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File: Achean Warrior.jpg (198 KB, 869x1200)
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"Oh prince, let me tell you of the time after the great city of Illian was despoiled and before the rise of the men of Asshur. I will tell thee of a great warrior who appeared from the dark corners of the earth and trod the kingdoms of the earth beneath his feet. Let me tell you of a time of HIGH ADVENTURE"

https://www.youtube.com/watch?v=BHfE682mm3c

Welcome back anons to Sword and Sorcery quest. When we last left off, our PC Alexandros began his wanderings into the greater world and also began his first major quest. He had just returned from the forest of Morsylvania after finding out that a lich has been working with the feykin of the forest to secure human sacrifices for some dastardly plot. Now He returns to the the town of Xylopolis to warn the locals of this terrible threat.

okay here are the ground rules for this quest.
>I will post the PCs current status at the beginning of the thread.
>rolls are d100, but I will specify if rolls are needed or if another type of dice is needed
>rolls are are made against a static dc or an oppossing role by an NPC with degrees of success measured by a difference in 10s
>I will post options and specify when write ins are appropriate
>PC base stats are always an unmodified d100 with a maximum 2 degrees of success.
>Successful actions will contribute to leveling up, traits determine stats with each successful roll bringing the PC closer to leveling up
>Critical rolls are 1 and 100 but their effect is contextual out of combat and in combat crits result in wounds. Wounds accumulate when critical hits that land and debuff your PC or debuff NPCs with enough wounds resulting in death, they require medical attention to heal.
>You can pretty much wander anywhere in the world and the only plotline will be an ambition that you choose for your character. The plot will then pretty much focus on achieving that goal although new goals can also be picked up.

Alright here's your current Status
>>
HP:50
Actions: 2

EXP:10/100
Level: 1

Traits:

Primary
Strength lvl 2 (3 degrees of success)
Might lvl 2 (+5 to str rolls)
Dexterity lvl 2 (3 degrees of success)
Reflexes lvl 2 (+5 to dex rolls)
Intelligence lvl 1 (2 degrees of success)
Lore lvl 1 (+0)
Charisma lvl 1 (2 degrees of success)
Persuasion lvl 1 (+0)

Secondary
Novice Athletics (+5 to rolls)
Novice Grappling (+5 to rolls) (1/5)
Novice Awareness (+5 to rolls) (2/5)
Novice Medicine (+5 to rolls)
Novice Break object (+5 to rolls)
Novice Barter (+5 to rolls)
(Novice Shield 2/5)
(Novice spear 3/5)

Equipment:

Weapons-
Bronze short sword (d6 str damage per success, duel wield)
Bronze spear (d6 str damage per success, throwable)
Bronze dagger (d6 dex damage per success, duel wield)
Bronze Javelins x10 (d6 str damage per success)
Bronze reinforced bow/30x arrows (d6 dex damage per success)

Armor-
Bronze mail armor (+10 to defense rolls, 5 damage reduction)
Bronze rimmed shield (+5 to defense rolls, can be used to attack, d4 damage)

Gear
Surgeon kit (10 uses, heal wounds and restore HP after 12 hours)
Pack and sledge (can carry equipment with you)
Lockpicking kit (20 picks with tools)
Weights and balance
Extra clothes
Smith's tools
2x wolf carcasses

Funds: 10 gold coins
>>
Coming in from the fields you notice that the farmers are in force. The children are nowhere to be seen and everyman and woman is armed with with some sharp or pointy implement. Some even have actual weapons with them, bearing them with uneasy posture and a nervous gaze.

You greet those in the fields and see that some of the men you saw earlier are present.

"Any news boy? What did you see in the forest?"

The first asks. Wringing his sickle with barely contained anticipation. His fellows crowd around you each sharing the same expression of desperation.

"I have terrible news, for I have found where the beasts congregate and why they are taking your people, I must go the forum and make an announcement."

The men and women assembled pale, but break away to let you through. You must alert the town as and rouse the soldiers as well.

What do you do?

>Go immediately to the agora and rouse the people
>Go see if you can buy some equipment in the agora.
>Talk the to soldiers first (mercs or city)
>Talk to the priests
>>
>>2576407
>Go immediately to the agora and rouse the people
>>
>>2576407
>Go immediately to the agora and rouse the people
Welcome back
>>
>>2576456
>>2576541
>Rouse the people

Striding down the path to the center of town you notice that people are following you in from the fields. They trail behind and some begin to ask questions.

"What did you find stranger?"

"Did you fight any of the beasts?"

"Did you see any of the missing?"

You reassure them that they will know soon, but first you must address the town as a whole, the information you hold must be released all at once.

Once you reach the agora you climb one of the sturdy tree's that provided shade to you earlier and begin shouting.

What do you tell the town and soldiers?

>write in
>>
>>2576558
I have come bearing news of great important.
Earlier today, while looking for clue of the disappearance of the farmers and their children, I followed the blood trail of one of the monsters....the monsters and a necromancer are working together, and soon the necromancer will complete an evil ritual of malevolence.
>Talk the to soldiers first (mercs or city)
>Talk to the priests
We need warriors and priests to kill the monsters and undead respectively.
>>
>>2576558
I think I missed a few details. I pretty much want to sum up what we learned.
>>
>>2577166
"People of Xylopolis hear me! I come bringing news of great import. Earlier today, while looking for clues regarding the farmers and their children, I followed a blood trail left by one of the monsters. Following it into the forest I found a beaten trail leading deep into the forest, and ending at a great clearing where the monsters were congregating. There I witnessed the reason for their sudden boldness. The monsters and a Lich are working together, and soon that Lich will complete a ritual of malevlolence. The Lich seems to already possess undead soldiers with cursed weapons and requires more sacrifices. Even now it plots in some tomb. I beseech you to rise up in arms and call together any help that may come, for surely this threat will spread like a plague and threaten all who draw breath if not stopped!"

You get down from thr tree as the crowd around you seethes with both anger and fear. An undead gathering an unholy host, and working with the forest monsters will threaten the entire town as well as all other nearby settlements. if not stopped the army of undead will begin to spread and grow rapidly while slaying all they can.

You approach the soldiers and priests together, as you can already see that they have risen to hear you announcement.

Who do you address first?
>soldier
>Priests
>>
>>2577224
>soldier
We don't have to pay the soldiers to kill unholy monsters do we? It should be a part of their job description.
What did we do with the two wolf corpses?
>>
>>2577237
>wolf corpses
Sell them. The pelts and meat can be sold for some dosh.

>Address the soldiers
Turning to the motley group of warriors you address them regarding the threat of the beasts and the undead. Their answer is less then satisfactory.

"Hell no. If there's some Lich on the move, it's about time we bugger off. Me and my boys came for a payday. Not like we have any kin or investment here. Good luck fighting the abominations boy."

The grizzled merc and his fellows immediately begin gathering gear and begin leaving, no doubt to pack up their camp outside the walls before leaving completely.

You turn to the city soldiers, but the apple cheeked man(boy?) holds up his hand to silence you.

"Our only duty is to report and send back any criminals that are captured, or to send a party to remove said criminals when instructed. It has never been our responsibility to deal with the creatures in the forest. We will leave and report to our superiors and recommend that a troop of soldiers be dispatched."

The blood in your guts burns with terrible anger.

"You will refuse to help these people, purely because you have not been ordered to? You would rather take the risk that the undead plague spread so you can push the burden onto another group of soldier without any commitment beyond putting in a recommendation!"

The soldiers do not even blink, they instead ignore your blazing glare and begin to file out of the agora.

You look and see that the priests are still present at least.

The moment you address them, they wave you down.

"Now please see here young man, it was quite brave of you to enter into the forest alone to try and help these people, but..."

You become belligerant at the priest's tone. Upon closer inspection you see that he is finely dressed and rotund, bearing the sign of Zeres the goddess of knowledge, the other assembled clergy are primarily adherents to either Zeres, Lorgren, and Emporio.

"You will not help them, or me then? Is that what you're going to say holy man? Should I have expected something else from a glorified scholar or merchant or supplicant?"

The assembled clergy scoffs and grumbles but they gather their possessions and beging to leave as well.

Now the soldiers and the visiting priests are gone, mostly likely to retreat to Pelas.

The agora is now soley filled with the locals and youself, but soon some of the farmers from the fields usher you inside to a building in the center of town, bearing the mark of the sun god. Within there is a haggard goatskin wearing priest offering up fresh blood to the altar.

Women, children and men supplicate to the image of Sol carved into an oak tablet mounted on the far wall. Adults have beun to file in and crowd the small temple until you are now crammed in, with bare circle devoid of human mass.

The priest exits the throng of humanity to speak.

(1/2)
>>
"This cannot stand, the abominations will destroy us all if nothing is done. But we are not an army, and if the creatures are alinged with the undead, we will have to fight our way through the forest, hounded by wild animals and the creatures to reach the tomb, provided we can find it without getting lost and picked off. The tomb itself will be filled with traps, and accursed creatures as well as the lich itself. Even if all of us were to march together, we might all die even then."

The crowded chamber is filled with the murmuring of the crowd. The priest is correct, the threat is grave, so grave in fact that a decently sized force would be needed to cleanse whatever part of the forest the Lich resided in. With the soldiers gone and no other support, the people of the town would be most likely march to their deaths, with a low chance of succeeding.

Looking at the faces of the locals they are pale with fear and sweating both from the pressure and the climbing heat of the room. These people are not warriors, and you doubt they have many proper weapons.

"Are any with a plan or a suggestion? If not we are without hope."

What do you do, then tell the assembly?

>Look for a way to get help (write-in)
>Suggest evacuating the town
>March in anyway (This is not a smart or good option)

If you have any questions or if you want information that might help with your decision please ask.
>>
>>2577411
>Look for a way to get help (write-in)
Whatever the case might be, the city soldiers will have to eventually fight back when the monsters attack the town. I'm more worried about the farmers outside the town walls. Maybe they should set up a night watch to alert everyone and have them make their way to the city.
We should also sell the Wolf Corpses so we can afford better gear.

>Make a prayer to the sun god for strength to slay monsters.
>>
>>2577438
>look for a way to help

Taking the spotlight you enter the circle before the assembly.

"I have a suggestion." The priest nods and moves back into the crowd.

"The soldiers who have left are cowards, but no king will allow his lands to be fallowed or destroyed when he has the ability to stop it. Eventually the king will be moved although I fear he may wait until this place is destroyed before acting."

The crowd murmurs in agreement.

"That makes the top priority of the town, to survive until that help arrives, or evacuate those who are able. A watch should be set every night, and those who are able should move to pelas to seek asylum. If enough trouble and refugees arrive it is also likely the king will take notice."

The assembly stomps and agrees. You retreat into the crowd as the assembly begins to hash out a concrete plan.

When they leave no one but the priest remains, The elder tends to the sacred fire as you approach the altar of the sun god.

>you approach to pray
what do you say? (write in or give me a prompt and I'll do my best)

Do you offer a wolf corpse as a whole burnt offering?
>Yes
>No
>>
>>2577501
>Do you offer a wolf corpse as a whole burnt offering?
>Yes

>what do you say?
Ask the Priest for a blessing or to pray to the sun god for guidance. I don't expect any divine intervention, but it'll make me feel better.
>>
Rolled 95 (1d100)

>>2577514

Taking The larger of the two wolves you take the dagger from your belt and slit open its belly and takes a cup of fresh blood to the altar before pouring it onto the surface.

Taking the body you lay it near the sacrificial grille and take fire from the sacred hearth and light it. The body of the beast in time is readily consumed by the hungry flames as you kneel before the altar and begin praying.

"Lord who watches from the high heavens. He who illuminates the earth with his brilliance. I come to you a simple man bearing no great tribute nor commendable deed but that I do as I must.

Justas the shepherd watches over the flock and the sentry guards the camp, so do watch over all men. Indeed you watch and judge us all, lord of the bright day for your sight is all that lies beneath the heavens.

Sol protector of the threshhold, shield of the meek, hear my petition, for I desire your counsel greatly. How shall I help these people, for they entrust me with their lives. They suffer day and night and the blood of the innocent is shed daily.

Where shall I go, or who shall I speak to of this matter, but you lord?

Send to me your answer and I shall obey, for I desire greatly to smite the evil that dwells here.

>roll 1d100
>I shall also roll 1d100
>>
Rolled 72 (1d100)

>>2577589
>>
>>2577602
Probably a decent roll
>>
>>2577589
>>2577602
>95 for deity presence
>72 for supplication

>Success

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

You raise you eyes to the carving, but you notice that your surroundings are different.

The priest is gone, and the room has grown dimmer. The smoke of the sacrificial fire has increased many times over to the point of filling the room, but their is no acrid smell of smoke or the burning of flesh.

You feel chills run up your spine along with a powerful warmth rise in your chest.

The carving is gone and you see a man whose size defys the dimensions of the room. His hair burning with ethereal light. His eyes are two bright stars each shedding brilliant light upon you.

His clothing is mail wrought with bright metal, that possesses reddish tint combined with glinting lights that seem to come from the metal itself.

Smoke continues to grow and obsucre your surroundings until it seems that you are in a cloud with the glowing giant.

From within your mind and outside ou hear the giant speak. Each word is warm and deep, that it makes the cloud of smoke quiver and makes you sweat. The heat becomes more unbearable with each word.

>My child I have heard you plea.
>Your heart is heavy with concern for your fellows and even now you wish for their safety.
>Indeed I shall help you.
>Hear my voice and be satisfied for I shall guide you.
>Go south and go into my temple
>Stand upon my altar and raise your sword
>shout and make this command
>A shadow rises and none go to destroy it, who shall allow this in the house of the unconquered sun?
>Do this and you shall recieve help in abundance.
>Destroy this evil and shepherd my people my son
>Remember I am with you always

You fall prostrate in exhaustion. But when you rise the the temple is as it originally was. The smoke does not fill it and the priest is still present.

However you notice that the elderly man weeps openly face down, sobbing quietly.

"Why do you cry?"

The elder rises to look at you before approaching you he gently touches your face. He takes out a plate of silver and aims it at you.

Your reflection reveals that a gold sunburst has appeared on your forehead.

>Gained labor: Disciple of the sun- slay the lich and destroy its army of undead, go to Argos to the south and assemble help to do so.

Exiting the temple you see that it is dark now.

You go to the house of the man who allowed you to store you things. Going inside he greets you and gives you bread and water. You go to sleep peacefully, but with your weapons nearby in case the beasts should attack.

What do you do in the morning?

>Go the market in the agora (buy/sell)
>Begin your journey south
>write in
>>
>>2577677
>Go the market in the agora (buy/sell)
I hope the wolf is still good to sell.
>>
>>2577677
>Go the market in the agora (buy/sell)
Noice
>>
>>2577722
>>2577714
Waking at dawn you walk to the agora and wait for the vendors to set up.

Once they are active you take the wolf which you had already butchered and skinned to market.

>You sell the wolf pelt and meat for a gold piece each for a proft of 2 GP

Funds:12 GP

what do you look for to buy?

>weapons
>armor
>equipment
>>
>>2577765
>iron spearhead
>>
>>2577765
I'll go with iron spear if they have them.
>>
>>2577765
>equipment
A hip lamp, food and water for the road, are our arrows iron tipped? If not then let's get five iron arrows. Should we be at nine uses for the kit after healing the cyclops? Did we return or keep the iron sickle? Do we need a helmet and can we get one? How much does the bronze mail armor protect?
>>
>>2577797
>>2577785
>>2577771

>Iron spear
4 GP for the spear

>hip lamp
1 GP

>10x iron tipped arrows
2 GP

>surgeon's kit
it has 9 uses I forget to mark it down at the beginning

>since you're getting iron weapons you reutned the sickle

>Helmet
You already got one

>bronze mail
Your mail is a coat of thick bronze scales with sleevs that ends at your knees. You have bronze shod shoes (not sandles) with bronze shin plates. Your forearms are protected by bronze bracers and thick leather gloves with a bronze plate to guard the top of your hand. You have a bronze greek style helmet with no plume.
>>
Is there anything else you would like to purchase or anything you would like to ask the price of?
>>
>>2577851
We have food, right? If so, before we leave, can we see if there are any people who want to join us?
>>
>>2577859
Sure.
>>
>>2577862
I don't really approve of bringing people, but why the heck not. Let's bring two people. They can't be old or kids, have to have some understanding of the blade, even a little. We can probably spare a few weapons and gold for armor.
>>
Alright

4+1+2GP=7GP
12-7=5GP
Funds:5GP

>new gear acquired
>Hip lamp (illuminate dark places without taking up a hand for a torch)
>10x iron tipped arrows
>Iron spear (d8 damage per success. throwable)

>searchin for volunteers
>roll 1d100
>>
Rolled 61 (1d100)

>>2578098
>>
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>>2578136
Just
>>
Is just one roll or bo3?
>>
>>2578136
>61
>DC 60
>One person decides to join you on your journey south to Argos.

