Paul's de-Ghoulification

>Learn how to empower your weapon from Dolah
>>
>>46251418
>Learn how to empower your weapon from Dolah
I like all of them but this just has so much utility and adaptability, empowering just about any weapon. I mean throw from Gabby is kinda comparable but EMPOWER OVERWHELMING!
>Get an update on the status of the Archmage and H. Stephen
Kinda important, if not imediately urgent.
>Check up on Paul's de-Ghoulification
>See if Quissonce has figured out the properties of the skull necklace
>Switch ring with Rowe, think nice things about her often.
>>
Rolled 91, 2 = 93 (2d100)

>>46251592
oops forgot roll
>>
>>46251592
Rowe is still out trailing the hobgoblin army to see if they're planning to regroup and attack the city again.
>>
>>46251418
>See if Quissonce has figured out the properties of the skull necklace
>Discover The Master's identity
>Learn how to throw anything from Gabby
>>
Writing!
>>
File: Random Encounters Roll.gif (3.65 MB, 355x200)
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>>46251624
I forgot, wonder what she's found so far.
>>
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You decide to check in on Quissonce to see how she's proceeding with curing Paul and analyzing the necklace.

You trudge your way up the eerily silent Circle to Quissonce's room. The only noise that you hear is the distant sounds of shifting stone, emanating from The Sculptor's magical ministrations on the higher floors. You do give the mute woman some credit – she makes repairing and recovering from structural damage much easier. She had the broken bits of wall fixed by the day immediately following the attack and has already begun completely fixing burnt husks and damaged buildings throughout town. Now, only a week later and she has started fixing the massive amounts of structural carnage that was unleashed upon the Circle.

Ed waves to you from where he is busy fixing your own burnt husk of a dorm and you promise to help out in a little bit. You knock on Quissonce's door and she promptly answers. Instead of letting you in however, she steps out to talk to you.

“You're here about the necklace, right?” she whispers.

“That and about Paul's recovery,” you whisper back. “Why are we whispering?”

You can't help but notice the grim expression that graces her face when you mention Paul. She nods her head and holds up a finger as a plea for you to wait for her to explain. She opens her door again and shouts a bit too loudly into her room.

“Eve! Alan and I are going to get coffee. You want anything?”

“Get me a bagel,” she responds as if distracted by some other task. Quissonce closes the door and silently gestures for you to follow.
>>
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Only once you reach the ground floor of the Circle and after a quick checking of the kitchen area by Quissonce, which strangely includes her searching through her robe quite thoroughly does she start to speak. The two of you make the coffee as you talk.

“I'll start with the best news then,” she begins. “The skull necklace. I have ascertained its properties and it indeed seems to be cursed as Dolah guessed. It works as a one-way listening device. We can't hear through it, but someone else can hear us talking on our end. It also seems to have an ability to attempt to dominate the user momentarily -- probably some sort of vocal command ordered on the other end of the device. Very momentarily, maybe a few seconds. Enough to cause some harm at a critical moment however.”

You nod your head. “So, we get rid of it then.”

Quissonce sighs. “Unfortunately, I've tried that. I threw it into the sea and when I came back to my room it was on my work desk. I've tried to break it and so have Eve and Ed. It's impervious to magic, hammers and being dropped from the top floor of this very tower. I believe it latches onto its owner like a parasite, which is why I can't get rid of it. I can only give it away to someone who is willing to take it. An issue to be sure, but at least it tells us a lot about the man we slew that day.”

You quirk your eyebrows a bit as you think about that.

>What does this tell you about The Master? (write-in)
>Quissonce, tell me what you're thinking

AND

>Thoughts on what to do with the necklace (write-in)
>>
>>46252578
>>Quissonce, tell me what you're thinking


>Thoughts on what to do with the necklace (write-in)

See about containing it in a locked box or something.
>>
>>46252578
also, can we still learn some of the other techniques and skills you've shown?


>Learn how to smite from Dolah
>Learn how to throw anything from Gabby
>Learn how to throw a javelin from Gale
>>
>>46252701
At some point, yes.
>>
>>46252578
>What does this tell you about The Master?
It means that the person we killed wasn't The Master, but just a pawn. Perhaps even an unwilling one.

>Thoughts on what to do with the necklace
Talk with Dolah to see if the Great Will can break curses.
>>
>>46252578
Well generic magics not doing the trick, maybe we can use holy solutions/consult dolah. If that doesn't work perhaps we can see if paul is willing to take it. He's under constant observation anyway, and not privy to great secrets. I'm sure he's eager to help somehow, and if ASSUMING CONTROL does happen again he is under observation.

