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File: xOT8qrg.jpg (476 KB, 1920x1284)
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Some resources: https://mega.nz/#F!rFIDxRRK!IEzkLlroRoPwmDqtxKRMsw

Discord: https://discord.gg/GQMr35k

Character Sheet: http://pastebin.com/G48KCHjz

Chapter 3: On The Road >>1233323

CHAPTER 4

"He's coming! Oh, sun and stars, he's COMING!!!!!!!"

You see the foolish man-things scatter before him, from your hiding place far up in the trees. He steps forward with the slow inevitability of a glacier. You can FEEL his age, his disdain, his glorious power emenating from him as he strides through the trees, occasionally brushing one aside as he chases after the mortals, crushing them like bugs beneath his feet for daring to cut his wood in his forest. And this was right and proper. It was right and proper because he said so, and he said so because he wanted to. Such was the way the world worked, and that was also right and proper.


You jerk awake to warm sheets. You look around and get a quick assessment of your surroundings:

A small mirror hangs between a pair of antlers on the wall across from you, above a sleek wooden dresser. An open window nearby lets in the cool late spring air of the Oregonian wilderness. The bed you rest in is a nice, queen-sized affair, with cozy cloth sheets with diamond geometries woven in under a fur blanket.

Turning you head, you spy the deer-woman from last night- Atlanta, wasn't it?- lying in bed next to you, head propped up by one elbow. You become aware of three things:

1- You're naked.

2- So's she.

3- She's giving you a look normally associated with dogs and strips of prime beef.
>Umm...

>(Pull sheets away to cover yourself)

>Did we?...

>Write-In
>>
>>1253092
>Write-In
Move closer and put your arms around her.
>>
>>1253092
>Did we?...
>>
>>1253092
>Did we?...
>>
>>1253602
>>1253655
The silence between the two of you grows awkward. "Did we?..."

Atlanta laughs, and you briefly spy curved canines in her mouth. "No, no. Not for lack of effort, though. You were out like a light after salting that toad until he burst. I just thought you might want to wake up to something nice..."

She suddenly lunges herself towards you and locks your lips into a French kiss, forcing her tongue roughly down your throat, almost triggering your gag reflex.


You push her off reflexively. She looks up at you, the clear haze of animal lust in her eyes tinged with slight hurt. "What's the matter? Don't you want to lie with me? Your friend was more than eager."

>Look, nothing wrong with you. I'm just a traditional guy.

>Wait- you screwed Terry and now you want me for what, seconds? Look, I've got standards.

>Sorry, sorry; just caught me by surprise. (Pull her back in)

>Trust me, I'm WAY into you. But ask first, okay?

>Write-In
>>
>>1253700
Just cpught me by surprise......it feels like decades since I....you know..


These spring court fellas sure are streightfoward
>>
>>1253700
>Trust me, I'm WAY into you. But ask first, okay?
>>
>>1253700
>Look, nothing wrong with you. I'm just a traditional guy.
>>
>>1253700
>Sorry, sorry; just caught me by surprise. (Pull her back in)
>>
>>1253700
>Sorry, sorry; just caught me by surprise. (Pull her back in)
>>
>>1253700
Oh shit, waifuism starts...
>Look, nothing wrong with you. I'm just a traditional guy.
>>
>>1253759

This

>>1253854

It's not waifuism., it's a one night stand and we are hippies on the era of free love, she made clear she is not possevive kind

besides, we don't have any for some time
>>
>>1253759
>>1253800
>>1253802
>>1253874
"No, it's not that way. You just caught me by surprise. It feels like decades since... you know."

Atlanta gives you a smirk.
"Well, I'll be sure to not be too hard on your old bones~..."

You wordlessly pull her into a close, sensual embrace, and, running your hands down her back to her taut flanks, lose yourself in her.

After the two of you are done with each other, you stumble into the bathroom and take a brisk shower before putting on your only set of clothes (blue jeans with a couple of small holes in them, a by-now faded T-shirt with "K EP PUPT ND W IRD" (a suspicious food stain adding an upward-facing leg to the "I"), a battered leather jacket, and a ski cap used to keep your bushy wild-man's hair under some semblance of control). When you exit the bathroom, Atlanta is gone, and the slimy-looking goblin from last night (the one who dragged your interrogation victim in) is standing at the doorway. He leers at you as you come out.

"Well, looks like Atlanta's put her claim in alright. Welcome to the club, mate. You got a name? I asked her, but unsurprisingly she wasn't interested in getting such details." His voice is moist and sibilant, with a detectable British accent.

"Jerry. Jerry Woodheart."

"McFadden. Profess'nal potholer and tunneler. Work for the Alliance in nav'gaten caves and diggin' dugouts, shelters, an' such. I'll prolly be goin' with you to wherever you're goin'. You got a breakfast preference?"

>'potholer'?

>Is this all the members of the Alliance?

>'Welcome to the club...' Wait: you and HER?

>That's good; we'll be heading to visit Hjarl Sootbeard.

>Write-In
>>
>>1253917
>>'potholer'?
>That's good; we'll be heading to visit Hjarl Sootbeard.
>>
>>1253917
>>>'potholer'?
>>That's good; we'll be heading to visit Hjarl Sootbeard.
>Though I would be surprised if this is every member of the Alliance. Also, do I have to worry about anything relating to...? (gesture towards privates)
>>
>>1254020
Supporting this one. I want to know right now if fairy AIDS exists
>>
>>1253927
>>1254020
>>1254119
"Whatever you have's fine, I'm not picky. You said you were a... 'potholer'?"

"That's 'spelunker' to Yanks like you. Cave explorer, sort of thing."

You nod. "That'll be a useful talent, since we're having to drop in on Hjarl Sootbeard."

"Ah, the Old King, yeah? Guess the Horned King needs some kind of magic sword or somefing. Tha's alright, then."

You look around awkwardly as McFadden leads you out of your room and into the central living room of the cabin. "Err... am I going to need to worry about..." you gesture vaguely at your privates.

"Well, your tonker's not gonna rot off if that's wha' yer thinking. She's real clean for a dirty bird like her."

You see Terry and the wisp-haired man sitting at the rustic table in the center of the room, eating scrambled eggs and sausage. You get a plate from the kitchen and join them.


>... So, when are we going to get going?

>Is this... the ENTIRE Cascadian Alliance?

>(To McFadden) So what's a Brit doing in Oregon?

>(to the wisp-haired man) What's your story?

>Write-In
>>
>>1254153
>>(To McFadden) So what's a Brit doing in Oregon?
Friendly small talk during the meal.
>>
>>1254153
>to mcfaden...
> is this...

Options 2 and 3, if nobady wants to ask anything more we can go with 1 too.

Onthe phone so bear with me
>>
>>1254153
>(To McFadden) So what's a Brit doing in Oregon?
>>
>>1254281
>>1254322
"So, what's a Brit doing this far across the pond?"

"Oh, I got tired of dealin' with the High Courts of Britain. Our people, we've got a lot of history in the Isles, and it's all so BINDING. Oaths sworn three hundred years ago end up causing heaps of a mess today. Everything's... YOUNGER here, an' that was MIGHTY agreeable to me. So, here I am."

"Well, I guess that makes sense... but weren't there, like, Indian Courts or something?"

"Eh, if'n there were, they were mostly wiped out during colonization. Which, well, real shame to have all that knowledge gone, but no use crying over spilt milk."

You finish your breakfast while making small talk with the group. This bunch, it emerges, are one of 13 Watch Stations spread out across the Cascades: 7 on Earth, and 6 in the Hedge. Together, they hold the line against the dangerous creatures and goblins of the Weeping Mountains who would slip into the mortal world and wreak havoc. McFadden and Sirius (the blue-skinned fellow with wisps for hair) have volunteered to be your guides as far as the Valley of Fire. As the four of you pack up and head into your room (to use the mirror there as a crossing-point), McFadden continues chattering away:

"You're lucky you caught us in Spring: we're normally so busy we barely sleep during the winter, what with the ski lodges all 'round here. Skiers! Suicidal arseholes, all of 'em. Hurtling down a slope headlong, carrying those bloody lances, surprised they don't end up impaling themselves half the time... Alright, door's open, step lively now."

You pass through the mirror and into the moss-strewn, decayed reflection the cabin cast into the Hedge.

"Well, let's get going, lads. A peak-climb trail won't find itself!"

