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The Order of Paladins are holy warriors who swear to defend the weak, destroy evil wherever it is found, and right the wrongs of the world. They are so righteous and honorable that the noble Gods give them powers to help their cause.

You are not a Paladin. You are the exact opposite. You're a real piece of shit.

What kind of are you? Each one gets high martial skill and some basic starting gear. This chooses what abilities you can get as you grow stronger.

>Fallen: You're a Paladin who break his oath to serve the darkness.
>Hell Knight: You signed a contract to get demonic powers.
>Death Knight: You died and didn't want to leave when it was your time.
>Plague Knight: You're a very very very sick motherfucker.
>Not a Knight: You're just an underhanded asshole with a sword.
>>
>>5075383
>>Hell Knight: You signed a contract to get demonic powers.

Lawful evil best evil.
>>
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>>5075383
>Plague Knight: You're a very very very sick motherfucker.
Time to grow nasty ass pus boils
>>
>>5075383
>Hell Knight: You signed a contract to get demonic powers
Daemonic invasion of the realm of Light, yes please. That'd show those righteous pricks
>>
>>5075383
>Death Knight: You died and didn't want to leave when it was your time.
>>
>>5075383 (OP)
>Death Knight: You died and didn't want to leave when it was your time.
>>
>>5075383
>Not a Knight: You're just an underhanded asshole with a sword.

What the hell does the progression path for this look like? Just becoming a skillchad? I hope so, unenhanced skillchads are based.
>>
>>5075383
>Not a Knight: You're just an underhanded asshole with a sword.

A paladin fucked my mom
>>
>>5075383
>Fallen
Fallen heroes can make for the best villains. Plus we can have our former allies join us through manipulation creating an order of fallen paladins.
>>
>>5075383
Not a Knight.
>>
>>5075383
>Plague Knight
>>
>>5075383
Death paladin because death can suck my rotting dick. The law never dies.
>>
>>5075410
>>5075383
My ID might've changed, but I'm swapping my vote to:
>Death Knight
Since Hell Knight doesn't seem to be winning any time soon.
>>
>>5075383
>Hell Knight: You signed a contract to get demonic powers.

>>5075473
Speak for yourself mate.
>>
>>5075383
>Hell Knight: You signed a contract to get demonic powers.
>>
There is a tie between Hell Knight, Death Knight, and Not a Knight so I'll end the vote later than I was going to.

>>5075440
There's no reason not to answer. Not a Knight is a pure fighter with a lot of dirty tricks and thief skills. Each choice has room to specialize and branch out.
>>
>>5075519
I should say that Fallen and Plague Knight aren't closed to voting.
>>
File: 87230547092541.jpg (3.54 MB, 2560x2857)
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I guess people don't wanna go on St. Lazarus shenanigans and cough up bloody phlegm daily. Shame
>>
>>5075445
+1
A bastard in its most traditional sense. A cunningly brutal Motherfucker. Like a stray dog without remorse
>>
>>5075445
+1
>>
>Not a Knight: You're just an underhanded asshole with a sword.
>>
>>5075383
>Plague Knight
>>
The vote is now closed. I'll tally them and then we'll start.

>Fallen: 1
>Hell Knight: 3
>Death Knight: 3
>Plague Knight: 3
>Not a Knight: 6

It's settled. You are Not a Knight. At least your enemies can't accuse you of lacking chivalry, since you can't have any.
>>
You are many things. A dutiful soldier (before you were kicked out of the army for being too violent), a loyal son (before you left when things got hard), and a citizen of the kingdom (before your were declared an outlaw), but above all else, you are a free man and you don't serve any other. Your motto: "I do what I want and want what I do."

>Level 1 Evil Fighter (Rascal)
>You have 10/10 HP and have 0/10 XP needed to reach Level 2
>You have no abilities aside from a +1 to hit and +1 to damage from natural skill.
>You have a Dodge of 12, enemies need to roll 12 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have Toughness of 0, enemies do full damage when hit unless they hit armor.

You have a tattered gambeson shirt, (40% chance to ignore 1d2 damage), a rusty shortsword, (1d4-1 damage, min 1), and a splintery buckler (passive 1-in-6 chance to block). You have enough food in your pack for 2 days. You've been walking on the kingdom's road to the outlands for 4 days. You haven't seen anyone but a patrol you hid from in the bushes.

