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Wow, thread number three! To think the day would come! So... Let's go on an adventure. Right after these messages.

>Previous Threads/Archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=GOAA

>Discord
https://discord.gg/fXMjmju

>Recap
You, being Eric, and a true hero have gone on an adventure to find fame, fortune, and friends! Through out this process you've raided a goblin hideout with the city guard, found an old friend: Sehlum, recruited a waitress: Hilda, and literally stole the soul of a man forcing him to follow you: Yorick, and lastly you've kidnapped a sumo wrestler: Chow! Of course, you've done much more than just that during your adventure, you've met countless people, fought some things, and overall did awesome things! Such as creating an explosive apple, defeating a giant sentient wolf, introducing a squid to the wonders of environmental protection, nearly killing an old lady, and uncovering the secrets behind a Duke's murder! And all of it to stop the dreaded P.I.M.P. from his plan to take over everything!

In more recent news though... You've just defeated a manticore at the expense of only one hand, it wasn't even yours! Not to mention the loot you got too! You're well on your way to paying for either a new hand, or the Adventurer's Guild you've always dreamed of... Plus, while you've been doing this Chow and Yorick have been off tracking down P.I.M.P.!
>Recap Over

>You are Eric
You have the key to keep going into the maze, but sure enough everyone else has something to gripe about! I don't have a hand, this. Major blood loss, that. Well, maybe you'll come back here later.. Still having to leave sucks. Guess, you'll take Sehlum to a hospital and see if they can fix his hand.

When you reach the hospital you do indeed find out they can fix his hand, or they can just attach the weird gantlet you have to his stub... Given that he's passed out, and your technically the person he knows the most.. You can decide what to do! God why is Hilda so terrified about that idea?

>Gauntlet
>Regular Hand

>You are Yorick
You're outside the correct brothel. It took a little while to find it, because every time you hit a dead end, when you looked up Chow was gone. God, if only you still had skin, and muscles... However, you've finally found the right one! The only tiny issue with this one is that they're expecting you. Guess attacking their delivery wasn't a great idea, but in your defense. That giant skeleton was a dick. Okay, now that you've successfully confused everyone who hasn't been following along for a while, how are you going to go about this.

>Stealth
>Loud
>Other
>>
Good afternoon friends

So what do you think? regular hands can be more comfortable but aesthetics of a gauntlet are aesthetics
>>
>>1716474
Well... its a strange gauntlet... meaning its magical. We dont know what the magic is. It might unlock new spells for him... but he could also get his hand back and WEAR it.
>>
>>1716499
That sounds... Logical

>>1716414
>Eric
Why are you even doubting this? It's clear that the superior option is the Gaunt- stop hitting Hazel!! Okay, his regular hand.

>Stealth
Obviously a huge sumo and a living skeleton will manage this
>>
>>1716569

>You are Eric
Yes... Why indeed are you doubting yourself?! You're awesome! And plus the most obvious, and therefore, correct choice is the gauntlet. Now it Hellen would stop screaming at you, and threaten violence against your family, you'd get on with it.. But of course she won't stop, so I guess it's the hand. Yay.

Well the hospital seems to have given you a bit of a break here! Apparently if your IQ is low enough and you enter the maze, you aren't liable for your actions! You don't really care about all that, but basically it means you get to heal Sehlum for free! Good. Another thing done. Next up is...

>Find Yorick/Chow
>Other

>You are Yorick
Okay. So going by all the guards everywhere you think stealth might be the best idea here. Now then.. Let's see what lady luck has in store for you

>Roll
>>
Rolled 49 (1d100)

>>1716630
Find Yorick and Chow

Rolling for stealth
>>
Rolled 57 (1d100)

>>1716665
Supporting!
>>
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>>1716665
>>1716705

>You are Eric
Alright, so you free from the hospital, and are determined to do something awesome again to make up for your extended absence of awesomeness! Sure, it was only what.. 3-ish hours for the doctors to fix up Sehlum, but still that's three hours too long! You've got a quest to run dammit! Er.. Adventure! See! You're mixing up your words! Just another reason to get back to the task at hand.. Which is finding out how to smash everything P.I.M.P. owns, which means you have to find Yorick and Chow. Hmm, this is going to be difficult.. Then again they're pretty hard to miss, one doesn't have skin, and the other clothing! Okay, so maybe you'll find them in no time.

>Eric/Sehlum/Hilda joined the party!

>You are Yorick
So far you've managed to sneak in through a backdoor and get in.. Not very far, at least not yet, but still. You got a way in. However, it seems that the loud one found you. How could he even do that if you were hiding from the brothel guards? Eh. Doesn't matter, what does matter is that you don't get caught! Of course you don't really know how to do that, nor anyone else in the party.. But! The party does have a lockpick and someone who can use it. And.. Well, who else has the particular set of skills that you need. Also, what are you going to do here? You mean, sure there's the potion brewing area, but other than that.

>Choose who sneaks in.
The more party members that enter the more rolls you need to succeed.

>Destroy Potions (Main story)
>Gather Intel (Extra Info)
>Destroy Records (Stops Assassins/High Alerts)
>Other
>>
Rolled 41, 9, 87, 11 = 148 (4d100)

>>1717566
Sehlum
Get caught and brought to a room, mistaken for a customer and gather intel.
Eric
Destroy potions.... probably by accident

Hilda and Yorick
Destroy records

Chow
Pretend to be a bouncer and be a look out.
>>
>>1717980
Hilda, putting in work outside of Healing once again
>>
>>1717980
Eric-destroys the potions; but he gets afflicted by one or two effects.
>>
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>>1717980

>You are Sehlum
You're still having a problem with blood loss at the moment, which only makes the following things even more awkward. As you can expect.. Blood loss doesn't lead to the results expected when you enter a brothel. However, even after purposely going in the front door acting as a customer, they don't kill you then, or when you insulted the person you got.. erm. paired with, with your blood loss. So, the real surprise is that when you manage to talk down the insulted worker, you also gather some rumors and other bits of info about P.I.M.P. himself! If you knew all of his followers were this eager to talk about him you would've asked ages ago!

>While P.I.M.P. himself doesn't have any magical prowess, or mastery of weaponry. He does hold an extremely powerful crossbow of sorts that fires metal bolts smaller than your thumb! The also say crossbow looks almost nothing like one, and harnesses some sort of explosive magic to move the bolts!
>P.I.M.P. while guarded, isn't as protected as you would think.. All you'd need to do to get him away from the guards is drag him into his private study, or some other place he would often be alone! The guards are often to centralized to help him.
>However, that doesn't mean that it'll be easy to get to him.. His castle and surrounding areas are flooded with guards. This is what makes him feel safe enough to not be constantly watched by his guards! This does mean that if you were to trigger an alarm you'd have to fight your way to him... And he'd have a lot more guards too.

>You are Hilda
While this bag of bones isn't exactly quite, he can sure seem to vanish whenever he's need to! You've been walking around looking for records, and half the time you thought you lost him, only to find him ahead of you! However, your wonder is stopped short as you see yet another locked door blocking you.. You may or may not have been looking for these sense you go your lockpick. Even if you were that doesn't change the fact that you were clearly born to be a thief, and have discovered the record room beyond the now unlocked door! You find all the tabs P.I.M.P. is keeping on everyone, including the party, and torch them in a nearby lantern... Feels good.
>>
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>>1718143

>You are Chow
You tried to stay outside, and pretend to be a bouncer, but do to the fact that everyone in the brothel is female gave you away. Luckily they just asked you to stop loitering, or to get inside. First off, you regret spending all your personal gold on.. Similar ventures. Secondly, wow that went better than expected! Hilda and Yorick must of gotten rid of your records! Well. Now you're just loitering outside a library. Huh, you would've thought that none of these cities had an buildings home to the arts given Eric's deal with adventure.

>You are Eric
You're having an awesome time doing adventure stuff! So far you've smashed like, 20 crates of the stuff in the storage room! However, now is the time for you to rough up the experimental room... What could go wrong?

You wake up outside of the brothel and are told you were found screaming and running around in circles. You weren't in pain, you were just.. Running. And screaming. There was also something in there about turtles and the village cookout. You shudder as all the memories surrounding that day flood you... You barely suppress the urge to run around screaming. Also in more important news.. It looks like someone will have to go in and finish what you started.. With a higher chance of getting caught of course.

>Who goes in?
>Roll 3d100
Whew, this was a pretty terrible update today, but we got some stuff done, and I'm going to bed!
>>
Rolled 77, 74, 37 = 188 (3d100)

>>1718148
No one goes in!

Yorick summons his Wraith and sends him in there. They do this from a descrete alleyway hidden behind Chow.
>>
>>1718190
Supporting and rolling.
Also let's get Hilda working on Sehlum's blood loss while he uses two of the manticores poison to craft antidotes.
>>
Rolled 69, 17, 86 = 172 (3d100)

>>1718190
>>
>>1718148
I'm not going to miss another morning update! So, afternoon update here we come!

>You are Samantha
Well, enough about your "friends" and the social structure of a land filled with magic and monsters. So, you had heard some rumors circulating about some rare ingredients getting shipped in from out West! Those mountains are filled with all sorts of flora and fauna, and speculating only gets you so far.. You're going to have to ask about the ingredients. It's just too good an opportunity to pass up! As, you talk to the shop-keeper of the guild you find that there were enough snowbells this season to require an extra shipment! And while this would usually go to a bigger city, all the better for you, it didn't, something about the Duchess of the city it was supposed to go to banning a few types of ingredients till she could do something. With a few of these you could make a good amount of freezing potions! You'd probably have to hold onto them until the brunt of summer bears its fangs, but the investment is a solid one.. You buy a few bushels, and get back on track! Well.. Unless. It has been forever sense a day this nice rolled around.... You have a sinking feeling it won't last, but while it is.. You could go for a walk around the city...

>Buy alchemy ingredients (Roll)
>Go out and see the sights
>Other

>You are Messenger
Alright puzzle done, you move on into the next room. GODDAMMIT IT'S THE SAME ONE?! Oh. Wait. This one has a new rule... Fun.

>All of the vertical columns and the diagonal rows must add up to the same amount.
>You can only use the numbers 1-19
>You can only use each number once
>Input your numbers from top to bottom left to right
Also, I've detailed the columns and the diagonals, as well as placed the column numbers for added clarity. If you don't understand the rules please don't hesitate to ask questions in the discord https://discord.gg/fXMjmju

>First Column
>Second
>Third
>Fourth
>Fifth
>>
>>1719071
i have no idea yet how the puzzle works so im replying for Samantha meanwhile
>Samantha
Such a beautiful day shouldn't go to waste! Everything's working more than fine. Let's walk around for a while
>>
>>1719338
Seconding Samantha. Why waste a day on a mere roll? Give her a break!
>>
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>>1719338
>>1719458
Given the request for a hint on the puzzle, here it is! Not a great hint, but it should help.
Note: If you don't want a hint don't click on the picture
>>
>>1718190
>>1718264

>You are Yorick
Don't these fools know that things can be done with Grace and elegance? You summon your wraith and send it down the hallways of the brothel, it makes no sound as it drifts through the walls and down into the store room... Upon entering the room it scares it's inhabitants into a frenzy and they ruin their stock!

Okay maybe grace isn't the right word, but still it got the job done. So... Was there anything else you actually needed to do in this city, or is this basically a vacation for Eric?

>Choose Quest!
>Shopping/Crafting/Etc
>Travel
>Fast Travel: P.I.M.P. HQ
>Other
[Spoiler]I can't get any pictures for a while, because life.[/spoiler]
>>
Rolled 44, 35, 73, 15, 58 = 225 (5d100)

>>1719711
Eric divides the gold evenly across the party.

The goal is to turn the gold into profit by the time they get back together. This was Hildas idea of course.

Eric

runs back to tge labyrinth like a buffoon with his key, taking 2 health potions with him.

Hilda and Sehlum
They stick together and see gambling peddlers. Sehlum tries his luck. Hilda, clearly a healer that was born to be a thief watches tge dealer movements in hopes to immitate.

Chow
Pays an entry fee for an eating contest at a local eatery.

Yorick
He attempts to sell his jogging suit at a local tailor.
>>
>>1719784
We could barely deal with the manticore last time, I'm not sure if it's a good idea to go back there alone though it's sounds like typical Eric behavior
>>
Rolled 58, 54, 31, 65, 44 = 252 (5d100)

>>1719850
>>
>>1719784
>>1719888

>You are Eric
You don't have time to sit around doing nothing anymore! You just can't sit still! You hand everyone, including yourself, 65g and tell them to do stuff, and then run off. As you run off to the labyrinth with the key in tow, you think of all the loot you'll find and acquire!

You reach the labyrinth, but before you get to the door past the manticore an adventure stops you... He mentions something about hearing stories about someone clearing the manticore pit. As he inquires further you get the jist of what he's dancing around, he wants to know who has the key so he can join their party.. Temporarily. But still.. This could be a good deal for you. He only wants an even split of the loot, so while it would've been more efficient with more party members, who knows whats beyond the manticore pit! So... Should you let him come with you? He appears to be a rouge like you, but carries a short sword instead of a knife.

>You are Hilda
Okay. So now that Eric is gone you have an idea.. Is it a terrible one? Maybe, but it'll probably work. As you gather the rest of the party and share your idea of earning money you see and point out a few key locations and then break... It's time to get moving.
>Party Split!

As you and Sehlum approach a gambler, Sehlum immediately picks it up saying that he's great at this game.. And he is. For about five minutes. The gambler says that's a new record, but you doubt it. You've been watching for a while and this isn't about luck, in fact if you were to guess you'd say if someone pulled out of the game before losing everything they'd get stabbed. That doesn't matter now however, no what matters now is cheating the cheater! Which is suprisingly easy. You manage to get back Sehlum's coin and a little bit more. And to think your mother always said to be honest, and good heated. Well, the restaurant business drove both of those out of your soul so....
>50g Obtained!
>375 Party Gold

>You are Chow
You were asked to join an eating contest. You feel both insulted, and giddy about this... One you don't like people associating your weight with meaning you can eat a wagon's worth of food. Two you can, and enjoy to do so, and free food is the best type of food. So. Yeah... After you signed up for the eating you found out that you couldn't bet on yourself, so you'll only get the prize if you win, but still the prize isn't terrible.

You won. 4 times. You also threw up in a bush afterwards. However if you need anything to settle your stomach you know have the funds for it!
>100g
>475 Party Gold

>You are Yorick
You'd love to sell this glorified track suit, but you don't really have anything to wear other than it... Not to mention the stitching is horrendous. You could probably sell it if you had some armor, or even a second pair of clothing, but so far you feel you've been mostly living off the whole can't die aspect of being a lich. So, in short, no armor or clothes to replaces yours = no go on selling.
>>
Rolled 34, 86, 41, 25 = 186 (4d100)

>>1720218
Eric
Never trust a rogue. Only yourself. Even tho you are a chef, beast tamer, archer.
Go alone. Keep key in hand so there is no funny business.

Hilda and Sehlum they find another alley and attempt to mirror the scam the other guy just did. Use Hildas street savvyness. Sehlum can just play bodyguard for the "defenseless" woman.

Chow

Chow walks by and sees some street fighting going on. His SUMO SPIRIT demands he take part and gain some cash. He can also bet on some fights.

Yorick is sad by his lack of contribution so far and walks in the park, seeing his face inside of the reflection of a water fountain. Yorick C. McBones, where did you go wrong you Rattly bastard?

Wait! That's right! Yorick buys himself a feathered hat and cleans up his Horn! It's time for Rattles MeBones to take centerstage and delight am audience!
>>
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>>1720298

>You are Eric
You're not sure you should trust this guy. Splitting the loot 50/50, after you did all the work getting past the manticore? Nope. Also, you remember that PVP is allowed in here... I mean technacilly it's "allowed" anywhere in the sense that anyone could kill you at any time, but then they'd have a bounty out for them. Anyways, what matters is that you don't want to die and lose a bunch of gold, but instead want to kill, a monster, and get a bunch of gold.