>What does this tell you about The Master?
He seems to have insulated himself well, and clearly has a knack for planning and subtlety, as well as not trusting his agents. Also, while we already knew this, he is a dick. And either he's good enough to make cursed evil objects as a mortal, or more likely has an infernal nature.
>Quissonce, tell me what you're thinking
>>
Writing!
>>
>>46252578
>The man we killed wasnt the master, but a servent of his.

>Would an animal count as a owner? We could get something thats attracted to shiny things to take it, like a bird of fish.
>>
“It means the person we killed wasn't the Master,” you say matter-of-factly.

Quissonce points at you. “Bingo.” She goes and gets the coffee, pouring it into two separate cups and hands you one. “Nobody who wants to be called 'The Master' saddles themselves with somebody else watching them.”

“Do you think that man was an unwilling servant?” you ask. Quissonce stares up at the ceiling in thought, hands wrapped round her mug for warmth.

“Maybe at first,” she shrugs to indicate her guess. “But like I said, it would be a fleeting moment of control. Enough to force the person to swing a sword, but not long enough to make them draw it as well. That man we fought was making most of those decisions himself.” Quissonce smiles. “Although, I decided to look into the identity of our mystery swordsman when I realized he wasn't The Master.”

“Your investigations bear any fruit?” you ask.

She shakes her head in affirmation. “Yep. See, I thought he looked a bit familiar. Not like somebody I knew, but a face I had seen before. Now, Blackburn failed to recognize the man, but there was someone else I hazarded might know our mystery man. Remember Captain Faraday?” Quissonce asks you.

“Yeah,” you answer. He was the ship captain who brought you all here. You couldn't forget him.

“Well, he came by a few days ago with more supplies and I showed him a sketch of the man's face. It turns out that the man we killed a week ago was one of the three sailors who went overboard in that horrific sea storm.”

You feel yourself lean backward in disbelief as you register what Quissonce has said. “We were weeks out from reaching The Island. That's impossible.”

“I even brought in Faraday and five members of his crew to see the body as well preserved as Blackburn managed to keep it. They confirmed it was the sailor. Now, what does THAT tell you?”

>What does it tell you? (write-in)
>Quissonce, just tell me what it means.
>>
You know what happened,

>>46253439
>>
>>46253439
>>Quissonce, just tell me what it means.

>What does it tell you? (write-in)
Do you think the Master created the storm? Knowing he'd get some people overboard? He must have a way of collecting people at a distance. Either that, or he gathered the corpse after it drifted ashore? Used dark magic to manipulate the body and mind? Didn't have complete control, thus necessitating an insurance policy. the necklace could have also acted as a leash. Always listening in, capable of taking control if the subject itself was rebellious enough.
>>
>>46253439
>What does it tell you?
The Master has a way to create storms and has something to recover bodies lost at sea.
>>
Going to start writing, feel free to write any more guesses in the mean time.
>>
“Do you think The Master created the storm?” you ask, a bit puzzled.

Quissonce waves away your question. “Oh, I have no idea. Maybe, maybe not. If the Master has some way to orchestrate magical events happening off the Island obviously that's both terrifying and it makes him a target for our overall goal. Regardless of whether he made the storm, however, the fact that he was able to save a drowning man and bring him on a three week journey to the Island – whether it was via mundane or magical means – shows us that this Master has influence that extend far past the borders of this place. He knew somebody from our ship was lost and recruited him somehow. This also likely means he knew about our voyage and where we were on that day. The Master is informed and that makes him much more dangerous.”

You shrug. “Alright, good to know. Now, as for the necklace. Could you willingly give the necklace to an animal? Something that likes shiny things.”

Quissonce's face sours. “I don't think it works like that. Although, I guess I could try.”

Muffin assures you no animal in their right mind would go near that necklace. Intuition for staying away from evil shit is an instinctual skill that any self-respecting woodland creature possesses.

“You could give the necklace to Dolah and see if she could find a way to break the curse,” you offer.

“Already tried,” Quissonce answers. “Doesn't seem to work, giving it to her. And any time Dolah touches the necklace it burns her fingers. I assume it would be the same with you.”

“Well what if you gave it to Paul? He's relatively uninformed and under observation anyway.”