"Uh. Stranger...sir uh."

You turn around to see that a young man is behind you.

He is dressed in work attire, with a stubble ridden face and shoort cropped hair. His posutre is nervous and wrings his hands compulsively while he seemingly is at a loss for words.

"Yes. Speak up if you have a question its fine."

"You're going to the great temple to the sun god in Argos right? Because the sun god told you to."

"Yes. I intend to travel there as soon as possible and bring help, whatever that help might be."

The young man wrings his hands some more before he finally finds his tongue.

"I want to come with you." His eyes gaze wildly into yours.

"I was sick when my family went to work in the fields one day, so I wasn't there when they were taken. My mother, my father and both my little brothers were taken. I couldn't do anything."

The young man gets on his knees and bows his head.

"Please take me with you. I know it will be dangerous but I'll do anything, I can't just stay here when I can help."

His words are hushed and mournful, and tears drop lighty from his scraggly face.

"Can you fight?"

He gets to his feet and vigorously nods.

"I can use a spear and a bow, I have my own bow too."

You hand him your bronze tipped spear.

"Then come with me. We have some time before we even get close to Argos. What is your name?"

"My name is Phillip. Son of Antenor and Penolope."

After gathering you things and adding Phillips' supplies to your own you trek down the road toward Duros and then the main highway. It will take you down the way toward Pylos but then you'll need to turn to go toward Argos instead.

Phillip used the last of his money to but a map of greater Achea to help guide your way.

>Map acquired- Greater Achea (You now know all the unique settlements and areas you can visit)
>>
>>2578207
We have five gold. is that enough for one large steed, or two normal horses?
>>
>>2578270
>A sturdy pack mule
would cost 15 GP

>horse
would cost 20GP

>A proper steed
30GP

unfortunately Achea is not great for raising horses especially in the south, so prices are pretty high. 5GP would get you a good ram, but you aren't looking for livestock
>>
>>2578284
Then we march.
One last thing before we go. Lets get some rope. Then we'll be good to go.
>>
>rope (a thick 50 ft. rope)
1GP

Funds: 4GP

Greater Achea-region

-Achea is a peninsula that extends into the sea with Kandor above and Minor Achea to the east across the sea, beyond that is the lands of Asshur.

Major cities:

Argos: The largest and most fortified city in Achea, located in the eastern center of the peninsula. They are the closest to being the dominant military power with a large army and
sizable overland trade.

Pylos: The biggest port in Achea with the most ships as well, located on the south-western tip of the peninsula, they trade with many other port cities arounf the known world.

Pelas: One of the northernmost cities in Achea, located in the northwest, it is commonly in conflict with its rival Larrisa. it has domestic industry and make moe use of horses do to having more open land.

Larissa: Located in the northeastern part of Achea, it is among the most successful agricultural states and possess horses and livestock in abundance. Larissa frequently fights Pelas.

Elis: The city in the center west part of the peninsula, they are coniderably smaller then the other major cities, they have a mixed economy with no great strengths.

Minor cities

Duros: A minor city that acts as a trade hub between Pelas, Pylos and Argos.

Menos: A minor city to the south that famously has execellent metal workers and a major temple to Nahgroth

Calcus: A Minor city that has a port on the eastern side of the peninsula that lies above and to the east of Argos. it has a temple to Tethus.

Opus: A Minor city that lies to the nort of Argos and is frequently a place of strife and poor governance.

Zerethus: A minor city entirely dedicated to Zeres, the goddess of knowledge. It features her greatest temple and has several centers of learning. It is bordered directly by Argos to the south.

Places of Interest

Morslyvania (Xylopolis): A forest filled with monstrous creatures, and forgotten tombs. Has a town nearby. it beneath Pelas.

Mount brontes: A high mountain with many Iron ore deposists and mines. Has a large population of cyclopses present. It is east of Pelas.

The Crag of Cadmus: A mountain range located in the center of Achea that runs from Argos all the way to Pelas. Filled with mountain side towns and cities that are long dead. Filled with monsters.

The Diaspora: A cluster of many, many islands that is in the east sea between grater and minor Achea. Many decrepit town destroyed by storms and floods are present, along with pirate dens and monstrous creatures.

>you leave the town of Xylopolis and go on the road to Duros.

That's it for tonight I'll be back briefly at 3PM tomorrow, before leaving at arounf 5PM, and then come back around 9PM.

Hope you anons have a nice evening.
>>
>>2578457
Thank you for running and goodnight
>>
File: Crude Map of Achea.png (33 KB, 1824x842)
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Here's a map I made, it should make navigation easier
>>
On the road from Xylopolis you will make your way to Duros and then take the highway south and then east at the crossroads.

But then again you could go through the gap in the mountains and take a shorter route through the minor roads, but those are not as safe.

Travel time going by highway will be 2 weeks

Travel time by the direct route will be 10 days

Which path do you choose?
>The highway (fewer encounters)
>The direct route (more encounters)
>>
>>2579592
>The direct route (more encounters)
>>
Rolled 1 (1d2)

>>2579592
Can't decide so I'll roll
>>
>>2579592
>The direct route (more encounters)
>>
I want more encounters so we can level up the punch skill.

Punch everything.
Punch a tree.
Punch more wolves.
Punch bandits.
Punch stones.
You can never go wrong with punching things.
>>
>>2579611
>>2579658
>2 out of 3

Roll for encounter on the road to Duros
>1d100
>>
Rolled 40 (1d100)

>>2579766
>>
Rolled 23 (1d100)

>>2579766
>>
Rolled 72 (1d100)

>>2579766
>>
>>2579776
>40
>you are attack by a group of highwaymen

Walking down the road bot you and Phillip notice that half a dozen men are blocking the highway some distance away from you.

"Alexandros, do you think we should try to turn back move around them?"

Phillip takes his bow and stops to string it, sweating nervously.

You remain with Phillip and look intently at the group of men. Their eyes are fixed upon both of you and they are armed.

"No they have already seen us. If we turn back now or try to get around they'll just follow us. Look there moving towards us."

Just as you say the half dozen strong force of brigands begins to approach. Their steps are slow but they brandish their weapons openly.

"Get behind me. We'll try to pick them off before they can reach us."

>Brigand mob 1 30HP, +10 to attack, +5 to defense (d6 damage, 3 attacks 2 degrees of success)
>Brigand mob 2 30HP, +10 to attack, +5 to defense (d6 damage, 3 attacks. 2 degrees of success)

You have 2 turns before any reach melee. Which ranged weapon do you want to use?
>Bow (Dex)
>Javelins (Str)

Or do you want to close to melee instantly?
>Yes
>No
>>
>>2579809
>Javelins
>>
>>2579809
>Javelins (Str)
We will focus on Mob 1.
>>
>>2579809
>Bow (Dex)
>>
>>2579809
>>Javelins (Str)
>>
>>2579809
>Javelins (Str)

Come on guys should have goten the one priest left to start making holey hand jars and the blacksmiths to make all the iorn stuff they can
>>
Rolled 60 + 5 (1d100 + 5)

>>2579810
>>2579814
>>2579819
>Using javelins
>d6 str damage
>10x javelins

"Loose!" Both you and Phillip release your deadly projectiles at the mobs of brigands. The arrow and javelin arcing toward the lightly armored force of ciminals with lethal velocity.

>roll 1d100+5 beat 1d100+5
>>
>>2579853
The peope of the town are already on it. They are bright enough to begin preparations for a possible attack from the forest during the meeting you were in, I just skipped it to move things along.
>>
Rolled 14 + 5 (1d100 + 5)

>>2579856
>>
>>2579871
well shit
>>
Rolled 81 + 5 (1d100 + 5)

>>2579856
>>
Rolled 1, 6 = 7 (2d6)

>>2579880
>I'll take that as phillip's roll
>81+5=86
>86>65 for two degrees of success
>you miss

>2d6 damage to brigand group 2
>>
Rolled 51 + 5 (1d100 + 5)

>>2579894
>7
>30-7=23HP

Your throw is too low and hit the ground in front of the brigands, but Phillip's arrow strikes true piercing the leather armor of one of the armed men and impaling his shoulder. Blood begins to soak his shirt but he continues forward with his comrades, who are now beginning to speed up.

>one more round for ranged combat.

>roll 2 1d100+5 (you and then phillip) against 1d100+5
>>
Rolled 83, 70 + 5 = 158 (2d100 + 5)

>>2579904
>>
Rolled 66 + 5 (1d100 + 5)

>>2579904
>>
>>2579904
Woops i read dat as 2d100 my bad
>>
Rolled 6, 6 = 12 (2d6)

>>2579913
I'll take these
>88>56= 3 degrees of success
>75>56= 2 degrees of success (its 19 but meh)
>roll 3d6 damage against group 1
>I'll roll 2d6 for group 2
>>
Rolled 3, 4, 1 = 8 (3d6)

>>2579936
nice roll
>>
>>2579936
Shoot. Does Phillip have any armor?
>>
Rolled 4, 9, 2 = 15 (3d16)

>>2579936
>>
Rolled 20 (1d100)

>>2579936
>>2579939
>6+6=12
>group 2 23-12=11HP
>group 1 30-8= 22HP

Your second javelin strikes true, imbedding itself in the side of one of the charging soldiers, leaking blood onto the highway.

Phillip's second arrow catches another brigand right inside of his open mouth, dropping the criminal on the spot.

Despite being bloodied the brigands push forward unabated.

"I'll hold them off! Get back and provide cover fire!""

Phillip wordlessly runs back as you charge in, iron spear and shield raised.

Rushing forward you meet the mob head on. the sun gleaming off of your bronze armor.

>Roll initiative 1d100+10 (awareness)

>
>>
Rolled 92 + 10 (1d100 + 10)

>>2579979
Roll initiative
>>
>>2579979
If we kill enough of them, can we persuade them to aid us in our quest?
>>
>>2579983
>You get first swing

>2 actions for your turn

>You have your iron spear (d8 damage per success) and bronze rimmed shield (d6 damage per success) in hand
>you have youe bronze sword and dagger on your belt (d6 damage per success)

What do you do?
>Attack with a weapon (1 or both actions
>Grapple or athletics check (write in)
>>
>>2579995
Fuck no. These guys are murder rapists, and there greek so...you...know...pedastry.
>>
>>2580003
Attack with the spear 2x
>>
>>2580021
This
>>
>>2580003
Attack with a weapon 1 spear and then get redy to block
>>
>>2580069
>>2580003
+1
>>
>>2580069
The shield provides a defense bonus without making an active move. You can attack with it though.
>>
>>2580080
I was thinking of usein g1 action to block and counter and beening more of a distraction for the other otjer behind us
>>
>>2580080
If not then sheild bash a fucker
>>
roll off
1d2
1=double spear stab
2=spear stab then shield bash
>>
Rolled 2 (1d2)

>>
Rolled 27, 37 + 5 = 69 (2d100 + 5)

>make 2 1d100+5 rolls beat 2 1d100+5
>>
Rolled 41, 59 + 5 = 105 (2d100 + 5)

>>2580150
>>
>>2580151
>46>32 (14 2 degrees of success)
>64>42 (22 3 degrees of success)
>roll 2d8 and 3d6 for damage
>>
Rolled 2, 3 = 5 (2d8)

>>2580155
>>
Rolled 1, 6, 5 = 12 (3d6)

>>2580155
So how does leveling up a skill work? You get a +1 out of /5 to a skill rank for each successful attack or attempted attack?
>>
>>2580182
>2d28
uhm...
>>
Rolled 100 + 5 (1d100 + 5)

>>2580161
>>2580165
>2+5+1+6+5=17
>group 1 22-17=5HP
>All but 1 member of the goup 1 has died.
>group 2 has 2 members left

>leveling skills
Yes for each successful action, using a certain skill your level will increase, giving you a bonus to checks using that skill and other abilitites.

Spears have the impaling strike trait which allows you to double your attack damage as a special attack, or when you throw it. This bonus stacks with other damages bonuses

Shields have the weapons trait shield wall which allows you to subtract the damage done to you by making a shield bash roll that if it succeeds the damage you would deal is instead subtracted from the attack that hits you.

But you need to level them up to make use of these abilities.

>roll 1d100+5 for Phillips bow attack
>>
>>2580196
never mind perfect block.

I'll be going to church for the evening. I'll be back around 8 or 9PM EST
>>
>>2580200
See you later
>>
Rolled 16 + 5 (1d100 + 5)

>>2580196
>100
Damn son.
>>
Rolled 37 + 5 (1d100 + 5)

>>2580196
>>
Rolled 87 (1d100)

>>2580196
>>
Rolled 53, 77, 49 + 10 = 189 (3d100 + 10)

The leading brigand, swipeds at you with a curved blade, a falx if you can recall. Pivoting off of your lead leg you avoid the slash and bury the tip of your spear inside of the man, the very same you struck with your javelin.

Before you can remove your spear, another birgand raises his spear for a powerful overhand thrust. You lash out with the rim of your shield and slam the metal side into his throat, snapping his neck with a wet crack.

You hear the hissing of Phillip's arrow as it nears one of the remaining three but the intended target clamly bobs his head and avoids the deadly shaft.

The three turn to you, weapons in hand.

>Roll 3 1d100+20 beat my 3d100+10 rolls
>>
Rolled 34, 26, 35 + 20 = 115 (3d100 + 20)

>>2580921
>>
>>2580921
First has +9, so it might hit?
Second hits with MoS 2
Third has a +4
>>
Rolled 3, 6, 5, 2 - 15 = 1 (4d6 - 15)

>>2580932
>>2580921
>63,87,59
>54,46,55
>1 degree of success +2 degrees of success +1
Rolling 4d6 damage -15
>>
>>2580954
>3-5, 11-5=6, 2-5
>50-6=44HP
>tis but a scratch!

The three brigands each rear their weapons, two more falxes and a short spear.

The first and third swipe but one merely grazes your shield scratching it and the other your deflect with your armored arm even if it stings due to the strike.

The spear however is able to jab you in the side, and while it does not break your armor, the tip finds enough purchase to draw blood.

having extended himself, you make to counter the brigand spearman.

What do you do?
>Attack with a weapon (1 or both actions)
>Grapple or athletics check (write in)

group 1 or 2
>1 5HP
>2 11 HP
>>
>>2580989
spear both actions
>>
>>2580989
>Attack with a weapon (1 or both actions)
Throw the spear at group 2, draw your bronze sword and attack group 1. Does drawing the sword require an action?
>>
>>2581015
grouop two if we can't spread it over both groups
>>
>>2581017
Nope, if you throw your spear its a free action to draw your sword.
>>
>>2581021
Great thread OP when do we get sprite companion?
>>
>>2581077
You'll need to find someplace that acts as a magic nexus, preferably a forest or spring, sprites love to hang around those types of places. If you could find a sorcerer you could ask them on where to find a nexus or if you learned some sorcery you could find one on your own.
>>
Rolled 2 (1d2)

>>2581015
>>2581017
>roll off 1d2
1=double spear
2=throw then sword
>>
Rolled 80, 32 + 5 = 117 (2d100 + 5)

>>2581205
Alright
>2 1d100+5 rolls against 2d100+5
>>
Rolled 68, 27 + 5 = 100 (2d100 + 5)

>>2581208
>>
Rolled 30 + 5 (1d100 + 5)

>>2581211
>miss

>rolling for Phillip bow shot 1d100+5
>>
Rolled 67 + 5 (1d100 + 5)

>>2581217
>>
Rolled 2, 3 = 5 (2d6)

>>2581229
>72>35= 2 degrees of success
>rolling for Phillip's damage 2d6
>>
>>2581237

You turn your spear over and throw it overhand, But the brigand jerks to the side and backs off.

The other two advance but a retaliatory slash from your sword makes them back off, one backs up only to catch an arrow to the temple courtesy of phillip.

With only two brigands left they make for another attack, both brandishing their curved blades.

>roll 2d100+20 beat their 2d100+10
>>
Rolled 61, 19 + 10 = 90 (2d100 + 10)

>>2581250
>>
Rolled 56, 70 + 20 = 146 (2d100 + 20)

>>2581250
>>
>>2581250
Passed
>>
>>2581334
>76>71
>90>29

You wait for both of the brigands to strike before backstepping beyond the short range of the falxes. Nasty cuting edge especially due to the forward curve shape but they are rather short.

Both men begin to huff as they attempt to regain their balance. If you strike now you can take them.