As you excuse yourself saying you're not the person he's looking for, you keeping running towards the manticore pit. However, the rouge stops you? He say that if you don't have the key that you wouldn't be going this way.. Okay so what does that matter to him? In fact, you're going to ask him. When you do he draws his sword and brings it down to rest across your shoulder. In hindsight you probably should've been tipped off to his actions sooner.. At least your armor held, still stings though. Damn, what are you supposed to do? You don't want to fight a hero! I mean sure the hero is a bit of a dick, but still! He's a hero!
>Eric's Moral: 85/100 Don't let it get to zero!

>Eric: Stab/Grapple/Bow/Rope (Roll)
>Give up the key
>Other

>You are Hilda
Alright so that was pretty profitable, so why not do it yourself? You place a bucket over the gambler's head and take all his equipment. And after a short walk you find yourself in a comfortable alleyway with a few passing costumers.. One approaches the table.
>Why hello there good sir.. Would you care to play a game? The rules are simple, just follow the ball, and pick the cup with the ball underneath it.

He bets 15g, and starts to play
>Let the ruse being (Roll)
>Run with the money (Roll)
>Other

>You are Chow
You feel your money farming senses tingling... Someone's trying to earn gold without effort. Well, you guess you'll just add some to that. You bet 75g on yourself and enter a fighting tournament.

>Roll 4d100
>Back out
>Other

>You are Yorick
You don't feel like your life has actually taken that much of a bad turn, although mom probably wouldn't be proud of the whole selling your soul thing, but she'll understand. Either that or beat the shit out of Sehlum. Anyways, you've got nothing to do so... You whip out your horn, and set up in a nearby park. You can't think of any particular song, so you just play something that mostly uses the horn.

>You train with your horn.. Good 'ol practice never hurts. Except for that one time.
>5g Obtained, No one appreciates the arts.
>480 Party Gold
>>
Rolled 49, 97, 6, 55, 21, 48 = 276 (6d100)

>>1720534
>Eric
Tie the "hero" down. Rope time!

>Hilda
Fools! They don't understand the trickery... Ahem, you mean the technique. Ruse!

>Chow
Time to put those mantits into action

>Yorick
People don't appreciate art? You'll oblige them to do it. Compose an attraction song.

1st roll eric
2nd Hilda
3-6 Chow
>>
Rolled 65, 62, 41, 88, 58, 60, 26 = 400 (7d100)

>>1720534
Eric
Heroes do not hit other people for simply saying no. No less kill over it. PvP is allowed, but morale isnt the only issue. Its morals. Eric wants to be a hero. Eric is an idiot, but he knows what he wants. This rogue is clearly a villain in disguise of a hero. Time to fight!

Legendary Dragon Knife stab!!


Hilda
Continue ruse!

Chow fight!
4d100

Yorick
Try playing https://youtu.be/YBHQbu5rbdQ

Young people music!
>>
>>1720584
Please roll for Yorick. He must not fail!
>>
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>>1720584

>You are Eric
You are conflicted. You have both the feeling to stab the guy and end this quickly, or just tie him up and let someone else come and get him... You decide to at least try non lethal. It works! For about three seconds. He cuts through the rope and charges at you! You act before you think lifting up your knife, and quickly having it reach his armor. The armor splits after a moment the knife grazing him before he pulls away clutching his wound! That isn't as satisfying as hurting a monster.
>Morale 70/100

You really wish he would just stop trying, but he isn't. It helps a little that you at least gave him a chance to stop. There has to be a better way to do this, but if he doesn't give you one... Well, it's you or him

>Lethal: Stab/Bow
>Non-Lethal: Grapple/Rope
>Other

>You are Hilda
You do a bit more than just ruse him.. In fact some would say what you did was robbery. But to them you say, would you care to play a game. You placed a bucket over the man's head as he was deciding what cup to pick, and rused him blind.
>Business Clothes
>50g
>530 Party Gold

You decide to stop gambling before you end up getting caught by the city guard. You have a lot of cash now too! You can do a lot... Maybe purchase new equipment? Better weapons, new spells, or even some baubles or something. Or, go and find Eric before a monster takes the liberty to remove him of his kidneys... He just has a aura about him that makes it seem like that it'd be easy to do.

>Shopping Center
>Crafting Center
>Other


>You are Chow
You star off poorly. You underestimated your oppent, and he scored a wicked punch staggering you. However, you won't go down that easy.. Before he can pull away you pick him up and slam him into the floor! He quickly scrambles to his feet ducking under your next attempt to grapple him, and throws a few jabs... You nearly fall over, but regain balance and deliver a crippling blow to his stomach. So far it looks like a tie. This next attack determines who wins, and who loses. You deny him the chance to attack picking him up and tossing him clear out into the street! He bounces off a wagon, and you collect your cash. Hm, it seems that you didn't get as much as you hoped. Oh well, time to rejoin the party.
>20g
>550 Party Gold

>You are Yorick
Alright, time for bard powers. You don't usually like using them to get people to listen, but well.. Come on you don't suck that bad, you don't even care about the cash. Is it so bad to just want a crowd? Then again maybe it's the whole lich vibe you're exuding? Let's try a different song. It definitely draws a crowd! Although you're not sure how they feel about a male skeleton singing all the lyrics. Their loss, you're perfect. You gather up the coins left before you... Hm, not bad. Time to regroup.
>560 Party Gold
>Song Learned: Charm
>>
Rolled 99 (1d100)

>>1720722
The party gathers to notice Eric is missing. Is he lost already? Well, labyrinths will do it. Maybe Hilda and Sehlum can retrace steps to find Eric.

Eric
Why does hurting him matter? Did we not crush guards under a boat? Burned vampires at sunrise and fight soldiers Nd assassins in an alley!? Snap out of it! Stab!
>>
>>1720792

>You are Eric
The all had reasons! The guards were hypnotized, and you couldn't do anything about it! Same with the assassins, you didn't want to, but they had a reason! This guy.. He isn't a thief, or he would've just waited for you to get the loot then attack. He isn't a murder, or he would've just charged you immediately. He isn't like the others.. Sure he's trying to attack you, but for the idiotic reason of him wanting to beat this monster himself. It doesn't make sense.. He just wants to fight the monster, you don't even think he's trying to kill you, just get the key.

But you suppose that's a reason all the same. You end the battle with one blow. You refuse to loot his corpse and instead just move onward.
>Morale 20/100

Before you lies a monster of grand stature.. Even more powerful than the monster you've previously fought, you must be moving near the center of the maze. Maybe this was a bad idea. However, before you can creep away you find the beast opens up one of it's eyes, the leathery slit making an audible noise as a rumble with in one of it's many throats let's out a growl. You stand absolutely still as the beast rises up to it's full stature.

>You are Hilda
Dammit the idiot is gone. Probably off to do more idiotic things, like go into the labyrinth... He wouldn't be so dumb as to keep going past the manticore though right? He just took a different path and is fighting goblins, and slimes... Right?
You hear a growl as a low rumble shakes the earth... Fucking boss mobs. Just your luck. Or his rather.. Shit. You really hope that Eric hasn't done what you think he's just done.

>Party Rejoins

The hydra rises, its four head reaching above the tall walls of the labyrinth. One of the many heads upon the beast rears and flames shoot forth from it's maw passing over the walls with a fearsome woosh, and singeing heat. Another reels in close to Eric, and his encroaching party, its maw wide, and teeth dripping venom that scalds the battlefield. Who knows what lays in the center of the maze. Who will live to find out. Surely not you.

>Fight: Eric/Sehlum/Hilda/Yorick/Chow
>Flee This option will be available at anytime during the fight. However, I will say punches won't be pulled with something like this... "Running away was always an option, you just don't like to" -Eric
>Other
>>
>>1721174
This feels more like a gauntlet than a labyrinth. Time to flee. Everyone leave!
>>
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>>1721236

>You are Eric
You quickly backtrack all the way to the original three doors of the labyrinth.. You sit down to catch your breath and think about the maze. You knew that it would be difficult, but honestly it didn't even seem like a proper labyrinth, not enough traps or puzzles! It kinda feels like all it is, is a bunch of hallways connecting different rooms filled with monsters. Then again you did choose the path that would take you to the center the quickest.. Maybe you should go through a different door? Or you could go and buy some new items, or even proper training! You do have a lot of gold, and you somehow doubt that anyone's going to beat that thing while you're gone. So, what comes next in this great story of yours?

>Left Door/Right Door
>Shopping
>Crafting
>Quest Board
>Leave for a new city
>Fast travel: P.I.M.P. HQ
>Other
>>
>>1721331
Eric and Hilda buy knife wielding lessons.

Sehlum gets sword and shield lessons

Yorick gets Horn lessons.

[Maybe we can get modifyer bonuses to related rolls?]
>>
>>1721449

>You are Eric
Lessons.. Lessons, where could you get some of those? You wonder as hazel drags you trough the markets to a open field filled to the brim with fighters all in different groups and doing different activities. Helen approaches the entrance to the place and reviews the prices. As she does so you look over her shoulder and at the sign

>Learn new move - 50g
>Regular Training - 25g

Hm, this seems interesting! You definitely like the idea of more flexible moves, maybe you'll get lucky and get something really good? Then again you only know the basics with this knife.. It's fairly costly considering your current gold though. You also want to get some weaponry, or something similar for the party.. This is a good idea though. Well. What should everyone get? So far you have an idea, but that was before you knew about this

>150g Will be spent on current choice [Y/N]?
>Other
Of course! You can add rolls to pretty much anything, but be careful bad rolls can still happen.
>>
>>1721551
Regular training is best for now. It is clear we are not fully battle ready, aside from Chow, that is.
>>
>>1721696

>You are Eric
After some contemplation you decide to go with the regular training for now. And as you take your place in the traing line alongside Hilda you briefly regret making this choice as you see each person approach the coach and get beaten half to death in a "sparring" match. However, after the fight, while you still regret your choice, you feel like you learned something.
>410 Party Gold

As you meet up with everyone else, you find that they've improved as well! Well, at least Yorick and Sehlum, Chow was simply waiting for you to finish. So. Now that that's over and done with there are still a few things you can do.. Shopping wouldn't be a terrible idea, nor would crafting anything.. You could also go over your master plan for P.I.M.P., you're not sure you can beat him head to head, but you've thought of a few different ways to go about it. Course you won't know if any of it will work till you get there, but still it'd be nice to go over the plan

>Shopping/Crafting
>Go Over Plan
>Quest/Encounter
>Travel/Fast Travel
>Other
>>
>>1721784
Buy gloves for Chow and Eric for GRAPPLING

Buy a hat for Yorick and his CHARISMA

Hilda buys THIEVES TOOLS

Sehlum buys a better SWORD
>>
File: EverythingsOkayForNow.jpg (738 KB, 1300x656)
738 KB
738 KB JPG
>>1721820

>You are Eric
Oh God it's time for inventory management. You gather up what everyone wants to buy, and head over to the weapons stand... They don't seem to have any thief gear, but you do see a stall that seems to be selling a bunch of baubles that might have some! However first things first... The list. Dear God the list.

Inventory

>Cooking
Rations x16
Wolf Steaks (Enhanced) x3
Dire Bear Steak (Enhanced) x1

>Weapon Parts
Dire Bear Claws x2

>Alchemy
Poison x1
Love x1
Sleeping x1
Lightning in a Bottle x1
Agility x1
Stun x1
Explosive x0
Long Jump x1
Breathing x1
Slowness x1

>Healing
First Aid x2
2 Health Potions

>ERIC THE HERO
(See Cooking, not rations /\)
45ft rope
Kitchen Knife of Filleting Dragons
Bow: 19 Arrows
THE HOLY BOOTS

>SEHLUM THE ALCHEMIST
(See Alchemy /\)
Short Sword
Leather Robes
Trenchcoat
Oak Buckler
Eldritch Gauntlet

>HILDA THE HEALER
(See Healing /\)
Lesser Chef’s Knife
Mana Crystal x1 (Necklace)
Mana Well (Earings)

>YORICK CRANIUS MCBONES THE BARD/LICH
Staff
Old Trumpet

Alright... That wasn't so bad. Now let's see what's at the weapon stand.. You want a couple of things from here, including gloves and a hat, and luckily they have those as well!

>Light Weaponry
Dagger/Machete/Knife - 20g
Brass Knuckles - 25g
Bow/Throwing Knifes - 30g

>Medium Weaponry
Rapier/Saber/Foil - 40g
Gauntlet - 45g
Axe/Mace/Staff - 40g
Long Bow - 50g

>Heavy Weaponry
Halberd/Battleaxe - 60g
Warhammer/Long Sword - 60g
Crossbow - 70g

Wow, that's an impressive collection, and they all come in either Good-Great condition! The prices are iffy as always however so you just gather what you need and move onto the next shop. Which is the bauble shop.. It definitely has one of everything, and each of them seem to have their own perks.

Today's Baubles

>Charm of Resistance - 20g
Slight increase in defense.
>Lucky Foot - 30g
Discover something hidden with this by your side. No it's not a rabbits foot.
>Dove's Flight - 25g
Uncover the location of others.

Alright, those seem intriguing, but costly as ever. You gather up what you need and get ready to pay for everything.

>Sturdy Leather Gloves x2 - 40g (Total)
>A Flamboyant Hat x1 - 25g
>Various tools of those with a kleptomaniac persuasion x1 - 20g
>A sword of undefined shape and size x1 - 40g
This will bring the party's gold down to 285g. Do you want to change anything, or pick up anything new?

>Shopping/Crafting
>Go Over Plan
>Quest/Encounter
>Travel/Fast Travel
>Other
>>
>>1722058
Going to call it here for tonight, I'll start back up in the morning
>>
>>1722058
Keep current list, change Sehlums sword to a saber. Price does not change.

Add in:
Throwing Knives for Hilda. -25g
260g remaining
It's clear what her true calling is. She seems to like it too. She can still heal if we need it, but we need to take advantage of her rogue abilities.
Sell
Sehlums old sword

Enhance
Enhance Eric and Chows gloves with bear claws. They can autodamage when grappling enemies.

Equip all the new items.

Multiclass Hilda into Thief/Healer


Eric's morale was hit hard by fighting another adventurer. Or "hero", tho this voice didnt see that guy as heroic. Eric should go visit a local church, do some confessions, maybe talk with a priestess to uplift himself.

Hilda figures they might find a real healer there too!
>>
>>1719338
>>1719458

>You are Samantha
*Inhale* Not everything is a death trap wanting to kill you. *Exhale* Repeat. You do this over the next ten minutes of walking around outside determined to find something that will calm your rational phobia of people. As you walk around looking at the sights you feel that everything is going to be alright. Nothing terrible has happened today, and that's a lot better than usual! Usually it just feels like you're constantly testing lady luck... But today. Today everything's okay. You're going to finish what you came here to do, and you're going to enjoy yourself!

>Hear the News (Roll)
>Buy Alchemy Ingredients (Roll)
>Other

>You are Messenger
Okay, enough of these puzzles, who puts puzzles in a dungeon? You're supposed to have an endless gauntlet of monsters and traps, not puzzles... As you walk by the puzzle and through the door spears launch from the sides of the walls! However, you're a skeleton on a mission, and the spears missed most of your important bits. And so you reach the next room with yet another puzzle in it... Someone has way too much time on their hands. This. Puzzle? Seems to be a tad excessive. It's basically two trap rooms, and a sign between them saying "everything is simple, you just need to think." Well then. Your thinking obviously isn't getting you anywhere. Because thinking isn't going to help you pass through two flamethrower traps... Guess you'll just add up the things you know.