Roll Intelligence + Survival + Forest bonus to help find a path. 8's, 9's, and 10's explode.
>>
>>1254588
(INT+SUR+FOR)= 6 dice.
>>
Rolled 2, 6, 6, 10, 2, 6 = 32 (6d10)

>>1254588
>>
Rolled 4 (1d10)

>>1254639

Ah shit, that could have gone better
>>
Rolled 8, 4, 3, 5, 6, 7 = 33 (6d10)

>>1254588
>>
Rolled 5 (1d10)

>>1254661
>>
Rolled 4, 3, 1, 6, 2, 10 = 26 (6d10)

>>1254588
>>
Rolled 4 (1d10)

>>1254697
>>
>>1254697
>>1254700
(Quick warning: I'm going to be driving a lot over the next two days, so I'm not sure how often I can log in; but will try as often as possible. Apologies.)

Your group presses along a thin game trail running up through the darkened woods and emerge out onto the ridge of hills, running up toward a series of towering peaks. Even from here, you can see the vast streams of water pouring out from cavern mouths on the sides.

The game trail ends at a teetering, narrow cliff-face, with suspicious hand and foot-holds jutting out of the sides.

"Welp... looks like it's time to climb."

You notice small trails running off to either side of the cliff-face, and a significantly-easier path strewn by sharp stones and brambles.

>Climb (Roll Strength -1 of 3)

>Try and find another way around (Roll Intelligence + Survival)

>Head up through the Thorns (risk glamour loss)

>Write-In
>>
Rolled 9, 2, 6, 8, 4 = 29 (5d10)

>>1254732
>Try and find another way around (Roll Intelligence + Survival)
>>
Rolled 10, 3, 7, 6, 5 = 31 (5d10)

>>1254732
Int+survival
>>
Rolled 10 (1d10)

>>1254832
Explo
>>
Rolled 8 (1d10)

>>1254835
Explo
>>
Rolled 2 (1d10)

>>1254839
Explo!
>>
Rolled 6, 10, 10, 8, 1 = 35 (5d10)

>>1254732
>Try and find another way around (Roll Intelligence + Survival)
>>
Rolled 7, 10, 2 = 19 (3d10)

>>1254913

Boom
>>
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971 KB
971 KB PNG
Rolled 5 (1d10)

>>1254916
BOOM
>>
Rolled 8 (1d10)

>>1254916

Smaller boom
>>
Rolled 1 (1d10)

>>1254921

And another?
>>
>>1254913
>>1254916
>>1254921
"Let's try and find another way around; something less... steep. And horrible."
You trace your way along the side-trail running counter-clockwise along the mountains, following it up a scree-slope and then a twist that runs up into the fog-covered slopes. The air up here is biting-cold, and you find yourself having to breathe quickly to keep your oxygen up. You can see even Terry shivering slightly, under his fur. Eventually, you come to a bronze door, crusted with ice-flakes and flowing runic carvings. Sirius wipes away some flakes and takes a close look.

"Hob-script. A local dialect, at least. It says 'Within lieth the Deep Road of Low King Sootbeard. Shall only open to those who know why the Others are kin to a blizzard.'"

"The hell does that mean?"

"What it means, my hirsute friend, is that this 'ere's a riddle-locked door. Pop'lar method of security among hobs: it's a bleedin obsession. Some pay us Lost good coin to come up with new ones for 'em.

Now, I can see a li'l crack in the rocks, about 30 meters away. I can slip through it, and maybe see about opening another passage. Or we can stand around 'ere with our dicks in our 'ands trying to solve a hob riddle."

>You go do that, McFadden

>"They are both powerful"

>"They are both cruel"

>"They are both indiscriminately destructive"

>Write-In
>>
>>1255033
>"They are both cruel and cold and indiscriminately destructive."
>>
>>1255175
I'll back you because i'm empty
>>
>>1255033
>>You go do that, McFadden
>>
>>1255033
>You go do that, McFadden

There are so many different ways to answer that riddle
>>
>>1255175
Backing this guy
>>
>>1255893
Me too
>>
>>1255175
>>1255635
>>1255893
>>1258099
(Sorry for leaving you guys waiting: bad weather forced me to spend the night somewhere without wifi)

"No need, McFadden: I have the answer."

You turn to the door. "They are cruel and cold and indiscriminately destructive."

The door rumbles, turns in slightly; and then bounces back. It feels like you're CLOSE, but not quite...

>Write-in the proper phrasing

>Roll Intelligence + Wits (4 dice) to figure out the proper phrasing
>>
Rolled 6, 8, 10, 3 = 27 (4d10)

>>1259311
>Roll Intelligence + Wits (4 dice) to figure out the proper phrasing

Not sure which of the descriptors they would have gone with since they all fit
>>
Rolled 7 (1d10)

>>1259330

Boom
>>
Rolled 54 (1d104)

>>1259311
>Roll Intelligence + Wits (4 dice) to figure out the proper phrasing
>>
Rolled 2, 6, 3, 5 = 16 (4d10)

>>1259380
>>1259311
Fuck this goddamn system and its option bar.
>>
>>1259330
>>1259332
You furrow your brow, teeth chattering, and concentrate.

"Ah, sod this, I'm crawling in."

"No! I've got it!"

You turn to the door. "They are alike in all ways: but the blizzard doesn't mean to be."

You hear a grinding from within, and the door swings open, revealing a stone stairwell beyond.

McFadden pats you on the back as the group heads in. "Good on ya, mate."


Your group winds down a long passage, clearly cut by impossibly sharp tools from the surrounding earth. The Thorns here are formed of glowing green crystals jutting from the walls, casting everything in a sickly glow.

Eventually, your group comes out in a large "outdoor" section of the caves, filled with fungi and moss. A small stream runs across this section, trickling down a distant wall and pouring into a crack in the opposite wall.

Sirius drops a pack off of his back. "We'll make camp here. Jerry, Terry, find us some food."

>Sure

>Why are we the ones doing this?

>Come on, we can push a bit farther!

>Write-In
>>
>>1259395
>Sure

They're the Hedge experts, simply ask if they have any likely foods to look out for in the area
>>
>>1259395
>>Sure
>They're the Hedge experts, simply ask if they have any likely foods to look out for in the area
>>
>>1259399
>>1259417
"Alright. Anything that I should look for?"

"Sure. If you can catch any fish in that stream, hand them over. If they're the right breed, they could be useful."

>Well, there's the stream over there. Maybe we should try to catch a fish... (Dexterity + Survival: 5 dice)

>Some of these mushrooms have to be non-poisonous... (Intelligence + Survival: 5 dice)

>Hang on... there's a tree on that outcropping up there! The crack in the ceiling must give it sunlight. Maybe if I climb up the ivy on the wall... (Strength: 4 dice)
>>
Rolled 1, 1, 1, 9, 6 = 18 (5d10)

>>1259512
>>Well, there's the stream over there. Maybe we should try to catch a fish... (Dexterity + Survival: 5 dice)
>>
Rolled 5, 8, 5, 3, 4 = 25 (5d10)

>>1259512
>Well, there's the stream over there. Maybe we should try to catch a fish... (Dexterity + Survival: 5 dice)
>>
>>1259521
>>1259538

A fisherman we are not yet, should work on that
>>
>>1259521
>>1259538
You DO have 8's and higher exploding on this...
>>
Rolled 9 (1d10)

>>1259547
>>1259521
explode
>>
Rolled 6 (1d10)

>>1259553
again
>>
Rolled 1 (1d10)

>>1259538

Boom
>>
Rolled 10, 6, 3, 9, 3 = 31 (5d10)

>>1259512

Third set of dice to complete the set
>>
Rolled 6, 2 = 8 (2d10)

>>1259680

With their explosions
>>
>>1259521
>>1259553
After a half-hour of "fishing" with your bare hands, you've caught two fish. They look like someone cross-bred a catfish and a lamprey, and are about nine inches long.

Disheartened, you bring the fish back to Sirius and McFadden.

"Look, I was only able to catch these..."

"Ah, nae problem! Tha's perfect, actually! You guys can eat whatever Terry scrounged up, and we'll have these!"

McFadden takes one and immediately bites into the head, eating it, bones and all, with every sign of enjoyment. "Ah... so long since I've had a proper cave fish."

You and Terry split his crop of mushrooms: he eats the normally edible ones, and you eat the poisonous ones (as you discovered living on the street, you can eat even the most toxic of organic materials without harm.)

Your sleep that night is fitful and poor...

Roll 1 die. 10's explode as normal.
>>
Rolled 2 (1d10)

>>1259778

Well at least someone is happy
>>
Rolled 1 (1d10)

>>1259778
>>
Rolled 10 (1d10)

>>1259778
Rolling to move things along.
>>
Rolled 4 (1d10)

>>1260076
xplo
>>
>>1260076
You wake up in the middle of the night to muffled voices:

"-at one dun't look tastee at all. Too light."