What do you do?
>Attack with a weapon (1 or both actions)
>Grapple or athletics check (write in)
>>
>>2581363
Challenge both to a two on one fist fight. They know they're gonna die if they keep fighting. If They fight us like men and don't flee, then our friend will not shoot them.
>>
I'll turn in for the night. I'll report back in tomorrow at 1 or 2PM. Vote in the meantime.
>>
>>2581379
Meh I'm down
>>
>>2581363
>shield bash both
>>
>>2581379
>>2581521
>You sheath your sword and put away your shield and decide to box them to death.
>Phillip's support will be optional

>2 1d100+5 rolls vs 2d100+5
>unarmed damage is d4 with big penalty against striking someone in armor or something big.
>>
Rolled 29, 2 + 5 = 36 (2d100 + 5)

>>2582466
>>
Rolled 40 + 5 (1d100 + 5)

>>2582466
>TitanQM is live
>Time to barely kill another character!

Glad to be back Titan.
>>
Rolled 98 + 5 (1d100 + 5)

>>2582466
>>
>>2582466
Are both the d100's for us boxing, or one is for us and the second is for our friend?
Are the bandits reciprocating our challenge?
>>
>>2582523
>>2582521
>both rolls are for punching
>the bandits are emboldened by you dropping your weapons but in doing so it opens their defenses
>45>34 2 degrees of success
>103>7 3 degrees of success
>roll 1 2d4-5 and 1 3d4-5
>>
Rolled 4, 4, 1 - 5 = 4 (3d4 - 5)

>>2582530
>>
>>2582545
>11-4=7HP
>group 2 is at 7HP with one guy dying leaving only 1 left.
>>
Rolled 4, 3 + 5 = 12 (2d4 + 5)

>>2582530
>>
>>2582562
you use "dice+2d4+-4". If the modifier is negative you include it with the number after the plus.
>2 damage.
We're doing pretty good.
>>
Rolled 7, 77 + 5 = 89 (2d100 + 5)

>>2582562
>2 damage
>7-2=5HP

A fit of pique grips you. You sheath your sword and drop your shield. The two brigands are surprised by this, but seeing that you have disarmed yourself they charge forward again. Ducking beneath a eide slash you uppercut your target with such force you hear his neck snap.

The second man attempts to strike you as well but a lab to the forhead disorients him, staving off his assualt.

>since there was such a big difference in attack roll I'll give you another turn to kill this gu with your fists

>roll 2 1d100+5 rolls against my 2d100+5 defense rolls
>>
Rolled 31 + 5 (1d100 + 5)

>>2582583
ORA!
>>
Rolled 77 + 5 (1d100 + 5)

>>2582583
>>2582577
yer i always forget that part for -since it realyer comes up
>>
>>2582583
>>2582600
>82 vs 82
What does this mean? In Titan quest you said the defenders win on ties. Does the same apply here?
>>
>>2582588
>36>12 3 degrees of success
>roll 3d4-5 damage

>>2582608
yes unless the attacker or defender has a higher bonus.
>>
Rolled 3, 2, 1 - 5 = 1 (3d4 - 5)

>>2582614
>>
>javelins thrown: ll
>hits:l

>Spear attacks that hit: l

>Fist attacks that hit: lll

>Shield Bash that hits: l

>Phillip arrows fired: llll
>Hits: lll

>number of Brigands: 12 (2 alive)

Phillip is on a fucking roll
>>
>>2582629
>5-1=4HP
>You knock the guy out instead of killing him
>I'll cut this short because it's well in hand.

Before the dazed brigand can get his bearings
your swift left hand crumples his nose and sends him sprawling onto the ground, alive but knocked out.

>Victory!
>gain 20EXP (30/100 until next level up)
>Throwing weapons (1/5)
>Novice awareness (3/5)
>Spear skill (4/5)
>shield skill (3/5)
>Unarmed combat skill (3/5)

All six brigands have
>a bronze weapon (d6 str damage 4 bronze shortswords, 2 short spears)
>leather armor (+5 to defense rolls)

>roll 1d100 for additional loot you find
>>
>>2582678
>12 brigands
Did I type a "dozen" brigands by accident because it was supposed to be half a dozen 2 groups of 3
>>
Rolled 54 (1d100)

>>2582680
>>
Rolled 79 (1d100)

>>2582682
No you're right. I mistook it for a dozen instead of half a dozen. Do we have to count or recover Phillip's arrows?
>>
>>2582680
lets give Phillip the least smelliest set of leather armor and a bronze shortsword.
>>
>>2582687
He came with 30x arrows and retrieved them all, you also get your javelins back. Little worry for them to be broken, if would be different of the enemy had metal armor.

>>2582686
>54
>moderate loot
>you find 10GP amongst the brigands possessions
>another pack and sledge for Phillip to carry his equipment
>Some pottery (about 3GP worth)
> some bronze ingots (about 4GP worth)

Having searched through the camp right off of the highway you drag the dead and the one unconscious man off the highway.

"Your damn good in a fight Alexander, just getting into a fight with mulitple enemies all around." Phillip beams at you.

"Your pretty sharp with that bow, nailing moving targets in a melee isn't anything to sniff at."

Phillip chuckles and blushes. He might be near the same age but you get the impression he sees you more as an elder.

"Look at the armor and see if any fits you, also pick a blade. You'll need a back up weapon in case your spear is lost or damaged."

Phillip obeys and now he wears a (cleaned) set of leather armor and a falx on his belt.

"Looking like a warrior now. Hmmm. Do you think Duros will take this criminal if we bring him along."

Phillip shrugs nonchalantly.

"Haven't a clue, they may but they may just kill him or let him go with a missing hand, never been to Duros before."

You warm our hands by the cook fire and enjoy the food the brigands were cooking even if its meager fare consisting of barley gruel and beans.

"In that case we'll leave the dead to feed the crows and bring the living one and see what they'll do with him, I know my numbers and have a weight set so we can sell the merchandise we now possess. Fill up on food and we'll be on our way."

Phillip eagerly stuffs his face as you look at the map. The direct route is faster, you'll be able to make it to Argos near 4 days earlier. Once you reach Duros you can move through the gap in the crag and take the straight away to Argos.

>You travel on the highway some more before reaching Duros

What do you do in the city?
>write-in
>>
>>2582765
>Phillip chuckles and blushes
time for gay shipping

see if we can sell some of the excess gear.
>>
>>2582765
lets get the criminal off our hands
>>
>>2582765
guse seal some loot and find a place to have a drink
>>
>>2582765
Take the alive thugs to the city guards . Maybe there's a bounty
>>
>>2582780
>>2582782
>>2582784
>>2582787

>sell excess loot
>drop off the criminal
>find a place to drink.

>Drop off the criminal

Entering the city gates you approach one of the gate guards with your prisoner tied up and dragged behind you.

"Sir my companion and I encountered some brigands on the highway, and this man was among them. We killed the others, but this one we captured. I was wondering if this man could be taken into your custody?"

The guard looks at you unfazed and uncaring, but he bends down to look at your prisoner.

"How many were in his group? What did they have on their persons?"

"There were six in total. They had pottery and some bronze loot."

The guard nods and brings out a ledger.

"Are you going to ask for my name?" You ask.

"No. I can;t write so I'm gonna draw a picture and tell my superior. If you want a reward go to the squat tiles building across from the King's palace, that's where the city guard is based out of.

Handing of your prisoner both you and Phillip move toward the agora to begin selling the excess gear.

The agora of Duros is much larger then the one in Xylopolis, which isn't surprising since it is a proper city. The buildings are brick rather then wood, with baked clay tile roofs. The city streets are cobbled and broad with the customary stink and filth near the edges.

Outer parts of the agora have various doorless single room buildings meant for vendors with hundres of stalls occupying the city center.

>3 bronze short swords
>2 bronze short spears
> Pottery
>bronze ingots

Approaching a weapon vendor you show your stock and bring out your weights and measures.

"How much for these?" The shirveled merchant lazily stares at the bronze weapons before holding up his fingers.

9GP for all of the weapons.

>do you wish to barter with him?
>yes or no
>>
>>2582983
I see no harm in trying to haggle with him. Sure. I know we can get a fairer price for these weapons.
>>
>>2582983
Yes.
>>
>>2582983
>no
>>
>>2583024
>>2583017
>yes

"Only 9 gold pieces for 5 bronze weapons? With all the fighting that happens in Achea and how expensive solid bronze is, I find that hard to believe."

The vendor gumbles and crosses his arms.

"Alright then let's deal then. I have weights, so let's negotiate."

>roll 1d100+5 DC 70 Bo3
>>
I gotta run an errand so I may not respond for about an hour or so, so just hang tight.
>>
Rolled 3 + 5 (1d100 + 5)

>>2583163
>>
Rolled 1 + 5 (1d100 + 5)

>>2583163
>>
Rolled 11 + 5 (1d100 + 5)

>>2583163
>>
.....wow as expected from 4chan I guess? It is literally the only place I have seen with so many bad rolls.
>>
>>2583194
fug
>>
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128 KB
128 KB JPG
>>2583194
Why must the spirits curse me?
>>
>>2583184
>>2583194
>>2583200

Despite your best efforts the vendor is adamant on his price. He doesn't even spare a word to make his case he just stonewalls you the entire time. Eventually you settle for the 9GP and leave.

>lost the 3 shortswords and 2 shortspears
>gain 9GP

Funds: 4+10+9=23GP (Currently)

"We'll sell the pottery and the ingots next, but this time we'll be more cautious with who we choose to work with."

Phillip nods and help look for a smith or people on the street looking for pottery.

>make 2d100+5 Bo3 rolls DC:60
>>
Rolled 55, 36 + 5 = 96 (2d100 + 5)

>>2583402
>>
Rolled 51, 34 + 5 = 90 (2d100 + 5)

>>2583402
Big money
>>
Rolled 91, 73 + 5 = 169 (2d100 + 5)

>>2583402
>>
>>2583422
> 2 successes for both sales

Although it takes several hours you fond a smith in dire need of metal to complete an order and enough people off the street buy up your inventory of pottery.

>Novice barter (2/5)
>Gain 3+2 and 4+2 GP from sales
Funds: 23+5+6=34GP

Gazing into your sack of gold coins both you and Phillip are mezmerized. The 10 pieces you started with was the largest amount of money you've ever personally held, and for Phillip it seems to be a sizable fortune.

"Let's find somewhere to settle for the night and get a hot meal."

Phillip points out a two room inn that he noticed while selling pottery.

"They have room and they serve meals for those who stay."

Following Phillip inside you see that the bottom floor is filled with tables and a large roaring hearth. A spit lies above it roasting lamb and the smell of wine permeates the atmosphere of the room. Men and some women are already in their cups making merry.

what do you do while eating and drinking your fill in this inn before you go to sleep?

>look for more traveling companions
>listen for news
>write-in
>>
>>2583422
You beautiful bastard
>>
>>2583464
>listen for news
This and ask around if anyone has heard anything interesting down the route we're taking.
>>
>>2583464
>>listen for news
>>
What's the difference between a proper steed and a horse? Is one a trained horse and the other isn't? Is it a trained horse vs a phantasy horse?
>>
>>2583518
The difference between a regular horse and a proper steed is that a regular horse is more akin to a workhorse that is used for farm work or being used as a beast of burden that can also be ridden.

A steed is a warhorse that is much more durable and aggressive. The steed can kick both man and beast to death as well as carry you into battle.
>>
>>2583520
Looks like we'll need way more for proper riding horses. Is horse armor a thing? Gotta protect your investments.
>>
>>2583525
Cataphracts my friend. Cataprhacts.
>>
>>2583464
listen for news
>>
>>2583467
>>2583477
>>2583560


Looking around the ground floor of the inn you decide to listen for any news or gossip that may be relevant to your journey to Argos, after all if an army if encamped around the city that would greatly change your plans for entering the city.

Sitting at a table with Phillip you both enjoy the roated lamb and some Posca made with sour wine. But you lean in your chair and concentrate on easdropping on nearby conversations.

>1d100+10 (awareness) roll Bo3
>DC 50
>>
Rolled 7 + 10 (1d100 + 10)

>>2583565
>>
Rolled 11 (1d100)

>>2583565
>>
Rolled 2 + 10 (1d100 + 10)

>>2583565
>>
Fucking 4chan
>>
>>2583587
>>2583586
>>2583566

Despite your best attempts, you don't pick up anything useful beyond local news or personal information that you aren't interested in.

Eventually after your meal you go to the upper room where there are several rows of cots for travelers to sleep.

Both you and Phillip settle onto a cit and sleep until morning without incident.

Once up and about you exit Duros through the gate facing the gap in the crag and move along the dirt road through the pass.

>roll for encounter 1d100+20
>>
Yep, it’s 4chan alright
>>
Rolled 18 + 20 (1d100 + 20)

>>2583597
>>
>>2583611
>38
Minor encounter
>do you want to re-roll for a more difficult encounter?
>>
File: 1475687338629.jpg (65 KB, 471x410)
65 KB
65 KB JPG
>>2583617
Yes
>>
>>2583619
>roll 1d100+20
>>
Rolled 76 + 20 (1d100 + 20)

>>2583624
>>
>>2583625
Fuck yeah let's see what a 96 gets us
>>
>>2583666
Death
>>
>>2583625
>96
major encounter

Progressing down the road the path becomes rougher and narrower. Soon you are far from any human settlement, signs of humans movement become scarcer with the neaby land becoming filled with wild grass, trees and the ocassional wild beast meandering in the distance.

The high peaks of the mountains that make up the crag loom ominously on either side, clouds swirling around them.

One the road you see bones on the road. They are brown and have strips of dried meat still on them. what concens you the most is the fact that they seem to have been rended by a beast and that the remains are clearly human.

Old but deep tracks are on the ground but they are scarce. A set of four near the body, and then a set that go down the road and disappear. No tracks for an approach or struggle, almost as if the predator suddenly appeared.

"What did you think did this?" Phillip kneels to look at the ground and examine the poor soul that has perished.

"I got a hunch, lets get off the road for a moment. I have a feeling that whatever did this is still around."

Both you and Phillip move away from the road and use a thicket of tree to hide your movements from anything above.

"Why are we moving though the trees? Wouldn't the beast be somewhere in here?"

You shake your head. "No what attacked came from above. It flies."

Phillip pales. "Those tracks were too big to be any bird I've seen, even the big eagles near home."

You remain silent and place grab your helmet from your sledge. You have a feeling that the creature will appear soon.

"Stop! Get low! Stay quiet!" You push Phillip down and concentrate to determine the sound. The beating of wings, and a deep rumbling growl, then deep inhuman laughter.

From within the thicket of trees you see that a large winged figure descends from on high. Huge brown and black wings, with a massive leonine body, with a vaguely human/lion face. A sphinx. A big sphinx. Easily 3 times the size of an adult male lion.

"Ah such a fine day." The beast drops to the ground and rolls in the warm dirt of the road.

"So many travelers. Such fat travelers too. Can't believe they thought that I'd honor that deal about the riddle. Heheheheheh. Mmmmm best rumor to ever spread, just let one go alive and the others fall for it every time." The beast's speech is a mixture of human timbre and bestial snarling, but it unerves you that it seems to be speaking to itself. Did it know that you were here?

"Oh yes. Hmmm. Do please amuse me, little spark will you? Tell me a joke." From the creatures side it uses a claw to gingerly pluck a cage from its side.

From within is a little light that flutters.

"No. You're a monster and monster don't get jokes." A very small childlike voice grumbles from within the cage.

"Ah yes. good wordplay, but please take my word for it I most defintely get jokes. Now please tell me a joke little spark."

The floating light brightens and bounces back and forth in its cage.

(1/2)
>>
File: Androsphinx.gif (177 KB, 782x592)
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177 KB GIF
"You ate all those people! You even vomited up the ones you ate to eat more! You're a joke you fat, lazy, furball!"

The cage rattles violently as the sphinx growls indignantly.

"Worthless little trinket. Complete waste of my time taking you from that spring, I should have just napped." The Beast places the cage back on its side and then rolls over to muffle the sprite within.

"Ahh, much better." The beast begins to doze on the road. No doubt to wait for more people to pass by so it can eat them.

retreating with Phillip deeper into the thicket, you get far enough to be safe from being heard or smelled by the beast.

Sitting with Phillip you consider your options.

>What do you do about this creature?
>write-in
>>
>>2583701
This thing is a menace and needs to die. My thought is to sneak up and try to run it through with a good spear blow as it sleeps. Phil will stay hidden and prepare to pepper it with arrows.The goal should be to wound it enough it will take flight and try for a swooping attack where we can brace out spear and have it impale its self.
>>
For your edification and planning needs

>Androsphinx
>75HP +15 to attack rolls, (d4 5 degrees of success possible, 4 attack) +5 to defense rolls
>Flight, dive attack, lunge (on ground)
>Dive attack- creature makes strength roll to descend and pin tagret beneath them +10
>Lunge- creature makes strength roll to pin target beneath them.
>Sphinxs are prideful and easily angered, even to the point of being driven into a rage.
>At half health the creature will become grounded and cannot fly.