>Behind the first door is a room that fills with fire when you enter it.
>Behind the second door is a room covered in glass funneling light in to sear the room.
>The hint is "to think" you have an eerie feeling it means "outside the box" too, but then again... How would this be simple? It seems impossible
>>
>>1723339
Samantha
Hear News!

Messenger
Smash the glass with rocks or whatever. It cant reflect if there is no glass.
>>
>>1723339
But yea. For real. That last puzzle was a total "nopefest"
>>
>>1723346

>You are Samantha
You approach a news stand determined to hear the news, but you can't quite bring yourself close enough to here anything of value.. You'll have to get closer to the crowd. You think you might start hyperventilating again... No! You can do this, you've just got to get a but closer is all.. Just a bit closer.

>Hear the News (Roll)
>Other

>You are Messenger
Alright. You're sick of this shit. Fuck these puzzles. You pick up a rock and chuck it into the room filled with glass, and as it connects with a pane of glass the whole room shatters leaving it sizzling and cascaded in light and glass. You start to step over the glass when an elderly man opens the door you were reaching for and starts screaming about puzzle edicate. You grab the sparkly thing around his neck and get ready to leave. Fuck puzzles.

The old man doesn't look please about this turn of events... Fine. One more puzzle? Then again you got what you came for.

>Puzzles
>Leave
>Other
>>
Rolled 95 (1d100)

>>1723361
Samantha
Rolling to hear

Messenger
Messenger gets a new trait "Fuck Puzzles". He gains a bonus in destroying story-interrupting puzzles. Screw this house. Peace outtie.
(To be honest, I thought that was the answer.)
>>
>>1723387
I'm with this
>>
>>1723282

>You are Eric
You're feeling pretty okay after that fight with the other adventurer, but okay isn't heroic enough for your tastes! You figure that maybe stopping by a church might lift your spirits.. Course you're not sure which one, but you'll figure it out when you get there.

Which turned out to only be a few minutes, and those few minutes weren't enough time to figure out which church to go in. There are about five here, but if you looked harder you could probably find at least 10 more.. Although you don't want to.

>Gaea - "The Earth is your home. Why not praise the one who filled it with life? Who's kept it running all these long years?
>Boreas - "Wind and Winter. What would you do without them? Each has their own role in the world.., and I'm sure mine could help you."
>Athena - "Wisdom comes with challenge and change, self reflection and improvement. What better way to do so that through the glory of battle?"
>Hecate - "Magic is a tool to be used! Don't let others weigh down your choices.. Dance in the light of the night and brew any concoction that comes to mind!"
>B̵͢OO͢T͟͞S ͡- ̶"̧W͟é͟͝l̸l̵͡,̵͡ ̧I̢͢ ̨s̨͠ȩ̧e͡ ̸Į̴͟ don̶'ţ̨ h͜ą͜͟v̵é́ t͢ó͝ ́̕p̕͞ļ̧͝ay͠ ̴̕w̛ì͡t̛͡h̛́ ̧̧ś̨om̵͞ę͡t̷h̸in̴͞g̀͞ a̵̧s͘ d̕͘uļ͟l ̵̢á̶̢s ̷h̕e͟͞͠x̵̢a̴d͟͠ȩ̛c̛̕im̸͡a͘l ̨n̷̵ò̷ẃ!̨ ̶͢O͜f̧̢ ͢͞co̸ur̴͡s̛͠e̴,̀͘ th̀at̡ m̨͜i̸̕ģ̀͞h̢͜t j͡u̡s̨͘t͡ ̨b͞e ̸͜d̀͘o̕ ̵̡́to͢ ̀̕b̸͜͠è̢i̶n̴̛̛g ̧̛͠in̕͟͡ ̢à ̧͘"͠h͠ò͘ly̴̛"̸ ̢͝p̴̡͜l͟͝a̧͘ce? W̨̧h̵̢͜ó ̵͡kn͘͠o̡w̷s.͟͢ ̡O͟t̴h̀e͢͡͞r͠ t͠ha͘ǹ̶ ́͠m̷e ̵o͠f̷̧̛ ̧͟c̷̢͟o̷͡ur̸s͘e.̵.̢.̀ ̧Ru͢n͘ aĺ̡͠ò́n̨͟g̸̀ n̸͠o̡w̡ ̶̀ą͠n̛d̴̕ ̀rò̕l̷͡l͢ ́͠͝f͡͡o̸̢r͟ ̶͝m̸e̷ w͟o͟n't ̕y͘o̡ų.̴"̴̡

Sometimes you wish the world you lived in could have one major religion, yet that day will never come, and so you must choose. Choose which church you want to go in... You can't see this as effecting your life in anyway at all.

While you decide what to do here you think about making some wicked claws with these bear claws... You'd need a little material and a lot of luck. You suppose it would be worth it if it worked out though. You'd need to try to make them however...

>Make Clawed Gloves (Roll)

>You are Hilda
While waiting for Eric to stop standing in place staring up at the churches you go ahead and update the inventory scroll, and hand out everything to everyone. A boring job, but one that must be done! You also notice that after equipping the thief tools your class is now. Battle mage? Guess that's the closest thing to your class now. You would've thought paladin or something, but well. You wield neither word of a deity, nor a warhammer. Or at least you think that's what qualifies a paladin to be a paladin.
>>
Rolled 16, 96, 68 = 180 (3d100)

>>1724368
BOOTS was the obvious answer. Is there a church for that?

Glove roll

I say Arcane Trickster is a better name. She isnt a warrior at all. Rolling to argue with God
>>
>>1724393

>You are Hilda
You take out a piece of charcoal and scratch out your class, and replace it with arcane trickster. That sounds much better! It also makes more sense. Well, guess it's time to see what the idiot is doing... Or you could ask around about the churches. You're not sure how you feel about them and Yorick is terrified of the Erinyes, with good reason too. However, unlike Yorick you kinda want to know about the church(es). But what would you even ask? You feel opening up asking about what the benefits are is a bit disrespectful.

>You are Eric
After crafting some very fine looking gloves, you look for the church of THE BOOTS, but can't find one. Damn. Oh well.... You're already a chosen one or whatever in the church. Although this throws a bit of a wrench in your plans of talking to someone about your issues..You decide to go into the first church and pull aside the first priest you see. This is going to take a little while.

>Ask about the church (What)
>Shopping/Crafting
>Go Over Plan
>Quest/Encounter
>Travel/Fast Travel
>Other
>>
>>1724493
>Why are there so many churches here?
>How is this one superior?
>What kinds of...hmm...bleassings does this church provide?
>>
Rolled 67 (1d100)

>>1724493
Sehlum goes to church of Hecate and prays. Seems like he already had a diety.

Chow prays to Gaea.

Yorick, being a Lich has more of a patron than a God, seeing his soul is partially under arrest. He leaves and plays some tunes for Cash. Rolling.

I will back up Anon's Hilda action.
>>
>>1724733
>>1724823

>You are Hilda
You've managed to think up a few questions for the church(es), and number one on your list is why are there so many of them?! And so you walk into one of the churches to ask a few questions.. You feel like they wouldn't lie about the other churches.. Right? God.. Now that you've said that you're going to have to visit all the churches now. Whatever, at least it'll give you a reason to compile up all the data.

>Churches: Okay so apparently there were just a bunch of Gods/Goddesses? But then why don't they all use one church.. Maybe it's because of deity feuds, or maybe they just need their own churches in order to receive prayers and gifts? Well, that's what the priests speculate anyways. You think it's a pretty logical answer.
>What BOOTS? You're actually really freaked at the idea of it even being considered a religion.. I mean, it hasn't exactly been benevolent, but if you had to say. Because of the luck? I mean Eric has gotten his ass handed to him a few times, but has always made it out alive. Then again, you're not sure that that's a good thing, for you it means THE BOOTS have a motive. You don't know what it would be though, just to be free? But then what?
>As for the blessings.. Gaea promises safety, and prosper within her realms, which is anywhere with abundant vegetation. Boreas guarantees safe travel within any vessel, and the winds of winter alongside you. Athena has the glory of battle, and the blessing of tactician/logic with her. And Hecate brings knowledge of the lost arts.. Most of which revolves around magic. Of course they can't just give out their blessings, no you can only use them when they deem it "necessary." Still, a blessing is a blessing!

Well, now that you've got that all sorted, you decide to go mingle with the party while Eric has his breakdown. annnd they're gone. Well. You're going to go see where everyone went. It seems Chow went to pray to Gaea.. You didn't take him for the religious type, he also doesn't seem to know what to do. Maybe he's just doing it for the blessing. You'd heard stories of adventures who'd do stuff like that before a battle, feels a bit weird though. Praying to someone you don't expressly believe in? Sehlum seems to be fairing better on the old normal scale, he's gone to pray to Hecate. Yeah, that seems like him. Wonder if he found out about Hecate before or after he became religious. As for Yorick. Well, eternal damnation tends to sap the want to pray to a deity, or at least that's what it's done with him. You decide to sit down and listen to him play for a while. He's even earning some coin while he's at it!
>20g
>280 Party Gold

Woof looks like it was a tough crowd, if a large one. Then again you know nothing about how much street performers make, and Yorick seems ecstatic about the amount he earned.. Hm. Well, Eric's done with talking, and looks angry?
1/2
>>
>>1724948

>You are Eric
THEY DARE BESMIRCH THE NAME OF BOOTS?! Sure it drove you to murder, but what deity doesn't? Think about it, it's way more common than you would think. Anyways you still feel better about your decisions, if angry about the criticism of your religion. You're just going to calm down, and get ready for your next action.

P.I.M.P. is powerful, but not as powerful as he would seem. Or at least his cities/outposts aren't... You managed to take down one of his cities with retaliative ease, and a little luck. Whereas as long as you were careful in his outposts you were fine.. For the most part. You're also running out of ways to hurt him without either hurting yourself. If you entered the HQ you would be in danger "constantly," but you might be able to find a way to fuck with him even more. Currently the issue is that he's widespread, you can't attack every outpost/city, well you could try, but it'd take too long. So, you feel like you're going to be forced into his HQ if you can't think of anything else to do to him. However, like you said, that doesn't spell your death, just another, more dangerous set of opportunities.. Or. OR! You could get the guild set up and storm him! It'd be fairly straight forward, and less risky for you as an individual, but that danger would simply be cranked up and then split across however many people you get to join the guild. Damn, it comes back down to two choices once again, heh. Well, unless you've got a better idea. Or you could just put this off for a while longer. Still feels good to let out your ideas every now and again.

>Loud or Quiet?

>Ask about the church (What)
>Shopping/Crafting
>Quest/Encounter
>Travel/Fast Travel
>Other
2/2
>>
>>1724957
What does Loud or Quiet mean?
>>
>>1725007
As I understand, the strategy we'll be using. Either sneak and try to take him down (quiet) or a literal army swarming him (loud)
>>
>>1724957
>Hilda
Hecate sounds like your kind of... God? After all, you're trying to get the magic flowing through you and into other. How do you join here?

Also, what were those quests again?
>>
>>1725248
I think a guild raid would be best. But we need money. Yorick isnt doing to hot and I doubt Chow is already hungry
>>
>>1725248
If you want to know anything more about these Gods/Goddesses I've been taking them from Greek mythology! A cheap, but effective way to get deities for the quest.
>>1725201
Correct! You can also suggest your own plan if you're feeling extra adventurous!

>You are Hilda
As far as the Gods/Goddesses go in this city Hecate seems to be the one most suited to your tastes.. Sure the God-dess isn't exactly the pinnacle of good morals, but she doesn't seem like an inherently terrible deity either. Also you may or may not be as well. Now. How do you join? Wait.. Do you even have to join? So far you've just seen people go up and pray, not that you fully understand how that works either. ... You're going to ask a priest.

Okay, so after asking a priest you don't have to "join" per say, and their term of joining is pretty liberal. Essentially if you want to join you just continue to pray, and maybe sacrifice something.. When you asked about that, the priest said it could be anything, and that, no they didn't regularly go around slaughtering virgins and goats. When you asked where those rumors came from the priest fell silent. You don't like that at all. Not going to stop you from getting Hecate's blessing though. After you finished praying you decide to go over the quests again in your head.. They're mostly dangerous ones. However, you could probably find something non-lethal to do.

>Clear out a drake's nest - 300g Bring some revives!
>Help with a magic experiment - 45g
>Join the labyrinthine run today! - Whatever loot you get!

Huh, you forgot you could buy revives, you'd say the price range for them is slightly more than an hospital, but less than death... Roughly 150g, give or take some depending on if you haggle. Well. Yep, just about as dangerous/shady as you remembered. Then again, now that you have the blessing of Hecate maybe you won't die to the magic quest? Also you could just be overthinking it.. You tend to do that a lot ever sense Eric. Also now that you have some idea of the labyrinth, you can narrow it down to this:
>Left: ?
>Middle: ̶M̶a̶n̶t̶i̶c̶o̶r̶e̶, Hydra, ?
>Right: ?

OR! Or. You could... Not do that. And go and do these things instead! Those things won't kill us immediately! Isn't that neat?

>Ask about the church (What)
>Go Over Plan (Loud/Quiet/Etc)
>Shopping/Crafting
>Quest/Encounter
>Travel/Fast Travel
>Other
>>
>>1725383
>Encounter

A shady merchant...( or is that a necromancer?) walks down the street with a black robe. He can be seen talking to other people, but they all seem to want to get away quickly. You cannot see his face, but his nose peeps out from under the hood. He sees Eric and begins rubbing his hands together. "Hello, goy. Looks like you need a loan?"

He offers any amount of gold right now, up to 2,000g on the spot. All he asks is for you to pay back 3,000 in 1 months time. Healsoasksoneofyoutosignthedocumentandforfeityourlifeifyoudonotpay.
>>
>>1725383
All right I'm not sure if taking the drake's nest is a good idea if we don't have these oh so magical revives. Maybe Sehlum knows how to fabricate them?

Either way left side of the labyrinth sounds like the right hehehe course of action.
>>
>>1725604
Kek sounds like a really safe loan
>>
>>1725604
>>1725618
>>1725623
But the real question is do you take it?

>You are Eric
As Heather contemplates how dangerous quests are, you decide to wander off. It just bothers you a tad too much how she just shrugs off quests like you don't have to complete every single one of them! You'll show her! You'll find an awesome, and totally safe quest! And so as you wander deeper and deeper into the city, you start to think out loud about your quest for the adventure's guild.. It's costly, but is obviously the best choice. Just imagine it! Running an entire guild! Well, owning an entire guild.. You could always set up a manager if it gets annoying, but you don't se how that could happen.. Suddenly you bump into an old man, or at least you think he is beneath that robe, you can't really see him all that well. He beckons you closer and whispers of giving you the coin you need. As you follow him, somewhat warily, down a winding alley he stops before a chest that rises an inch above the old man, and reaches your shoulders. When the old man gives the chest a pat, and whispers something arcane, the chest creaks open bearing it's wicked teeth. Yet, the mimic doesn't strike, but instead produces a light growl and stretches it's maw open even more showing you it's store of treasure! However, when you reach for the coin, transfixed by the shear amount the box slams closed and a panel on the chest cracks as the mimic opens one of it's eyes! The old man quickly calms it and speaks up.. Apparently the gold comes at a price. One that you'll have to pay on a later date should you accept his conditions, you ask what those would be, and he responds in a voice like a wagon across gravel.

We have many a choice in loans here good sir, and all in a higher amount than any bank would accept! All we ask in return is the money plus a little extra within a month of the loan... However, we also must ask that you sign this contract, so that we may find you, and recover our assets with objects of.. ah. Equal value. He hands you a stack of papers that would surely take even an lawyer ages to shift through! However, gold is gold, and you need it desperately.