"Whut about dis one, den?"

"Too slimy."

"'Too gamy! Too 'airy! Too slimy!' is none'a these good enuff?"

"Nope. 'Less jest clap 'em in irons and sell 'em to the market."

You slowly look up. A pair of burly goblins with milky skin and jutting teeth are standing over McFadden, staring. One of them is unhooking a set of iron manacles from their belt. The other one holds a stick with a glowing crystal driven into the top in one hand, and the leash to what looks like a large wolf made of dirt and brambles in the other.

>Pretend to be asleep

>Try and sneak up and stab one

>Yell to wake the others.

>Write-In

Optional: activate Contracts (8 glamour left)
>>
>>1260147
>Try and sneak up and stab one

The one with the manacles, pop Viridian Embrace and does sleeping in this cave count for Windwalker?
>>
>>1260147
>Try and sneak up and stab one
Activating our totally invisible contract and yelling to wake the others up when we stab it in the face
>>
>>1260218
Wildwalker? Yeah.
>>1260221
You don't have the ability to turn invisible. Just to erase your tracks.
>>
>>1260250

Awesome, then use that for ourselves and then use Nature's curse to penalize them and we should be able to be quite maneuverable in the fight
>>
>>1260250

Has our Wyrd changed at all? Want to make sure before getting into rolling
>>
>>1260147
>>Yell to wake the others.
Aren't we here to talk to the goblin king? Then we shouldn't attack/kill his subjects. But stop them from taking us prisoners.
>>
>>1260277
Nope. You'll FEEL it when that happens
>>
Rolled 10, 4, 4, 4 = 22 (4d10)

>>1260296

I don't think that they'll blame us for killing folks who were trying to sell us to Gentry, plus if the guys we're travelling with would recognize them then they should recognize them back and it doesn't sound like it.

>>1260297
Gotcha, rolling for Nature's Curse
>>
Rolled 7 (1d10)

>>1260324

Explosion
>>
Rolled 4, 1 = 5 (2d10)

>>1260297

And for Embrace
>>
Rolled 10, 3 = 13 (2d10)

>>1260324

And for Wildwalker
>>
Rolled 5 (1d10)

>>1260354

Boom
>>
Rolled 4, 10, 9, 6 = 29 (4d10)

>>1260324
>>1260332
(Nature's Curse: taken hold. 7 glamour left)

>>1260354
>>1260361
(Wildwalker taken hold: cannot be tracked by sight, tracking by scent or supernatural means at -2 penalty. 7 Glamour left.)


>>1260218
>>1260221
Roll Dexterity + Stealth to slip up on them. Must beat above roll.
>>
Rolled 2 (1d10)

>>1260392
Enemy explosion.
>>
Rolled 10, 7, 4, 3, 1 = 25 (5d10)

>>1260392
>>
Rolled 10, 3, 9, 1 = 23 (4d10)

>>1260392
Rolling 4d10 since that seems to be what we're supposed to
>>1260402
EXPLOSION
>>
Rolled 6 (1d10)

>>1260402

Boom
>>
>>1260392
Do 9's explode?
>>
>>1260407

Dex+Stealth gives us a pool of 5, with a focus on Forests but hell you've already done better than me, 2 explosions
>>
Rolled 1, 5, 5, 5 = 16 (4d10)

>>1260392
Please tell us how many dice we have to roll, I don't want to have the pastebin open all the time.
>>
>>1260407
>>1260417
Sorry. 5d10.
>>
Rolled 9, 7, 2, 6, 10 = 34 (5d10)

>>1260433
Ok, rolling
>>
Rolled 2, 10, 9, 1, 6, 6, 10 = 44 (7d10)

>>1260415
Take the last two rolled as the explosion for this guy>>1260447
>>
Rolled 6 (1d10)

>>1260452
Generously taking the higher of the two as the result. For future reference: the ONLY rolls on which you have anything besides 10's exploding are Survival rolls: those have 8's and 9's exploding as well.
>>
>>1260478

Understood, we would have to declare Preternatural Spryness prior to rolling to get that benefit
>>
Rolled 7, 10, 10, 2, 6 = 35 (5d10)

>>1260433
Good to have you back

Have another set of dice
>>
Rolled 8, 2 = 10 (2d10)

>>1260504
And 2 explosions
>>
>>1260512
Wohoo 3 successes
>>
Rolled 7, 9, 7, 2, 5 = 30 (5d10)

>>1260491
You slip up behind the goblins, knife at the ready. The fungi on the soil beneath you naturally cushion your footsteps as your Contract cloaks your trail, and the sound of rushing water masks your footfalls. In the last couple of yards, you lunge and shunt the dagger into the back of the manacle-bearing goblin. He howls in pain as a spurt of green blood spews out of his back, waking McFadden beneath him.

You hear a sound halfway between a growl and rocks falling into a canyon, and the hedge-wolf is suddenly upon you. it strikes with wicked fangs...

>>1260478
This should read "NATURAL rolls". Effects like Preternatural Spryness can make things explode more.
>>
>>1260533
You twist your hand away, but not before fangs can scrape on your off-hand, raising ugly scars that sting like it had been pelted with nettles and rock-salt.

1 lethal damage taken.

McFadden and Sirius are busy tangling with the two goblins, and Terry is nowhere to be seen.
The hedge-wolf growls at you, baring its bloody fangs.

>Attack the hedge-wolf

>Attack one of the goblins

>Try to calm the wolf

>Write-In
>>
>>1260625
>Try to calm the wolf

We're pretty damn nature inclined, would be sweet if we can get this little guy on our side
>>
>>1260625
animal ken would be used to calm? if so try to calm it

if not attack the damn thing
>>
>>1260632
This. Having a wuff on our side might make ranging through this area a touch easier.
>>
Rolled 10, 6, 6, 2 = 24 (4d10)

>>1260632

Rolling Manipulation and Animal Ken for it, 4d10
>>
Rolled 9, 1, 9, 10 = 29 (4d10)

>>1260625
>>Try to calm the wolf
Eh, why not
>>
Rolled 2 (1d10)

>>1260731
The wolf explodes into love for us
>>
Rolled 1, 1, 5, 1 = 8 (4d10)

>>1260731
glorious anon!

>>1260625

putting my dice out there too
>>
>>1260731

Unfortunately no explosion for Presence rolls (we're shit socially) but fuck that's better than expected, nice job anon
>>
Rolled 1, 3, 10, 9 = 23 (4d10)

>>1260731
You gently lower your hands and make eye contact with the wolf:

"Easy. Easy..."

The wolf cocks its head at you.
>>
Rolled 3 (1d10)

>>1260830
The wolf pauses for a second...
>>
>>1260842

Ha the wolf does better in social situations than we do
>>
Rolled 2, 3, 10 = 15 (3d10)

>>1260830
>>1260842
The wolf suddenly turns and sprints up the path you came down, towards the surface.

"Awww... I HOPE A THUNDERBIRD EATS YER FACE, YOU FUCKING BI-URRK!"

You turn to see Terry standing behind the surviving goblin, squeezing its throat with both mitt-like hands. Eventually, it goes limp.

Terry picks up the unconscious goblin and hurls it, full-force, into a nearby wall. You hear a sickening THUD, and then the corpse is rolling down the wall.

"Yeah, that's that."

McFadden turns over the goblin you killed and goes through his pockets.

"Hmmm... well, well..."

He pulls out a blue coin and turns it over in his hand a few times. You see it's surface RIPPLE as he handles it. "Great. More of the Priest's men." He looks over to you and Terry. "Look through that goblin's pockets. There might be something of use in them."

You take a look...
>>
Rolled 2 (1d10)

>>1261036
You find another water-coin and what looks like... a purple nectarine in one pocket. As you get up to bring the fruit back to McFadden, something falls out of a pocket in the recesses of the coat...
>>
>>1261066
It's a postcard from the town of Roswell, Mexico. It looks heavily-worn-down by age. You absent-mindedly put it in your coat pocket: living on the streets like you do, having a spare piece of paper always comes in handy.

The goblin's pants contain a music box with a broken key (the break looks like it was caused by overuse) and $0.30 in nickels. Paradoxically, the nickels are dated 1978. You pocket them.

You head back to McFadden with your finds.

"Eh, looks like some low-life hobs. Must've signed up with the Priest recently. Keep the fruit: it's a Dream-a-Drupe, useful fruit. Has healing powers. Now, since we've been so rudely awakened, let's go on."

You continue your long, slow trudge through the dark.