Also
>you can make traps if you wish
>>
>>2583713
Perhaps a better idea would be to sharpen some stout wooden stakes and bind them together and attach a rope to a cross brace and that brace to a length of rope. We would lay the trap flat, conceal it and have Philip hold the ends of the ropes while hiding in the thicket. We wound or insult the beast enough to have him charge towards us then hive out buddy pull the ropes, raising the spike wall up in front of us and into the sphinx's path, impaling him.
>>
So...bait is agree upon?
>>
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>>2583734
>you can make traps if you wish
Alright. We avoid fighting it in the open road where it can swoop down on us. We fight it in the thickest or the forest where it will have the hardest time navigating around (terrain difficulty). But before we do that we should set up some traps. We can ago the thing while our friend stays hidden and peppers it with arrows.

>pic related
It's a snare trap. I'm hoping it could catch the hind legs, or the lower abdomen.

>>2583755
Got a visual aid for that?
>>
>>2583791
Well we can't exactly fight this thing head on.
>>
>>2576336

Read through the first thread, archived it before it slid. Keep up the good work OP.

http://suptg.thisisnotatrueending.com/qstarchive/2532496/
>>
>>2583799
>the stake trap
I imagine it as a wooden frame with spikes attached to it with a rope connected as well. When the rope is pulled the frame will be lifted and act as a spike wall. The angry sphinx runs into it and impales itself on the spikes and injures it.
>>
>>2583814
That makes sense.
>>
Alright
>plan
>build a stake trap and rope trap using the rope and neaby wood
>Phillip will hide in the trees and work the traps and take potshots using his bows
>You will approach the sleeping sphinx and attack it in it's sleep.
>You either wound it enough to make it charge you or you insult it enough that it chases you.
>You lure it into the woods and into the traps
>After its been sufficiently weakened, you beat its ass.
>>
>>2583831
Do we get a bonus to sneak attacks since it's snoozing?
Can we stab the Javelins into the ground in the direct we want the beast to follow us? I'm hoping it will run into them in its blind rage.
>>
>>2583834
>You get a free shot at the creature because it can't dodge in it's sleep.
>You have two spears, the iron spear and the bronze spear you had first.
>You also have your sword, your dagger, your shield, and your bow and javelins.
You can strike with any of these, but I recommend throwing a big spear because of the double damage bonus.
>>
>>2583844
Right. Throw the iron spear.
I just want to set up a wall of Javelins.
>>
>>2583844
Can Phillip fire an arrow as we throw the spear?
>>
Consensus on the plan or any suggestions?

>>2583853
Yes.
>>
>>2583855
Agree
>>
>>2583933

Using your dagger and some tools that phillip brought you hack some thick tree limbs free and begin to asseble a sturdy spike trap. Using the rope you also construct a snare.

You instruct Phillip to remain in the thicket and work the traps while acting as range support, while you goad the beast into the forest, after piercing it with your best spear.

"Good luck. Avoid trying to fight it if it takes the air."

You grunt in affirmation, donning your armor and weapons you sneakily approach the edge of the wodds and creep to the beast as it dozes deeply at sundown. Upon closer inspection you register that its paws and mouth are dark with old blood and that the creature reeks of death.

The sphinx drools out of its almost human mouth as you stand at the optimal distance and raise your spear.

Aiming at the center of the beasts back, hopefully the tip will pierce and seer the spine of the sphinx.

>roll 3d8x2 for damage from spear
>roll 2d6 for damage from Phillips bow
>After this the sphinx will wake up and be super pissed. It will aggro almost immediately.

We'll end it here for tonight I'll come back around 2PM EST tomorrow. Have a nice night anons.
>>
Rolled 1, 7, 3 = 11 (3d8)

>>2583966
>>
Rolled 6, 5 = 11 (2d6)

>>2583966
Cats call it an over sized cat that needs to be neutered just to make sure it's agroed
>>
>>2584043
damn why didn't I let you roll the 3d8 with rolls like that
>>
>>2584047
It could have been worse. At least we did 33 damage. It should be now at 42 HP. That's around 5 HP more damage needed to be dealt before it can't fly.
>>
Rolled 1, 6, 5 = 12 (3d8)

>>2583966
>>
Rolled 4, 1 = 5 (2d6)

>>2583966
Honistlyi would have just got the fairy and then told every one at the town about it
>>
Rolled 2 + 15 (1d100 + 15)

>11x2=22
>22+11=33
>75-33=42HP

Your throw connects solidly but you underestimated the resistance such a large creature would have to being pierced through, the spears tip fully penetrate's but you can already tell that it isn't enough. At the same time Phillip's arrow embeds itself near the neck of the sphinx.

In the span of time between both blows connecting the sphinx awakes and spasms as it gets up.

It spares no words of outrage, instead it roars like a lion and locks onto you.

>roll initiative

>1d100+10 vs 1d100+15
>>
>>2584924
>sneaking up on a murder machine
>>
Rolled 26 + 10 (1d100 + 10)

>>2584932
>>
>>2585028
>36>17
>You get the first turn

what do you do?
>Attack with a weapon (1 or both actions)
>Grapple or athletics check (write in)
>run for the woods
>>
>>2585040
>run for the woods
stick to the plan I guess
>>
>>2585040
>run for the woods
>>
>>2585040
>run for the woods

Shout insults back at it as we bolt.
>>
>>2585048
>>2585073
>>2585088
>run for the woods

Before the beast can lunge you pivot and sprint into the woods. The beast is hot on your tail, but you need to make sure it will fall for the traps.

"You could probably catch me if you weren't so fat, you worthless shit eating excuse for a housecat!"

The deafening roar and tearing of underbrush signals that the insult worked. You continue to sprint until you reach the stake wall. You move around it and take postion behind the hidden trap, shield and spear raised.

The Sphinx reaches your position, rpping through the foliage, before lunging.

"Now!"

The rope grows taut and the stake wall rises.

>roll 5d4 for damage that the stake wall does
>>
Rolled 1, 4, 4, 1, 4 = 14 (5d4)

>>2585104
>>
>>2585128
>14 damage
>42-14=28HP

Crashing into the stake wall, the sphinx imaples itself on multiple stakes. Crushing the wall and tumblng across the ground you can hear the wings of the beast crunch.

This time the beast rises slowly, blood seeping into it's coat with your spear, the arrow and multiple wooden spikes still inside of it's flesh.

It's wing are limp and bent awkwardly. Froth escapes from its mouth and any intellgence it once possessed is now primal rage and bloodthirst.

>roll 1d100+20 vs 1d100+15 to avoid damage as Phillip catches the beast with the snare.
>>
Rolled 75 + 20 (1d100 + 20)

>>2585148
>>
Rolled 96 + 15 (1d100 + 15)

>>
Rolled 2, 1 = 3 (2d4)

>>2585191
>>2585197
>111>95 2 degrees of success
>2d4 damage
>>
>>2585207
>3-5=-2
>no damage. A claw grazes you mail but it doesn't harm you.

Once more the beast charges, and you backpeddal to avoid its claws and teeth. moving past the snare just as the beast is inside it, one of its paws swipes you, but scratches only the edge of your armor.

Then the snare closes around its backlegs, tripping it.

The beast is surprised and panics, flailing its body to escape.

>Its your turn again

What do you do?
>Attack with a weapon (1 or both actions)
>Grapple or athletics check (write in)

You have your bronze spear and shield in hand with your other weapons on your person.
>>
>>2585214
stab with the spear twice
>>
>>2585229
actually stay out of it's range throw spear and then javelins at it
>>
>>2585214
>bash with shield then stab
>>
>>2585214
Try to break it’s neck with our bare hand
>>
I'll switch to javelin throws
>>
>>2585214
Throw the other spear at it
>>
>>2585214
javelin throws
>>
Rolled 18, 30 + 5 = 53 (2d100 + 5)

>Throw spear and then a javelin

>roll 2 1d100+5 rolls beat 2d100+5
>>
Rolled 30, 24 + 5 = 59 (2d100 + 5)

>>2585319
>>
>>2585325
>spear hits with 2 degrees of success
>javelin misses

>roll 2d6x2 damage
>>
Rolled 6, 1 = 7 (2d6)

>>2585331
Damn. Missed the second hit.
>>
>>2585342
Dies Phillip get a shot?
>>
Rolled 98, 97, 18, 57 + 15 = 285 (4d100 + 15)

>>2585342
6+1=7x2=14
>28-14=14HP
The beast is nearing death but now it free's itself from the trap and attack you.

>>2585347
He's holding onto the rope holding the sphinx for dear life, but the sphinx has just got itself free so he took a tumble.

Taking your spear you once more pierce the beast, its screams of rage now betray panic and fear. it is pouring blood all over the ground, its fur is matted and it begins to babble as well as roar.

You throw a javelin but the beast finally gets free of the snare and charges.

Drawing your sword you prepare for its suicidal attack.

>roll 4 1d100+20 against my 4d100+15 rolls
>>
Rolled 86, 74, 47, 13 + 20 = 240 (4d100 + 20)

>>2585360
Oof. This is gonna get rough. Bring it you over grown pussy.
Any chance we can tame this thing?
>>
Rolled 15 + 20 (1d100 + 20)

>>2585360
wait like im doing or like >>2585366 did?
>>
>>2585366
It's not an animal it's a thinking being, and it's also a murderous sociopath with nothing resembling morality, so the question is more akin to why would you wish to tame or befriend it.
>>
Rolled 24 + 20 (1d100 + 20)

>>2585360
>>
>>2585369
Like you're doing but I accepted his roll because it was the only one at the time.

>>2585366
try to do one roll at a time and wait maybe 10 minutes before posting another.
>>
>>2585373
>befriend
Nah I want to break it's nose, cut off its wings and blind it. That way it will be wholey dependent on us.
>>
>>2585381
Rodger
>>
>>2585382
What on earth do you want to use the sphinx for then, especially if you make it an invalid?
>>
>>2585385
Sell it alive to some wizard or alchemist
>>
>>2585389
That's actually pretty clever, Sphinx blood and wings would be useful to a sorcerer of some kind.

You coukd also bind it up and sacrifice it to Sol when you get to Argos at the main temple.
>>
Rolled 15 + 20 (1d100 + 20)

>>2585360
>>
File: 1526790530419.jpg (447 KB, 1280x720)
447 KB
447 KB JPG
>>2585382
Yep
>>
Rolled 61 + 20 (1d100 + 20)

>>2585369
>>2585376
>>2585401
jesus we are rolling like shit, what quest is taking all the good luck this time?
>>
>>2585400
If it's only the blood and wings that a scorcerers needs, then we can sell those to get propped horses then sacrifice the rest.
Or does it have to be the whole thing? I fell like doing the later is cheating the God of a sacrifice.
>>
>>2585404
>see a picture of fatoshi
>implication of him wanting to cripple Kokoro to make her dependent on him
>In the show he accepted that she didn't love him and he just kinda gave up even though it still made him sad

Come on man that isn't cool.

>>2585412
The sun god doesn't care about the wings or the blood, although if you keep the beast alive somehow and sacrifice it still living to Sol at his temple he will be greatly pleased, although just using the main body as a whole burnt sacrifice in general is pleasing, since you would be dedicating the kill to him.
>>
Rolled 1, 2, 2, 1, 1, 4 + 5 = 16 (6d4 + 5)

>>2585366
>1 degree of success
>then 2 degrees of success
>successful dodge
>4 degrees of success
>1d4-5=0 no matter what
>2d4-5
>4d4-5
<rolling 6d4-5
>>
>>2585452
>11-5=6
>goofed up the mod
>>
>>2585425
Ok. We best it unconscious. Tie up the legs. Use the healing kit on it. Combine our sledges together and pull it to town.

Or try choking it out with the rope.
>>
>>2585452
>3-5= no damage
>8-5= 3 damage
>50-3=47HP
>tis a fleshwound!

Despite the fury of the sphinx's attack its wounds and loss of blood has stripped the creature of much of its speed and strength.

It swipes at you with its claws but the attack barely fazes you. The claws either harmlessly graze your armor or miss, but a final claw finally cuts you after finding purchase on your arm. The wound is shallow though, hardly a concern beyond the need to clean it later.

The beasts assualt peter's out. blood drips from it's mouth and it shakes on its legs. Now you have room to attack.

What do you do?
>Attack with a weapon (1 or both actions)
>Grapple or athletics check (write in)

>>2585483
Yeah I noticed. Also the 6d4 was just to roll the damage for both attacks. Each attack must get past the damage resistance of the armor.
>>
>>2585500
Grapple
Choke it out with the rope
>>
>>2585500
>stab to the neck
>>
>>2585500
To be more perscise, get the rope, loop it on its neck, tighten it, get on its back and hold on for dear life
>>
>>2585543
But that would kill it. Then Sol won't get that awesome living sacrifice.
>>
>>2585538
support
>>
>>2585559
Gonna throw this put there if we defeat it.
After it is secured, kick it in its stomach so it vomits up anything that it couldn't digest. Stuff like jewelry. Then check the roads for any loot left behind from old caravans. We should probably ask the thing if it had stored any of its loot away.
>>
Rolled 97 + 5 (1d100 + 5)

>>2585538
>>2585559
>Get the snare around its neck and choke it the fuck out.

The beast's sluggish movements and deep wounds gives an idea, a somewhat cruel idea. You sprint around the beast as it turns and rears back on it hind legs to swat at you, but instead you take the snare at throw it around the creatures neck.

>roll 1d100+5 for the strength check
the beast normally has 1d100+15 but since it's taken such a beating it down to 1d100+5 and no longer has the advantage for strength checks.

You have 2 actions and there fore two attempts this will be the first.
>>
Rolled 14 + 5 (1d100 + 5)

>>2585700
wew
>>
Rolled 60 + 5 (1d100 + 5)

>>2585714
>failure but a crit fail
>one more attempt
>roll 1d100+5
>>
>>2585724
>Failure but NOT a crit fail
made a mistake there
>>
Rolled 71 + 5 (1d100 + 5)

>>2585724
dice gods plz
>>
>>2585732
>success!
>you grapple the beast with the rope
>2 degrees of success
>since your using a "weapon" rather then your own hands or arms you'll use a higher hit dice

>roll 2d6 damage
>>
Rolled 5, 2 = 7 (2d6)

>>2585753
>>
Rolled 97 + 5 (1d100 + 5)

>>2585758
>14-7=7HP
The creature is nearing death's door one more push will leave it knocked out.

The creature struggles to free itself. Its thrashing nearly throws you and tears the rope from your hands, but you dig in and pull with the whole of your body's strength. The beast gags with this noose around its neck.

>beat the creatures attempt to break free
>if you do you win
>roll 1d100+5
>>
Rolled 13 (1d100)

>>2585767
where does it get these rolls?
>>
Rolled 86 (1d100)

>>2585780
Desperation and pure adrenaline fueled drive to survive.

>The beast breaks free and attempts to run

The sphinx drops low to the ground and digs in with its claws. At last the beast breaks free and begins to limp away, the rope dragging behind it.

"NOnoNOnoworthlesshumanfilthimbleedingsomuchwhywhyhwy-

https://www.youtube.com/watch?v=Qv5Oo0BwQw8

You sprint to jump onto the rope, but from the trees comes Phillip!

>Phillip makes the effort to grab the rope and strangle the beast.

>roll 1d100 for phillip the beast is now at 1d100 due to exhaustion and lost blood.
>>
Rolled 99 (1d100)

>>2585796
ffffff. damn that's some adrenaline its got there.
So Phillip is strangling it. Are we still on the rope?
>>
>>2585796
Fuck you pussy. While Phillip is choking it, can we punch it in the face to aid in the unconscious-ing effort?
>>
Rolled 24 (1d100)

>>2585796
>>
>>2585802
>99!
>2 degrees of success
>Phillip chokes outn the Sphinx!

Sliding acorss the ground Phillip takes rope and heaves with all of his might!

With strength that seems alien to an ordianry youth the beast topples unconcious.

"Eat that you fat furry fuck!" Phillip yells. Running up to the sphinx before spitting on it.

"Wow! I can't believe it! We actually killed a monster like this!"

You approach Phillip and clap him on the back in approval.

"Go get my surgeon's tools. I have an idea."

Phillip's brow furrows but he obeys. Examining the beasts pulse you see that it still alive but near death and growing closer by the minute.

Once Phillip returns you get to work on removing and patching up the major bleeding wounds.

Stitching the spear gouges and the damage done by the wooden stakes doesn't take long since you don't bother cleaning them.

Using leather to bind together flesh that is too deeply damaged to be directly sewn together you get the sledges and put the beast on them.

"We'll take it back to Duros. I have an idea."

"What do you have in mind?"