Quissonce looks visibly hurt as you bring up Paul. She sighs out at your idea.
>>
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“I guess we should talk about Paul,” she admits. She grits her teeth and looks to be thinking very hard for a short, tense silence. “I'll just come out and say it: I can't fix him. Maybe I could have if I had access to a half-decent necromancer or a book written by one. But all the good necromancers were either part of the evil sons of bitches that betrayed us or ended up dying in the attempted coup. And every single book we have on necromancy along with every other magical tome was destroyed. There may have been a chance I could stumble upon and find something with the right tools and knowledge, but I can't spontaneously learn necromancy and I especially can't subvert the techniques of a type of magic I don't even know much more than the basics for. So . . .” Quissonce trails off, unwilling to utter her conclusion.

You cross your arms and look down.

>Give up on Paul
>Don't give up (suggest an alternative solution)
>>
>>46254274
>>Don't give up (suggest an alternative solution)
it's possible the Master might have something. If we ever find out where he's hiding and raid it, we might find something of use.
>>
Writing!
>>
“It's possible that The Master might have something,” you eventually respond, giving yourself some precious minutes to weigh your options. “If he has this many undead minions, there's a good chance he knows a good chunk of necromantic magics.”

Quissonce nods, reluctantly. “And there is that temple out there. Scouts are reporting that whatever influence it had on killing the land has stopped, so The Master and his forces have most likely pulled back from that location. But it's not like it disappeared as quickly as it appeared in the first place. Maybe there are books on necromancy inside or cave drawings or who knows what."

A silence falls between you two as you finish your coffees.

"So, you think I should give the necklace to Paul?

>Give it to Paul
>Keep it
>Give it to somebody else (who?)
>>
>>46254805
If we're giving it to Paul, we should have him under surveillance constantly. make sure to check on him for anything he might have unwillingly stowed away.

He has to agree to it first.

If he doesn't, then we take it ourselves and have people watch over us.

Alternatively, we could find someone, like a criminal who already has to be kept under lock and key, to take it. That might actually be better.

Maybe we should run this by the rest of the team, too?
>>
>>46254805
>Give it to Paul
>>
>>46254903
>>46254805
as in, he has to agree to the conditions
>>
>>46254903

Paul is willing to take it.

Kyra thinks you should give it somebody and then kill that person to be extra safe.

Gabby thinks you should give it to her because she's indomitable. Quissonce reluctantly admits Gabby is a particularly strong-willed person and may be able to resist its influence.

Dolah and Eve are both lacking in ideas but think giving it to Paul is an alright idea.

>Give it to Paul
>Give it to somebody unimportant and then kill them
>Give it to Gabby

Re-vote since you have more information now
>>
>>46255202
>>Give it to somebody unimportant and then kill them
find someone on death row.
>>
>>46255202
>>46255224
Addendum. Observe the executioner afterwards to see if he still comes into possession of the thing.
>>
>>46255224
There really isn't anybody on death row.

The only person in Seaside who probably deserves to die by any proper form of judgement is the last surviving doppelganger that Blackburn is using enhanced interrogation techniques on.
>>
>>46255202
>Give it to Paul
>>
>>46255259
Ok, give it to Paul for now. If he understands what he'll be put through, then ok. At least until we find someone who needs to die and then we give them the necklace.
>>
Writing!
>>
It takes you some time and the careful consulting of many of your friends. He accepts knowing all of the terms and conditions like a man with nothing left to lose. You can see the sadness in his cold, dead eyes.

You question your decision a bit. You aren't entirely sure Paul is in the right state of mind to take on such a task. He has been morose since he learned of Macarn's death during the attack. You hope they had at least one moment where they were able to see each other again in the two days between Paul's return and the siege. Although with Paul being whisked away to the Research Library you aren't hopeful that was the case.

Even with all of that in mind, you think you made the best call.

You devote much of your free time to trying to master Dolah's ability to empower her weapon with holy magics. She says she simply calls upon the aid of one of The Great Will's many celestial servants and they lend her weapon the power required to defeat her foes.

It's not really something you can learn in the standard sense and for some reason it feels especially difficult to . . . absorb. It's hard to tell. You have been starting to get a feel for the more magical nature of your talent and can sense somewhere in the back of your mind when you are taking in some component of someone else. But when you try to take in Dolah's powers you feel like your skills aren't working. Not that they don't exist, but like there's a blockage somewhere.

It's like trying to write a book and then coming to an impasse where your imagination fails you. However, despite your difficulties you manage to come to an approximation of Dolah's power through the alterations other skill sets.