>1,000g (pay 1,500g)
>2,000g (pay 3,000g)
>3,000g (pay 4,500g)

You tell him you'll think about it. He says he expects nothing less from a proper adventurer, and that he'll be waiting for your answer.... You think about this while you try and navigate the alleyway back to the party.

>Buy/Don't Buy
1/2
>>
>>1725752

>You are Sehlum
Hilda has been asking you if you know how to create revives.. and yes you do, and she does as well. You think. She is a healer afterall, but the issue with that is getting the items. Just buying them would cost you, but ultimately decrease the overall cost of the potion. However, like you said it is still costly, 100g, and the ingredients are fairly rare. You'd have to get lucky with a few of the shop shipments if you wanted to make them, you still put down the recipe in the potion book for later though.

>Lightning in a bottle + Health potion + Essence of a soul = Revive
No the soul doesn't have to be human. Yes, it's the hardest part of the recipe. No, you can't siphon off parts of Yoricks soul! That is the point where you notice Eric isn't in fact berating you with questions, but is in fact missing again. Well. The labyrinth will have to wait till he gets back then. God knows what he'd do if he found out you went without him. You're still planning on forcing him to go through the left path this time. Everyone knows you always follow the left wall to win! Or was it the right? You'll think on this while you wait.. Or maybe get something else productive done.

>Ask about the church (What)
>Go Over Plan (Loud/Quiet/Etc)
>Shopping/Crafting
>Visit Locations (Library/Inns/Bar/Training/Etc)
>Other
2/2
>>
>>1725752
>Eric
Your detective spirit gets activated, something fishy is going on here but you don't know exactly what! Is it the arcane babbling? Nah. What about the ridiculous tax rates? Nu-uh. Think, Eric, think!

>Party
Let's hit a Bar while we wait for Eric, this could take a while
>>
Rolled 96 (1d100)

So, fellow adventurers. What do you say?

I think 2,000g is a safe one to use. We can buy our guild in Dutch City (which may attract more travelers and merchants to visit) it also gives us extra to buy better gear.

>>1725881
I think this shady guy with a pet mimic is not a tax payer. But the bar is fine. Maybe we can hire an accountant for our future guild!

Eric asks BOOTS what he should do!
>>
>>1725881

>You are Eric
You flip through the packet looking for something weird, but the parts that you can understand all check out! Well, except for the tax charge, but then again maybe there's like a bank for criminals or something? Who knows.. When you as about the parts you can't understand at the back, the man explains that it's the spells he uses to find you. All you have to do is put a hair/tear/blood on the paper and the contract will be finished! That's strangely efficient, if there's one thing you know about proper banks is that they don't give you loans... You lost to many of them buying magic runes which turned out to be rocks painted with berry juice. However, you really can't figure out what could be so wrong about this.. And nothing bad can happen if you get him the money! You eyes drift towards the medium sized loan...

>2,000g loan [Y/N]

>You are Sehlum
Yorick and Chow suggest going to a bar.. Bars aren't really your scene and they give Hilda flashbacks, but this could be fun! Who knows you could even pick up a few rumors, and with luck remember them in the morning! As you enter with the party you quickly find a not so empty table filled to the brim with adventurer's of all shapes and sizes! You quickly find yourself joining in on the conversations, even going so far as to ask if anyone wanted to fill a position in your soon to be guild! However,, despite yourself, as the day starts to go on a bit, you find that you're getting a bit tipsy, and decide to call it a day... Day drinking can only be so fun when you're on a mission. As you exit the bar your mind slightly fuzzy you find Chow perfectly sane even after draining a pitcher of mead sitting next to Yorick, and Yorick looking sullen trying to figure out how to drink a beer without a stomach. Hilda stumbles out after you looking okay, if on the verge of a panic attack. You decide to busy yourself with piecing together what you talked about in the bar. Which isn't too difficult:
1/2
>>
>>1725895

>Someone was talking about how people went missing after helping an old wizard with his magic, and every time someone disappeared the reward for helping him went up by 5g... So, that's about 8-9 people. Damn. Maybe you should check it out, just to find out what he's doing with the people.
>Another adventurer mentioned the library! Apparently it's a bit more than what it seems, it has a chess set and board games. While that's nice the tidbit that caught your fancy was the story of finding rare books within it, and some sort of challenge involving it! Perhaps it's a puzzle? You fucking love puzzles.
>Lastly someone mentioned that fighting a monster will give you access to it's monsterpedia page, and that when he looked up a monster he previously fought, he found out that it had a weakness he didn't discover! Not that the book gave him the answer, but still, lore and info. Neat. You think you have one of them somewhere.

Gah... A nice bit of info, and a nice drought of drink! Is there anything better in this world. God it's nice to go for a drink with a party again, why did you ever stop adventuring! Probably because of it. Yeah, it was pretty terrifying. Annnd done thinking about it forever. Not even booze will loosen your lips now! Not that anyone is listening to your inner monologue and are making decisions for you to act upon based off of them! That would be impossible, no you only have your own mind talking to you!

>Ask about the church (What)
>Go Over Plan (Loud/Quiet/Etc)
>Shopping/Crafting
>Visit Locations (Library/Inns/Bar/Training/Etc)
>Other

>You are Eric once more
When you asked the boots what to do with the man. They don't respond... Seems like you're on your own? Damn you really hoped it would shead some light on this situation. As you continue to study the contract your eyes keep drifting to the same sentence over and over till something clicks and you understand what it means... "Upon failure to repay the loan, the bank may take something of equal or higher value in return for not paying at the required time." Well, are you still going through with this?
2/2
>>
>>1726085
Eric
Sign it and doodle a pair of boots next to your name.
2,000g, Y

Sehlum and Yorick investigate the mage on the questboard. That sounds familiar.

Chow and Hilda go to the library
>>
>>1726147
What this fine gentleman said
>>
>>1726147

>You are Eric
You take the deal for 2,000g, it appears inside your coin purse immeditly, almost toppling you with it's insane weight! You quickly balance yourself and move some of the coins into your satchel. The contract disolves in your hands, and when you look up the old man and the mimic are gone.. Wait. How are you supposed to find him to give him the money? SHIT. OH SHIT! WHAT HAVE YOU DONE?!!

>(Eric is panicking)
>Other

>You are Sehlum
Yes you are correct voice #4 who in no way is a separate entity, nor effects your choices at all. That whole kidnapping spiel does sound familiar, if a tad bit different than his... Usual method, but you really hope it isn't who you think it is. Well there's nothing to it then, you're going to have to go and check it out. You drag Yorick out from his sullen spot outside the bar and tell Hilda to check out the puzzles at the library for you. She doesn't look pleased about this. Why does everyone hate puzzles? Well, it's either that, or her wanting to risk her life, and you doubt that's it.. Oh! Maybe she wanted to break into the wizard's tower? That'd be an interesting way of checking up on him. Probably safer than walking into whatever trap is waiting for you in the tower... Although, maybe the wizard isn't trying to kidnap people, and actually needs help solving an issue. To late now!

As you walk up to the crumbling tower supported by beams of wood, and glue made of moss the door swings open before you. You enter, and inside the vast first room is a pleasant lounge, fitted with a bookshelf, couch, table, tea set, and a roaring fire place. The old wizard enters from a side door, and as the smell of baked goods hits your nose, you deduct it was the kitchen. He sits down on the couch and beckons you over while setting down the tray of biscuits. He clears his throat, and says this...

>Welcome, I'm sorry to say this, but you're stuck here. The tower won't let you go now.. I've been trying to get capable adventurer's to help me, but I can only sit and watch as the tower devours and then raises the reward. Feel free to believe me, or not, but the only way to escape is to clear the tower. It shouldn't be too hard... I think. Or I hope. You two are the most powerful this place has seen in a while! Of course, you have the option of staying here and keeping an old man company too.

God dammit, this is a wonderful turn of advents... Well. Should you just continue on, or sit with the man for a bit?

>Ask questions
>Explore tower
>Other

>You are Hilda
You and Chow are headed out to the library to solve puzzles. Yay... Oh hey Eric is running around. Meh, you've got puzzles to solve, even they're better than him. Dammit, you feel bad. He probably needs someone to calm him down..... Fuuuuckk. You were only two blocks away!

>Help Eric
>Go to Library
>Other
>>
>>1726317
>Eric
Run around in circles while bresthing quickly. This surely can be solved this way!

>Sehlum
>Ask questions
What is this place and how did the mage got in this situation in the first place? Also why isn't he trying to beat the tower and where are all the other explorers?

>Hilda
The idiot is at its... Idiotics things again! What did he dl now? Try to calm him down with a potion

>Chow
Pick Eric up and carry him
>>
>>1726373

>You are Eric
(PANIC)(PANIc)(PANic)(PAnic)(Panic)(panic) ... Fuck. Well, that didn't get you anywhere. Guess you'll need to find out some way to find this guy... At least with P.I.M.P. you had an idea of where he was. It's going to take forever, or more accurately at this point, a month to find him again. And if you don't.. Well, let's not focus on the panicking aspect of this. You've gotten yourself into and out of worse situations! You can do this! Just need to pick up the guys trail.

After calming down Hilda stops fidgeting with a potion vial, and Chow puts you down. Guess it's time to explain the situation to them, and when you do you get some interesting reactions. Hilda asks if this is limited to just you or the entire party, and Chow picks you up again while saying he shouldn't of left you alone. You feel slightly angry about the fact that Chow doesn't trust you to make your own choices.

>Rationalize (Roll)
>Scan Scene (Roll)
>Other

>You are Hilda
Okay, so Eric looks like he's going to be staying here for a bit longer.. You could stay here, but you might not be of much help depending on what he finds. So, you could just go and try out those puzzles, but that runs the risk of the idiot finding another loan shark. Choices, choices.

>Stay/Go

>You are Sehlum
You decide to ask some standard questions in this type of scenario. Namely...
>How did this happened? The mage was trying to summon a monster's spirit in order to seal it and sell it. While this is normally done on the battlefield, he thought he had the power to do it using purely his magic, and the help of an adventurer. Things didn't go as planned and the adventurer went into the tower to stop the demon.
>Why isn't the mage trying? He physically can't, the door slams shut every time he tries to go into the tower, he suspects this is because he made a fail safe in the spell, where should he come face to face with the demon he could banish it. However, do to this he has gained insight into the tower's new mechanisms, and the adventurers.
>Where are the explorers? He doesn't know. He knows that when they fail they aren't killed and are instead dragged... Somewhere, but even he with his arcane wisdom can't seem to figure out where.. At least not from this room.
Alright then.. Is that it? Because you're tempted to just leave him be, and figure out what the first room holds....

>Questions!
>Quest!
>Other
Going to end it here! Sorry about that, but I've got some things in life, the great breaker of immersion, to take care of.
>>
>>1726473
Eric
Rationalize. He is EVIL right? He must work for PIMP!

Hilda
Go

Chow
Stay

Eric
Whine at Chow as they go buy Eric a kids meal. Maybe the toy will make him happy.


Sehlum and Yorick
Quest!
Can two spellcasters manage?
>>
Rolled 79 (1d100)

>>1726631
>>
Rolled 52 (1d100)

>>1726631
>>1726637
>>
Rolled 67 (1d100)

>>1726473
>Eric
>Scan the scene
You have to find some way to... Well, find him!

>Sehlum and Yorick
HEAD INTO THE ADVENTURE wait you aren't Eic, why are you yelling like that?
>>
>>1726637
>>1726976
>>1727135

>You are Eric
Alright you can do this. All you have to do is breathe, in and out, in and out... Okay. So, why did this happen, where did he go, where could he have gone, etc...

>As for why this has happened, greed? You don't know, maybe you should find out? It could help with figuring where he ran off to.., or it could give you a panic attack for not doing the right thing. Like maybe he just needs the money to pay for his daughter's surgery?! ... You're going to assume he's a bad person for now.
>Next up is where he went and where he could go. You don't really know much about this man, not even a name to go by. You can ask around, but magic can leave behind traces.. Of course your not sure how to pick those up, maybe you could have someone help you? Mages guild it is! Or alchemy. One or the other!
>As for physical clues.. There aren't many. Just some powder, possibly from a spell, and some stray gold.. That's about all you're dealing with.

This isn't much, but it gives you a place to start! You pocket the powder and gold, and get ready to head out for the magic centered guilds! Unless you want to do anything else here of course.

>Mages Guild!
>Alchemy Guild!
>Other


>You are Hilda
You left Chow with Eric, if this whole library thing is just safe puzzles than it should be fine. God. Puzzles.. Well you can't back out now! ... Who are you kidding you can, and want to, but if this book is as rare as it's said to be, than it'll be worth it.

You enter the library, and sign up for the contest, after a few minutes of waiting you're let into a small room who's walls are littered with riddles of all shapes and sizes, and all stages of complexity. You pick one off of the wall at random, and a chair, table, and pencil appear within the room. You take a seat, and look over the puzzle.

>There is an empty room filled with twenty people, each can see every other person. However they can only move their eyes, and not their bodies.. Your task is to place an apple within the room so that all but one person in the room, excluding you, may see it. Where do you place the apple?

Huh, okay. You have an inkling of how this should be solved. Maybe.
1/2
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>>1728030

>You are Sehlum [125/125]
As you ready your gear to go into the fray that is... Well whatever is in the tower! You think of how hard this can be, believe it or not, this is going to be much more difficult than a normal dungeon, or at least more dangerous. If the tower is in fact just dragging people away, not killing them then if you were to fail you wouldn't be able to escape.. At least if you were dead you'd be able to revive with full mana and health. So, a new question presents itself. What if you can't do this? Should you just wait for more adventurer's to wander into the trap? Surely Hilda and the party will come to find you! Hm, well for now you might as well test the waters. You can stop and wait for reinforcements if it gets too difficult. Guess it's time for ADVENTURE!

Upon entering the first room the door behind you closes and dissolves into the surrounding stone, leaving only cool rock on all sides of the room... No other door or solution presents itself. Could your adventure be over already? However as you draw your hands along the room it brushes across something out of place along the wall! Perhaps the walls are an illusion? As you reach out to fully grasp whatever your hand had found the ceiling starts to drip a viscous fluid down onto the floor... It forms reviling a slime of green pallor! You tug against the illusion, but it remains steadfast to the wall. The slime approaches.

>Green Slime [80/80]
>Yorick [100/100]

>Sehlum: Slice/Earth Bolt/Move Earth/Potion
>Yorick: Skeletons/Wraith/Pacify/Buff
>Other
>>
Rolled 94, 79 = 173 (2d100)

>>1728040
Yorick pacifies the slime with soothing music!

Sehlum uses Move Earth on the seemingly stone wall to see if it helps.

Eric
You could just buy your guild, make the money back and wait until the end of the month. It says they will collect belongings at tge collection period. Meaning they will seek ERIC out right? Right! Just have the money. Relax, broseph.
>>
>>1728068
Yorick! Slimes appreciate the arts!
>>
>>1728068

>You are Yorick [100/100]
It's finally time. Time for someone to appreciate the arts. You pull out your horn and start to play soothing music, mixing mana and song together in an ethereal blend. Till neither can be discerned from the other, and all calms... You glance up from your song to see the slime burbling, and slowly shaking off the peaceful nature of your song. The slime is stunned!

>Magic: Summon Skeletons/Wraith
>Bard: Buff Pacify has been removed to prevent stun locking, it will be back in the next turn
>Other

>You are Sehlum [125/125]
As Yorick keeps the beast at bay with some lovely music, you get to work trying to tear down this illusion.. However, as you try to shift the earthen wall you remember that the wall is an illusion. Nothing happens.. Just your luck that the wall beneath it wouldn't be made of stone. Yet even though your attempt at moving whatever mechanism lies beyond the illusion, the illusion itself seems to part as your mana tries to shift it! The mechanism is shown.. It seems to be a lever of sorts, adorned with many gears and mechanisms. One in particular catches your eye! It seems to lock the lever in the upwards position, which it is currently in, when there is a monster present.. You could try and disarm it, or simply end the slime.