You gesture to the knocked out monster before and then back to the direction of Duros.

"There's a temple to sol there and this is a true monster. Sol enjoys whole burnt sacrifices."

Phillip looks at you before nodding. His expression is solemn. Looking at the sunburst on your forehead reminds him that you have gained some favor from the sun god.

Just as you walk out of the forest with your gear you notice the cage that was held by the beast on the road.

"Hey! Hey! Misters! Can you helpe me! That mean old cat has me locked in here!"

Taking the metal cage you see a glowing figure, whose shape resembles a child. it's etheral smoky wings, and chubby childlike features tell that this is a sprite. The little creatures are known to be strangely wise and knwoing of hidden secrets despite acting like young children.

"Give a second I need to break the lock on this."

Taking a rock and striking swiftly on the lock you shatter it and open the door. The bright creature escapes and begins to rapidly circle you.

"Thankthankyouthankyouthankyou!"

The sprite glomps your shoulder in a diminutive hug before sitting on your shoulder.

"You two must be heroes or seomthing taking on this nasty monster! You even have the sun's mark on your head!"

The sprite giggles and kicks it legs from its perch on your shoulder.

Phillip gazes in confusion at the small creature.

"What is that? Is it some kind of bug?"

The sprite huffs and starts circling Phillips head, sparking in indignation.

"Who are you calling a bug! I'm Spitha the sprite! Not a bug!"

The sprite continues to fly around Phillip, rapping its knuckles on is head, in anger.

"Hey Stop that! It tickles!"

Ignoring the shenanigans you turn toward the path to Duros and begin walking, dragging the sledges with all of your might.

"Come on you two we gotta get this to the temple. We need to sacrifice him before the wounds kill it."
(1/2)
>>
>>2585883
Phillip and the sprite chase after you, with Phillip grabing the ropes to the sledges and helping you pull them.

The sprite decides to sit on top of your helmet in the meantime. Chattering away and asking questions.

>Encounter over
>50EXP earned (80/100 to next level up)
>Spear skill Level up (novice spearman) +5 to to attack rolls with spear, can use impale attack
>Novice spearman (1/5)
>Novice awareness (4/5)
>Novice grappling (2/5)
>You have a knocked out Andropshinx as a prisoner
>Phillip's archery is better he now has a +10 to bow attacks

if one of you anons can run through the encounter and count the number of successful rolls and what kind they were I would appreciate it. I don't want to deprive you of any of your gains.
>>
>>2585919
initiative roll 1
>>2585325
spear 1
>>2585452
1 dodge
>>2585732
1 grapple/choke
most of the damage was the traps and our alpha strike at the start
>>
>>2576365
From second post to OP
>Novice Athletics (+5 to rolls)
>Novice Grappling (+5 to rolls) (1/5)
>Novice Awareness (+5 to rolls) (2/5)
>Novice Medicine (+5 to rolls)
>Novice Break object (+5 to rolls)
>Novice Barter (+5 to rolls)
>(Novice Shield 2/5)
>(Novice spear 3/5)

>>2582678
my old counting post
>javelins thrown: ll
>hits:l
>Spear attacks that hit: l
>Fist attacks that hit: lll
>Shield Bash that hits: l
>Phillip arrows fired: llll
>Hits: lll

>>2582680
your skill update
>gain 20EXP (30/100 until next level up)
>Throwing weapons (1/5)
>Novice awareness (3/5)
>Spear skill (4/5)
>shield skill (3/5)
>Unarmed combat skill (3/5)

the pussy fight
thrown spear hits: ll
Phillip arrow hits: l
successful grapple attempt: l
Phillip choking that pussy: l
>>
Entering into Duros at night the guards, back away once they see the beast you carry.

Wordlessly you go with Phillip and the sprite to the temple of the sun god. it is grander then the one at Xylopolis, but as you enter the priests begin to crowd and follow you as you enter the sanctum.

Before the altar you see a priestess tend the sacred flame.

"Have you come to make an offering?" The elderly women rasps, not even looking at you.

"Yes." You make no pleasantries or remarks, only confirming her question.

The elder turns and looks at you with her milky foggy eyes.

"Then place the beast upon the altar and spill it's life blood upon it."

You have ask the remaining priests for help haling the beast onto the altar but as soon as you do you jab the beasts face. it awakes pitifully.

"Wha-what's going on?" Its voice is distorted and inhuman, its features are an ugly approximation to humanity, with an overly large mouth and large cruel eyes.

You say nothing to th beast and draw your sword. One the beast sees you drawn blade it, begins to blubber.

"Please human....I was just eating, i'm a beast its just my nature. Please don't kill me. I've doen nothing wrong." it moans and cries. The pitiful abomination even has the gall to whimber and shed tears.

Do you say anything to the monster before you sacrifice it?
>Write-in (you can also suggest a theme and I'll write something along those lines)
>>
>>2585967
>resopnd: "It's our nature to kill things that try to kill us."
>>
>>2585967
I fully understand beast just as it's sols nature to take your flesh
>>
>>2585967
Is its limbs properly bound? Good. Chop off its wings and draw some of its blood into a bowl. Those will afford us a steed or two for the journey.
>"Please human....I was just eating, i'm a beast its just my nature. Please don't kill me. I've doen nothing wrong."
And that is where lies in the problem. You mimic speech, but as you say you are a beast. One of many monsters that take advantage of the innocent. Do you not hunt for deer or more docile game? No. We overheard what you did to that caravan.
As take your life's blood and you start to feel the biting chill of death beckon you, take solace in this, monster. As penance you will stay warm for the rest of your life.
>>
>>2585987
>Is its limbs properly bound? Good. Chop off its wings and draw some of its blood into a bowl. Those will afford us a steed or two for the journey.
Let's do this
>>
>>2585971
>>2585980
>>2585987
>>2586013

Your grip tightens around your blade. The beasts excuse tumbles in your mind before you give an answer.

"It's your nature? It's our nature to kill things that try to kill us."

The beast attempts to blubber more but you cut ot off.

"I fully understand beast. Just as it's sols nature to take your flesh. it is you nature to eat flesh."

You grip one of the broken wings and pull until you hear bones break further.

"And that is where the problem lies. You mimic speech, but as you say you are a beast. One of many monsters that take advantage of the innocent. Do you not hunt for deer or more docile game? No. We overheard what you did to that caravan."

The creatures expression changes to one of horro as it weakly stuggles against the thick leather bonds you have placed on it.

You get dangerously close to its face.

"As I take your life's blood and you start to feel the biting chill of death beckon you, take solace in this, monster. As penance you will stay warm for the rest of your life."

With a swift slash you sever the first wing and then the second. The beasts blubbering turns into roaring and snarling, and curses.

You dig your sword into the beasts stomach and open it. The blood and gore spilling onto the altar.

As the light dies in its eyes, you push it back onto the a fire pit below the altar. The moment it falls the sacred flame rears up as though it lived and consumes the sphinx hungrily. In mere moments the massive creature is turned to ash.

You kneel before the altar and offer up praise to sol.

You can feel the sunburst on your forehead begin to burn. The intensity spikes until you hear a faint voice within your mind.

>You have honored me my faithful servant. A blessing I shall give to you.
>Labor accomplished: Monster Slayer- successfully kill a true monster anddedicate it to the gods
>Blessing earned: Your strength stats are increased by 1
>Strength and Might go up to level 3
>Strength lvl 3 (4 degrees of success)
>Might lvl 3 (+10 to str rolls)
>Sphinx wings and blood acquired (rare ingredients)
>>
>you exit the temple and go to sleep in an inn again.

Upon waking from your cot you notice that the sprite has taken residence on your sledge, sleeping inside a pouch.

Phillip is completely knocked out, happily drooling in his resful sleep.

You rise and satrt your day, and once both you and your companions awake you eat and leave the city once again. On your way down the road you reach the place where you fought the Sphinx.

Do you converse or ask questions of your companions?
>write-in
>no keep going
>>
>>2586081
I have a few questions for Spitha, like how sprite was captured by the sphinx.
On a side note how is Phillip feeling? Besides the thread of monsters soon to come to his home, how is he after all the fighting the the brigands and monsters?
>>
>How did Spitha get captured by the sphinx?
It was awful mister Alex, that monster told me to get in a cage the caravan had or he'd eat one of the people there. I did but it didn't stop him though. I was stuck in that things for several days, and to be honest I thought I was gonna starve or that the sphinx would kill me, but now I'm with you and mister Phillip, so it's okay now!

And you gave that monster what he deserved, so that's good too.

That caravan isn't too far from here if you want you can collect anything they had, either you or some jerk guys will find it probably.

>How's Phillip feeling?
I'll admit that I'm a bit shaken up. All this fighting has gotten in the way of getting help, and its making me nervous. But I have to hand it to you Mr Alexandros you're really good at fighting. betwwen handleing those brigands and that monster you have a real head for this stuff.

I feel better knowing you'll be the one getting help, and the sun god is behind you. I mean the gods don't just intervene like that superficially.....well maybe Logren would but Sol talked to you! Any time that happens it always means things are bound to turn out better.

That and if nothing else with all this miney we seem to be getting we can help support my people if they have to leave town toescape that dead thing.

I feel a little bad about killing those men though. I mean they barely laid a finger on you before we took them down. They just kept coming like a pack of rabid dogs, not though of just leving us alone.

The monster I didn't care for, I'm glad that you gave it to Sol. One less monster to worry about.
>>
>You take Spitha's directions and find the remains of the caravan.

searching through thr wreckage of the carts that were used, you find roten food, and borken goods, but eventually find...

>roll 1d100 for loot
>>
Rolled 30 (1d100)

>>2586217
>borken goods
Awesome. Let's take these and give them to any wolves or dogs we come across.
>>
>>2586226
>30
minor loot
>5GP
>some intact textiles (about 3GP in value)
Funds:39GP
>>
>>2586253
Sweet. If we sell the textiles then we'll have enough for single steed. Can we sell the ingredients now then hit the road?
>>
>>2586268
>sell the ingredients
Unfortunately there are no resident sorcerers in Duros. You'll need to go to Argos in order to find one.

On the road from Duros you make progress toward Argos. After several days of travel, you past the edge of the mountains and now you take a series of rough dirt roads to Zerethus.

The region is pleasent, full of fields and small quaint human villages. With distance from the crag the likelyhood of encountering a monster is unlikely.

On the road however you encounter something

>make 2 1d100 rolls
>>
Rolled 44 (1d100)

>>2586304
>>
Rolled 89 (1d100)

>>2586304
>>
>>2586311
>>2586330
>44
The encounter is non hostile
>89
a rather rare ancounter

Along the road you see a man resting and watering his steed, a magnificent brawny warhorse, covered in a bright and cheery red and green covering. As get nearer you see a huge mass of mail in a pile by the horse as it lays and eats oat from a bucket.

beside the steed is an olderman, with a scar on his face, over his nose. From head to toe he is covered in bright mail, a tall closed face helm by his side as he sits, greedily drinking from his waterskin.

"Who go-es ther-e?" The old man glares at you as he grumbles in broken achean.

His fair skin and and blue eyes mark him as either a northerner from Pelas or Larissa or from beyond Achea. From his broken speech you'd guess he's a foreigner.

Over his armor is a finely made shirt that bears the symbol of a red dragon on green.

>Pic related

"We-ll, who go-es there?" The old man asks, louer this time, keeping his hand on the large sword secured to his belt.

what do you say to this old man?
>write-in?
>>
File: Sir Ector.jpg (76 KB, 600x877)
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76 KB JPG
>>2586374
>>
>>2586374
We are travelers on a quest to save a town....how are you Sir Knight?
>>
>>2586383
Then proceed to explain our mission and ask if he or anyone he knows might want to help
>>
Rolled 33 (1d100)

>>2586304
>>
>>2586383
would we know he's a knight though he is foreigner and I doubt we would be that worldly. maybe warrior or adventurer would be appropriate
>>
>>2586412
>you are correct sir
You have not a clue what a knight is or what country this man is from. The only foreign nations you are in any way familiar with is Kandor and Asshur because they border parts of Achea and even then you only know very general facts and rumors about them.
>>
>>2586374
we mean no harm to you just travelers looking for help to save a town, who re you?
>>
You approach the man arms raised in a gesture of peace.

"We mean no harm we are travelers on a quest. We are traveling to Argos in order to save a town. Who are you traveler? I percieve that you are a foreigner to this country."

The man raises, brushing of the brightly colored shirt.

"I am Sir Ector of Cammlan, and I search for the holy grail. I have travled across the nations and the seas so that I may bring back the great treasure to my liege King Arthur of Camlann. And who might you two be?"

You gesture to yourself and then to Phillip as Spitha peaks out from behind you.

"I am Alexandros son of Ajax, and this is Phillip son of Antenor. We hold no lofty titles but we are on a mission from god to go to his temple in Argos to seek help."

At your words the old man's attention deepends and he observes you carefully. He looks intently at your forehead, and pulls out his sword, keeping its blade downturned. The blade hums and glows faintly and you feel the mark on your forehead heat up.

The foriegn warriors continues to scrutinize you before he strokes his beard in apprarent interest.

"I sense that you are telling the truth. You say you are helping a town? In waht way? What is the task that you have been handed?"

"We journey to Argos for assistance, the town of Xylopolis in the north is threatened by undead abominations that grow in number and nymphs and saytrs who kidnap the people who live there to be eaten or sacrificed for some fell ritual. The soldiers of the king who were there left and help is not forthcoming, so we consulted the sun god who instructed us to go to his temple in Argos."

The warrior absorbes your explanation before sheathing his blade. He rouses his steed and mounts it, before adressing you.

"Upon my honor as a knight and as a man of god I shall help in this endeavor, for a true knight never allows evil to go unvanquished! Lead the way for surely the lord of the sun shall reward me for meteing out Justice!"

>Sir Ector of Cammlan has joined your party!
>>
Come on, vamanos
Everybody, let's go
Come on, let's get to it
I know that we can do it
>>
In a couple of days you are within sight of Zerethus, and that much closer to reaching Argos.

marching down the road, with Sir Ector leading the way from the saddle, you approaching a broad stone bridge.

>roll for encounter
>1d100
>>
>>2586635
high nad then pesto him about where his from and if he can teach us anything
>>
Rolled 69 (1d100)

>>2586661
>>
File: 1503973396100.jpg (18 KB, 480x534)
18 KB
18 KB JPG
>>2586668
>>
>you approaching a broad stone bridge.
>inb4 a sexy she Troll appears
>>
>>2586664
Very well before we start the encounter You may ask questions for Sir Ector. First roll for the encounter and then ask questions if you wish for Ector, and then we'll start the encounter.

>>2586668
>69
Higher level encounter
>You encounter a nobleman of some sort whose guarding the bridge and refuses to yield unless you forfeit all of your weapons and goods.

>you may ask Ector some questions
>>
Rolled 86 (1d100)

>>2586661
>>
>>2586680
ask y his name starts with a sir,
where his from,what did he do and can he teach us things, no homo like
>>
>>2586680
Forgive my ignorance, but who is King Arthur? Why do you need a Chalice?
I noticed something strange about your sword. Is it magical? What does it do?
What is his first name? Can he teach us how to fight better?
What is the name of his mighty steed?

>to the noble
I am sorry my good man, but why do you want us to part with our weapons? For you see we need them for our rations quest.
>>
>>2586680
Cab you describe the noblemans appearance?
>>
>>2586661
Does he have any leads to this Chalice he is looking for? Where will he go after he aids us in our quest? I do not know if my friend Phillip would want to return home after our quest, but I would be willing to aid you in your quest. (guys what do you think. Should we offer to help him?)
>>
>>2586702
>>2586709

>why does your name start with sir?
Ah yes. Sir is a title given to those are who are knights. knights are those men and some women who have proven themselves not only capable warriors but to be of great character and honor and as such they take oaths before their leieges and the gods to execute justice, protect the land during war and to act as land holders for the benefit of the common folk. You could say a knight is a type of noble who specializes in fighting and dealing with disputes while also having small holdings. In my home country I am a proper lord, but of course in this distant land to proclaim myself as such would be quite arrogant and pointless, but a knight I shall always be instrange domains or not.

>Who is king Arthur?
The rightwise king of Cammlan and the isle of Albion. When he was a boy I acted as his foster father and raised him with my natural son Kay. He has since become king, as he was the son of Uther before he died however the chaos that ensued after the king's death threw the realm into a dreadful civil war. One that unfortunately never ceased. Arthur is still a young man and he has been taking steps to Uniting Cammlan but the fighting is fierce and even worse, dark magic is afoot. There is a terrible curse that is poisoning the land and harrassing the people, dark things are stirring and monsters prowl ever closer to human settlements.