Drawing upon clerical abilites you find a way to both enchant a weapon so that it is magically powerful – much in the same way your scabbard functions – and you can bless a weapon to stand firm against evil.

I need to take an hour break. I'll start again at 8pm Pacific Time.
>>
Actually, I think I'm just going to call it for tonight and continue tomorrow.

I'll probably manage to keep this thread bumped until around 2pm tomorrow, but if I can't I'll start a new thread.
>>
>>46256871
alright, man, catch you tomorrow.
>>
Alright, putting up a vote. Y'all have until 2pm tomorrow to make your choice.

>Learn how to smite from Dolah
>Learn how to throw anything from Gabby
>Learn how to throw a javelin from Gale
>Learn something else (write-in)
>>
>>46259226
>>Learn how to throw anything from Gabby
>>
>>46259226
>>Learn how to throw anything from Gabby
>>
>>46259226
If we can, maybe also apologize to both Dolah and Gabby for the angry outburst the other day?
>>
>>46259970
There is a chance to talk to everybody coming up soon. And that will be one of the options.
>>
>>46260188
good to know.
>>
>>46259226
>>Learn how to throw anything from Gabby
>>
I guess for this shameless self bump I'll ask if any of you have questions about something.

Or you can just give me an honest critque about how this quest has gone.
>>
>>46262017
Liking it so far, good job. About the only thing I would want more of is that exploratory/discovery element that was more present in earlier threads. I really liked the current arc and hints at a larger plot but I miss picking a mission and discovering new peoples and places in intriguing situations. Again, I liked the craziness of the seaside battle/climax, but I kinda want that exploratory element to come back for a bit, as a bit of a break from the serious machinations going on. But in general have been loving this quest so far.
>>
>>46262151
>About the only thing I would want more of is that exploratory/discovery element that was more present in earlier threads.

There will most likely be a return to that element relatively soon.
>>
bump
>>
>>46263175
I really like the aspect of our character where we learn from people by observing/interacting with them. I just wished we'd do it more.

That, and improve connections with some of the local tribes who are friendly/neutral with us. I don't think we've talked to them much?
>>
bump
>>
Alright, whose your favorite character?
>>
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>>46267853
I like many characters, though I have to say Alan is my favorite. Which is really unfair to others because as the MC he receives way more characterization and internal monologue. I really like Rowe and her character/story, but again I almost feel its unfair to the others haha. While all the characters are funny i think eve is the funniest, Gabby's funny too but as with most foul mouth wisecracking it doesn't have the same shock as someone who does it less often. I eagerly await the day Dolah makes a dirty joke and the party, Gabby especially just look at her, shocked beyond all comprehension. Also Alan needs to have a drunk adventure one of these threads, perhaps an attack or mystery occurring when him and company are thoroughly in the cups, and perhaps something was slipped in with the ale. Hangover 1 fantasy style basically.
>>
>>46267853
Aside from Alan, who as the MC will get the most characterization, I'd say Rowe followed very closely by Gabby.
Though Kyra's humor is pretty good.

The interaction between Tornado, Muffin, and Pascala are endlessly amusing, however.
>>
Alright, you've been carrying these javelins around for a while now and have yet to learn how to use them. While you consider learning how to toss a javelin from Gale or someone else familiar with that specific weapon, you remember that Gabby has the ability to throw most things with pinpoint accuracy and to deadly effect. Swords, rocks, bodies, bones, boulders – you name it and Gabby can chuck it.

You stop by her shack and after the meet and greet with the puppies you ask her if she can give you a few pointers on how to properly throw stuff.

So you and Gabby end up playing catch. It starts off with you throwing an actual ball back and forth and then evolves into rocks. Gabby's method of training may not be the least painful or even the most tactful, but you must admit that she adds a sense of urgency to learning via her methods.

After you play catch for a few hours you move on to a game of horseshoes. And then you play a game of shot put.

Right when you think all you're going to be doing is playing games, you move on to a round of axe toss which is about as deadly and bad for your health as the name suggests. The first few 'games' end up with you having a few unfortunate cuts, but thankfully The Great Will does not abandon you even when you engage in self-destructive acts like this. You eventually get the hang of it.

You spend the next two days doing a series of tossing, throwing and catching games with Gabby. They range from throwing clods of dirt at birds in flight to landing hats on the heads of unsuspecting passersby.