>Melee: Slice
>Magic: Potion There appears to be no earthen materials for your use here
>Other

>You are Eric
However... There's always the chance that he'll just come for the money! Right! Right? You're not too sure in actuality.. As far as you know the contract you signed could just cause everything that's deemed of value to disappear, like when someone sells their soul! It just disappears and is replaced with whatever you sold it for, though that's demonic magic. Which is illegal! So, you'll be fine. No person selling vast amounts of gold out of an alleyway would dare to use illegal magics, now would they. No, you just need to find him, and get him the gold before he takes the clothes off your back. However, that raises a different issue. You do need a way to get that gold. You should probably set up your guild soon.Till you can do that though, you should focus on the task on hand! Or, you could go find Sehlum and help him out! Maybe you could go help Hilda with the puzzles? You have a couple of options.

>Go to the Tower
>Go to the Library
>Go to Mages/Alchemy Guild
>Other

>You are Hilda
Okay.. So, everyone can see everyone. You have to put an apple somewhere at least one person can't see it. The room is empty... Are you missing something? Where could the apple go?
>>
Rolled 85, 88, 60 = 233 (3d100)

>>1728030
>>1728130


Hilda
Durr. Put it on top of one person's head!

Yorick
Buff Sehlum

Selum
Slash with new sword!

Chow
Pick up the sniffling Eric and go help out Sehlum at the tower. Maybe ADVENTURE will make him happy.

Also rolling for BOOTS because we neglect them.
>>
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>>1728168

>You are Hilda
Oh, you put the apple on someone's head. Right? As you write in the answer a piece of a key forms upon the table! (1/10) You stand up from the chair and take down another riddle.. This one seems interesting! The puzzle is as follows:

>You are preparing a something to eat. You first throw away the outside, and begin to cook the inside of your food. Next you eat the outside and throw away the inside. What have you eaten?

Now this one seems a bit complicated.. You'll get it eventually though.

>You are Yorick [100/100] (Buff: 2/3 turns left)
You think of casting pacify again, but remember what you were taught about burnout in bard school. Well, then you're left with buff! You take in a drought of air, and being to create the fast paced music, it's mere existence drawing from your mana, and invigorating your ally! You continue to belt out a song as Sehlum turns from the lock he uncovered, and turns to face the beast. As he starts to take sweeping slashes at it the slime reforms taking the brunt of the damage, and creeps closer splattering his armor every now and again... You can see that where the small pellets of goo land, it sizzles against the armor, you feel if the slime got a hit in it could be dangerous. However, Sehlum continues the assault giving the slime no chance to advance! Eventually Sehlum leaps back, and takes in a breath of the humid air. You end your spell confident that it will last a while longer, but your mana has taken a bit of a hit.. You suddenly feel insecure about not having a proper weapon.

>Magic: Summon Skelton/Wraith
>Bard: Buff, Pacify

>You are Sehlum [125/125]
You take a deep breath, and steady yourself. You ready your sword, and yourself once more. This slime will fall by your blade!

>Melee: Slice
>Magic: Potion
>Other

>Slime [68/80]

>You are Eric
You're WALKING with Chow, and not being carried. You scuff your BOOTS against the ground, but nothing happens. You've decided to go help Sehlum in whatever he's doing.. You already have all the evidence from the scene, and it doesn't do any good worrying about it. No, now's the time for ADVENTURE! And so you find yourself out side the tower... And you enter.

Upon entering the tower you find an old man sitting on a couch seeming to be casting a spell of sorts, while pouring over a book. Next to him on a table is a tray of tea and biscuits.. You greet him asking what the experiment he needs help with! Also, you ask about Sehlum, although he's probably just off in a different room mixing up potions or something. The old man glances up at you and grows more somber. .... You listen to what he's saying. You have questions, but you hold off on them for the time being, and simply sit down for a moment. This is a development.. A fun one sure, but still what's even in that tower if so many before had failed?

>Ask the man a question
>Go through the door
>>
>>1728272
>Hilda
Is it corn? You love corn!

>Yorick
Summon skeletons! Ee need more melee damage

>Eric
Let's not waste potions here. Slice!

>Eric
Look into the eyes of the elder and ask him THE QUESTION ... Are you santa?
>>
Rolled 88, 30 = 118 (2d100)

>>1728320

>You are Hilda
God, these puzzles are easy! It's obviously corn, anyone who's human would know the answer to this one! I mean, who wouldn't though corn is just so versatile! You can use it in a casserole, on the cob, off it, even make bread out of it! Also, who doesn't love.... ... You carry on for a good while listing your favorite dishes, and as you start to run out of breath you notice that another piece of the key has appeared! (2/10) You go up to the walls, and pick off another riddle, this one has a lot more data. Well, words, but everything's important in puzzles right? Or maybe you're meant to infer something? Whatever, a puzzles a puzzle. Taking a seat your eyes drift across the paper you chose.

>You hear a knock upon the door of your room in an inn. You as you open the door you wonder about who it could be, maybe a maid? However as you open the door you find a middle aged man standing in the doorway. He immediately apologies saying he must of had the wrong room, and sheepishly walks away. You exit the room, and look for the city guard. Why?

This one's pretty interesting! Why did you go to the guard? Hmm. This one might take a bit of thought.

>You are Yorick [100/100]
You call upon the waves of the astral plain, pulling the stray spirits towards you with your calls.. As you reach out and grasp the spirits, you feel them materialize underneath your touch. Turning from energy and the intangible into brittle bone, and strong steel. Before you stands a skeleton equipped with a short sword. You ready yourself to command the spirit, but hesitate...

>You are Sehlum [125/125]
You lift your blade, ready to strike, but flounder at the last moment... You try again...

>You are Eric
You stare at the old man, he's very wizardly. He has a beard, and can see your friends. He's obviously Santa! You, with the straightest face possible, ask him as such. You a wait his answer for many a minute before the man turns to Chow and asks if you're special or not. Of course you are! You've beaten countless monsters on the track to glory, and given that he's Santa he surely knows this.. You puff out your chest, and stand straight awaiting your praise.
None came
>>
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>>1728368

>You are Yorick [100/100] (Buff: 1/3 turns left)
The skeleton charges at the slime, and lodges it's blade deep within the jelly, before ripping upwards spewing slime everywhere! The slime let's out a guttural howl at the new found attacker, and slinks backwards to capture both within it's vision.. It lunges at Sehlum, he moves swiftly, but fails to doge the slime! It digs into Sehlum's armor slapping against him, trying to consume him within it's mass, Sehlum rears up and forces the slime off of him, loosing a portion of his armor and leaving him smoking slightly from the slime's acids.. He winces and readies his blade again.

>Skeleton: Attack (Roll)
>Bard: Buff, Pacify
>Other

>You are Sehlum [116/125] (Buff: 1/3 turns left)
After the slime's impromptu bath you're feeling slightly harmed, but your armor took most, if not all of the damage.. It might be able to save you from a few more attacks like that before it fails completely.. Damn, you'll have to be more careful.

>Melee: Slice (Roll)
>Magic: Potion (Roll)
>Other
>>
Rolled 40, 7, 6, 40 = 93 (4d100)

Yorick
Ask skeleton if he has a spare sword you can borrow and he can return it on the 'marrow' huhuhu

Also, skeleton attacks

Yorick uses "Charm" which OP forgot to add.

Sehlum
Attack pls. You are embarassing yourself. What would your mother think?

Chow
Pour plate of biscuits into your mouth. Chew. Swallow. Stand up and Force the exit door open.

Sehlum
Show old man the BOOTS and ask if he can do a spell check for him.
>>
Rolled 86, 84, 56, 76 = 302 (4d100)

>>1728561
>>
>>1728561
I didn't forget it, I just didn't see it as a battle tactic, same as diplomaNcy, I feel that if you want to use those, that they'd fall under other.
>>1728664

>You are Sehlum [110/125]
Your mother would be terrified that you're battling monsters again instead of being a "proper" alchemist like she always wanted. Little did she know it wasn't a phase! And no you're not having a midlife crisis! Why would you want to be a shop keep when you can destroy monsters, and nearly die everyday! As you monologue the slime sees it's chance to cause a massive bout of irony, and takes it! Leaping up upon you again, and taking you to the ground! It burbles menacingly as the acid chews through the armor with new vigor! You eventually pull yourself away with the help of Yorick, but your armor has taken another serious beating.. It can't take much more before it fails, and all of what it's soaking up hits you.

>You are Yorick [100/100]
As your skeleton roars at the sight of your ally going down, you attempt to charm the slime which works somewhat.. The slime burbles in curiosity as it starts to slink towards you, but is intercepted by your skeleton with another vicious back-stab! Your charm spell fails as the slime turns on the skeleton!

>Slime [48/80]

>You are Chow [199/200]
You thank the old man for the food, and quickly devour it. Now. Time to bust down the door.. However there is no door. Only a wall where the door was. You try to punch through what is surely an illusion, but your fist connects with the wall. The very real stone wall. Your hand hurts now...

>You are Eric
After watching Chow unsuccessfully punch down a wall, you turn to the old man for another question.. Or request in this case. You ask the old man, who is not Santa, about your BOOTS. You figure something is strange about them and you want to know what. The old man says they look normal, but that he'll check for you anyways... After about a minute or so he looks up at you and says stop. You're not sure what he means by that, great you're going to have to ask him what he meant. When you ask him what he meant he says that theirs a powerful spell meant to lock away something on your BOOTS, and that it's doing what it was meant to but only just. Oh. So he's asking you to stop trying to unlock their magic. Well, tough luck old man, you're going to go ahead and not do that!

>Go further into the tower
>Ask some more questions
>Other

>You are Hilda
Dammit you hate puzzles again. Everything was going great! They were asking about corn, and now they hit you with things like "logic." Well, what are you missing? Guy knocks, you answer, guy says wrong room, you get the guards. Simple enough. Nothing out of place, the guy was a bit weird, but was nice enough. You don't see the issue here.
>>
Rolled 72, 22 = 94 (2d100)

>>1728693
Looks like melee isn't the best way to deal with slimes. Let's try magic

>Yorick
>Summon wraith
Let her deal magical damage

>Sehlum
>Use lighting potion!

>Eric
>Ask the old man how to get inside

>Hilda
Burn your brain out a little bit mlre trying to figure this out!
>>
>Hilda
You think for a while. And then it hits you! Why would the man knock on the door if he thought it was his room? Could it be he wanted to know who was inside and was a robber?
>>
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>>1729148

>You are Yorick [100/100]
Okay. You're having trouble with a slime. A slime for God's sake! You fucked up a manticore! And now a slime is standing in your way?! It may be resilient, but no matter how hard you try, no slime can be that good at being a slime. No, this thing needs a taste of some good 'ol magic damage. You de-summon your skeleton for the time being and call upon your wraith! As the living horror drifts onto the battlefield the slime quivers in it's membrane. Immobile, unable to focus on anything, but the wraith. The wraith finally drifts close enough to the slime, and a single finger reaches out and touches the slime. The response is immediate. The slime lurches backwards as a portion of itself dissolves! HAH! FOUND YOUR WEAKNESS! (Monsterpedia Updated)

>Wraith: Attack
>Bard: Buff, Pacify
>Other

>You are Sehlum [110/125]
As you reach into your satchel for the bottle of lightning you feel a chill up your spine.. When you glance upwards you see it. The eternal horror that will haunt your dreams for everyday to come. You nearly drop the bottle of lightning when you find your hands, and the rest of you has suddenly been covered in a cold sweat. You quickly put it away, and when you glance back up you see a distressed slime leap upon you, dealing damage, even in it's current state! Your armor finally starts to give way, but in a final act of defiance it absorbs all of the incoming damage, as the slime glides across you.. Where the fuck is your healer?

>Melee: Slice
>Magic: Potions
>Other

>Slime [28/80]
1/2
>>
>>1729344

>You are Eric
Hmm, okay you ask the old man how to properly enter the tower seeing as when Chow tried to punch through the door a wall appeared there. The old man simply say to go to the opposite end of the room, and stop wanting to actively break the tower, as the tower will only let you "win" by it's design.. And you do just that, reaching the other end of the room in a few seconds! Sure enough there's a door there now. You open it, and walk briskly inside.. Almost. Just one more question? Also, you take in the room before you enter it completely. It seems to be empty, and has a door along each wall, including the floor and ceiling.

>Any final questions?
>Enter the now vastly different room.
>Other

>You are Hilda
Okay time to really dig deep in order to figure this one out! So, the man knocked, but didn't appear to say anything out of the ordinary when the door was opened. He seemed nervous, but that can be written off as simple awkwardness. After saying his piece he left, and when he had gone, you went and got the guards.. Why? There's something here that you're missing, it's on the tip of your tongue, but maybe you should just give in. It doesn't look like the puzzles will be getting any easier. Then again. What if it the man appearing nervous wasn't an accident? Does that mean he thinks he did something wrong? What could that be... Oh! Why DID he knock? Inns give out extra keys right? Maybe, someone in his room had the key? But then why did he leave. Assuming he had the wrong room, he'd either go to the room next to yours or similar. Maybe he was staying a floor above? Who knows.. However this seems like the only logical choice. You enter in, "You don't knock if the room is yours." You're rewarded with a few more key pieces! (5/10) Good God, that one was annoying, time for the next.

>A man was murdered on a hot afternoon day withing a local inn. You, being the detective, are given the task of finding out who murdered the man. The main suspects are, the wife, butler, cook, and the owner. Each had their own reason's for wanting the man dead, and each have their own alibi. When you ask them where they were when the murder took place you know immediately who did it. Their responses were as follows. Wife: She was packing her bags for their trip back to their home, and was busy gathering everything. Butler: He was rushing around making sure everything was going properly around the inn, and was tending to the guests. Cook: He was preparing breakfast for the guests, and was checking how prep was going. Owner: He was going over documents and expenses, looking to see how he could improve.

>Answer (Write in)
>Give up (Where to next)
>Other
2/2
>>
>>1729353
Going to call it for now! See you on the morrow
>>
>>1729481
>it wasnt his doo
What if he was visiting someone at tge inn :(

Poor guy.
>>
>>1729353
Hilda

>The Wife
She was packing HER bags for their TRIP.
They are at an Inn. What would she need to pack?

>Manticore

Yorick, you are drunk. Inly Sehlum, Hilda and Eric fought the manticore! You were fighting a Giant Skeleton at the time!

Wraith! Attack!

Sehlum
Slice thru the ooze while its on You!

Eric
Close the door and ask the old man where his friends are.
>>
Rolled 79, 11 = 90 (2d100)

>>1729973
Rolling for Wraith and Sehlum
>>
>>1729973
>>1729976
Next evening update as always!

>You are Samantha
You can do this. The days gone perfectly, except for your "friends", it's only going to get better! Imagine it, just hearing the news without a child screaming.. It's almost too perfect, but it's going to happen! You can feel it! And sure enough as you approach the news stand, and wonder out loud about some of the things the man is saying, a woman perks up slightly and starts telling you! You're not sure you'd say she's a friend now, but it was a rather nice chat. Okay. Now, it's time to wrap this all up... Just got to buy the alchemy ingredients, and then get out of town without causing a ruckus.

>Buy alchemy ingredients
>Other

>You are Messenger
You slightly whisper to yourself, new trait gained: fuck puzzles. If only that were the truth.... No, instead you find yourself in a room with this so called "puzzle master," which is similar to a dungeon master, but not really. You've been talking about puzzles for roughly two hours now, and you think you're going to die again if you stay any longer... However, the old man says that he wants to show you the solutions to the puzzles you missed.

>The Magic Hexagon: See Picture
>A Twelve Letter Word For Sorry: Compunctious
>The Burning Room: Wait until night, then walk through the room.