>Why do you need a chalice?
By Sol boy have you ever heard of the Grail! Long ago the god Nahgroth and Sol worked together to create a wonderous item of blessed power. later the goddess Elyna came and blessed it further. The Grail is an item of immense power and holy might. Capable of breaking any curse and granting any who are worthy with god given might. I search so that Cammlan will at last be freed from the scourge that plagues it and safe from the sorcerous evil that looms.

>Your sword?
Ah yes! Ha Ha! This blade is called Caliburn! It was thrust into a stone by the great sorcerer merlin and was taken up by my foster son and king Arthur. It is blessed by Sol and forged using powerful magic and good steel! It synchronized with the marking on your head boy. It would appear that the sun god has taken a 'shine' to you! Ha!

My blade is quite strong, and in addition to being a superior weapon it can harm things that cannot be harmed, and supplements my strength.

>name?
Well my name is Ector, my fathers name was also Ector so in your people's way I am Ector son of Ector. A bit repetitive I think.

>can you teach me to fight better?
Ah! Yes! I am a seasoned warrior skilled with spear, blade, shield and hammer. I taught Arthur everything to know about being a warrior and my son Kay is near as good with a hammer as I am! Ha!

>What is the name of your mighty steed?
His name is Thud! On account of how heavy his tread is, and for the kicks he metes out when angered. A bit lowbrow but for such a belligerant horse I think it fits.
>>
>>2586730
should be interesting but most grail quests in mythos take some time so we could accompany him for a month or two then head our own way
>>
Well I'm all out of questions for now.

>>2586787
Sounds ok.
>>
>>2586714
>The noble
He is equipped in bronze halfplate. A solid breastplate, gauntlets, and greaves, with a helm with a high creast. He wears mail underneath and carries a solid metal shield bearing a bull's head on it. He has two spears, a sword and a mace as weapons. His helmet is off and you notice he is an adult with a thick beard and a face with patrician features.

You notice he has a two horse chariot with two men on it a driver and spearman.

there is also a woman standing in the chariot, but she seems a little roughed up and sullen with some bruises on her face and dirt on her chiton. You imagine she may be some captive or an unluckly traveler who got captured either for ransom or some more evil purpose.

>Have any leads on the Grail?
No. It burns me up but I came here about a
2 months ago from Pylos and have been working my way up the country. My fellow Grail seeking knights have searched in the middle kingdoms extensivly but there has been no solid lead. Rumor and heresay of it being in lost tombs and ancient abandoned buildings in lost settlements but no such luck. I can only hope that the sun god will shine upon me and guide me to the Grail if I be worthy.

>Where will you go after you help us?
Well I'll search in the nearby region for the Grail and then work my way through all of greater Achea before heading north to Kandor to try my luck there.

>I do not know if my friend Phillip would want to return home after our quest, but I would be willing to aid you in your quest.

Ah. Good lad. Any help would be appreciated while I am in this land. As a natice you would be of great help. If you should travel with me I shall make sure to help you with becoming a great warrior for your troubles. The world needs more stalwart men of valor anyways, such courage is needed in this trying world desperately.

That's all or tonight. I'll be back at 2PM EST tomorrow and we'll go farther. Tis thread will probably end by Thursday, but if we get a lot of participation and progress we'll go to friday.

Have a nice evening anons!
>>
>>2586862
Welp looks like we'll have too kill em.
>>
>>2586862
I'm gonna say call them both shoe polishing mongrels that can't tell the difference between a good pint and a bottle a pass.
Your armor was made by a fickle fingers woman....your mum!
By the gods there some pubic monster that looks like a scrotum on his face. Oh wait, that's just his beard.

Wait save those insults. Gotta know why they want all their stuff exactly and who they are.
>>
Once you get close enough you see that a warrior in sturdy bronze armor stands in the road before the bridge, his chariot and fellow charioteers on the wayside.

The armed man is leaning on his spear and holds his helmet in his arms. He smiles malevolently as you approach.

Sir Ector's gaze remains on the man, and he stops Thud before dismounting.

He continues forward on foot until he stops at a comfortable distance.

"We have co-me to cross the bri-dge and make our way to Zere-thus in p-eace. We m-ean no har-m but we me-rely wis-h to be on our w-ay." Despite his speech being broken, Ector is perfectly understandble, but the armed man does not move.

"If that is the case then you will need to surrender all of your wealth, arms, and goods before proceeding. This bridge belongs to me and the toll is quite heavy." The man's face splits with a cruel smile and heleans harder on his spear before putting his helmet on with one hand.

"A Hig-hwayman eh? So you s-eek to rob us of our po-ssessions like some comm-on cr-iminal?" Sir Ector boldly takes up his shield and puts on his helmet, Drawing Caliburn from its scabbard.

To the side you notice that a woman stands in the chariot with the two drivers, sullen eyed and slightly wounded. Bruises and slight cuts re on her face and arms and her chiton is covered in dirt and filth.

"We shall pass this bridge unharmed and unmolested, unless you wish to be thrashed severely you unwashed cur!"

Sir Ector snorts, and raises his shield. Taking a fighting stance.

The bronze clade warrior throws his head back and laughs.

"I expected you to do that. In that case I shall show my hand." The warrior gesture to his men who draw daggers at the woman's neck. She remains composed and stonefaced, she locks eyes with you before mouthing "run" silently.

"Surrender you arms and armor, and all of your wealth and goods or I shall kill this woman. I have a feeling that you are the type of men that have a tendency to help the innocent, so if you wish to save her life you must surrender all of your goods and I shall let you pass."

Both the warrior and his cronies laugh and the men from the chariot begin to goad you, hurling insults and abuse from the chariot.

Sir Ector rumbles before turning to you and Phillip.

"I know this ploy. That man has taken a hostage in order to get travelers to surrender their only means of defense before killing them anyway. The woman may be complicit but from her appearance she is probably in genuine trouble. But these types are interested in easy loot and not fighting, chances are these men will not kill the hostage for fear of lsoing the only leverage they have. I have an idea."

Ector turns to you.

"Boy he will hesitate to fight me on account of my bearing and equipment, but with you he may accept a challenge. You're young and not as heavily armored as he, so that may be where he is willing to fight."

He brings both you and Phillip together in order to whisper to you both.

(1/2)
>>
>>2587635
"Phillip and I will kill the charioteers while you kill or capture their master. If you leave your bow, the two of us will snipe both of the men while they are distracted by your duel. Does this sound okay?"

Do you like Sir Ectors plan?
>Yes
>No
>Yes but you want to change something (write-in)

>Highwayman stats
>50HP +10 to attack rolls, +20 defense, d6 damage, 3 degrees of success, damage resistance +10, 2 attacks, str +5

>Your new combat stats
>+10 Str, +5 to attack with spear, Impaling strike attack
>>
>>2587641
>Yes
This gon be gud. 1v1 me faggot.
>>
>>2587691
>yes

You assent to the plan. Phillip's a good shot and Ector is a veteran at combat, with the charioteers distracted they should be easy pickings.

The only problem will be the armored warrior himself. He might be a hardened fighter or some dandy with some fancy gear, but if need be you just need to distract the minions long enough for Phillip and Ector to take them down.

>weapons that you have
>iron spear (d8)
>bronze spear (d6)
>bronze sword (d6)
>bronze dagger (d6)
>bronze rimmed shield (d4) (armor)

what do you want to start with in hand?
>>
>>2587768
>bronze rimmed shield (d4) (armor)
>fist (I remember there was a penalty)
I want to grapple/strength check the weapon out of his hand and best him with it
>>
Rolled 59 (1d100)

>>2587773
>Interesting combo

Taking your gear from the sledge you arm and armor yourself, bronze mail glinting in the sun. Rather then take a weapon in hand you take your shield and go without a weapons. You feel much stronger now and you have a firm grasp of grappling, at least enough to wrestle him to the ground if needed.

Spitha floats around you his small childlike face is downturned.

"Be safe Mister Alex that guy feels like he's a bad man. He will probably fight dirty."

You wordlessly nod and pat the sprite with your forefinger before approaching the warrior.

"I challenge you to a duel. If you have enough balls you pube faced cur then you may be a challenge."

The man laughs off your insults.

"Big talk for a boy barely old enough to be away from his bitch mother's teats. I accept."

You flex your fingers and raise your shield. The warrior does the same same, brandishing his big shield and spear.

>roll initiative 1d100+10 (awareness)
>>
Rolled 13 + 10 (1d100 + 10)

>>2587807
>>
Rolled 30 + 10 (1d100 + 10)

>>2587817
>you lose initiative, the other guy goes first

The hoghwayman makes the first move, lunging with his spear at the opening in your helmet

>roll 2 1d100+20 defense roll to dodge beat my rolls.
>>
Rolled 56 + 10 (1d100 + 10)

>>2587825
second
>>
Rolled 59 + 20 (1d100 + 20)

>>2587825
>>
You can roll again, the rest of the anons probably won't be back until after 6
>>
Rolled 89 + 20 (1d100 + 20)

>>2587879
>>
>>2587841
>>2587881
>success for both

You bat away the thrust with your shield, and when your opponent attempts to bash you with his shield side step to face his weapon arm.

>your turn

what do you do? 2 actions
>attack (shield or fist)
>grapple or athletics
>write-in
>>
>>2587892
Grapple/disarm him 2x. Which ever works.
>>
Rolled 77, 2 + 5 = 84 (2d100 + 5)

>>2587905
>roll 2 1d100+15 for grapple
>beat 2d100+5
>>
Rolled 14 + 15 (1d100 + 15)

>>2587915
>>
Rolled 99 + 15 (1d100 + 15)

>>2587915
>>
>>2587915
>82 vs 29. Inarguably failure.
>7 vs 114. X gon give it to ya.
>>
>>2587933
>>2587934
>success

You lash out with your hand to grab the warrior's elbow, but he recoils before you can gran him. Stepping in andtackling him you head butt the warrior and while he's dazed grab his arm and place your leg behind him.

The warrior trips and falls, right as you twist his arm and use you other hand to tear his spear from his grasp.

>you have taken the bronze spear he was using

>roll 4d4 damage from grappling.
>>
Rolled 3, 2, 2, 2 = 9 (4d4)

>>2587943
>>
>>2587956
9-10= no damage. At least we got his spear.
>>
Rolled 1, 56 + 10 = 67 (2d100 + 10)

>>2587956
>9 damage
>grappling damage ignores armor because chain mail doesn't stop someon from breaking your joints.
>50-9=41HP

You release the warrior. after your arm grab results in a gritty crunching noise.

"Ah you whoreson! I'll fucking stick you like a damned pig!"

>roll 2 1d100+20 defense
>>
>>2587963
>nat 1
The guy over extends his injured arm and gains a wound
>Highwayman 41HP wounds:1 -5 to rolls
>>
>>2587963

That got to hurt.
>>
roll please if you crit you can wound him some more
>>
Rolled 42 (1d100)

>>2587999

...this probably hurt even more
>>
>>2588008
>My arm!
You dodge both of the warriors attacks on account of him apprently injuring himself. His second attempt at thursting his spear only result in another wet crunching noise.

You must have really twisted his joint good.

what do you do?
>attack (shield or spear)
>grapple or athletics
>write-in
>>
>>2588016

Didn’t we steal his spear?

>Cast fist.
>>
>>2588023
You did steal his spear.
Do you still want to punch him though his damage resistance will be +15 and at your max damage with punching will be 16 at a 4d4.
>>
>>2588016
Grapple again. Break his arm.
>>
>>2588027
Break his arm. Break his arms! BREAK HIS ARMS!
>>
>>2588027

Hum, Grapple then.
I was asking because you said he thrust his spear at us :)
>>
Rolled 40 (1d100)

>>2588039
>>2588030

>roll 2 1d100+15 against 2d100
>>
Rolled 25 (1d100)

>>2588047
>>
Rolled 72 (1d100)

>>2588047

I hope that guy has some loot...
>>
Rolled 80 + 15 (1d100 + 15)

>>2588047
>>
>>2588047
Get stuffed son.
X gon deliver to ya.
>>
>>2588055
Speaking of loot, where are the horses that were supposed to pull the chariot?
>>
>>2588071
>>2588055
>87>40 4 edgrees of success
>95>25 4 degrees of success
>roll 8d4 damage

>the horses who pull the chariot
two good horses, not war steeds but they are strong and look like they are in good condition, easily capable of being used as a mount.
>>
Rolled 1, 3, 4, 3, 1, 4, 2, 4 = 22 (8d4)

>>2588085
high roll plz dice gods
>>
>>2588087
the gods are pleased
>>
>>2588087
Grappling of Doom
>>
Rolled 24, 27 = 51 (2d100)

>>2588087
>22 damage
>41-22=19HP

Dropping the spear you slam into the warrior and grab his arm again. Firmly gripping the elbow you shuffle behind him and put his arm behind him. You use your shield to bend him over before you begin wrenching the already wounded arm.

The sick popping noise grows in severity as you begin to bend the warriors arm even further, to the point that you have crossed his forearm over his own making bicep a v shape.

The man screams in agony as you continue to punish him.

>his turn to try and break free
>roll 2 1d100+15 and beat his rolls
>>
Rolled 98 + 15 (1d100 + 15)

>>2588103
does he suffer any penalties from the, you know, injured arm?
>>
Rolled 95 + 15 (1d100 + 15)

>>2588103

Grappling is so painful.
>>
>>2588103
>okay I fudged the shit out of that description
Imagine one of your arms. Now take your forearm and fold it back toward your bicep. Now imagine someone taking your forearm and folding it so hard it went the oppoiste way making your forearm point backwards.
>>
Rolled 57 + 15 (1d100 + 15)

>>2588103
>>
>>2588107
>>2588108
By Sol's magnificent cock! Look at our rolls!

>>2588110
I want to yell in his ear. "WHO'S YOUR DADDY!?"
>>
>>2588107
>>2588108
WEW
>>
Ded.
>>
>>2588107
>>2588108
>he doesn't escape shit.
>You rip his fucking arm off

The man's screams increase as you drop your shield and grip his shoulder. Despite the mail there you notice there is a gap where the rings have not mended.

With all of your might you pull and twist until you bend his arm around as he drops to his knees.

Any attempt of escape fails as you plant your foot on his back and heave for everything you are worth.

The arm comes off and the warrior drops a massive amount of blood flushing onto the ground below.

The haze of battle leaves you and you turn to see that both the charioteers are dead and that your companions have saved the captive.

>combat finished
>fatality!
>>
>>2588128
Judgement has been served!
>>
Skills so far. Quote me If I'm Wrong.

>Novice Athletics (+5 to rolls)
>Novice Grappling (+5 to rolls) (7/5)
>Novice Awareness (+5 to rolls) (3/5)
>Novice Medicine (+5 to rolls)
>Novice Break object (+5 to rolls)
>Novice Barter (+5 to rolls)
>Novice Shield (3/5)
>Novice spear (4/5)
>Novice Throwing (3/5)
>Novice HtH (3/5)

Did we level up the Spear Skill? I can't remember how or if we ded yet.
>>
Looking down at the fallen warrior you remove his helmet and take his pulse. Despite the small window of time since your removed his arm the pulse is fading quickly. You on't have the time to close the wound, you take your sword and hack his head off as a mercy kill.

Sheathing your blade you approach your comrades near the chariot. You notice that both of the men have arrows in there open mouths.

"Your friend is good with a bow boy. I didn't even have a chance to shoot." Ector claps Phillip on his back. Phillip chuckles nervously but takes the praise nonetheless.

Sitting on a nearby rock is the woman. Now outside of the clutches of death she looks considerably more composed.

Long dark wavy hair and bright green eyes. A rare color in Achea, with a good deal of folklore about it. Those with green eyes are touched by the sea and born to water.

Her chiton is finely made if not made of any rich material. Maybe she is a craftswoman or the daughter of a well to do family. Her bronze skin tells you she is no noble woman, unless she is fond of athletics.

"Are you well? I imagine that you are not enthused by being captured."

The woman eyes lock with yours and her expression does not change.

"Thank you." Her voice is very smooth and cool. But she says nothing else.

Her eyes remain on you even as you break eye contact and collect the loot and remains from the highwaymen.