You aren't completely sure by the end of it all that you can throw anything, but you can certainly throw most things. And that includes those javelins you're lugging around with you.

Gabby invites you and the rest of the team to the grand re-opening of The Sword and Shield tavern, an endeavor Gabby apparently personally funded to expedite the process.

>Go Out Drinking
>Try to learn something instead (write-in)
>Go shopping (for what?)
>>
>>46267853
Alan since we're MC, Gabby because tough, crass and kind of impulsive, and Eve's pretty funny.
Dolah's, too, as she comes out as a pretty good mentor/friend.
>>
>>46269952
>>Go Out Drinking
playfully state "Why, Gabby, this is surprisingly generous of you."
>>
>>46269952
>Go Out Drinking
>>
>>46269952
also, would like to apologize to dolah and gabby about the outburst earlier. We were in emotional turmoil and whatnot.
>>
>>46269952
>Go Out Drinking
Grand re-opening eh? Do we still have that sword we lifted from the wall? We should mount it back again.
>>
>>46269952
>Go Out Drinking
>>
>>46269952
>Go Out Drinking
>>
Currently writing!
>>
“That is surprisingly generous of you,” you playfully rib your monk friend as you finish what you hope is the last of your throwing training sessions.

Gabby cackles as she nurses a bottle of ale. “Generous? Al, this is a gift for me. The Drunken Lion is a shitty fucking bar and I still have too much dignity to frequent the Three Whore Pub.”

You laugh a little to yourself at the mention of the Three Whore Pub. The orc raiders managed to steal the sign off the Two Whore Pub and so the owners replaced it with a new sign featuring three whores doing an even more disgusting sexual act. It's a heartwarming tale about perseverance and rebuilding after a setback. You could all learn a thing or two from the Three Whore Pub.

“Besides,” Gabby continues, “Shit's been weird and awkward since the attack. We won the fight and it's time to celebrate that most of us fucking made it. Same bar. Same spot. All of us, getting wasted. The only big difference is that everyone knows we're amazing and I own the bar so we can break whatever the fuck we want.” Gabby chugs the rest of the bottle and then jumps to her feet. “Alright, I'll grab the rest of the gang. You make your way to the bar. Shame Rowe ain't back yet.”

You nod your head in agreement. She's still out scouting those hobgoblins. Worry and dread is starting to seep into your bones, but you remind yourself that Rowe is competent and she's been out on missions of this length before.

The two of you part ways and you quickly find yourself standing in a crowd of people waiting for the establishment to open. People recognize you and wave. Others come up to thank you. You spot a few familiar faces yourself.

>Talk to Bartom
>Talk to Speaker
>Talk to Ssett
>Wait patiently for your friends
>>
>>46270911
>>Talk to Ssett
>>
>>46270911
>Talk to Speaker
>>
>>46270911
>>Talk to Ssett
>>
Writing!
>>
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You wade your way through the crowd and thankfully most people give you a wide enough berth out of respect.

The man-sized, bipedal lizard makes for an interesting sight out on the streets and people seem to be giving Ssett a large amount of personal space too, though probably for a much different reason.

He is staring off into space, but looks to you when henotices your approach and waves. “Hello, Alan,” he speaks in heavily accented Common.

“Hey, Ssett,” you respond. “I didn't expect to see you out and about.” Other than his initial entrance into the city, he's spent most of his time either at the Overseer's Complex or the Research Library.

“Gilda suggest I do this,” he explains. “Experience daily life and culture. You go to this establishment and drink alcohol for fun. Opening day. Big event.”

“Yeah, it is. You speak the common tongue pretty well,” you compliment him.

“Thank you. I have been studying your language much.” He nods his head as if to affirm the completion of your interaction and then turns and stares back off into space, askew from the general direction the rest of the crowd is looking. It is comically out of place and it takes you a few moments of following his gaze to realize he's staring at . . . the sign on the Three Whore Pub. Of course. “I do not understand this picture,” he states after a few moments of silence. “Is this a human ritual? What is a 'whore'?”

The next few minutes you and Ssett have a rather interesting conversation. He is pretty confused about a lot of things, but you guide him through a few human eccentricities he was obviously unaware of before.
>>
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Eventually the rest of your group arrives and you head over with them to the front of the crowd where Gabby prepares to open the door, officially opening the bar to the public.

“Alright, speeches are usually boring time wasters,” Gabby begins eloquently. “So go in and drink. Don't sit in my fucking spot.” With her speech concluded, she swings open the door and the flow of patrons follows her into the tavern.