You're starting to think you won't run into anyone unless you try to break into a homestead the hard way when you spot someone. He approaches with a walking stick and a smiling face. His clothes are fine but not fancy and he has a large bag over his shoulders. "Tally ho, traveler! By the garb I take it you're an adventurer and a new one at that! Surely, no marauder worth his salt would leave his gear in such a squalid condition! Hahahaha! I jest, but the look on your face! Tell me, have you heard any good news?"

You've seen this man for less than a minute and he's already insulted you. Now you're pissed.

What do you want to do?

>Run him through!
>Insult him back.
>Ignore him.
>>
>>5075842
>Insult him back.
>>
>>5075842
>Run him through!
>>
Rolled 15 + 4 (1d20 + 4)

>>5075880
>>5075911
You make a snap decision. You'll insult him back and if that doesn't make you feel better you'll run him through.

>Duel of Words
>roll 1d20 vs my 1d20+4

You don't have an expertise or mastery of wordcraft so you can only roll 1 time. If you post an impressive insult with it you'll get a bonus.
>>
Rolled 3 (1d20)

>>5075945
>Nay, I've heard seen but bad news, with that outfit you're wearing!
>>
>>5075978
An insult fitting for the roll.
>>
>>5075945
>>5075978
>3+2 vs 15+4
>CRUSHING DEFEAT

You think up a comeback. "N-nay, I've heard but- I mean I've seen but, no, no, wait, I've not heard but seen bad news, w-with that outfit you're wearing!" The man looks at you like a fool and laughs. "Hahaha! I see you're not an adventurer at all, but an ill-tempered invalid in his father's rags, and a jealous one to boot!"

Oh no. You've been blown the fuck out. How can you even recover? He laughs and shakes his head. "Alas, but I've nothing more to say than to thank you from the bottom of my heart, for this story will surely earn great applause at the next tavern taproom!" You stand and stare as he strolls down the road. "Hah, I bid thee well, my good simpleton, but I've better places to see and better men to meet."

Damn it. That does it. You pull your rusty shortsword and move in for the kill! He's caught completely offguard and can't move to defend himself!

>His Dodge is halved from the surprise attack, from 8 to 4. You need to roll a 4 or higher to strike.

>roll 1d20+1 to hit!
>roll 1d4-1 for damage!
>>
Rolled 3 - 1 (1d4 - 1)

>>5075987
Pre-emptively rolling damage, because I'm a scoundrel like that.
>>
Rolled 20 + 1 (1d20 + 1)

>>5075987
And now to hit.

>>5075990
Since we get -1 from the rusty shortsword and +1 from natural skill, shouldn't this actually be a straight d4?
>>
Rolled 16 + 1 (1d20 + 1)

>>5075987
Damn, not being a knight versed in insults is a travesty. We must find a Word Smith posthaste so we can dunk on people verbally.
>>
>>5075990
/devilish/

>>5075997
Yes that is a straight d4. If we took this roll it would have crit for double damage but you already rolled for damage so we'll use anon's roll that came 12 seconds later.
>>
Rolled 14 (1d20)

>>5075990
>>5075998
>16+1 vs 4
>Traveler is hit for 3 damage!
>Traveler has 2/5 HP left!
>Over half of Traveler's HP has been lost in a single blow, he must save or be stunned!
>He is unused to combat and caught by surprise, so he has to beat 16 or be stunned and lose his turn!
>>
>>5076037
You run the bastard through the back! You miss his spine but his innards is torn and when you wrench out the shortsword, it's all wet and nasty. He stumbles on the side of the road and if it weren't for his stick would've fallen on his arse. You see he's coughing up blood. He groans in horror. "AGH! I was wrong, you were a marauder! Noble gods save me!" You don't see any noble gods here. Just you and your blade.

The traveler can hardly stand. Defending himself from you from behind is almost impossible.

>roll 1d4 for damage and make a decision

>Kill him quickly
>Kill him slow
>Just maim him
>>
>>5076047
>Kill him slow
>>
Rolled 4 (1d4)

>>5076047
>kill him slowly, while asking him where his family is (if he has any)
His family will pay with their blood for his insult
>>
>>5076047
>Kill him slow

Keep chopping off parts until he tells us where his family lives.
>>
Rolled 20 + 8 (1d20 + 8)

>>5076067
>>5076073
>Traveler is hit for 4 damage!
>Traveler has -2/5 HP left!
>Traveler has been defeated!
>+2 XP! 2/10 XP needed to reach Level 2.