>Loot (enemy equipment)
>a 2-horse chariot (fine grade)
>2 strong horses
>4 bronze spears
>1 bronze sword (d6, versatile)
>1 bronze shortsword
>1 bronze mace (d6 damage, versatile)
>2 bronze daggers
>10x Bronze javelins
>1x bronze mail (+10 defense, +5 damage resistance)
>1x bronze halfplate armor (+10 to defense roll +10 to damage resistance)
>1x bronze solid metal shield (+10 to defense d4 damage)

>roll 1d100 for other loot
>>
>>2588151
You seem to be correct
>your spear skill did go up it is Novice spearman (1/5) right now giving you a +5 to attacks with spears and access to a special attack

>Novice grappling is now proficient grappling giving you a +10 to grappling rolls (2/10)
>>
>>2588248
Now we gotta figure out what to do. We gotta loot the bodies, ask her what happened, take her to the nearest town that's still close to our destination.
>>
>>2588248
I'm not sure how robust Phillip is, but I think he'll want the bronze mail while we take the half-plate. best we stick to our strengths. Oh and he should take a dagger as a hold out weapon. And I guess we can replace our shield with the solid metal one.
>>
>>2588259
I have a hypothesis that the lady might be a merchant and most of this stuff might be here's and we're technically robbing her, or maybe that's not the case. It's probably for the best to ask.
>>
>>2588248
Waaaaiiit. One last thing. Get an iron arrow and press the flat of it against her skin just in case.
>>
Rolled 39 (1d100)

>>2588248
>>
>>2588285
I forgot there was a roll for loot.
>>
Rolled 44 (1d100)

>>2588248
>>
>>2588285
>>2588282
>39
Minor loot
>you find 5 GP
>you find some bronze ingots (4GP in value)

Searching through the supplies the Highwaymen had you don't find much beyond a couple coins and some metal. You hope that means the highwaymen did not have many opporunities to rob people and then kill them.

>Iron arrow against the woman.
You slowly approach the woman who has remained seated. You draw very close to her, much closer then you had before. She locks eys with you again, and you notice that she smells like fresh water, almost as if you were near a crystal clear river.

You press the blunt side of an iron arrow against the backside of her hand. She does not recoil, nor does her flesh boil or smoke. You look up to see that her face is very close to yours, to the point that you can smell her breath.

"Lad? What on earth are you doing?" Ector grabs your attention and you slowly walk away from the woman.

"I was testing something. She feels....strange. Not evil or malevloent...just strange."

Ector looks at the women as she continues to sit in silence, her bright eyes locking with his.

"I get your meaning. Something seems a tad strange with this girl. You feel it Phillip?"

Your companion blushes.

"I don't know, but she's a very beautiful woman. Maybe she's a princess or something, Achea has lots of those."

Ector chortles at that.

"Aye lad. Maybe that's the case. My lady I do not wish to be rude but may we have your acquaintance?"

The woman rises and bows gently.

"My name is Nausicca. I was washing my clothes by the river and those men attacked me once they passed by. They beat me when I attempted escape but that was a day ago. then they camped here waiting for travelers. Luckily you were the first and stopped them before any damage was done. I have no money and my clothes beyond those I wear were lost, so please accept my gratidtude, although I would like to reqard you."

what do you say?
>write-in
>>
>>2588320
Gratitude is always a reward within itself. So this cart isn't hers? Sweet! We finally have a means of transportation that will quicken travel time.
So she's obviously magic. We all know it. She knows we know it. She's doesn't feel evil and that's good enough for me. Let's just keep going and if she wants us to drop her off at the nearest en route settlement with some gold coins then that's fine.
>>
>>2588320
>reqard
wat
>>
>>2588344
w and q are right next to each other on the keyboard and I also don't proof read these posts.
>>
Oh also forgot to give exp.
>20 EXP. (100/100) Level up!

+25 HP
+1 action

Pick 2 to increase

>strength stats
>dexterity stats
>Intelligence stats
>charisma stats
>>
>>2588368
INT an CHA. I'm tempted to go full Hercules or Algol, but maybe it's best to be rounded. for now.
>>
>>2588368
>>Intelligence stats
>>charisma stats
So not be tricked by the Fae
>>
>>2588368
>strength
>charisma
the greatest failings of great heroes is lack of wisdom and misunderstandings, charisma can mitigate that a bit and tearing someones arm off makes me want strength on a rollplaying and thematic level.
>>
"Gratitude is a reward in and of itself. We are glad to have helped you. The goods that these curs possessed is sufficient for any material deficit we may possess."

You gather the sledges and rig up the horses to the chariot. After digging some shallow graves for the scoundrels you pack up everything and make to leave.

"You know how to drive a chariot Phillip? He nods.

"A man from Pelas came to town once and taught me and some others how to."

You step aside and he takes hold of the reigns before taking the crop and snaping both of the horses. Soon you are off with Sir Ector and the woman who shares the chariot with you.

You continue to notice that she looks at you intensely but she says nothing.

"Would it be any trouble to drop me off at Zerethus?"

Phillip shakes his head. "No were already goign there so it will be not trouble at all."

>you make your way to Zerethus

Do you enter the city?
>yes
>no
>>
>>2588384
>>2588397
>>2588413
>>2588413
>your charisma and persuasion increases to level 2

> Your intelligence and lore increases to level 2
>>
>>2588499
>yes
I guess we can take a few hours here to stretch our legs.

How far until we reach Argos?
Question: did we explicitly tell anyone that we were supposed to go to Sol's temple in Argos, or if Sol told us he had a temple there, or if we had preexisting knowledge of said temple?
>>
>>2588526
>the temple
The biggest temple dedicated to Sol is in Argos, the place is huge. even in the boonies where you lived you know about it. Sol told you to go to his temple in Argos, so that's the place.

>How far until Argos?

Not far Zerethus is only a little ways northeast from Argos, there's a road you can take that will lead you there outside of Zerethus.
>>
>>2588368
>charisma stats
>strength stats
>>
>>2588499
no
Town needs help asap
Just drop her off
>>
>>2588499
>no
Time's a wasting
>>
>>2588499
Yes
>>
>>2588499
>yes sell loots then get back the road
>>
>>2588574
>>2588567
>>2588526
>yes

Entering into the city is easy enough, with your chariot and new equipment you look like a noble.

Although Sir Ector sticks out for his strange garb and appearance the populace bears you little mind, except maybe any thieves lurking in the shadows.

>sell your stuff

You tell Phillip to make for the Agora so you can sell the the textiles and ingots then to set off the on the road immediately.

"Can do. If we have any luck we turn a tidy profit and then some."

>you have textiles (3GP in value)
> you have bronze ingots (4GP in value)

Current funds: 44GP

Barter skill: +5
Lore: +5
Intelligence: 3 degrees of success possible

Going into the market place you set up a little roadside store and try to hawk your wares quickly.

For some reason Nausicca remains with you but you imagine she'll leave at this juncture once you've completed your sales.

>roll 2d100+10 for sales beat DC: 70
>>
Rolled 68 + 10 (1d100 + 10)

>>2588596
>>
Rolled 32, 75 + 10 = 117 (2d100 + 10)

>>2588596
>>
Rolled 13 + 10 (1d100 + 10)

>>2588596
>>
Rolled 53, 91 + 10 = 154 (2d100 + 10)

>>2588596
>>
>>2588615
>>2588610
>I'll take the 78 and the 85 (since I'm assuming that>>2588615 didn't see>>2588610 and the 75 would be the second sale.

>78>70= 1 degree of success
>85>70= 2 degrees of success

+3GP
3+4+3GP=10GP
44+10=54GP

The sales go well. You make a decent profit off of the textiles and ingots, and with the overall sale you now have funds a plenty to dip into if needed.

"Well done boy. You got skills to be a merchant." Ector helps pack up the rest of your equipment as you preapre to leave.

>Novice Barter (4/5)

"We will be on our way now. Are you okay to be in the city without any money?" You ask Nausicca.

"I'll be quite fine. I will go see my sisters and be on my way. May your journey be fruitful and may the sun watch over you."

Just as you are about to turn to leave you feel something on your cheek.

Nausicca gently pecked you before turning to leave.

"Hahaha. She got you too did she." Phillip chuckles.

"She got me too with that." You touch your cheek. First time a woman has kissed you. You feel....odd though, you feel something stir within but you can't put your finger in it.

"Enough with the lollygagging lads, we got progress to make. Argos isn't too far by horse we'll get there by nightfall if we hurry."

You mount the chariot and Phillip cracks the whip. Soon you are out of the city and on the road to your destination.

>You reach Argos by the time its dark but you reach the gates unmolested.

What do you want to do?
>go to an inn and rest. (In the day there will be more to do)
>Go to the temple immediately
>>
>>2588694
>Go to the temple immediately
Better get this out of the way and do as commanded
>A shadow rises and none go to destroy it, who shall allow this in the house of the unconquered sun?
>>
>>2588694
>Go to the temple immediately

Tbh I thought it was roll a 2d100 not two separate d100s. Sorry man.
>>
>>2588694

>>Go to the temple immediately
>>
>>2588694
>>Go to the temple immediately
>>
>>2588712
>>2588701
>>2588834
>>2588838

>go to the temple

"Phillip drive us to the temple, I need to get to the altar inside."

"Uh. Where is it? I haven't been here before either and Ector mentioned that he hasn't either."

You feel the marking on your forehead warm up. A pulsing that grows stronger. A feeling that builds as you move throught the city.

"I know the way just follow my directions."

Phillip nods without comment but his frown shows his concern.

Ector remains tightlipped and follows from behind.

Even in the dark you notice that the city is immense, the walls are taller then any you've encountered so far, so high that building a ladder to climb it would be a task in and of itself. The main roads are broad enough to allow 10 four horse chariots to ride across side by side comfortably. Strong dark stone makes up the construction for the larger buildings, and brass is frequently used in decoration on houses and other buildings.

As you ascend toward the Acropolis you get a better look at the scale of the city. It streches farther then you imagined, with countless houses and tall towers dotting the cityscape.

You had known that Argos was the largest city but even then the sight before you steals your words.

When you see the temple you lose your breath to it. Massive white columns decorated with brass and carvings of the sun engraved upon the roof. High steeps of swirling multicolored marble. You can smell incense and hear the light sound of chanting.

"I'll be inside but stay with our things I don't know exactly how this will go."

You drop down from the chariot and charge up the stairs, sword at your side.

"Good luck lad!"

"Be careful!"

You take heart from your companions words.

Spitha appears from behind you. Swirling around you excitedly.

"I've never been here before! Are you gonna talk to the sun Mr Alex?"

You chuckle nervously.

"Yes Spitha. I Shall."

Running through the brass and bronze decorated courts of the temple you ascend further until you begin to hear more chanting.

Following the sound you enter into a lit chamber.

Inside is a massive room possessing guilded walls of brass. depictions of the sun god slaying demons and smiting wicked mortals with rays of sunlight. Healing the sick and brining pletiful harvests. His battles with Zagrum, Yavena, Urlan, Njorvald, and the demon Tamaal.

The lord of the sun rides upon his fiery chariot, wielding his rays like javelins, and his fire like a sword.

A congreation of armed men sing praises prostrate before the great altar. A simple block of stone stained with blood from sacrifices.

Behind is a massive fire that gives off a great luminesence far greater then what is normal even for a great flame. The rays it sends are like the sun.

The holy flame.

What do you do?
>try to get the crowds attention
>rush up the altar and draw your sword
>>
>>2588880
>try to get the crowds attention
Ask if we may stand upon the Altair
>>
>>2588880
>rush up the altar and draw your sword
disregard crowds acquire piety
>>
>>2588880
>rush up the altar and draw your sword
>>
>>2588880
>try to get the crowds attention
>>
I'll let this vote play out until tomorrow. I'll be back round 2PM EST

Have a nice night anons.
>>
>>2589019
Good night
>>
>>2589019
Nighty night.
>>
>>2588596
I'm getting bad vibes. I believe there is a possibility we done been cursed. But its just a bunch idk, op is too good at this.
>>
why should we run up onto the Altar? Aren't there armed priests who might get the wrong impression?
>>
>>2588880
>rush up the altar and draw your sword

Let’s trust sol
>>
>A congreation of armed men sing praises prostrate before the great altar.
I just don't see the appeal
>>
>>2589428
*in rushing in
>>
>>2588880
>rush up the altar and draw your sword
>>
>>2589428
That’s literally what Sol asked us to do.
>>
>>2589518
yes of course we're supposed to go stand on the altar, but he never said anything about doing it when people are praising it.
>>
>>2588880
>rush up the altar and draw your sword
>>
>>2588895
>>2588946
>>2589379
>>2589508
>>2589590

>Zeal for my house eats me up!

The brilliant light of the holy flame makes the mark on your forehead burn like a pyre. The sound of prayers and hymns being sung to Sol light a fire in your core, a conflagration of zealous piety surges through you, replacing your very blood with the fires of devotion.

Your sprint to the altar is so brief you feel like you disappeared before reappearing.

Standing atop the altar you draw your sword and raise it above your head. The Bronze blade reflects the sun like light of the holy flame, making it shine with an etheral light.

The mark on your forehead burns with such intensity that you notics that sparks are shooting out of your forehead. These things you do not bother focusing on, you have a message to deliver.

"A SHADOW RISES AND NONE GO TO DESTROY IT, WHO SHALL ALLOW THIS IN THE HOUSE OF THE UNCONQUERED SUN?"

The assembly of men below looks upon you with a mixture of awe and confusion, with their helmets on the ground and not on their heads, you notice they bear a crimson sunburst on their heads not much different from the gold on on your head.

Before any of them can address you, you get lit on fire. Literally you are set on fire.

The holy flame has risen fom its resting place and engulfed you. Its tempestous heat wraps around you like a cloak but despite the unbearable heat you don't burn. The flame does not consume you despite all natural laws saying otherwise.

>My sons hear my voice
>In the forest of the damned there lies my enemies
>Show no mercy
>Put the forest to the sword and toss it into the furnace of damnation
>A great evil stirs and I shall not allow it
>Go and fear no evil for I am with you
>For I have sent my loyal servant to guide you

https://www.youtube.com/watch?v=mobtxEJHhY4

The assembled warriors are taken by a surge of religous mania, they take you from the atlar (still on fire by the way) and they rush through the temple screaming praises and oaths as they exit the temple and enter the city proper. You have no idea how long you are with the mob, because to you it might as well be daytime with the holy flame wrapped around you.

During you time with the mob you see it grow, with more and more marked men and women joining. By the time you reach the city gates a small army is at your back, nearly 500 strong.
>>
are. are we supposed to post something, or is there a part 2?
Well guess we're gonna make our way to the forest of Morsylvania after we find our friends either tonight or tomorrow. probably tomorrow.
>>
The holy flame seems to shoot into the aether as the sun rises, and the mob finally regains their senses long enough to stop and rest.

You are already outside of the city , and you notice that Ector and Phillip are ridding toward you, driving around the crowd to meet you.

"What on earth did you do boy! We saw that mob carry you through the city like a torch! "

Sir Ector races up to you before dismounting to examine you. Phillip parks the chariot to do the same.

Each grabs you by the arm to look for burns but find none, your skin is unblemished by the sacred flame.

You turn to the small army that has assembled.

Red robed men and women who bear the same crimson sunburst on their heads. The order of the crimson sun. Very foreign in structure, you heard that they adopted a militant order from a priest of Sol who came from a distant land. Since then they go and listen to prophecies and augurs from the priests of Sol to destroy monsters and abominations where ever they may appear.

This must be why Sol wanted to you to go to Argos, to rally the order so they could help you.

"What say you, servant of the Bright Lord? Where is this evil that we may vanquish it?" One of the elder looking members of the order finally addresses you. His eyes are wild with religous ecstasy, and he visibly shakes for a command.

What do you say to the assembled order?
>Write-in (Or set a theme and I'll do my best)
>>
>>2589604
A vile necromancer has enslaved(?)/partner up with the evil Fae to complete a ritual by sacrificing the good people
>>
>>2589608
And the priests and guards there do nothing to help fend them off.
>>
>>2589604
"People of The Order of the Crimson Sun, hear me! I had come seeking aid, any you will not find me wanting (am I using that phrase right?). In the the forest of Morsylvania lies an evil that needs to be purified in Sol's holy flame! There lies a wicked necromancers with his cursed thralls and their foul cursed weapons. To make matters worse, some of the intelligent monsters have follow him to kill the villagers near the forest and possibly destroy the city of Xylopolis. As I speak he is plotting to fuel his evil machinations with human sacrifices.
>>
>>2589633
>>2589609

"People of The Order of the Crimson Sun, hear me! I have come seeking aid, none of you will find me wanting. In the the forest of Morsylvania lies an evil that needs to be purified in Sol's holy flame! There lies a wicked necromancer with his cursed thralls and their foul cursed weapons. To make matters worse, some of the intelligent monsters have followed him and killed the villagers near the forest and possibly destroy the town of Xylopolis. As I speak he is plotting to fuel his evil machinations with human sacrifices from the town.

>>2589609
None help them. The priests and guards from Pelas do nothing to help fend them off! Will you follow me and banish this darkness!"

The roar of the assembled order seems to shake the earth.

"By the rising sun! It shall be done!" The crowd breaks of with some returning to city and others assembling around you.

A man in a hairshirt approaches you and lays his hand on your shoulder.