The Sword and Shield looks rather nice. The tables and chairs look to be of better and sturdier materials than before and the walls are decorated with the sword and shield accessories that the establishment is known for. The multiple bartenders are already making drinks in preparation for the rush and the serving girls are zipping about.

You find an empty spot to affix that longsword of yours on the wall to make your mark and then sit down with your group as Gabby throws you a full mug which you expertly catch.

Alright, hang out time.

>Apologize to Gabby and Dolah about your outburst
>Ask Dolah about her new followers
>Ask Kyra about her past
>Play a drinking game
>Complain about something (write-in)
>Be thankful about something (write-in)
>Something else? (write-in)
>>
>>46272297
>>Apologize to Gabby and Dolah about your outburst
>Play a drinking game
drunk darts. misses result in another beer or something. First to 21 wins.
>Ask Dolah about her new followers
>Ask Kyra about her past
>Be thankful about something (write-in)
That we're all alive and in each other's company.
>>
>>46272340
>this, plus get so drunk we don't understand how we aren't dead.
>>
>>46272297
>Apologize to Gabby and Dolah about your outburst
>Be thankful about something
We got through this with the booze, if not the tavern itself, intact.
>>
>>46272297
also, it kind of bothered me a little, during that time gabby looted the necklace. that she still seemed considered herself evil.
>Something else? (write-in) perhaps later on, discreetly, talk to gabby about it?
>>
Writing!
>>
Gabby brings a round of drinks to the table for you all to imbibe. At Dolah's protest, Gabby downs the mug of ale meant for the paladin and goes to fetch Dolah a glass of water.

Gabby comes back and presses the glass into Dolah's hands. Dolah prepares to drink, before she hesitates and sniffs it.

“This is vodka,” Dolah states matter-of-factly, before turning in her chair to give Gabby a harsh stare.

Gabby shrugs. “I'm pretty sure it's just water Dolah. Go on, drink some.”

Dolah shakes her head and hands the glass back to Gabby, who to your surprise chugs it in one steady gulp.

“Looks like drunk Gabby is coming out tonight,” Quissonce comments as Gabby slams the glass on the table then moves away to get Dolah an actual glass of water.

When you all actually have something to drink, you lead your group in a quick toast. “To being alive, in each other's company, with booze.”

“To Rowe, who couldn't make it,” Eve adds to the end of it.

“And Gale,” Ed says.

“Eh, fuck Gale,” Gabby interrupts the toast. “He could have come, he just had 'work' to do at the Fighter's Guild or whatever. Fucking buzzkill.”

“He probably just wants to avoid you drunkenly throwing yourself at him,” Dolah comments.

Gabby scoffs and Kyra has decided to just drink at this point. Whatever. The toast goes to shit but you still have something to say.

“Like I'd fuck him,” Gabby dismisses.

“He has a pulse which I'm relatively sure meets your standards when you're inebriated,” Dolah quips.
>>
“Wait wait wait,” you interrupt them before they start to go at it. “Before you continue, let me just say: I'm sorry for exploding at you two a while ago. It was right after the battle and I was in a very emotional state and I want you both to know there's no hard feelings between us.”

“Of course,” Gabby responds like you told her the sky was blue.

“We're all adults here,” Dolah concurs.

“Yes, but I remember I was complaining about the two of you fighting all the time and I realize that's how you flirt and I just want you to know you don't have to stunt the sexual tension for my bene –” you're interrupted from your speech by Gabby punching you in the arm accompanied by the high-pitched squeal of Eve's laughter.

That punch really hurt but it was so worth it. You finish your drink to soothe the pain. Gabby gets up to get you all another round of drinks.

>Ask Dolah about her new followers
>Ask Kyra about her past
>Play a drinking game
>Talk to Gabby about calling herself evil
>Something else? (write-in)
>>
>>46273289
>>Ask Dolah about her new followers
>>Ask Kyra about her past
>>Play a drinking game
You know the one. darts, first to 21. Missing makes you drink. The greater the distance, the better.
>>Talk to Gabby about calling herself evil
>>
>>46273289
>Ask Dolah about her new followers
>>
Writing!
>>
As Gabby grabs the second round of drinks you strike up converstion with Dolah.

“So, you've gained a bit of a following now.” She really has. You noticed as you were previously trying to learn how to empower your weapon with holy magics that every so often Dolah had to step out to talk to some robed acolyte.