You knock him on the back of the head with the pommel of your shortsword and shove him over. He goes into a fetal position but you kick him in the ribs and spread him back. The man is crying and a pool of blood is staining the grass below. "Don't kill me... Don't kill me... Please!" You already made up your mind but you don't tell him that. You step on his hand and put all of the weight on your foot. Crunch. Now he's weeping so you kick him in the side of the head. "Please! Please! I have a family, a boy and a wife, w-with child!" You look down at him, trembling on the ground. He was so full of himself just two minutes ago. You spit on his face.

"Where are they?" The traveler is breathing more shallow. "I-I..." You grab his other hand and pull out your whittling knife. Those fingers are awfully delicate. "Tell me, or else."

>Interrogation
>roll 1d20+4 vs my 1d20+8

He's afraid for his life but he's also afraid of what you might do. If he survives here, he would need very good medical care or magic to avoid death by tetanus and internal and external bleeding.
>>
Rolled 4 (1d20)

>>5076094
just gotta roll a 29
>>
Rolled 13 (1d20)

>>5076094
Since this role is unbeatable with our current stats, will we get some, but not a lot, of information if we get close to succeeding?
>>
>>5076094
>>5076095
>4+4 vs 20+8
>CRUSHING DEFEAT
>No bonus XP for being a scumbag


His face hardens and he looks at you with eyes of steel. The pain is absent from his voice. "My family may live without their father but they will live, and I will play the lute again in the halls of the noble gods. I will tell you nothing, cur." You smirk at his pathetic display of courage and start to saw off his pinky. He doesn't flinch when it comes off. Your smirk fades a little and he stares you down from on the grass. You saw off the ring finger and the middle finger and he doesn't even gasp or groan. You try to rip out the fingernail of his pointer finger and he laughs. He laughs at you! "RAAAAAGH!"

You take the shortsword in a fit of rage and before you can even think you chop his head clean off. He died smiling, with a peaceful look on his face. "DAMN IT! DAMN IT! DAMN IT ALL!" You kick his body and cave in the ribcage but it doesn't change anything. He's dead and you didn't even get any satisfaction from torturing him. You don't even know where his family is so you can't even get revenge on them either! Damn it! Damn it, damn it, damn it! He was your first real kill and he stole the joy of it right out of your hands! That bastard! That fancy, smug little bastard!

You're fuming mad. You can barely even think.

>Loot and mutilate the corpse.
>Calm down. Clear your head.
>>
Rolled 8 (1d20)

>>5076094
Just castrate him and be done with it, if he ain't gonna break this is just boring nuisance I want to move on from.
>>
>>5076115
Yes, if you rolled a 19 or 20 he would've let a small clue slip.
>>
>>5076121
>Loot and mutilate the corpse.
>Take the head, we'll find his family the old fashioned way, they can't be far.
>>
>>5076127
+1
We can pretend we found his body on the road and ask where his family is so we can give them the body to bury, but with our charisma rolls so far it's probably going to backfire on us kek.
>>
>>5076127
>>5076146
>The Traveler's body is no longer recognizable
>+2 bonus scumbag XP, 4/10 XP to Level 2
You stay mad. You take the rusty shortsword and slash into the body with all of the strength you can muster. It leaves a jagged slash in the stomach. You don't stop there. By the time you're done he's in six pieces and missing most of his skin. You snap out of it. Nobody who knew the traveler would recognize them on sight but you got a little carried away and got some blood on you and your gambeson sleeve.

>Covered in Blood

People will react to you differently. That would be a good thing if you were trying to intimidate them. It would be a bad thing if they were considering if they should trust you. Extremely bad if word catches on about the body and anyone puts two and two together with a bloody stranger. If you can clean your gambeson or steal someone else's you should be fine. At worst you could leave your gambeson somewhere and move on without it. You dig in the pocket scraps and find something very good. 2 silver coins, worth 10 copper coins apiece. These could get you a room at a tavern or buy someone's silence. There are 8 copper coins too. They could get you a poor meal for 1, something like the rations you've got in your bag for 2.

Looks like the traveler was a well off man. You take the head and wipe it mostly clean on the rags. It's stopped bleeding. You can carry it without any problems. You open the traveler's bag and spot some more goodies. A finely crafted lute and food for 4 more days. There isn't room for any other food which means he's been fasting or left sometime earlier today. If he's a minstrel that could mean anything. He might've bought some more food in just the last village. Hell, the last village might be his home. You spotted farmfields earlier yesterday and went the long way around. You don't want to get caught and hung by guards and you're closer to the kingdom's heartland than the outlands. It will take at least two more weeks of walking to get there.

You pocket the coins and put the food in your bag but have to decide on the lute. You have enough room to carry it on your back and it looks valuable but you don't know how to play it and it's very obvious.