With only the glowing crystals to give light, you're starting to get a bit unsettled. Maybe you can do something to get your mind off of things?

>Talk to Sirius (about what?)

>Talk to McFadden (about what?)

>Talk to Terry (about what?)

>Stay Quiet

>Write-In
>>
>>1261122
>Talk to Terry (about what?)

Check in with how he's doing, thank him for coming along, he's a bro and then if we have time

>Talk to McFadden (about what?)

This Priest character, we might be facing down some attacks if any of them identify us
>>
>>1261122
>>Talk to McFadden (about what?)
what was up with that beast? it seemed easy enough to communicate with....are there plenty of it around?
>>
>>1261152
"Hey, Terry, you doing alright?"

Terry nods. "Yeah. I'm doin' fine."

"Thanks for coming with me. You're a real solid guy."

Terry looks at you with one eye. "That a fat joke?"

"Oh-I didn't-"

A massive hand playfully impacts your shoulder. "Relax, J-man. I was just messin' around with ya!"

"Yeah..."

You sprint a bit to catch up with McFadden. "Listen... I think I need to know at this point: who's the Priest in Still Waters?"

McFadden shrugs. "Your guess is as good as mine. Oh- you mean WHO he is? That's the easy one, mate. He's some kind of Privateer king. More and more of the bastards are throwing in with him."

"Right. So... what ARE privateers, exactly?"

"Changelings that work outside of the laws of the Courts. Even more so then the Courtless, I mean. Most of 'em work as slavecatchers and flesh merchants- handin' off more humans to the Others to encourage them to let 'em stay free." He spits. "Traitors."

"Oh. So... that wolf-thing... are there more of them?"

"Oh, thornwolves? Yeah, there's plenty of 'em around. They can be dangerous... not as dangerous as briarwolves, though."

"What's a-"

"Don't ask."

You continue your walk in silence, occasionally taking one turn or another when the path splits. Eventually, you end up in front of a massive gate of black metal. A much smaller door is set into it, with a pull and horn at mouth level. McFadden gives you a look. "This is as far as we go. The dwarves are... reliable enough, they'll get you as far as the Valley of Fire, and they have treaties with the Court. Good luck."

"Hang on!-"

"Yeah, you said you'd go with us to the Valley of Fire!"

"No, we said we'd make sure you'd GET THERE safely. And once you're through the door, that'll be the case. We'll wait at the last intersection for an hour."

The two of them turn around and start walking away. You and Terry share a look.
"You should probably ring."

You walk up and ring the pulley. A moment later, a tinny voice comes out of the horn.

"Oh, good, travelers! Listen, either of you any good at engineering? We've got a situation."

>(Lie) Yes.

>No, but I might be able to help anyways.

>Sorry, can't help

>Write-In
>>
>>1261484
>No, but I might be able to help anyways.

Engineering problems this far below the surface are problems for everybody in the area
>>
>>1261484
>>No, but I might be able to help anyways.
>>
>>1261496
>>1261536
"No, but we might be able to help, anyways. What's the problem?"

"It's the main drill- listen, just come in."

You hear a clanking noise, and the man-sized door swings open, revealing a figure about three-quarters of your height, coated in grease and soot, save for two rings around his eyes. He's wearing workman's breeches.

"Well? Don't stand around gawking: come in!"

You walk through the gate, and into some kind of... factory floor. It looks like an automated plant collided with a Chevy Cadillac: all shiny, soot-stained metal, churning open motors, and the stink of gasoline. Similar figures- dwarves, you suppose- are running on various gantries that run along the towering gallery, carrying toolboxes and parts. Trains of carts full of scrap metal roll across the floor, pulled by albino rams. Terry cranes his neck to and fro, looking about. The doorman starts marching through this chaos, with the two of you pulled in his wake.

"This is ridiculous! First the water pumps, then the augur, now THIS..."

You're led out of the floor and down a passage labeled "TO EXCAVATION". You come out into another massive gallery: this one defined by concentric circles of stone stacked like a Medieval vision of Hell, if Hell were occupied by short, stout goblins. In the center, a MASSIVE drill, all black metal with a gleaming titanium head, stands in position, hanging from cables as thick as tree trunks that run up to the ceiling. A thin gantry appears to have been laid out on the uppermost layer to access its "top", which you now walk along. The doorman knocks on a hatch on the top, which pops open. "What is it, Cheery?"

"Got outside help, Hjarl."

"Engineers?"

"Better. changelings."

"Send 'em down."

The dwarf steps aside. Seeing no better option, you climb down the ladder...

The hatch seems to lead to a half-dissembled control room, where another dwarf, this one in cleaner clothes, is standing over a console. He turns around. "So, as you can see, the pressure control switchboard's shot, the emergency switch's sabotaged, and I'm pretty sure the coolant valve's been stabbed up. What's your fee for the fix?"

>Your fealty.

>Weapons. Lots of them.

>Safe passage to San Diego.

>I think this is a bit out of my league.

>Write-In
>>
>>1261759
>Weapons. Lots of them.

We've got an order what needs filled, you promise to do that and we'll do everything we can to solve this issue
>>
>>1261759
>Weapons. Lots of them.
>>
>>1261780

basically this
>>
>>1261780
>>1261848
>>1261876
"We've got an order that needs to be filled. You promise to do that, and we'll do everything we can to solve this issue."

"Great, great. Excellent, even! So, you fix the drill and deal with our little gremlin problem, and I'll get the men started on those weapons."

"Wait, gremlin prob-"

But the dwarf is already gone, leaving only a box of tools as a sign he had been there in the first place.

"Hey, Terry? Mind coming down here and giving me a hand?"

You hear Terry drop down the hatch with a thump that makes the whole device sway a bit.

"Sure. I know a bit about machines and stuff."


Assign Terry and yourself to one of the following tasks each:

>Patching the holes in the coolant line with duct-tape (quick, short-term fix)

>Replacing the coolant line with a new one (more difficult, long-term fix)

>Doing "percussive repairs" to the switchboard and pumping glamour into it until it starts working (easy, short-term fix)

>Diagnosing and repairing the switchboard (difficult, long-term fix)

> Hotwire the emergency switch to the emergency stop (easy, short-term fix)

>Disassemble and reassemble the emergency switch to repair it (difficult, long-term fix)

>Look for damage not noticed by the dwarves (may uncover additional faults not known of)

>Hunt for gremlins
>>
>>1262060

Terry go for the short terms while we hunt for the gremlins
>>
>>1262060
Let's get Terry to do this:
>>Replacing the coolant line with a new one (more difficult, long-term fix)
Then, we could:
>Doing "percussive repairs" to the switchboard and pumping glamour into it until it starts working (easy, short-term fix)
> Hotwire the emergency switch to the emergency stop (easy, short-term fix)
We slap a couple of things together, then we go whack those fucking gremlins.
>>
>>1262132
"Terry, go find a hose you can hook up to the coolant line. I'll go ahead and do repairs to the switchboard and emergency stop."

You pick up the switchboard and start hammering at it, occasionally stopping to curse and dump glamour into it. Roll Strength + Wyrd (5 dice)
>>
Rolled 4, 5, 8, 7, 3 = 27 (5d10)

>>1262253
>>
Rolled 1, 9, 10, 1, 7 = 28 (5d10)

>>1262253
Rolling to keep thread moving.
>>
Rolled 10 (1d10)

>>1262493
Det.
>>
Rolled 7 (1d10)

>>1262505
Again.
>>
>>1262493
>>1262505
QM NOTE: WILL START ROLLING FOR TASKS AUTOMATICALLY 15-20 MINUTES AFTER LAST PLAYER ROLL TO KEEP THINGS MOVING ALONG.

A few minutes later, you have something that roughly resembles a functional switchboard, which you drop into the control console. Then, you turn to the emergency switch, grabbing a blowtorch, wire cutters, and paste out of the tool box.

Roll Dexterity + Crafts (3 dice). May spend 1 glamour to gain 9-again. May spend 1 Willpower to gain 3 bonus dice.
>>
Rolled 8, 3, 4, 4, 8, 6 = 33 (6d10)

>>1262545
Spend a will
>>
Rolled 10, 5, 6, 6, 8, 10 = 45 (6d10)

>>1262958
Rolling to keep thread in motion.
>>
Rolled 7, 10 = 17 (2d10)

>>1263009
xplo
>>
Rolled 1 (1d10)

>>1263010
Again.
>>
Rolled 10, 7, 4, 1, 5, 3 = 30 (6d10)

>>1262545
We are supposed to roll three, right?
>>
Rolled 10 (1d10)

>>1263050
Kaboom
>>
>>1263054
And again.
>>
Rolled 9 (1d10)

>>1263050
Yep

>>1263055
Got ya.
>>
Rolled 10, 7, 4, 6 = 27 (4d10)

>>1263009
>>1263010
Ten minute's hasty work with the blowtorch and cutters, and you have the emergency switch directly wired into the now-exposed interface of the emergency stop (a mess of bulbs, wires, and electronic circuits that may or may not be aligned with normal, human machinery: you don't know that much about the specifics of electronics.