"I am Aulis leader of this chapter of the Crimson Sun, my comrades go into the city to bring our provisions and equipment. I apologize for our sudden act of fervor but we were grabbed by the glory of Sol manifested before us. Please wait here and when we are ready you may lead us to the town you speak of.

>Times passes and the order organizes itself for a march. You set off to your destination atop your chariot with Your companions and the order following your lead.

Its a straight shot to Xylopolis from here. On the journey do you want to ask questions to any of your companions or Aulis?
>Write-in
>No skip to Xylopolis
>>
>>2589669
>Aulis
What experience you do and your chapter have with monsters weak against iron, liches, undead, cursed weapons?

>Phillip
Think we stand a better chance at saving your home now?

>Write-in
Any encounters while we're on the road, or all the brigands and monsters too scared?
>>
>>2589678
>Aulis question
Plenty. The Nymphs, and Saytrs are a familiat threat for us. We have plenty of good iron to use against them and we have devloped strategies to use against them, and protocol for ensuring we are not infiltrated by one of them using their shapeshifting abilities.

The undead are also a common enemy of ours. The undead tend to be stiff and slow to move, making them easy targets but the more powerful abominations retain their memories of being alive, if the lich has raised soldiers they will remember how to fight. The lich will be a struggle by itself but the guards will be worrisome, their cursed weapons poison the body and sap the strength of the living. The effect lingers even after they are slain. But we have a sorcerer in our ranks whose devotion knows no bounds, and he can break such curses with ease.

>Phillip
>Think we stand a better chance at saving your home?
Of course! I knew we would get help, but we have an army at our backs! Full of some of the best soldiers in Achea! With them to help those monsters don't stand a chance!

>encounters
Any beast or brigand that can see you won't dare try. You aren't in the mountains or near any extremely hostile site so any creatures or criminals that may be on the roads give you a wide berth. Attacking would be suicide without an appropriate amount of force.
>>
>>2589722
>Sir Ector
What are his thoughts?

I can't think of anything else to ask.
>>
>>2589722
let's get to deus vult-ing these undead shits
>>
>>2589783
https://www.youtube.com/watch?v=A4S6dNvHBYI
>>
>Sir Ector what are your thoughts?
I'm in good spirits. I'm glad to see something of the chivalrous order of the west have made its way this far. In my home country and in neighboring nations in the middle kingdoms, knights form similar orders in order to address outstanding problems. A order of monster hunters is always welcome. One dedicated to Sol is a bonus.

>You reach your destination
In about a week you reach your destination. marching up the highway towards Xylopolis, you finally catch a glimpse of the town after spending about 18 days away from it.

The walls are intact and you can see that there are wooden platforms that stand above the walls. Haggard looking townspeople occupy them with bows drawn.

The closer you get though you can hear shouting and excitement from the walls of the town. once you get close enough to enter the doors swing open and the inhabitants swarm you.

Riding down the main street the mob of farmers and folk yell thanks and encouragement.

When you reach the center of town you step down from the chariot with Phillip and address the crowd.

"People of Xylopolis. I bring with me the order of the Crimson Sun, who have agreed to help exterminate the monsterous creatures that endanger your town. But first is there anyone who can bring me up to speed?"

The elderly priest of Sol appears from within the crowd. He walks up to you before explaining the situation while you were gone.

"We had about a week of tense peace before the beasts became more aggressive. They began to assault the gates at night and attempted to climb the walls. Were able to repel them by smelting down out iron tools into arrows and spearheads. We've taken casualties and our crops are ruined but we have held well all things considered. The children and vulnerable have been evacuated to Pelas, but no progress with the king sending troops."

You clap the man on the shoulder.

"Well done, your bravery is commendable, but now you may rest. The order has a great deal of experience with fighting the damned beasts as well as the undead. Together they have the strength to purge them."

With that the priest calls for the townspeople to begin to rest while the order takes up a defensive position, as well as share food and water with the beleagured defenders.

Entering into the temple you are given a seat with the war council.

Aulis and the senior members of the chapter stand near the altar and begin explaining their plan.

"The beasts of the forest will be ourn first hurdle. They will attempt to slow our advance the moment we enter the forest. Sowing strife amongst us by taking the shapes of out comrades, trying to relay false orders and sending wild animals to attack us in waves. If we allow them to holmd the intiative our forces will experience significant losses, and once we approach whatever formation of undead that guards this tomb that the lich occupies those losses will make this assault even harder."

(1/2)
>>
>>2589798
A wrinkled old man with charred ashen hands steps forward.

"I am Pyrrhus and I will lead the effort during the intial advance. I am a sorcerer of long practice and I shall use this."

He holds aloft a bronze rod that has multiple letters and runes engraved upon it. It glows faintly as though it were taken just from the furnace.

"I shall prepare several mixtures of incindiery pots to toss into the forest, before adding my rod of burning to control a focused conflagration. I shall drive the wall of fire toward our destination, clearing a straight path where the army can march unobstructed, while also denying the beasts the ability to counter attack. Any attempting will be consumed by the flames. However they may attempt to flank around in order to attack me or fly overhead of the wall of flame. I must be guarded but this should provide us with the necessary force to quickly break through any defensive perimeter and then begin our siege of the tomb. My holy flames shall consume the wretched hides of the beasts, so that they may burn in the pits of torment where they belong!

The assembled council nods in assent and begins preparations.

Aulis draws near and addresses you.

"We have need of a party to guard Pyrrhus while he works the flames. Will you join his guard?"

Do you wish to guard Pyrrhus while he controls the flame wall?
>Yes?
>No you'd rather guard the flanks or rear
>>
>>2589809
>Yes?
Surely the fighting will be heaviest there, and so there we must go
>>
>>2589809
>Yes
>>
>>2589809
>Yes?
>>
>>2589820
>>2589819
>>2589817

>you agree to help guard the sorcerer

Exiting the temple you see that the order has begun setting up their headquarters in the agora, with several tents and a makeshift armory being set up.

Do you want to make some personal preparations?
>Buy some equipment for yourself or your companions?
>Talk to Pyrrhus about the sphinx stuff you have?
>Rest up and skip to the fight?
>>
>>2589833
>>Talk to Pyrrhus about the sphinx stuff you have?
See if he has any ideas about how to best equip ourselves as well, he's got experience in this
>>
>>2589838
What do our companions think? Anything they think they need to get? We have around 50 gold.
>>
>>2589845
>Ector
I appreciate the sentiment lad, but I'm equiped for battle as well as I can be. I got steel armor and weapons, and Caliburn to boot. It's more important for you and Phillip to equip yourselves for the coming battle.

>Phillip
I'd like a better bow and spear. Also a shield if you can get one. The armor fits me fine, but I'll need something to help round out my defense if I need to turtle up.
>>
>>2589853
Then let's get him the stuff. Does he want a heavy shield like the one we use now? The one made of wood and metal we used to use? Does he want a small buckler?
>>
we got this from the bandits
>Loot (enemy equipment)
>a 2-horse chariot (fine grade)
>2 strong horses
>4 bronze spears
>1 bronze sword (d6, versatile)
>1 bronze shortsword
>1 bronze mace (d6 damage, versatile)
>2 bronze daggers
>10x Bronze javelins
>1x bronze mail (+10 defense, +5 damage resistance)
>1x bronze halfplate armor (+10 to defense roll +10 to damage resistance)
>1x bronze solid metal shield (+10 to defense d4 damage)
give phillp the bronze sheild and mail we should put on the half plate
>>
>buy some stuff and give Pyrrhus the sphinx stuff

You give Phillip your old shield since you won't be needing it anymore, but you'll need to see if the armory can give you a better bow and spear for him. He'll also need some iron arrows to harm the forest beasts.

Before looking for gear, you approach the sorcerer with a proposition.

"Would you be able to make something of out of some sphinx remains?"

The old man scratches his white stiff beard with his gnarled hands before nodding.

"Aye I can, what do you got?"

>You show Pyrrhus the wings and blood

"Hmmm. Give me some time, I can make a potion by mixing the sphinx feather ash with the blood and some odds and ends I have with me."

"What will it create?"

The old man pulls a feather from the severed wing, closel inspecting it before answering.

"The sphinx despite it's size can fly, even though its bulk is too great for even the large wings to compensate. thee is some magic there. I can add the heart of a swift beast to make a potion that will increase your swiftness."

>Pyrrhus agrees to make you a potion of swiftness (Increase you dex stats by 1 level permanently)

>go to the armory to buy some new gear

Funds: 54GP

Weapons:
>Iron spear: 4GP (d8, thrown)
>Iron shortsword: 4GP (d8, duel wield)
>Iron sword: 4GP (d8, versatile)
>Iron mace: 4GP (d8, versatile)
>Iron Axe: 4GP (d8, versatile)
>Iron reinforced bow: 4GP (d8, ranged (dex))
>Iron javelins: 2GP per 2 javelins (d8, ranged (str))
>Iron arrows: 1 GP per 5 arrows
>Iron great weapon (add this to base weapon cost): +10GP (2x strength bonus damage from 2 handing)
>Iron weapon upgrade (up to 4) (add to base cost): +5GP (buy this and I'll give you some options to choose from)


Armor:
>Iron mail armor: 15GP (+15 to defense +5 damage resistance)
>Iron halfplate: 30GP (+15 to defense +10 to damage resistance)
>Iron fullplate: 50GP (+15 to defense +15 to damage resistance)
>Iron rimmed shield (+5 to defense, d6 damage)
>Solid iron Shield (+10 to defense, d6 damage)

>write-in
>>
>>2589938
>>2589938
For us
>1 x Iron spear: 4GP (d8, thrown)
>4 x Iron javelins: 2GP per 2 javelins (d8, ranged (str))
>1 x Iron weapon upgrade (up to 4) (add to base cost): +5GP (buy this and I'll give you some options to choose from)
For Pyrrhus
>Iron reinforced bow: 4GP (d8, ranged (dex))
>5 x Iron arrows: 1 GP per 5 arrows
>>
>>2589955
But we already own an iron spear
anon you're mixing up the people. His name is Phillip.
>>
>>2589955
>>2589971
oh yeah my bad. philip gets the bow, and nix the spear, sound good?
>>
>>2589972
Nix?
>>
>>2589977
Disregard, basically
>>
>>2589981
Sure, but maybe spend 3 GP to give him 15 iron arrows.

Also, What is we get a super ultra great sized weapon when we get our strength up?
https://www.youtube.com/watch?v=fxk1syuf5lo

>>2589938
How much to add easy attachable and detachable spiked to our gauntlets?
>>
>>2589987
I actually had 5x iron arrows, 15 arrows will probably go quick
>>
>>2589998
>arrow
Actually we have 10 arrows. We bought them before leaving town.
>>
>>2589987
>a dragonslayer sized sword
Strength level 7 (+35 to str attacks) by then you have strength on par with a large monster like a troll or ogre.

it would give a x3 base strength bonus damage that would stack with any upgrades for strength bonus damage.

>custom spiked quantlets
10GP but when wearing them you could do damage with punches without a penalty and they would do d6 damage.
>>
>>2590016
make that level 8 strength
>>
>>2590017
...i still want those gauntlets.
>>
I'm gonna wait a little longer to close this vote. Hoping for some more anons to see if they want to buy anything.
>>
>>2589955
This
>>
>>2589938
>Iron mace: 4GP (d8, versatile)

>Iron mail armor: 15GP (+15 to defense +5 damage resistance)

>Iron rimmed shield (+5 to defense, d6 damage)
>>
>>2590080
Forgot to add prices for the shields

Iron rimed shield: 6GP
Solid iron shield: 12GP
>>
Here's the shopping list
For you
>1 x Iron spear: 4GP (d8, thrown)
>4 x Iron javelins: 2GP per 2 javelins (d8, ranged (str))
>1 x Iron weapon upgrade (up to 4) (add to base cost): +5GP (buy this and I'll give you some options to choose from)
for Phillip
>Iron reinforced bow: 4GP (d8, ranged (dex))
>5 x Iron arrows: 1 GP per 5 arrows

Extra items
>custom spiked guantlets: 10GP (d6 unarmed damage, no penalty)
>Iron Sword: 4GP (d8, versatile)
>Iron mace: 4GP (d8, versatile)
>Iron mail armor: 15GP (+15 to defense +5 damage resistance)
>Iron rimmed shield: 6GP (+5 to defense, d6 damage)

expenditure if all items taken: 57GP

If you are directly replacing an item that is the same in function I'll remove them from your inventiry and recoup the costs.

Bronze spear: 2GP
Bronze sword: 2GP
Bronze rimmed shield: 3GP
Bronze mail: 8GP
Bronze reinforced bow: 2GP
5x Bronze javelins: 1GP
refund: 18GP
57-18=39
expenditure: 39GP

Also some important combot info

>two handing a weapon
A strength weapon with the versatile trait can be two handed which gives a bonus to damage based on the level of your strength stat. Great weapons double this bonus damage and some upgrades will multiply it further.

>shield quality
The type of shield determines its defense bonus (+? to defense rolls) while the material decides the damage it does (d4, d6, d8), which is not only fore attacks but when you make a shield parry roll. The degrees of success on your parry let's you roll damage for how much damage is subtracted from the enemy attack.

Also each weapon has there own attributes that gives them there own unique utility.

Spears- they double damage when thrown or when using their special attack

Swords-They double wound on a 100 and have a speical attack that lowers the threshhold for wounding

Axes- They inflect bleeding damage over time on 100s and can stack it using a special attack

Blunt weapons (clubs,maces,hammers)- They will reduce the number of actiosn an enemy can take in battle by stunning them

Daggers- they allow you to make additional attacks if its used as an offhand weapon.

Bows- They have the same effect as swords but at range

thrown weapons- they have a variable effect based on what kind of thrown weapon it is, such as a javelin (a throwing spear), or a throwing axe (an axe obviously).
>>
Any complaints or objections?
>>
>>2590199
looks good to me
>>
Funds: 54-39=15GP

Loadout:
Weapons:
Upgraded Iron spear (d8, thrown)
Iron sword (d8, versatile)
Iron mace (d8, veratile)
Iron javelins x4 (d8, thrown)
Bronze javelins x5 (d6, thrown)
Bronze dagger (d6, duel wield)

Armor:
Bronze halfplate (+10 to defense, +5 damage resistance)
Solid Bronze shield (+10 to defense, d4 damage)

Phillip's loadout
weapons
Iron spear (d6, thrown)
Bronze shortsword (d6, duel wield)
Bronze dagger (d6, duel wield)
Iron reinforced bow (d8, ranged)
15x iron arrows

Armor:
Iron mail (+15 defense, +5 damage resistance)
Iron rimmed shield (+5 defense, d6 damage)

Sir Ectors loadout
Steel great spear (d10, x2 bonus str damage, thrown)
Steel warhammer (d10, versatile)
Caliburn (d10, +2 to strength level, bane to evil, magic weapon)

Armor:
Steel fullplate armor (+20 to defense rolls, +15 to damage resistance)
Solid steel shield (+10 to defense roll, d8 to damage)
>>
This will be the end of the thread, the battle for the forest will begin next time. All that's left for preperation is to drink the potion that Pyrrhus will give.

I hope you anons are ready for titantic tournament this saturday.

I unfortunately cannot set a specific time because I might have to attend a graduation party this saturday. I don't know how much time I'll spend there, but know that it will be on saturday like normal.

have a nice evening anons, you participation is always appreciated.
>>
>>2590272
have fun at your party.
>>
>>2590272
Have fun
>>
>>2590288
>>2590292

It's not for me. it's for my jackass cousin and unfortunately it's going to be tense for the family.
>>
>>2590298
I mean, hiding somewhere to smoke weed is always a valid option.
>>
>>2590528
I don't partake, but the sentiment is understood. I learned that it will last a few hours later in the day so i can start the thread by 1PM and there will be a blank from 4 to 7. My only issue is that I imagine that he'll talk to me.

He isn't a bad guy but lot's of shit has happened. He got his girlfriends pregnant, got kicked out of his grandparent's house, had o move in and marry his girlfriend. he barely got back into school after basically skipping for a month or so to just smoke and dick around.

To be honest I don't even know what It will be like to talk to him again. it's been over a year now.
>>
>>2590536
Good luck. i hope you can salvage whatever remains of your relationship with your cousin.
>>
>>2590536
Question. what can spitha do combat (if able) and non combat wise other than being cute
>>
>>2592979
Spitha's small size and ability to fly allows him to sneak around and listen to people while remaining hidden. Sprites are knowledgable partially because they tend to follow and listen to people.

He is also magically attuned, and can detect supernatural pehnomena even if you don't.

He's too small for combat though so he'll hide when things get tough.

Also sprites can read people pretty well, and see through deception. If a sprite takes a shine to someone it's usually a pretty good sign, but if the sprite dislikes them you get the idea.




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