>Keep it.
>Leave it.
>Trash it.

Going back is a risk but you might find something that could lead you to his family. You could also move on to the next village somewhere down the road, which could be there this afternoon or 4 more days away. You just don't know the area well enough to be sure. You could always forget the family and move on but then you wouldn't get to see the looks on their faces when you showed him the traveler's head. That would show them to be married and born to the man that mocked you.

What's the plan?

>Move on to the next village.
>Go back to yesterday's village.
>Look for a stream to wash yourself.
>>
>>5076273
>Keep it.
>Look for a stream to wash yourself.
>>
>>5076283
+1
>>
Rolled 85 (1d100)

>>5076283
>>5076286
You sling the lute over your shoulder. It's yours now. Maybe you can teach yourself how to play or make someone else show you how to. That sounds easier. You can't touch the body without getting blood all over yourself so you leave it there. There are very few travelers on the road and it isn't important if someone finds a murder happened days after you already left. It is important that you clean your gambeson. It could stop a sword thrust. In fact, it already has. You need to find some water. There might be a stream nearby and if you stick to the road you shouldn't get lost.

>roll 1d20 to beat 16 to find a stream

You don't have an expertise or mastery of woodcraft so you can only roll 1 time. If you keep searching this area the difficulty will lower by 4 each time but every attempt will take half of a day. If I roll a 96 or higher on a 1d100 someone will find the body and that lowers by 5 every half of one day.
>>
Rolled 9 (1d20)

>>5076305
>>
>>5076273
>Move on to the next village.

We'll find this bastard's family, even if we have go balls deep in every tavern to do it.
>>
Rolled 33 (1d100)

>>5076308
Damn. You couldn't find a stream or even a puddle and you spent all morning looking. Ah well, in for a copper in for a castle. You'll find one sooner or later. If you don't get bored and go hunting the minstrel's family tomorrow morning anyway.

>roll 1d20 to beat 12
>>
Rolled 9 (1d20)

>>5076324
I'd rather be hunting for the minstrel's family now instead of fucking around in puddles.
>>
>>5076324
Can we just stop wasting our fucking time? I just wanna get our revenge and fuck off.
>>
Rolled 53 (1d100)

>>5076346
You're starting to get frustrated. A full day of looking and it's been nothing but dry. The minstrel has a family somewhere in the region. He talked fancy but he didn't talk like someone from the heartland. You've heard a few outlanders and none of them sounded like him. His was somewhere in the middle. The difference is subtle but it's there. Odds are his family is somewhere in the borderlands between the heartland and the frontier but that could be anywhere in two weeks of traveling. Might be two months if it wasn't near the kingdom's road. You don't know what the family looks like either. Just that it's a boy and a woman with child. Very specific. There aren't many lute players walking the road and if you can get some answers from a commoner that's heard them play in their tavern and yammer on about their home, you could narrow it down a good deal.

You don't have a tent or a bedroll so you sleep on the ground, like some kind of animal. Like a cur. You're going to find that minstrel's family. You go to sleep and wake the next morning. It's a cloudy day but not one that would have the amount of rain you need. You've covered a lot of ground nearby. If there's a stream to find you should be near but you might be wasting your time. Most of the blood is only on your gambeson and it's not in good shape anyway. You could leave it behind and wouldn't be that much worse off. You could keep wearing it and just kill anyone who saw you and asked any questions. Or you could find some water, somewhere, and wash the blood out so you wouldn't have to worry about it. You eat a breakfast of warm bread and part of an old cabbage. Only 5 days of food left in your bag.

>Find a damned stream. You've wasted too much time not to.
>Call it off and move on. To the next village or the last village?
>>
>>5076383
>Call it off and move on. To the next village

I'm done with this bullshit, we'll make the minstrel's family lick it clean when we find them.
>>
>>5076383
>Call it off and move on. To the next village or the last village?
>>
Rolled 20 (1d100)

>>5076390
>>5076490
Fuck this. You're tired of scraping around in the grass when you could be scraping tavern floors. You're going to the next village, find its tavern, and do whatever you have to do to get you digging the minstrel's sad little family out of their sad little hidey-hole. You still have some blood on your gambeson but that's fine. You'll figure it out when you get there.