"How's things going, Terry?"
>>
Rolled 4 (1d10)

>>1263059
For several moments, you hear nothing from out of the hatch.
>>
>>1263061
>>1263059
Then Terry sticks his head up. "Uh, got a problem. I don't know what the stuff they use to cool the drill is, but it does NOT like rubber. Shit exploded when I turned it on. Almost froze my thumb off! Mind giving me a hand finding a hose that won't blow the hell up?"

>I'll help (roll Wits + Investigation -1: 2 dice)

>I need to hunt down the gremlins. Sorry. (roll Wits + Investigation: 3 dice)
>>
Rolled 10, 10, 6 = 26 (3d10)

>>1262545

Spend the glamour to get 9 again
>>
Rolled 9, 9 = 18 (2d10)

>>1263064
>>I'll help (roll Wits + Investigation -1: 2 dice)
>>
Rolled 6, 3 = 9 (2d10)

>>1263081
Kaboom
>>
Rolled 7, 2, 5 = 14 (3d10)

>>1263064
Looking for grems
>>
Rolled 2, 8 = 10 (2d10)

>>1263093
Rolling for this option.
>>
Rolled 5, 8, 5 = 18 (3d10)

>>1263126
And rolling for this one. Will need a 3rd party to make the final roll.
>>
Rolled 7, 6, 9 = 22 (3d10)

>>1263064
>>
Rolled 8 (1d10)

>>1263360
>>
>>1263360
"Sorry, Terry. I need to hunt down this gremlin infestation. If you need help afterwards, I'll give you a hand."

Terry shrugs. "Okay, man. Just saying it'd go a lot faster if we worked together."

"I know, but I just want to get this over with as soon as possible and leave, alright?"

You walk past him and climb out of the inner workings of the drill.

Tracking down the signs of gremlin activity was more difficult than you expected: mostly because you have no idea what a gremlin actually LOOKS like. You eventually find a set of strange, three-toed footprints running through an oil spill. You start following the oil-stained prints as they run up walls, through small cracks in mechanisms, and on the underside of gantries.

Roll Resolve + Survival (5 dice). 8's and higher explode.
>>
Rolled 2, 6 = 8 (2d10)

>>
Rolled 10, 9, 7, 9, 7 = 42 (5d10)

>>1263376
>>
Rolled 5, 10, 4, 1, 9 = 29 (5d10)

>>1263376
>>
Rolled 5, 2, 10 = 17 (3d10)

>>1263378
exploding all the gremlins
>>
>>1263379
Do both the 10 and 9 explode or do I only roll once?
>>
Rolled 4, 9, 9, 8, 8 = 38 (5d10)

>>1263376
>>
Rolled 2 (1d10)

>>1263380
more

>>1263381
"8s and higher"
>>
Rolled 4, 3, 2, 7 = 16 (4d10)

>>1263382
explosions galore
>>
Rolled 5, 9 = 14 (2d10)

>>1263384
Alright, thanks.
>>
>>1263381
Both. Subsequent rolls also explode.
>>
>>1263385

that was shit luck, but still, 4 hits is good
>>
>>1263382
Christ. It takes you what feels like an ETERNITY to follow the trail back to a large pipe with a hole in it. It looks like said pipe leads down into a large, rust-covered and derelict boiler. You guess that's where the gremlins are living.

>Report the gremlins to the dwarves

>Get Terry

>Write-In

(Hate to post and dash, but need to make the final push to my vacation spot while the weather is clear. Should update more regularly once that's complete.)
>>
>>1263394
>>Report the gremlins to the dwarves

I have no idea about how to deal with them
>>
>>1263394
>Report the gremlins to the dwarves
>>
>>1263394
>Report the gremlins to the dwarves
>>
>>1263395
>>1263485
>>1263701
You wander along the passages until you find a speaking horn set into a wall. You pick it up and start speaking into it.

"Hello? I've found the gremlins. They're... living in a rusted-out boiler."

The voice of the dwarf from earlier echoes down the brass tubing.

"Where are you?... Ah, you're in the condemned section. Figures... well, I'm not paying you to jaw. Get down there and kill 'em. Damn things'll put us all under if you don't purge the colony: only a matter of time before they start eating the support beams."

You hear a scratching, scuttling noise behind you, coming down the hallway in your direction. Something stinks of rust, must, engine grease, and something sour and acrid.

>(Run)

>(Turn around and look at what's behind you)

>Um... I'll do that. How exactly DO you kill a gremlin?

>Write-in
>>
>>1264157

could you send my friend down here too, I think they are attacking

and turn to see what it is
>>
>>1264157
>(Turn around and look at what's behind you)
>Um... I'll do that. How exactly DO you kill a gremlin?
>>
>>1264157
>>(Run)
>>
>>1264157
>>(Turn around and look at what's behind you)
>>Um... I'll do that. How exactly DO you kill a gremlin?
>>
>>1264205
>>1264356
You turn around, slowly.
The gremlin looks like a humanoid cockroach the size of a terrier. A cluster of long feelers lash around the beast's mandibles, and the saliva that dibbles out of its maw is etching holes into the floor. Four claws click and clatter together as the critter shuffles forward.

"Uh... how do you kill a gremlin?"

"Just hit it with something wooden until it dies! And avoid the mouth: damn things'll eat anything."

The gremlin tilts its head one way, then another, looking at you with flat black eyes.


>Run

>Charge it, screaming.

>Write-In
>>
>>1264484
Run on Terry's direction
>>
>>1264484
>Run
>>
>>1264484
>Run

Back to Terry, let's get ourselves something wooden for a beat stick
>>
>>1264519
>>1264545
>>1264551
You start sprinting back along the corridor, away from the hideous roach-thing. You hear a wet, spraying sound as something collides with the wall a little bit behind you: a smell like burning lightbulbs fills the air. You hope your lungs don't give out before you get away.

Roll Stamina -1 (1 die). May spend 1 Willpower (5 left; 1 recovered by acting slothful) to add 3 dice.
>>
Rolled 1, 8, 1, 10 = 20 (4d10)

>>1264753
Spend 1 Willpower

And when did we get that additional willpower?
>>
Rolled 6 (1d10)

>>1264763
>>
>>1264763
When you opted to use a quick-and-dirty, no-effort solution that won't hold out for long.
>>
>>1264813
Oh, okay.
>>
Rolled 10, 6, 4, 5 = 25 (4d10)

>>1264753

spend that will

>>1264813
Like if we went for all the easy fixes instead of convincing Terry to go to the hard one
>>
Rolled 6 (1d10)

>>1264840
explo
>>
Rolled 7, 7, 5, 10 = 29 (4d10)

>>1264753

20 min are up so I'll roll again, if someone else rolls please ignore

spending will also
>>
Rolled 1 (1d10)

>>1264856
explo
>>
Rolled 3, 9, 7, 10 = 29 (4d10)

>>1264753

Spend will
>>
Rolled 9 (1d10)

>>1264893

Boom
>>
>>1264893
>>1264897
You sprint away from the gremlin like the devil's on your back, hurtling towards the sounds of heavy machinery.

You shoot out into a massive chamber full of enormous stamping pistons and grinding wheels. Stones fall out of chutes in the ceiling onto a conveyer belt, where it's ground, stamped, and poured into goat-pulled carts. The belt, pistons, and grinds are powered by a complicated array of machinery on a side-wall: you can see giant hamster wheels with goats in them among the gears. Various bored-looking dwarves stand at control platforms, occasionally tapping a button or pulling a lever. You hear the scrambling of the gremlin behind you: it'll be here any minute!

>Yell and warn the nearby dwarves.

>Turn around and face the gremlin: how dangerous can it be?

>A sign across the room reads "DRILLING OPERATIONS"! Head for it!

>Write-In
>>
>>1264935
>Yell and warn the nearby dwarves.
"Anybody have a wooden club or spear?!"
>>
>>1264935
>Yell and warn the nearby dwarves.

Toss me a hunk of wood!
>>
>>1264956
>>1264949
yup

if nobody helps head to drilling where Terry is
>>
>>1264935
>>1264949
>>1264956
>Yell and warn the nearby dwarves.
>>
>>1264949
>>1264956
>>1264998
You shout to the dwarves. "Does anyone have a club? A spear? A hunk of wood? Anything?"