Hooray. Okay, great, now it's time to leave, and honestly you only feel bad about the third puzzle... However, you don't regret your actions, no, your actions were amazing, and got you out of puzzle hell. What you regret is coming in here in the first place, and not realizing that you could wait until nightfall. Meh. It's over now, and you're not going to wast anymore time stewing over it.
And so you leave the ruins, magical artifact in hand, and finally make it back to Yorick. He says he no longer needs it. You return it to puzzle hell after smashing any puzzle you come across.
>>
>>1730294
Well... that seemed pointless. I really thought smashing it is the right amswer!
>>
Rolled 76 (1d100)

>>1730294
Go get ingredients, samantha
>>
>>1730308

>You are Samantha
After walking away from the stand, you return to the alchemy guild with new vigor. As you enter the door your "friends" send some jeers your way, but you shrug them off making a beeline for the counter. You approach the counter with shocking accuracy, and present your currency to the man behind it, and demand, politely, for some alchemy ingredients! Success! Okay, now that that is finished all you have to do is get home, and everything will be fine! Maybe you'll even come back tomorrow just because... It does really feel like everyone's changed after all. You let out a breath you'd been holding, and go to find your way out of town.

>Caravan (Roll)
>Docks (Roll)
>Front Gate (Roll)
>Other
>>
Rolled 58 (1d100)

>>1730322
Leave thru the front gate. No one should care if you leave, right? Not their problem after that!
>>
Rolled 1, 3 = 4 (2d100)

>>1729976
Supporting afternoon roll
>>
>>1730837
Every. Fucking. Time

Also I think it was the cook preparing BREAKFAST at the AFTERNOON
>>
>>1730846
Shit. You are right. I read it wrong. I read it as " you investigated on a hot afternoon"
>>
>>1730846
You also rolled a 1 on my only good roll. Now they will die :(
>>
>>1730837
>>1729976

>You are Yorick
Hey! You were a part of the team! Just because you weren't there doesn't mean you couldn't of taken it.. The party's a whole, and you're a part of it! ... You're going to end up dying again aren't you? Wraith make sure the inevitable doesn't happen! As you think the command the wraith springs into action in its usual slow paced bobbing, that somehow manages to be insanely creepy. The wraith draws closer to the slime, until... It stops. Your mana ran out. Oh God this is bad. The wraith swiftly notices that it is lacking compassion towards you all of a sudden, and acts swiftly upon this fact, gently floating to face you, and ever so menacingly floating towards you till....
>[80/100]
It quickly strips you of your inherit magic armor, and starts to chew away at your very being, or what's left of it. However, after discovering just how difficult that would prove to be it opts for a more proper approach to the situation, simply tearing away at your body with magic. You'll have to do something quickly before this thing completely destroys you. Another reason buying armor sounds like a good idea for you.. The hat is a good start though.

>Summon Skeleton, Wraith is out on business please try again later!
>Bard: Buff, Pacify
>Other

>You are Sehlum [95/125]
You try futility to slice open the slime, and remove it from you, but all it does is rip open the slime's membrane spilling it's acid upon you! You continue to try as adrenaline starts to rush trough your system, hoping Yorick will manage to pull this thing off you.. However, after glancing upwards to see what state he was in, you find about the worst thing that could've happened at this time. The slime burbles happily thinking you've given up.

>Melee: Slice
>Magic: Potion
>Other

>Slime [28/80]
>Wraith [40/40]
1/2
>>
>>1730992

>You are Eric
Dammit. Where are your friends? You were promised fights, glory, and jolly cooperation, not doors everywhere. You gently ask the old man your question with your voice just a smidgen louder than usual... Eventually you stop to catch your breath after your long winded question, and the old man answers saying the tower acts with its own will, and that if you continue forward, you may be able to find them yet! You grumble slightly, and get ready to enter the room.... You open the door again, and instead of seeing a room filled with doors you see a key dangling in the middle of the room, with the middle missing its flooring. One more question? I mean, come on it's a crazy maze tower that constantly changes.

>Go in or ask a question
>Shut, and open door
>Other

>You are Hilda
Okay, so it's obviously the wife! See, she's only packing her bags which means she's going to run away from her husband.. But the husband found out, and threatened a divorce! She accepted until she found that he had a witness to her planning to leave him and take everything.. Surely no judge would give you your fair share after that, so she turned to murder! She did it by poisoning his water that she gave ever so lovingly to him as he went out to gather the documents! ... Wait. The cook was cooking breakfast? Didn't he die in the afternoon? ... You quietly take down your papers and strings connecting up the story of the wife killing the man. https://www.youtube.com/watch?v=_nTpsv9PNqo

You put down the cook, and receive a piece of the key. (6/10) You grab the next riddle, and it reads as follows...
>A man orders a painting of someone he knows. When the painting arrives he exclaims to no one in particular, "That man's father is my father's son, and yet of sisters and brothers I have none." You walk up to him and ask what the cryptic saying meant and he tells you that the man in the painting is...

Okay. Okay.. This one just seems like the kind you've gotta focus on right? It can't be too hard.
2/2
>>
>>1730995
Hilda

That man's father is my father's son

So that would be a sibling.

Man>Father<Sibling

But he has no siblings

Man>Father

But there is someone in that painting

"That man"

Man>Father<That Man

Man>Father <Man

The man in the painting is himself.
>>
Rolled 92, 41, 91 = 224 (3d100)

>>1730995
Eric

Use rope to lasso the key and pull it to yourself. Close the door and open it again.

Yorick
Tame your wraith! He's a good boy deep down inside.
https://youtu.be/nMN4JZ8crVY

Sehlum
Try not to cry and slice wildly.
>>
>>1731110
Wouldn't it be a painting of his son?

That man (X)'s father (Y) is my father's (F) son (S)

S = F's son
S = him or siblings but he doesn't have siblings
Therefore S is him

Also
Y = S
therefore he's Y

Y = X's father
X = his son
>>
>>1731137
Nice rolling! Im supporting without rolls haha
>>
>>1731149
No. Because in the context of that sentence it's impossible
>>
>>1731137
>>1731149
>>1731251

>You are Eric
You feel like there's a way around this obvious trap, because all solutions, can't be the solution, that's like adventure rule number 1 right? Anyways, you still want to see what happens when you take the key.. Preferably without having to enter the crazy tower. So you pull out your rope and tie it into the ever familiar lasso, and throw. It quickly finds perch against the key tugging the wire holding it taut, but before you can pull it back the door that your lasso went through disappears and you catch a glimpse of a giant spider dropping down and taking the key and what could've been your hand with it. Damn. This tower is going to be awesome to tackle! A few seconds after the door disappeared, it reappeared back in its rightful position! So, this gives you some insight into how the tower works at least.
>You can open and close the door while in the tower's hub to pick a new room.
>You can effect the room while outside it, but if anything triggers the room you're locked out of it

Well, new room, a quick chat, or just head on in?

>New Room
>Questions
>Go In
>Other

>You are Yorick [80/100]
Okay, you know a few things about these things.. One is that their blood lust is insatiable, next is they're glass cannons, and finally they enjoy strawberries. You can work with this... You can do this! You can pacify this beast, at least for a little bit. You pull out your horn and get to work weaving together a song fit for demons! And it works! Kinda. Well, it's stunned so that's something!

>Magic: Summon Skeletons
>Bard: Buff

>You are Sehlum [95/125]
YOUR NOT SCREAMING, WHAT ARE YOU TALKING ABOUT?! EVERYTHING'S FINE! You lift your blade from the floor where you left it on purpose, and get to your feet and out from under the slime, and begin to slash at everything that gets to close to you! No more! No more new combat mechanics! You liked it when you could one shot manticore's and have Yorick act as a meat shield dammit! You don't want to die to a fucking slime! Your swipes start connecting with something akin to rubber, and something akin to the feeling of dread. You slash faster. The rubber starts to melt, while the feeling of dread starts to grow slightly.

>Melee: Slice
>Magic: Potion (Offensive: Lightning Status: Love, Sleep, Stun)
>Other

>Slime: [8/80]
>Wraith: [34/40]

>You are Hilda
You have conflicting emotions about this puzzle. On one hand, it's his son, on the other it's him. You'll give it a bit more thought... "That man's father is my father's son, and for siblings I have none."
>>
Rolled 15, 58, 47 = 120 (3d100)

>>1731285
Eric
Open and close the door until you find a friend or a lost traveller!

Sehlum
Smite the slime!

Yorick

Summon Skeleton!
Not the giant one!
>>
Rolled 14, 42, 32 = 88 (3d100)

>>1731304
Im rolling this time.
Also check the sentence again
That man's father is my father's son
I dont have any siblings
Therefore only I am my father's son
Thus i am that man's father
Thus that man is my son
>>
>>1731304
>>1731335

>You are Eric
Okay. So, what if you just keep opening and closing the door? Probablity says you'll either find your friends, another traveler, or even the boss somewhere withing the span of infinity! As time passes and you open and close many a door, you remember that everything is by the tower's design. That'd answer why you can't find your friends.. Or anyone else for that matter. Well guess you'll add that to the list, and make a bit of a logical leap along with it.
>You may not open a room that is already active.
>If you wish to team up, they must be in a deactivated room, and not unconscious.

Alright, that makes some logical sense! So.. Anything else you want to do in the tower's hub..
>Open a door
>Questions
>Enter the tower
>Other

>You are Sehlum [89/125]
You raise your blade one final time for the slime, and cast it downwards cleaving it clean in two, and this time it doesn't reform. Instead opting to slowly dissolve the tower floor, and seep off to where ever it's acid blood can take it. You collect the remnants of the slime, and turn to face your other foe blade steady..

>Melee: Slice
>Magic: Potions (Offense: lightning Status: sleep, love, stun)
>Other

>You are Yorick [80/100]
You begin to summon a skeleton to battle the wraith! With the slime down, you will be victorious against this foe! Charge my minnion, CHARGE! And so the skeleton does just that following your orders to a tee, and stabbing the ghost-like structure of the wraith. However, it doesn't seem to do much, yet not much is a lot for something with low health.. It wails out in pain and shatters part of your skeleton!

>Skeleton: Attack
>Bard: Buff, Pacify
>Other

>Slime [0/80] Loot: 56g, slime chunk x2
>336 Party Gold

>Wraith [22/40]

>You are Hilda
You are prepared to wait all night for the answer to this damned puzzle to come! You have it on the tip of your tongue, but you keep juggling between two choices.. One or the other? To be or not to be. Cats or dogs! Apples or oranges?! You slowly start to loose your mind among the puzzles waiting for an answer.... (The answer doesn't have to be unanimous, but majority wins.)
>>
>>1731335
Nonono

"My fathers son"

"MY FATHER"

So if I had no siblings, the sentence becomes My fathers' son, which I am

I am my father's son. Siblings, I have none.
>>
>>1731500
>>
Rolled 31, 40, 36 = 107 (3d100)

>>1731385
Eric and Chow
Take the old man. In case there is fucking puzzles!

Enter door WITH OLD MAN

Sehlum and Skeleton
Staaaaaab
>>
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>>1731526

>You are Hilda
Okay, okay. Maybe your glazing over some facts? Let's break this down a bit
>That man's father is my father's son
So. That man is referring to the painting. So, The person in the painting's father is my father's son. That helps a little bit.
Sorry I can't help more, but this puzzle relies on confusion to work! If I changed any more of it, it'd become too obvious.

>You are Eric
You try taking the old man with you into a room, but the tower starts freaking out! Like it doesn't want the old man in there or something! The door disappears, and the walls start to close in.. You let go of the old man and it stops. The man tells you what he told Sehlum about why he's stuck here just watching and you add another rule to the tower.. So far the rules are:

>You may not die, only pass out
>The old man cannot follow you in
>You can "request" new rooms by opening and closing doors
>You cannot enter an active room
>You may go in with people, or find people that have a deactivated room and are not unconscious

>You are Sehlum
You quickly continue to slice at not so thin air, every now and again hitting something important while the skeleton takes the brunt of the attack.. Until, finally, something hits the wraith properly and it slowly dissipates back to the netherworld. As you hear the door finally unlatch you open the door and see the old man, Eric, and Chow. Huh, neat. Eric quickly looks up from what he was doing and runs over! It seems he was carrying some medical supplies as well, you now have access to health potion x2, and first aid kit x2!
>Eric and Chow joined the party

>After every successful room you are returned to the hub
Well, should you just continue on then? You can't see yourself as having anymore questions for the old man.

>Open a door
>Other
>>
Rolled 48 (1d100)

>>1731592
Sehlum explains to the party about the illusionary walls and a lever he saw before the slime came. It might be a failsafe for glitched puzzles or rooms.

The party learns Eric has surprisingly good handwriting.

Chow wishes he had more character traits than eating and punching things.

Yorick takes a moment to scold his spooks for misbehaving.


>party enters a new room after.
>>
>>1731638
The roll was for Yorick scolding spooks, sorry
>>
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>>1731505
>>
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2/2
>>
Rolled 76 (1d100)

>>1731638
>>
>>1731753
FUCK

Opportunustic is right
>>
>>1731638

>You are Chow
You're feeling pretty downtrodden right now.. You feel all you're know for is eating and fighting. But you are more than that! You grew up in a village within Solera's borders. You weren't well off so you learned a craft, and that happened to be sumo wrestling! You had trouble finding anyone who would hire you, but one fateful evening... You trail off for a while before coming back to reality. You think about your past one last time, who knows what you'll find by adventuring.. maybe even your old traveling show. However, that's for later, for now you take stock of what's happening. Sehlum seems to be explaining things to Eric, who is then writing them down with immaculate handwriting! Yorick doesn't seem to care very much either way and is yelling a wraith. Hm. You figure you'll wait for everyone to finish before heading out.

And sure enough when everything draws to a close you speak up and beckon to the door. As everyone gathers and you open the door, and head inside you find... A dirt floor with various pillars scattered around the giant room? Strange, but stranger still is the key resting atop the tallest of the pillars in the center of the room. You examine everything you can see before taking a step closer, but see nothing out of the ordinary... As your foot lands upon the dirt floor it gives way slightly and an elemental springs forth from the floor! It seems to be nothing more than large rocks tied together by pure mana, it may be unstable, but if the mana is a sign of anything, it's that its powerful. You see two immediate options, kill the elemental or grab the key. You figure either will open the door on the other side of the room. Although, perhaps there is another way of getting out?

>Chow [200/200] Melee: Smash, Toss CC: Force
>Eric [150/150] Melee: Stab, Grapple Ranged: Rope, Bow
>Yorick [80/100] Summon: Wraith, Skeleton Bard: Buff, Pacify
>Sehlum [89/125] Magic: Bolt, Move, Potion Melee: Slice
1/2
>>
>>1731779

>You are Hilda
You've nearly given up when it hits you! God it was a confusing mess, but you think you've just about unraveled it! If you're correct it goes like so!

The man in the painting is the viewers son. You think this is it because of a few reasons, the painted man's father has to be the man who bought the painting because he has no siblings, and because of this statement. That man's father (The buyer) is my father's son (Referring to his son's grandfather in a connection to him.)

>The man in the painting father is the buyers father's (or the man in the painting's grandfather) son (The buyer, because the buyer has no siblings).

You enter in the answer and get a large haul of keys! (10/10) Whew you can finally stop with all these puzzles! And it's about time too. You walk out of the room with the key in hand and use it to unlock the door to your prize. Upon opening it you're met with tomes of all shapes and sizes, some are about spells, others skills, and even some about fighting styles! This is a treasure trove of information on nearly anything you could ever want to know, and you see some noteworthy candidates!