Dolah nods her head. “Many devout citizens see my unique powers as an indicator that I have achieved some measure of . . . sainthood? I believe my actions during the siege and the widespread experience of devils wreaking havoc in the city has encouraged many to take a more active role in their duty to The Great Will. I try to discourage them from creating a cult of personality around me, but I must admit it is refreshing to see so many inspired and ready to do good. I've finally embraced the idea and have organized them into patrols. A citizen's watch that focuses on promoting the civic duty of the residents in Seaside.”

“Great, just what we need,” Gabby says as she returns with the next three rounds of drinks on a large wooden serving plate, “Seaside converted to a bunch of religious nutjobs.”

“You can't honestly still be an atheist at this point, can you?” Dolah asks incredulously. “You've seen proof of almost everything.”

“Oh, I believe he exists now,” Gabby admits, holding her hands up in mock surrender as she sits down. “I just don't get why I should worship him.”

“Because he is a caring God that looks after us and offers –” Gabby blows a raspberry which causes Dolah to scoff and stop mid-speel.

“The Great Will's a faggot,” Gabby concludes and drains another mug of its liquor.

>Ask Kyra about her past
>Play a drinking game
>Talk to Gabby about calling herself evil
>Find out the religious beliefs of the rest of your group
>Chide Gabby for being insensitive about your religion
>Something else? (write-in)
>>
>>46274112
>>Ask Kyra about her past
>>Play a drinking game
>>Talk to Gabby about calling herself evil
>>
This one's for you Wrenloft!
>>
“Alright, time for a drinking game,” you state. “Let's play darts.” Quissonce, Eve and Ed groan at that.

“Let's not do something that some of us aren't amazing at,” Eve interjects.

“You got a suggestion, then?” Gabby asks. Eve enters a deep state of thought, only to be usurped by a shout of 'OH!' from Quissonce.

“Let's have a set of conditions that we have to drink every time one of them is triggered,” the elf suggests.

“Like . . .” Gabby drawls out.

“Like . . . every time Dolah and Gabby argue, we drink,” Quissonce offers. “Or, every time Gabby swears, we drink. Or when Kyra talks. Or when –”

“Rowe!” Eve shouts.

Quissonce turns to Eve. “Rowe's not . . .” she trails off as you all turn your heads to see Rowe standing in the doorway to the Sword and Shield tavern. She's frantically looking around the bar.

(Where are they? Where are they? Where are – THERE!) She strides towards you as she spots you all.

“What's up Rowe?” Gabby asks. Rowe stands in front of your table, looking distressed and dirty – like she's been riding fast and hard without a break.

“The hobgoblin army was obliterated. Scattered to the winds. Killed,” she rapidly informs you all. “They were attacked by a group of people. Seven of them. A dwarf, a goblin and five humans.”

“Seven?” Quissonce asks, incredulous of the number.

“And five were humans?” you add. More mystery people?

Rowe shakes her head vigorously. “They were powerful. One was a wizard I believe and his magic killed most of them, but the others were cutting through their ranks like butter as well. They're heading here. Now! They'll be here sometime around tomorrow morning.”

That's a bit of a massive information dump.

>Uhhh
>Well . . .
>I'm glad you're back Rowe!
>Something else? (write-in)
>>
>>46274996
"Good job, Rowe, glad to have you back."
"C'mon, sit down and have a drink with us."
"We'll discuss this afterwards."
And our drunken games.
>>
>>46274996
>I'm glad you're back Rowe!
>Something else?
"Have a drink, Rowe!"
then
"Did you tell Blackburn?"
>>
Writing!
>>
You think for a second about what Rowe has just said. “Have you told Blackburn about this?” you finally ask.

She nods her head. “One of his assistants, when I first rode in.”

Gabby sighs out in relief. “Then Blackburn knows by now and that's a problem for tomorrow.”

“Sit down, have a drink,” you invite your lover to sit beside you. It takes her a few moments of confusion at your relaxed attitude, but she accepts the offer and sits down. You offer her a mug and she drinks deeply for a few moments, before placing the container back on the table. “Good to have you back. I was starting to miss you.”

“I think this is much more important than you all realize. These people were powerful. We shouldn't be getting shit-faced tonight if they are planning to attack us.”

Gabby waves away Rowe's concern. “I'm a better fighter when I'm hungover anyway and they took care of a problem for us, so, eh, maybe they're alright.” Gabby grabs another beverage.