The dwarves stare at you, and one of them hurls a pickaxe at you. You grab it by the pick and turn around. The gremlin comes shooting out of the tunnel and bolts for you, and you swing the handle around like the wrath of God.

Roll Strength + Weaponry -1 improvised weapon penalty (4 dice). Can spend a point of willpower (4 points left) to add +3 dice.
>>
Rolled 8, 10, 7, 9 = 34 (4d10)

>>1265104
So, are we talking 4th edition Wrath of God, or the FtV Promo? My personal favorite is the Tenth Edition that takes inspiration from the Manhattan Tests.
>>
Rolled 10, 5, 3, 7 = 25 (4d10)

>>1265104
>>
Rolled 3, 8, 6, 6, 2, 8, 1 = 34 (7d10)

>>1265104
Go ahead and spend
>>
Rolled 2 (1d10)

>>1265162
explo
>>
Rolled 9, 4, 10, 7 = 30 (4d10)

>>1265104

>>1265116
Don't forget explosions
>>
Rolled 7 (1d10)

>>1265116
>>
Rolled 3 (1d10)

>>1265186

Boom
>>
Rolled 6, 1, 5, 9 = 21 (4d10)

>>1265186
>>1265193
You smack the monster hard across the face, and you see a piece of shell peel off, exposing slimy, pulsing flesh the color of vomit. The beast howls in agony and lunges at you with its four arms.
>>
>>1265238
A set of claws close around your midsection and dig in.

>Hit it with the handle again(4 dice)

>Try to break free (2 dice)

>Punch it in the face (7 dice)

>Write-In
>>
Rolled 3, 4, 5, 2, 9, 5, 2 = 30 (7d10)

>>1265264
>Punch it in the face (7 dice)
Bless my rolls Taliesin Jaffe, the Anti-Wheaton
>>
Rolled 5, 4, 10, 10, 2, 2, 3 = 36 (7d10)

>>1265264
>Punch it in the face (7 dice)

Let's see how this goes over, might as well figure it out before we go to the next and get swarmed
>>
Rolled 9, 6 = 15 (2d10)

>>1265278

*nest

also Boom
>>
Rolled 4, 5, 6, 10, 9, 10, 6 = 50 (7d10)

>>1265276
>>1265278
Finishing.
>>
Rolled 5, 4, 10 = 19 (3d10)

>>1265415
>>
Rolled 5 (1d10)

>>1265422
>>
Rolled 3 (1d10)

>>1265415
>>1265422
You punch the gremlin in its swollen, hideous exposed flesh, causing it to let go of you and reel back. Its jaws snap open and it spews a stream of acidic slime at you.
>>
>>1265454
The acid splatters on the wall behind you.

The gremlin's wavering; it's clearly having trouble staying conscious. The surrounding dwarves are hammering away at their control panels, and the conveyor belt, grinders, and pistons are all slowing to a halt.

>Attack the gremlin with the pick handle

>Punch it again

>Run

>Write-In
>>
>>1265478
>Attack the gremlin with the pick handle
>>
Rolled 3, 10, 7, 1 = 21 (4d10)

>>1265478
>Attack the gremlin with the pick handle

Well that went well but I feel like we should get a better club so we don't have to deal with the improvised weapon ding
>>
Rolled 10 (1d10)

>>1265500

Boom
>>
Rolled 9, 3, 3, 5 = 20 (4d10)

>>1265478
>Attack the gremlin with the pick handle
>>
Rolled 5 (1d10)

>>1265520

Secondary boom
>>
>>1265498

Don't forget to roll
>>
Rolled 5, 1, 8, 4 = 18 (4d10)

>>1265498
Guess I'll do it.
>>
Rolled 1, 10, 2, 4 = 17 (4d10)

>>1265582

Or I shall roll the final set to keep things moving
>>
Rolled 9 (1d10)

>>1265736

Explosion
>>
Rolled 9, 4, 4, 2 = 19 (4d10)

>>1265736
>>1265743
You drop the pick's handle on the gremlin's head with a brutal swing, and you hear an awful CRACK. The beast sways...
>>
Rolled 7 (1d10)

>>1265753
Then lunges at you, mandibles wide.
>>
>>1265756

These are tough little buggers, I hope there's not more than a few to a nest
>>
>>1265756
The gremlin stumbles past you, jaws snapping at thin air.

You can see the throbbing meat of the gremlin's brain through the cracks in its skull-armor. It's not long for this world, even if you leave it be.


>Hit it with the pick handle again

>Punch it!

>Head for the DRILLING OPERATIONS chamber

>Write-In
>>
Rolled 7, 1, 2, 5 = 15 (4d10)

>>1265766
>Hit it with the pick handle again
"DIE YOU PIECE OF CRAP"
>>
Rolled 2, 3, 8, 10 = 23 (4d10)

>>1265791
This

Also, sorry for not rolling earlier. I didn't see a roll prompt.
>>
Rolled 4, 5, 8, 2 = 19 (4d10)

>>1265805
>>1265791
Rounding off. And you need to explode, anon.
>>
Rolled 2 (1d10)

>>1265805
Bam
>>
Rolled 10, 10, 7, 6 = 33 (4d10)

>>1265805
You deliver a decisive, smashing blow to the monster's mandibles, knocking a few off to twitch on the floor. The monster releases a pained hiss...
>>
>>1265887

Jesus that's a lot of successes
>>
>>1265887
And turns its back on you, fleeing towards the tunnels with drunken, staggering steps.

>Kill it: it might make it back to the nest and warn the others.

>Head for Mining Operations: Terry and the dwarves must be able to help.

>Write-In
>>
Rolled 9, 4, 2, 5 = 20 (4d10)

>>1265893
>Kill it: it might make it back to the nest and warn the others.
>>
Rolled 10, 4, 4, 4 = 22 (4d10)

>>1265893
>Kill it: it might make it back to the nest and warn the others.
Okay, this is just getting sad. Put it out of its misery.
>>
Rolled 3 (1d10)

>>1265901
Pop
>>
Rolled 6, 3, 2, 9 = 20 (4d10)

>>1265893
Finisher
>>
Rolled 4, 4, 4 = 12 (3d10)

>>1265901
You cave in the back of the monster's head with a single blow, and it collapses to the ground, green gooey brain matter everywhere. You pause for a second, and briefly try to form a one-liner. Unfortunately, as you open your mouth, a bit of goo drips from your upper lip to your tongue, and you vomit profusely. A dwarf helps you to the drill.

You find the dwarf you helped out earlier sitting on the hatch, a metal chest resting nearby.

"Ah, looks like you've already killed one. Good. Now, you'll want these-"

He opens the chest and hands you a wooden training sword and a repeating crossbow loaded with-

"Are these stakes?"

"Yep. 5 inches of solid Thimble-fir. Cheap, easy to make, and, like all wood, gremlins are deathly allergic to it. Only thing that they won't defend against by trying to catch it in their mouths as a snack."

"Ah. How's my friend Terry?"
>>
>>1266006
You hear a loud BANG from beneath the hatch, and the dwarf is thrown on his back as the hatch flies open and Terry comes bursting out of a cloud of fog, icicles clinging to his fur.

"GOD FUCKING DAMN THAT'S COLD!"
He notices you, and glowers. "Oh, good. You're back. While you were busy playing grab-ass with munchkins or whatever, I've discovered that there ISN'T A SUBSTANCE ON EARTH THAT DOESN'T BLOW UP WHEN THE COOLANT GOES THROUGH IT!"

The dwarf shrugs. "Of course there isn't. It has to have the inside coated with everwarm from the Magma Fiel-." He grunts in surprise as Terry suddenly grabs him by the overalls.

"THEN WHY DIDN'T YOU TELL US THAT, YOU LITTLE CRACKER-ASS SHIT?!"

>Terry, calm down

>Yeah, why didn't you? Trying to cheat us out of our weapons?

>We've got other problems, Terry. Gremlins, apparently, aren't little men. They're giant cockroaches that vomit acid. And we have to kill them.

>Write-In
>>
>>1266032
Are dwarfs even technically white?
>>
>>1266032
>Yeah, why didn't you? Trying to cheat us out of our weapons? And apparently we have to murderhobo a bunch of acid-spiting cockroaches.
>>
>>1266042
These ones are. Well, their primary skin color is "grease-stained", but they're pretty damn pale under that. Spending your entire life in a cave does that to your complexion.
>>
>>1266032
>Terry, calm down
>We've got other problems, Terry. Gremlins, apparently, aren't little men. They're giant cockroaches that vomit acid. And we have to kill them.
>>
>>1266047
>>1266065
"Yeah, why didn't you tell us that? Trying to cheat us out of our weapons?"