>Train ___: A book on just about everything
Improves all skills equally, great if you want to get that edge when starting something new. Ex: Cooking skill 5 ---> 8
>Fighting Styles: A guide to pressure points and hand to hand combat
Gives someone new abilities, and improves unarmed combat! Great for when you're stripped of a weapon, or when you need finesse in a take down!
>Spells Galore: Spells for all mages of all ages
Teaches new magic abilities to a person, and helps slightly with the casting of said magic
>Other
2/2
>>
Rolled 72, 94, 77, 10 = 253 (4d100)

>>1731782
Hilda

Spell book
Learn to revive dead party members. This shit is getting expensive!


Eric
Lasso the elemental

Chow
Use Force and halt its movement!

Sehlum
Move Earth, shift its leg!

Yorick
Use wraith to fetch key.
>>
Rolled 86, 51, 100, 79, 71 = 387 (5d100)

>>1731801
I've been rolling all night
>>
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>>1731801

>You are Hilda
You decide to learn a revive spell, It'll definitely come in handy! As your eyes glaze across the pages of the book you instantly know the spell you were looking for, and the pages in the tome have gone blank.. Magic. It's amazing. Now knowing how to do the spell you go over the requirements for it.. First is a large stockpile of mana, okay there are ways to make that happen. Next you'll need some luck, and a good amount of it (50+). Lastly, the spell must be completed very soon after death. So, for you this translates into the following:
>Takes place during battle, and drains mana stores
>Requires a 50+ roll, with more health being added the better the roll
>And 3 mana potions, or some other high storage mana product. Your fairy will help, but you'll still need more.

You're not sure if this is great for a revive spell, but you'll take what you can get you suppose. You might even be able to improve it in the future!
Well, now that you've finally beaten the puzzles of the library it's time for you to get a move on.. Is there anything you wanted to do before checking up on Sehlum and the others?

>Shopping
>Visit Location (School/Restaurant/Inn/Etc)
>No, go to the tower
>Other

>You are Eric
As you see the expansive room before you, you grab your lasso of a rope, and prepare to catch the swift bundle of rocks.. You wait for a moment before springing into action, and wrapping the side of one of the main rocks of the beast in twine! You hold it still, or as still as you can manage to get it with it zipping around with no real direction..

>You are Chow
After your self reflection, you're feeling even more sure of yourself than usual! You know you can do this, you just have to keep that thing away from the key, and than continue on! And so you approach the tied of elemental, and shove it towards Eric, he quickly picks up the slack on the rope and holds the elemental on a closer reign! Success!
1/2
>>
>>1731987

>You are Sehlum
This thing is just a bag of rocks right? Well, rocks and mana... So what if you just manipulate it? You being to reach out with your magic, snaking it along the earth till it's below the earth elemental. Than with an explosive force you push all the mana and rocks you can upwards covering the elemental, adding to its mass and overwriting its mana with your own! You can feel the opposition slowly slipping from the monster, and yours taking hold! The elemental falters in the air, before its outer mana visibly flickers, you push more and more of your mana within the shell till it starts to move once again, but with new purpose..

You've learned a new spell. An expensive spell, but a powerful one. You can now create earth elemental for a large chunk of your mana, you may want to bring mana potions on your next run now!

>You are Yorick
You feel like you've missed something, but you're too busy trying to get the wraith to go and get the key... It really didn't like you yelling at it. Well, you didn't really have a choice now did you? No, it didn't leave you one. But it can't understand that, so it's just sitting there.. Until it sees the elemental go up and grab the key from the pillar and unlock the door. Then it's about as speechless as you.

You move back into the hub with no new injuries, and turn to enter a new room right away. This time it appears the room is impossibly big. It has three endless looking ways to go, each with their own branching paths... You'll have to find a way not to get lost, or a way to break the illusion.

>Use Eric's rope to lead you back to the entrance (45ft)
>Try and find a way to break the illusion with magic (Roll)
>Other
2/2
>>
Rolled 10 (1d100)

>>1731992
Sehlum

Break illusion with magic!
Hilda

Hilda visits the school of magic to see if she can decrease the cost or demand of the revive spell. However as soon as she steps foot on campus she is places in a lewd school girl outfit.
>>
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>>1732064
The Dice Gods disapprove of your choice in school wear

>You are Sehlum
Okay, so this place is obviously just a giant illusion, and there's only one way to deal with illusions.. Smash them against the rocks of life just like your mother did when she sent you to join the alchemist's guild. You summon up a pit of mana withing yourself and start to probe every archway you can find looking for a tell to pry at, but you find none. Time to hardball it then. You begin to force your way into the fabric of the illusion, tearing at every thread and fiber it's made of till something happens! And it does indeed happen. The entire room, hallways and all, shift and flicker.. The churn as if set setting sail upon an invisible sea, before finally quieting back down. You feel like your mana has been drained, you sit and catch your breath.. Could there be any other way to crack this than just through force, and time? Surely there has to be a catch.. No one's perfect. No even the long dead.

>Use Eric's Rope (45ft)
>Spot differences between the hallways (Roll)
>Other

>You are Hilda
You decide to stop by the school of magic here.. You don't really have fond memories of places like these, but if what you've heard is true than you might at least get some insight into how the revive spell works. And so you start to travel down the streets of the city till you find the school, and ascend it's steps. When you enter the reception area however you find many of the schools uniforms to be... distasteful in nature. Yet you must find out how you can better your craft, so you ignore it as much as you can and get directions to the study.

When you enter the room you see before you surprisingly few students, a collection of round tables, and bookshelves lining the walls filled to the brim with books. You glance to your left and give a slight wave to the appropriately dressed librarian, and ask her some questions about your new spell...

>Would you mind helping me learn this?
>Can you tell me where the section on advanced healing magic is?
>Why is the school uniform so.. Ahem, out there?
>Other
>>
>>1732148
Going to call it here for tonight, enjoy the image
>>
Rolled 17 (1d100)

>>1732148
Eric

Spot differences in the hallways.


Hilda
>Can you tell me where the section for advanced Healing magic might be?
>Why is this school uniform so "out there"?

"You mean 'totaly awesome'?!" Says a young man who clearly practices Muscle Magic
>>
Rolled 25 (1d100)

>>1738187
totally worth it

Look for failsafe lever!


Hilda decides to look at landmarks in Adventurer City and find out who's in charge and if its part of another nation, seeing that it is mostly run by elves in appearance.
>>
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>You are Eric
So Sehlum almost passed out. Guess that makes you the next in line to solve this great mystery... Where to start, where to start. Is there anything different about the hallways? It doesn't look like it. All the hallways just look like an exact copy of one another.. There's got to be something different about these things though! Something, somewhere! You'll just have to go out and find it! However, before you can run off to look for an exit Chow picks you up and places you as far away from a hallway as he can... You briefly think about what he meant about this before resolving to find a new way to break out of this maze!

>Try and find a way out: Left/Right/Middle (Rope: 45ft)
>Look for a fail safe lever (Roll)
>Other

>You are Hilda
You ask about where the advanced healing categories would be and the librarian courteously replies that they're located a little ways down the third aisle, on your left, two shelves up.. How could she have remembered all that?! Magic, or age? Although before you run off to find some information on the mechanics and efficiency of resurrecting someone you stop briefly to ask the librarian about the school outfit.. As she starts to answer someone interrupts you with a suggestive and slightly rude comment. ... You figure he isn't worth the mana and trouble for you to use an explosive spell. Now. The answer turns out to be something quite strange, apparently in a far off country it's believed that clothes effect the use of mana and the efficiency of spells. Which, of course, is a complete fallacy, but that hasn't stopped the mess of a headmaster from incorporating the outfit. Cool, that lore was totally worth the bad taste in your mouth.

You pick up a slightly faster than normal pace, and quickly make it to the shelf you were looking for, and sure enough there's a book about the efficiency of mana.. God this takes you back to magic school. Both wonderful and terrifying at the same time. Well, at least the only price of this is whether or not you can save your friends, and not tuition money. You take the book, and find a quite place to read picking up new techniques and memorizing information... Soon enough you feel like you've got a better grasp on things, but not in the way you wanted. Also it looks like resurrection is only going to get more costly as the party gets better? This almost seems like those stupid board games where you work towards something, get it, and then everything becomes more difficult and you're given a new task. However, you have found that magic items that improve efficiency do affect all spells, which encompasses revival spells!

>Go to the tower
>Visit Location (Shop/Restaurant/Inn/Etc)
>Lore: (What)
>Other
>>
>>1738248
>>1738259
>>
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>>1738248

>You are Eric
You heard Sehlum mention something about a fail safe in every room, but you can't really see it anywhere! Gah, you really don't want to have to wander around this place forever, or till your rope runs out! Come on there has to be something else you can do... Let's see here, you might be able to do something with magic, but what? Should you just throw whatever you have at it.. Literally of course. But then you wouldn't have that potion! You've got to try though right? It seems like your last chance, unless you manage to think of something else.

>Try and find a way out: Left/Right/Middle
>Use Lightning Potion (Roll)
>Other

>You are Hilda
You aren't really sure what would classify as a landmark here, but you'll try your best. As for you rules the place.. Time for another book, maybe you'll even find some landmarks to go see in one of them? You're going to look for them anyways. You spend a little bit looking for the books that you think will answer your questions, and go back to your somewhat comfy seat in the library.... Now time for a history lesson. It even has a map, a badly defaced and empty one, but a map! So it seems the city is on the border of what you assume is an eleven nation, Solera, and Meridni.. The history of the place is as you'd expect really. It began simply, a Elven settlement that found itself on the border of an ever expanding kingdom of Humans. What comes next was strange though. Instead of it becoming a hot spot for diplomacy, or trade, it instead developed a strong influx of adventurer's either seeking to clear out locale monsters, or to venture forth into the unknown. From there the town really started to develop, gaining more and more guilds, along with business looking to make money off the adventurer's! Soon enough everything fell into place and it turned into one of the major exports of monster based goods, and imports a vast amount of armor and potions. As for who its run by.. You're not to sure, if any city would have any ruler it'd be this city, and as far as you can tell is that if you want to get into politics here you have to know how to fight. However, you assume the ruler is Elven given that the actual city is technically in Elven land.

Now, where would landmarks be? Under attractions, or natural features? You check both and find them in both sections... A few landmarks are the Eastern mountains, the local library, and basically anything to do with adventuring. However, a bit of a strange one is a Drake's nest, they're extremely rare, and hardly show themselves so one so out in the open is rare. You decide to look over some that you could visit without getting mauled.. You read a bit more into the obelisk, it seems to do something, but no one really knows what in the scientific community it's a real oddity. And that's about it? You would've figured there'd be more.

>Go to the tower
>Visit Location (Shop/Restaurant/Inn/Obelisk/Mountains/Etc)
>Lore: (What)
>Other
>>
Rolled 32 (1d100)

>>1738342
Yorick

Summon skeletons and have them split up in each hallways. Wait for about an hour and resummon them to your position to see if they can tell anything new.

Hilda
Go to Obelisk. Check it out. You are puzzlemaster after all!
>>
>>1738368

>You are Yorick
So, while Eric scrambles about trying to do... Something. You figure you should do something for once. You don't have too, you could just wait an entire eternity till the spirit gets bored and let's you go, but you're going to. What should you do though? There isn't much to work with here, if you go down the wrong path you'll never find the exit! ... What if you don't have to run that risk though? Heh.. You summon up your skeletons and have them take all three paths at the same time. God this is genius, now you just have to sit back and relax while they figure out what's going on.

Within mere seconds two of the skeletons are back besides you, and the one going down the middle only got two rooms in before it happened to it as well. Not a total loss. Not what you wanted either though. Meh, good enough.

>Find a way out: (Middle x2) Left/Right
>Use lightning potion (Roll)
>Other

>You are Hilda
Well, the obelisk seems pretty harmless, and finding out what the hell it does, and why it's there sound pretty fun.. As fun as an obnoxious puzzle can be at least. Still it seems intriguing. And so you venture forth!

Hm, not what you expected. Its not nearly as big as you would've thought, its just kind of a boulder with a point to it.. So, how are you even going to figure out what this thing does? Not even the best magic users of your lifetime, and before, could do that....... In fact. Why don't you ask them what they've figured out? And if push comes to shove you can always just take it, with or without their permission. Or you could even try figuring it out on your own, like doing random things with it to see what happens! That's science right? You feel like that's scientific.

>Talk to scientists
>Steal from scientists
>Touch it
>Other
>>
Rolled 72, 9 = 81 (2d100)

>>1738414
Hilda
Touch it.

Eric leads the way with his eyes closed. BOOTS GUIDANCE
>>
>>1738508

>You are Eric
You've done it! You've figured out the puzzle.. All you have to do is trust that you'll make it to the end, and you will! You lace up your BOOTS and prepare for a blind run down the hallway! You zip past many a corridor, and all with your eyes closed! You would've kept going to if you didn't end up hitting a wall. Wait. A wall? A wall! That means you reached the end of the area right?! You did it! Now you just have to tell everyone how you got here, which shouldn't be too hard.. You tied your rope to you after all! Yet as you turn around to tie your rope to a pillar and walk back you find that you hadn't in fact tied your rope to you at all. Hm. This is problematic, but if you can find the exit, maybe you'll be able to deactivate everything?! Yeah, you just have to get really lucky with the next archway you pick! So, middle seems like a good bet... When you step through the archway however, you find yourself back with the party in the starting room. You only remember some of the directions you went. Better than nothing? Anyways, you feel like you got close to getting out there.

>Find a way out: (Middle x2, Left x1, Right x2, Middle x1) Middle/Left/Right
>Use lightning potion (Roll)
>Other

>You are Hilda
Alright, so maybe it's like one of those stories where the main character touches something, and they become a hero. Like Excalibur! Then again, what would it give you if you were the one, and what are the chances that you are the one? Couldn't hurt though to try.. Right? You don't really want to end running a kingdom, it's just not your style! Well. You feel like you should at least try before you go around harassing people of science.

Upon the faintest touch from your hand to the smooth stone, you immediately know why this was left here. It was meant to amplify magic, not in the way you want, but in general.. This area was lacking in it, and life was suffering. So, someone of great ability made the trek across the lacking land, being drained of their mana all the way, yet when they reached the pinnacle of the drain they still had a vast amount of strength! So, they brought forth from the earth an obelisk of great power to fuel the land. But how? Where is the power coming from, when you look within the buried stone you find nothing... Another mystery to solve. Another question added to the log.
>Random Encounter Completed

>Go to the tower
>Visit location (Shop/Restaurant/Inn/Obelisk/Mountains/Etc)
>Investigate Obelisk (Ask Scientists)
>Other
>>
Rolled 94 (1d100)

>>1738567
Hilda
Investigate Obelisk with Fairy Lady for insight.

Chow

Go down the halls and begin yanking doors off the hinges. Rooms cannot shift without them, yes?
>>
>>1738595

>You are Chow
Enough of this, you've had just about enough of this, and any other puzzle in existence. This isn't even a proper puzzle! No obvious solution, no hints, nothing! So, if it isn't going to give you any hints you're going to do something until something happens! You approach the nearest door and tear it off revealing a different room than the one behind it, and you do the same to the next, and the next, and the next! Until you reach a door you can't remove... Then you open the door, which creaks slightly as it shows you the interior of a homely room with a coach, table, and an old man. You get ready for your next test, but in the meantime you rest up letting whatever injuries you and the party had suffered heal. Now, now you're ready for anything! So, long as it isn't puzzles.

>Enter the next room
>Ask a question about the tower
>Other

>You are Hilda
Alright, maybe you just need a mana boost? You feel like that's too often the solution to your problems, but now that you've found out about this thing, you can't exactly ignore it now can you! Can you? Probably. However, for the moment you might still find something unique about this.. And so you call upon your fairy, and once again place your palm against the smooth stone, but nothing happens. Hm, another angle of approach is necessary it seems, you hold conference with your fairy in the hopes that she understands something of this, but all she can sense is that is older than anything she has seen, and it's powerful. Not very helpful. Though it'll have to do, perhaps in the next city you'll find out more? You draw a rough sketch of the pillar for reference... You consider what else you could do with the stone.