“I'll go investigate,” Dolah offers as a compromise. “I'll see what Blackburn thinks and return with his advice.” She gets up from the table to leave. “Enjoy yourselves.”

>Go with Dolah
>Stay with the group and drink
>Tell Dolah not to leave
>Ask Rowe for more information
>>
>>46275542
>Ask Rowe for more information
if it doesn't take too long, accompany Dolah and get Blackburn's thoughts. Then come back to the bar to do other stuff.
>>
>>46275542
>Stay with the group and drink
>Ask Rowe for more information
>>
Writing!
>>
You wave goodbye to Dolah as she exits the bar. She doesn't drink anyway so she probably is glad to have an excuse to do something other than watch you slowly descend into drunken stupors.

You turn to Rowe afterwards and ask if she can give a more in-depth story. So she settles in to tell you all what happened.

Apparently Rowe had been trailing the retreating hobgoblin army for six days. They were making a straight shot for the cave they came from that Rowe had scouted earlier when you all stayed at Firegem Village.

On the seventh day however, a cloud of death passed through the camps killing many of the soldiers. What immediately followed was an assault of seven individuals who just moved through the encampments slaughtering people.

There was a male human wizard who was blasting apart scores of them.

There was a male human beserker who was like a whirlwind of death on the battlefield.

There was a male human cleric of some sort who leeched the life from combatants as he strolled casually along.

There was a male human monk who was untouchable by anything.

There was a female human rogue who Rowe admits she only spotted once amidst the rest of the chaos.

There was a male dwarf warrior who was slow, steady and unmovable. He was the one calling out orders.

And there was a male goblin who was throwing explosives rapidly and without a care for collateral.

Rowe is certain that the rogue spotted her. She heard the woman laugh nearby but couldn't spot her. Rowe took this as a sign to retreat and rode back as hard as she could the last few days.

“Shit,” Eve mutters to herself.

“Yeah, they were scary to watch, I'll tell you that,” Rowe admits.

>What do you do? (write-in)
>>
>>46276469
Well, maybe we could save the festivities for later, then. Still, have a few drinks, but not enough to get shitfaced, rest up right.

Talk to gabby about the evil thing before we go to bed.
>>
Writing!
>>
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You sigh out. “Guess we'll have to save the festivities for later,” you admit. “These people sound dangerous and we should rest up if they're going to cause problems.”

Gabby groans. “Why does something shitty have to interrupt every time I try to have some fucking fun!”

“We can still have a few drinks, Gabby. We just need to go to bed at a proper time tonight.”

“I've already had a few drinks, Al. Can't somebody else handle Seaside's problems for once?” An idea dawns on her as she realizes something.

Gabby stands up and claps her hands together to grab the attention of everyone in the bar. “Hey, listen up! A few assholes are going to show up tomorrow morning and they might be here to start some shit. I want to take a fucking break for once so if anybody here thinks they can fight and wants to pull their weight, speak the fuck up!”

Gabby gazes across the crowd.

The bar is dead silent as patrons in various states of sobriety attempt to understand Gabby's intention. Most of these people are regular civilians.

And then a hand raises into the air. You spot it along with Gabby.

It lives in a long leather glove and is attached to the arm of a woman sitting on a bar stool. She is tattooed and wears revealing clothing. Her hair looks to be a very fake, dyed red color. She spins around on her stool to face your table and you spot the piercings in her ears and on her eyebrow.

She giggles. Rowe's ears perk up as she hears the redhead's laughter. (No.)

“I'm game,” she speaks, like a dagger sliding across satin.

Rowe looks towards the sound of the voice and visibly startles as she spots the speaker. (That's impossible.)

“Who are you?” Gabby asks incredulously, looking the woman up and down.

(She followed me.) The woman smiles, her teeth pearly white and shining.

“The name's Dart. I don't believe we've met.”

>End of Thread
I will most likely run this next time on Friday. https://twitter.com/TrickQM
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>>46277863
Well, seeing as how I'm probably not going to be there at the start on friday, maybe we should whisper to Gabby that she's the rogue Rowe's been talking about.
>>
>>46277939
Or Saturday, since that's winning the vote currently at a whopping 2.
>>
>>46278038
cool.
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>>46267853
A bit late to the party as usual, but my favorite character is Gale. It's nice to have a bro to interact with every so often. Not that I don't love the female characters, they're all great in their own way (Kyra being my favorite among them). I've always just been a fan of minor characters.



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