The dwarf shrugs. "You never asked."

"Yeah, well you better cough up this everwarm right now or I'm fixing to snap your NECK-"

"Terry, calm down. We have other issues to deal with. Like the gremlins, which, FYI, are scary-looking cockroach-men who vomit acid."

Terry drops the dwarf. "Great. Just fuckin' great. Screw these guys, Jerry. Let's go to San Diego."

The dwarf holds a hand up. "Wait! I'll throw in a little... something-something... for you two as well! Just kill the gremlins, we'll deal with the coolant! I promise!"

>No deal, pal. You tried to screw us.

>Fine. But this had better be worth it.

>Write-In
>>
>>1266032
>Terry, calm down
>Yeah, why didn't you? Trying to cheat us out of our weapons?

We can discuss fighting Gremlins later, this needs to be hashed out now
>>
>>1266181
>Write-In

What are you offering?
>>
>>1266181
I'll support
>>1266193
>>
>>1266193
>>1266206
"What, exactly, are you offering?"

"A token of my appreciation."

"TALK STRAIGHT!"

"I am. It's a token: you would probably call it a 'magic item'. Kill the gremlins, you get one each. I have... a number put away, but I'd rather be less them than have my mine and forge fall on my head: we're making such GREAT progress with these new human methods, so much simpler than picks! Wouldn't want to stop now!"

>Deal

>No deal

>Write-In
>>
>>1266270
>Deal
I don't suppose we could ask for the token up front, eh
>>
>>1266270
>Deal
>>
>>1266291
>>1266299
"Deal. But you'd better not try and screw us again."

"I never screwed you in the first place, but noted. Now, off you g-"

A loud, bellowing horn note sounds from the factory's ram-horn speakers: "GREMLIN SWARM ATTACKING! TRACKING 50, NO, 100 CHEWING THEIR WAY TOWARDS THE POWER STATION! ALL DWARVES, ARM FOR BATTLE!"

"Oh, SCREE! That isn't good. The entire nest must be on the move, and we're low on lumber! Listen, I implore you! If that station goes down, so does our entire complex! DO SOMETHING!"

>Why? Don't you have a king or something?

>We'll go in through the condemned section and flank them. Catch their rearguard, rip them to shreds.

>(There's no way I can take on 100 of those things! Shit, there's got to be something around here... (roll Intelligence + Wits: 4 dice))

>Write-In
>>
Rolled 8, 2, 4, 5 = 19 (4d10)

>>1266371
>(There's no way I can take on 100 of those things! Shit, there's got to be something around here... (roll Intelligence + Wits: 4 dice))

Here's hoping
>>
Rolled 5, 9, 6, 7 = 27 (4d10)

>>1266371
>(There's no way I can take on 100 of those things! Shit, there's got to be something around here... (roll Intelligence + Wits: 4 dice))
>>
Rolled 9, 10, 3, 4 = 26 (4d10)

>>1266390
>>1266396
Completing.
>>
Rolled 7 (1d10)

>>1266445
boom
>>
>>1266445
Think, Jerry, think! Need something that can hurt those things... flush them out of the condemned area... something easily-accessed by the dwarves...

"Hey... I have an idea, but I'll need your help."

"What do you have, changeling?"

"Flood the condemned section using your water supply. It'll wash them out."

"That area's full of holes! They'll wash out and come back!"

"not if you spray the water with coolant."

"This is suicide."

"Hey, you wanted my help."

"... fine. We can flood them. But how do you propose to freeze the water?"

>Terry sneaks in and hides a canister of the stuff. The flood'll damage the container and release the coolant.

>We'll stand by and toss a canister in as the water hits.

>Two words. Coolant. Flamethrower.

>Write-In
>>
>>1266477
>Two words. Coolant. Flamethrower.

I mean I know I can't resist this oprion
>>
>>1266477
>>Two words. Coolant. Flamethrower.

yup, will never have another opportunity to say that so might as well say it now
>>
>>1266477
>Two words. Coolant. Flamethrower.
>>
>>1266477
>Two words. Coolant. Flamethrower.
>>
>>1266663
>>1267128
>>1267324
>>1267382
"I have two words: Coolant. Flamethrower."

The dwarf just stares at you. "You are a madman. Only a changeling would think of such a thing... now, how would you make this thing?"

"Well..."

Roll Intelligence + Crafts -2 (1 dice). May spend 1 point of Willpower (3 left) to gain +3 dice.
>>
Rolled 8, 10, 2, 9 = 29 (4d10)

>>1267456
spend willpower
Use a pump (fire pump or similar)
>>
Rolled 4 (1d10)

>>1267479
exploding coolant
>>
Rolled 4, 7, 2 = 13 (3d10)

>>1267456
>>
Rolled 1, 5, 7, 4 = 17 (4d10)

>>1267489
aff
rollrd the wrong dice
>>
Rolled 3, 8, 3, 8 = 22 (4d10)

>>1267456
Finishing.
>>
>>1267479
>>1267482
"You'll need a treated tank and hose, and some kind of spray valve..."

15 minutes later, the dwarves have a coolant sprayer assembled according to your instructions. You adjust the nozzle and lightly squeeze to test it. "Alright. Let's make some roachcicles."

The power station is located down a long elevator shaft, which you descend in a wooden lift. At the bottom, you find a system of pumps, axles, wheels, and crank shafts rigged around a giant wheel with hundreds of rams lashed to it. A large number of armed dwarves are in position with massive casks of water near a wall which appears to be actively rusting as you watch. The dwarf you've been working with cups his hands. "Alright, we have only one shot at this. When the gremlins come through, pull the plugs on the water carts! The changeling will spray down the system with his device, and the gremlins will die! LET THEM KNOW THAT NO ONE MESSES WITH HJARL SOOTBEARD!"

Cheering, the dwarves brace themselves. They watch as the rust on the wall grows thicker... and thicker... and thicker... and then-BOOM as the swarm breaks through. The plugs are slammed out of the casks, and water starts pouring out, impacting the beasts like a glorious tide. You level your sprayer at the point where the wave of gremlins hits the wave of fresh water: you really only have one shot at this...

Roll Dexterity + Firearms -1 (2 dice). May spend 1 Glamour (6 left) to gain 9-again. May spend 1 Willpower (2 left) to gain +3 dice.
>>
Rolled 5, 3, 7, 6, 2 = 23 (5d10)

>>1267540

spend everything
>>
>>1267544
aaaaaaaaaaaaaaaaaaaa
>>
Rolled 2, 7, 6, 7, 7 = 29 (5d10)

>>1267544
Continuing.
>>
>>1267556
aaaaaaaaaaaaaa2
>>
Rolled 5, 7, 9, 10, 7 = 38 (5d10)

>>1267540
cmon dice gods, don't fail me now
>>
Rolled 10, 2 = 12 (2d10)

>>1267561
explosions
>>
Rolled 10 (1d10)

>>1267563
even more!

Gremlin genocine, never forget
>>
Rolled 7 (1d10)

>>1267566

by coolant be cleanse
>>
>>1267561
>>1267563
>>1267566
You rain supercool death down on the gremlin hordes, freezing them in solid water. Where they do not simply burst from the coolant's horrible touch, the dwarves slaughter them in a rain of pick-blows. Victory is yours.

The dwarf overseer- Hjarl Sootbeard- claps you on the back (well, the small of the back). "Hah! Good job, changeling! This is why you come up with the ideas!"

"Yeah! Almost felt like old times, king!"

Hjarl glares at the dwarf. "Don't mention those! Alright, breaks over, everyone back to work!"
He pivots to you with an unctuous smile on his face. "Sorry, the boys can be very backwards. I am a forward-thinking man, myself, but what can you do? Now, about your rewards-"

The dwarf snaps his fingers, and an aide comes forward with two boxes. "For you, my hairy friend, I have a lovely beard comb, although you might just use it for all of your fur."

"Thanks."

"And as for you: well, I have something quite rare." You open up your box, and find a small, worn paperback on the inside. The cover seems to swim and bend with psychedelic patterns, and the letters dance on the page. It seems much heavier than it should be.
"This is a genuine book of tales from Arcadia. Uniquely attuned to Fate, just feed it a drop of your blood and, well, you'll. Quite, quite a useful thing when you don't know where to go. It CAN be risky, though."

"Thank you. I assume you'll help us get back?"