>Go to the tower
>Visit Location (Shop/Restaurant/Inn/Library/Mountains/Etc)
>Investigate Obelisk (Ask Scientists)
>Other
>>
Rolled 59 (1d100)

>>1738631
Hilda
Ask some scientists

Eric
Ask the old man if he ever saw the failsafe levers.

Sehlum
Look in this room for a failsafe lever.
>>
>>1738646

>You are Hilda
You decide to ask the people who've been studying this thing for ages about it.. Well, you would if there wasn't an armed guard stopping you. Why does everything have to be complicated? Calm down. Maybe he's just here to make sure no one has a weapon, or something equally stupid? If so you'll just hand over your knife and get on with it. Then again, the government tends to enjoy protecting its assets with fervor. Only one way to find out you suppose, and only thirty ways to go about it. Then comes the trouble of talking to people.. If you get past of course. You're pretty sure the science boys will swoon at your newfound knowledge though.

>Engage in jolly cooperation (Roll)
>Use that potion you got from Sehlum and tried to use on Eric that one time, remember? (Love Potion)
>Sneak in, guards are for chumps (Roll)
>Just leave, you can do it on your own
>Other

>You are Eric
Before you enter the next room you figure you should figure out if these failsafe levers are normal or not, because it seems like an "easy" way to get out of a room! Yet you couldn't find one in the last one, was it because you just looked over it, or are they only in some rooms? You ask the old man all of this, and find that he's installed them in every room, but they're not always easy to find because of the tower... You wonder what could be doing all of this.

>You are Sehlum
As Eric finishes up his conversation you open the door for him, taking in the new sight before you. It seems to be like all the rest, random, this one just has a mirror on the opposite side of the room instead of a door. When the party enters the door doesn't disappear? This is strange.. You feel like your curiosity might get the better of you here. Especially when the escape lever isn't locked, and is quite visible. ... Stranger and stranger this room gets. Hm, curiosity killed the cat, but cats have nine lives. You could just leave, or you could investigate.

>Pull the lever
>Investigate (Touch the mirror/Make faces in the mirror/Smash the mirror)
>Go back out of the room
>Other
>>
>>1738700
Going to call it here for tonight, please ponder the mirror's meaning while I'm gone!
>>
>>1738700
Hilda
You uses to be a waitress. You are not socially stupid. Talk to them!

Eric and Sehlum

OP misunderstood my post. Sehlum was looking for levers inside the old man's room.
>>
>>1738739

>You are Hilda
Okay, you've been through worse therefore you can do this! Probability or whatever.. So, you go to see what he has to say about your question. And does he have a mouthful to say about it! Mostly consisting of procedure and clauses among other more harsh sounding suggestions about what else to do with your time. Hm, well, you could tell him about the recent discovery you made. That'd probably change his mind, it'd probably also get you a free dissection, or even the use of a memory spell! Neither are fun, but do to the fact of you having rights you'll probably just be questioned without getting answers at the worst.. In the best case scenario you a lot of new information, so the choice seems pretty clear, assuming the guard will comply this time however. This guy seems pretty annoying though, he just completely ignored everything you threw at him!

>Convince the guard (Roll)
>Engage in shenanigans (Love Potion)
>Sneak in, the lockpick is calling to you (Roll)
>Just leave, random people are more trustworthy of your information
>Other

>You are Eric
As Sehlum stares at the weird mirror at the end of the room you go back to the old man to ask him if he has any levers inside of his room. Preferably one that would allow you to pull it and then escape! That's how it works right? So far you haven't really had the chance to try it.. But Sehlum said that they'd open the door to the next room! Wait. The next room has always been the old man's lounge. What would happen if you were to pull a lever in there? Guess you still have to ask the old man about it, there probably won't be any anyways. Tower rules or something... Only one way to find out though!

Upon questioning the old man you've found out that there are indeed levers in every room including his, but no one's been able to pull it! He's not quite sure why no one could, nor is he sure what would happen. He presumes either his room would be lost forever to the tower's illusions, or you'd be able to escape with him.. The tower would still exist though. Well, the former sounds okay! You won't be able to really rest, but the old man would have to come with you through the rest of the tower, which means one hit K.O. on the spirit! The latter, it's... Alright, but doesn't seem that great.

>Pull the lever
>Ask more questions
>Join Sehlum
>Other

>You are Sehlum
This room is strange, as you've said at least two times before.. Also, Eric bailed. So, neat. ... You could still do something in this room, even if he isn't here! Yeah, like pull a lever, or touch something then get locked in here.. Yep, it's probably best not to do anything yet. Probably

>Pull the lever
>Investigate (More options become available after selection)
>Go back out of the room
>Other
>>
Rolled 44 (1d100)

>>1740869
Hilda.
Convince guard. She'll put in a good word at the tavern to get him discount drinks tonight when his shift is done!

Eric
"Pull the lever, Chow!"
Hopefully its not the wrong leeevvveeeeeeeeerrrrr

Sehlum
Investigate mirrors
>>
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>>1740908

>You are Hilda
You breifly consider giving this guy a good word in your old tavern/inn, but that'd mean going back there.. You settle for the tavern in town. The guard settles for blocking the door. Onto plan B. You decide to share your information to see if it changes the guard's attitude, which it does! You're let in... Is that a good thing though? Either they're extremely desperate, or something a bit different if they're just going to let you in like this. You deal with it in a moment you figure.

As you enter the building near the obelisk, you notice that the outside gray is quickly replaced by a more stark white. You move further into the building and are greeted by a mage in what you assume is the reception room. You consider why they have one when there's an armed guard outside... Your train of thought is quickly cut off by mage/scientist asking you about what you know, and asking for confirmation about said information. Dammit this definitely going to lead to a memory spell... You explain what happened with the obelisk while deflecting about the second part of the introduction. You also mention wanting to know more about it yourself. The scientist coughs slightly and says something about classification. Great. Well, you're inside might as well ask some questions to find out what you can before slinking off to find unprotected documents. God, ever sense you got this lockpick all you can think about is using it... It is fun though..

>Ask some questions (Classification/Origins/Tests/Etc)
>Excuse yourself (View other areas/Talk to others)
>Other

>Eric
You decide to give the lever a pull.. Not you, but more a vicarious you through Chow. You're not sure what it's going to do, and Chow is the more protected of the party! It's perfectly and respectable action to put your friend in harms way if they can take it! You hope.

Chow goes to pull the lever, but it doesn't seem to budge.. He yanks down on it with more and more force till it's obvious it won't be going anywhere. The lever remains upright, but no longer seems normal. This requires an investigation! How exactly are you going to go about doing it though? Maybe this has to do something with the magic lock Sehlum was talking about? But then what could be causing it.. It only locks if there's something dangerous in the room right? Or is it always locked.. You're not sure anymore. You are sure this is different though. You sit yourself down next to the old man staring into the fireplace as you think.

>Ask the old man about this
>Explore the old man's lounge
>Fiddle with the lever's lock
>Other
1/2
>>
>>1741064

>Sehlum
You decide to just take a couple steps closer to the mirror... What's the worst that could happen? You pause briefly waiting for a terrible and unforeseen force to smite you.. However it never comes, the room feels even stranger. Upon looking at the mirror you find that your reflection is warped slightly, similar to a mirror you'd find at a circus. Nothing happens though, perhaps it takes more to trigger this room? Or is this room truly safe? You find the will within you to doubt the safety of the room. Now how are you going to make this room more of a potential danger than it already is.

>Examine your reflection more
>Move the mirror
>Touch the glass
>Touch the frame
>Shatter the mirror
>Cover the mirror
>(Back)
>Other
2/2
>>
Rolled 69, 61 = 130 (2d100)

>>1741064
Hilda
Ask about Obelisk origins

Eric
Fiddle with the lever lock

Yorick
Ask about the construction of the tower and purpose. What kind of magics caused this disaster? Did he roll a 1?

Sehlum
>>1741068
Cover tge mirror after checking the frame.
>>
>>1741107

>You are Hilda
Alright well if everything's classified, you wouldn't be let in here in the first place! Maybe, you'll admit you don't exactly know how this works... Won't stop you from asking about it. You settle upon a simple question to break the ice, it'll also help confirm how the obelisk was created. Hopefully.

After asking the scientist your question, he tries to say something about protocols like the guard, but you don't let him get a word out. Instead you pressure him a bit about the question, and he relents! Not to your pleasure though, no he says that they think the obelisk was made by an elf back when elves were nomads, and that it stood as a cultural centerpiece and such. Maybe even going as far as having a settlement form around it. That all sounds great and very historical, maybe even true, but not exactly what you were looking for.. And definitely not the answer to who made it. However, it does give you an idea of who did this! An elf! Maybe. Doesn't tell you why though.. Well, you know why it was created, but not why the land wasn't simply ignored. So... You now know that elves probably lived here before the major city, and the mysterious person who created the obelisk was an elf, maybe. It's something. You're going to keep asking questions.

>Ask some questions (Classification/Tests/Etc)
>Excuse yourself (View other areas/Talk to others)
>Other

>You are Eric
Okay, so if Sehlum explained all of this correctly the lock should be entirely visible! Although if you fail to disable it correctly it might lock till whatever magic is effecting it is drained, or the danger is gone. All three of these things you can do! Maybe! Your optimistic about it!

You decide to mess with the lock first, you manage to start picking trough some of the gears before everything starts turning? You did something to it.. Maybe you unlocked it! If so it wasn't as hard as you expected, also maybe you shouldn't pull the lever yet. It's obvious these things were put here to stop monsters and villains, so it shouldn't be locked in the first place! Then again maybe it has something to do with the tower? You take a step back from the lever and ponder what to do.

>Ask the old man about the lock
>Explore the old man's lounge
>Examine the lever in the mirror room
>Other
1/2
>>
>>1741327

>You are Yorick
There isn't much for you to do here you find.. And the old man has run out of biscuits thanks to Chow. You decide to pass the time by asking about the whole "downfall of the great tower" thing. It doesn't seem like something that just happens... So you resolve yourself to find out what happened through glorious questioning!

You get a steady exchange going on with the old man fairly quickly, he seems a bit shaken up about the whole tower thing, but still shares the story. Him and a bodyguard he hired through the quest board were going to summon part of a monster's spirit for a revive potion, but it went sideways for whatever reason. Instead of summoning part of it, the whole spirit showed up! He thinks it was just a tad to much saltpeter.. Anyways, that wasn't the half of it. Next the adventurer/bodyguard panicked and ran threw the protective barrier breaking it, the old man tried to pull the failsafe, but it didn't go as planned. Even though he was in the same room it didn't trigger, and next thing he knows he's in this room and the adventurer is God knows where! So, a cocktail of idiocy and an issue with the one thing that isn't meant to have an issue. Damn. You ask if he rolled a one, but he just looks at you weird, and Eric throws a die into the fireplace looking disheveled? Okay.. Time to cover up that oddity with more questions. Or something else to pass the time.

>Questions
>Other

>You are Sehlum
Alright.. Just a peek at it. You've got Chow with you, you'll be fine! All you have to do is poke around carefully! You place your hand on the smooth frame of the mirror and feel its sides looking for something that signifies something strange. You find nothing, and instead to decide to cover it.. You turn around to unfasten your trench coat and place it upon the frame, but as you do you catch a movement out of the corner of your eye. Your head snaps back to the mirror, and you swear the image you see has ever so slightly warped even more. After a minute nothing changes and you assume it's just your curiosity getting the better of you... God all of a sudden you hope it is. You stop fiddling with your coat, not sure of your actions anymore.

>Examine your reflection more
>Move the mirror
>Touch the glass
>Shatter the mirror
>Cover the mirror
>Stop inspecting the mirror
>Quickly exit the room
>Other
2/2
>>
Rolled 49, 43 = 92 (2d100)

>>1741327
Hilda
Use your smooth talk to get some classified info(roll)

Eric

Ask old man about tge lock

Yorick

Play some smooth jazz for the Old Man. Might help him remember something important. (roll)

Sehlum and Chow

Touch the glass.
>>
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>>1741802

>You are Hilda
Okay, it's time to find out what this classified info is, and this man's going to give it to you. It's quite obvious that he's a pushover, and that you can do anything do to your now raging narcissism.. However, what isn't obvious is what's classified, so you ask around the question for awhile and manage to get something! See, narcissism always works, Eric was right about that one! ... And what you just said hit you like a ton of bricks. You no longer feel like being narcissistic, only vomiting.. Anyways, the information. You're sure it's important, but your no sure why, and they probably won't tell you either they aren't complete idiots after all.

So, it seems like they know that land around the obelisk is overly saturated with magic, and have managed to link it to a stone.. When you inquired about it the scientist wouldn't answer, but you assume it's either the obelisk itself, or something on it. They've also deciphered some of the runes on the obelisk and it seems to be elvish for both new life and extreme peril? Intriguing. Also, the stone that the obelisk was made from can't be found in any of the surrounding lands nor within the earth! Yet you saw the elf make the obelisk from the earth! That's gotta mean something, you're just not sure what yet! Ah, now this is a puzzle you can get behind. Now, what next?

>Ask some questions (Tests/Etc)
>Excuse yourself (View other areas/Talk to others)
>Other

>You are Eric
You decide to question the old man about the lever, it seems weird that it wouldn't move.. You think you should try and figure out why. And so you do... Kind of, the old man isn't really sure either, he presumes it's the spirit, and references when it wouldn't move after the spirit was summoned. Yorick confirms. You ask him in more detail about why that would happen, if it's a failsafe. A Failsafe. Failsafes aren't supposed to fail! Somethings weird, and you doubt that it's the spirit! It seems to be the one thing it can't mess with! You start to ramble somewhat violently..

>You are Yorick
You decide to kick up the jams after Eric's whole ordeal.. He's a special one alright. You pick jazz, nothing soothes the soul quite like it after all! You also ask him between songs about what happened during the summoning.. He responds in the same way as last time, but just goes into detail a bit more.. It seems the adventurer was a warrior, he tried to warn them before hand, but they just blew him off. He also blames himself for the whole thing, he feels that if he'd triple checked everything that he might of caught his mistake and stopped the spirit. He grows quiet after that, letting silence fill the room...

Then the door to Sehlum and Chow shut. Oh for fucks sake.

>Panic rationally
>Open the door
>Questions
>Other
1/2
>>
>>1742019

>You are Sehlum
You decide to see exactly what the mirror just did by touching it... You could've sworn you saw something move. You approach the mirror after beckoning Chow over, and lay your hand upon the glass. As does your reflection you turn to beckon Chow closer, but he's right beside you? Then where's his reflection? It's about at that time that your reflection reached out to grab you, and dragged you through the mirror.
--- Unconscious ---

>You are Chow
The door's gone. The lever won't budge. Sehlum's gone to God knows where. This is very much an issue for you, mostly because you feel like this wouldn't have happened if you'd payed more attention, or even if you could've grabbed Sehlum. But no, your stuck in a room feeling sorry for yourself whilst in shock.... Only the mirror remains, and you have no idea what to do.

>Investigate Lever
>Investigate Mirror
>Other
Sorry for the wait, had to do some stuff... Going to call it here see you all tomorrow! In a new thread? [Y/N]
>>
Y
>>
Rolled 78 (1d100)

>>1742028
Hilda
Ask about tests

Eric and Yorick
Work the lever! Pull pull pull!

Chow
Turn the mirror to face the lever. Stand in front of the mirror and pull the lever down. Maybe the reflection might have to do with it.
>>
>>1742207
Alright the new thread will be up shortly!
>>
>>1743671
And the thread is up! Almost.. Well 1/2 of it. That's good enough right?




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