Hjarl looks shifty. "Well... fine. You can go back with the weapons, tomorrow."

The next day, when you ride out of the Hedge on a ram with a cart of weapons, Conrad can scarcely believe you.


CHAPTER 4- In the Halls of the Mountain King COMPLETE

You've gained Contacts (Portland Homeless)!

You've grown from this experience: choose a form of growth:

-Physical Growth: gain Urban focus for Survival and Stealth. Gain Larceny 1.

-Mental Growth: Gain Occult and Academics 1.

-Social Growth: Gain Streetwise 1 and Allies (Homeless) 2.

-Supernatural Growth: gain Occult 1 and two points to spend on Contracts. Buying a first or second-level Contract costs 1 point. Buying a third or forth-level Contract costs 2 points. Buying the fifth-level of a Contract costs 4 points. A summary of the various Contracts can be found here: http://wodcodex.com/wiki/Contracts_(1st_Edition)
>>
>>1267627
wow!

we did it, and now we have to laze around and to recover all that spent willpower

I'll say Supernatural growth just because I want mo powah
>>
>>1267651
You recover 1 point of Willpower each time you sleep.
>>
>>1267627
Important sub-note: all non-affinity Contracts cost one additional CP.
>>
>>1267676
Affinity Contracts:
-Board
-Dream
-Hearth
-Hours
-Lucidity
-Mirror
-Moon
-Omen
-Smoke
-Thorns and Brambles
-Animation
-Artifice
-Forge
-Fleeting Autumn
-Eternal Autumn
-Spellbound Autumn
Goblin Contracts count as Affinity.
>>
>>1267627

Supernatural Growth definitely
>>
>>1267651
>>1267775
You now have Occult 1!

Are there any Contracts you want me to talk about in more detail?
>>
>>1267798
Can we buy riding the autumn leaves or does the goodwill restriction apply to us? Seems like a pretty amazing escape tool
>>
>>1267801
You need to buy in order, so yes, you can eventually get Riding the Autumn Leaves. You'll also need to raise your Mantle (which, fortunately, is covered under Supernatural and Social Growths).
>>
>>1267803
>need to buy in order
Shit, did not know that. does that apply to all contracts or just contracts of the courts?
>>
>>1267810
All Contracts. Think of it as each clause of the Contract "building off of" the power of the previous.
>>
>>1267815
Okay! For Bite of the Wooden Fang's catch, does a whip cause bashing damage? seems like a pretty weird catch if it doesn't.
I think we should pick up Shadowpatch y'all
>>
>>1267818
Yep, whips cause bashing damage (it's REALLY hard to kill someone with a whip).
>>
>>1267832
Well that's disappointing. I'm going to vote for Shadowpatch then, although I'd like to here what anons think about picking up Might of the Terrible Brute because it seems like that could be useful too
>>
>>1267841
For reference:

-Shadowpatch
3rd Contract of Smoke
Costs: 1 glamour
Roll: Wyrd + Wits
Effect: Shadows, echoes, smoke, sudden distractions: the world conspires to hide you from the world. +3 to Stealth checks, +5 if 5 or more successes are rolled.

Catch: must spend at least one hour away from natural sunlight during daylight hours. This includes indirect sunlight (light through windows, etc.)

-Might of the Terrible Brute
1st Contract of Stone
Costs: 1 glamour
Roll: Wyrd + Strength
Effect: for the next turn, you have +1 Strength for each success.
Catch: Must be fighting multiple opponents while unarmed.
>>
>>1267866
Would it be possible to get both Bite of the Wooden Fang and Leechweed, and then use a Rose Whip to use them together?
>>
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>>1267891
Trying to turn us into Kurama, eh? I could be convinced to go for that
>>
>>1267891
Yes. FOR REFERENCE:

Bite of the Wooden Fang
1st Contract of Thorns and Brambles
Cost: 1
Roll: Wyrd + Dexterity
Effect: one melee weapon of yours sprouts magical thorns, granting a bonus equal to the number of successes. Weapon must deal bashing damage.
Catch: you enchant a whip made of plant matter with this ability.

Leechweed
2nd Contract of Thorns and Brambles
Cost: 2
Roll Wyrd + Occult
Effect: Enchants thorns (either natural or created by this Contract) to steal glamour from those pricked by them.
Catch: Thorns are used against your Keeper or their servants.
>>
>>1267914

>Tongues of Birds and Words of Wolves

>Restoration of Dawn Beauty

Could you expand on these? I am wanting them because I think it will help a lot with being out on the streets and getting information. We can easily set up small contracts with homeless folks to restore the items they have and if we picked a good beast to communicate with we would have access to another information network
>>
>>1267891
>>1267914
So, Bite of the Wooden Fang and Leechweed? Is this good for everyone?
>>
>>1267968
Those are good options, but I was hoping for some combat abilities, since we were kind of lacking, and this will be our bread and butter option from now on.

GREY MAGE BITCHES!
>>
>>1267968
Ah, yes.

-Tongues of Birds and Words of Wolves
1st Contract of Fang and Talon
Cost: 1 Glamour
Roll: Wyrd + Animal Ken
Effect: Allows you to speak with animals of one type (chosen when developed). The level of complexity your conversations can reach is based on the nervous complexity of the animal: mammals and birds are good conversationalists. Reptiles, amphibians, and fish, less so. Insects and other invertebrates can only give the most basic of information; with the exception of octopi, which often seem more clever than humans.
Catch: Give the animal to which you wish to speak a new name.

-Restoration of Dawn Beauty
1st Contract of the Hours
Cost: 1 glamour
Roll: Wyrd + Craft
Effect: Restores one good-sized object (about 60-70% of a human's mass) to prime condition, regardless of age. This does not replace missing parts or repair cracks in the object, merely casts off signs of aging (rust, stains, etc.).
Catch: must have owned this object or have been owned by a family member pre-abduction.
>>
>>1267996
Just to specify, when you say one type of animal, are we talking the general Class, Order, Family, Genus, or a specific species?
>>
>>1267995
If we want combat options, maybe we should consider what op said
>>1267832
>Yep, whips cause bashing damage (it's REALLY hard to kill someone with a whip).
AND it costs two glamour to activate the thorns. this seems more like a slaver's weapon, where we would drain and damage someone, rather then just kill them.
no interest in Might of the terrible Brute?
1st Contract of Stone
Costs: 1 glamour
Roll: Wyrd + Strength
Effect: for the next turn, you have +1 Strength for each success.
Catch: Must be fighting multiple opponents while unarmed.
We're unarmed a lot of the time
>>
for know I think the more combat type contracts are needed, we need some combat skills
>>
>>1268003
Kind. "Birds", "Mammals", "Reptiles" are too vague. "Lizards", "Snakes", Dogs", "Wolves", etc. would work.
>>
>>1268006
>>1268007

I would be willing to drop the Restoration of Dawn Beauty for the Might of the Terrible Brute

Unarmed is more useful given that we don't yet have a weapon we're used to and carry around but I would still like the Tounge of Beasts, that will pay dividends over time if we pick up an animal like Crows or Ravens. There are a lot in the city, they're flyers, and they're out in the forests as well
>>
>>1268025
Unfortunately I think since we don't have affinity with either of those contract schools, it will take both of our points to buy one or the other. Otherwise I'd be down for the split.
I'd be willing to support Might this upgrade for Tongue next upgrade, although I understand that's not the most reliable offer.
>>
>>1268032

Fair point, what if we still went with a combat and a utility but went back through our affinities for them
>>
>>1268032

For instance we could weave ourselves a whip made of plant matter and start to carry it around and practice with it and the Restoration of Dawn Beauty can definitely help with maintaining supplies for ourselves and trading/creating contracts with the homeless
>>
>>1268047
>>1268032
Last call: Restoration of Dawn Beauty and Bite of the wooden Fang

OR

Bite of the Wooden Fang and Leechweed

OR

Might of the Terrible Brute

OR Tongue of Birds and Words of Wolves?
>>
>>1267627

Ah well, should have been quicker to throw my 2 cents in, I am willing to go with the Might of the Terrible Brute, I will be pushing for the talking to animals one next time we get an opportunity though. Hopefully it wont turn into a >phasing vote
>>
>>1268107
>Might of the Terrible Brute
>>
>>1268107
>Might of the Terrible Brute
>>1268111
I'll support your animals one next vote for sure.
>>
>>1268115
>>1268123
Alrighty, then. See you guys in a bit.
>>
>>1268229
HOW LONG DAMN YOU
>>
>>1268239

>>1268320

Now.
>>
>>1268327
ok your back, what now?




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