>roll 1d100 to travel, 5 food left
>>
Rolled 17 (1d100)

>>5076525
If we're lucky, it may rain.
>>
>>5076527
Goddamned lute player and his stupid jokes and that stupid look on his face. You ought to have cut out his tongue while he was still alive. Hell, you could still do it now. His head is in your bag and it still has the tongue. Yeah, maybe you will, that'll make you feel better, yeah. "Hello stranger! Are you heading for the outlands? I hear they've broke ground on a new silver mine n'- OH! GOOD GODS!" You look up and spot two men. One old man with a walking stick and a younger one leading a donkey that looks like him but has black hair instead of brown. It was the younger one that was talking. You let yourself get lost in thought and surprised by these two coming around a bend of the road next to some hills. The older man is looking at you wary and the younger man looks concerned. "Is that BLOOD all over your shirt? And it's so patchy and torn and, oh good gods, do you need our help?" The old man, his father or his uncle, you think from how the younger man can't be north of 16. puts his hand over his chest to stop him from moving any further. "Boy. That's a lute right there but this man doesn't look like any minstrel I've ever seen."

They aren't getting violent or alarmed with you yet. The old man's suspicious and the boy is worried about you but clearly listens to the other one and would follow his lead. These two might try to fight or flee in a minute. You might be able to calm them down or simply pass them. You know if you did that they would find the mutilated body tomorrow and put two and two together. It would still be a day at least before they got to the village you left and got a response together and by then you could be gone. On the other hand, it might be fun to fight these two and after you won. You imagine a patrol finding two extra bodies in the same shape as the first one.

How do you handle this?

>Surprise attack the old man.
>Surprise attack the young man.
>Make an excuse for the blood and the lute.
>Talk to them like nothing is out of the ordinary.
>Ignore them and keep walking like they aren't there.
>>
>>5076542
>Make an excuse for the blood and the lute.
>Talk to them like nothing is out of the ordinary.

What, can't a man learn a new trade? Plus, stay frosty, I got jumped by bandits a while back, real viscous sons of bitches too.

I honestly just want to move on instead of fight these guy, they ain't done nothing to us and I want to move on to finding and victimizing the minstrel's family.
>>
>>5076542
>Make an excuse for the blood and the lute.
>Ignore them and keep walking like they aren't there.
well we're bound for a decent roll sometime soon right?
>>
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>>5076556
>>
>>5076542
>>5076550 +1
>>
>>5076550
Support
>>
>>5076550
>>5076556
>>5076587
>>5076860
"What, can't a man learn a new trade? Plus, stay frosty, I got jumped by bandits a while back, real vicious sons of bitches too." The old man looks at you for a few seconds and nods. "Yes sir. Those bandits are dangerous." You can see in his eyes he doesn't believe you for a second but is playing along. The boy is more naive and speaks up. "Never know what you'll find on the roads these days." The old man squeezes his shoulder and makes a forced smile. You smile at them, genuinely. "That's why I've got the sword. Uh, got to stay safe." His grip on the stick is deathly tight. "Of course."

You whistle and look at the donkey. "What are you two wandering the road for? Isn't it harvesting season?" Near the middle of Fall, it is. The old man looks over your shoulder and back at you. "It is but we're not farmers, but toymakers, on our way to the capital in time for the winter festivals." You look closer at the donkey. "Now I know why the bulges in its saddlebags are so strange. Interesting." The donkey stamps its hooves. The old man steps to the side of the road and leads the boy, who leads the donkey to make room. "Yes sir. Well we're just a couple of humble craftsmen off to peddle our work. There's nothing else about us there is to tell. We better not waste any more of your time." You grin. "I suppose you shouldn't. Fare thee well." You keep walking and leave both of the travelers behind. They wisely wait until you're out of earshot to start talking, if they do.

They'll find the body sometime tomorrow. What happens then depends but you'll be a day ahead and they aren't too likely to get a posse. They're trying to reach the capital. Why would they care? You feel more confident in your people skills and keep walking. The sun sets when you've covered more ground and you sleep. You wake up, eat breakfast, and start walking again. You have a good feeling about today.

>roll 1d100 to travel, 4 food left
>>
Rolled 3 + 40 (1d100 + 40)

>>5076977
>>
>>5076980
Forgot to roll in the post. Luckily for you, it looks the old man is the cautious sort.
>>
Rolled 63 (1d100)

>>5076977
>>
Rolled 84 (1d100)

>>5077038
You walk and think about how you'll take your revenge. Soon, the sun is over your head and spot some farm fields off in the distance. There are a few workers there and none seem to have noticed you. They're too busy threshing their grains. The next village must be nearby.

What's the plan?

>Hide the lute and gambeson and act like a traveler.
>Wait until nighttime and sneak in on the edges.
>Just walk in. You don't have anything to hide.
>>
>>5077040
>Hide the lute and gambeson and act like a traveler.
>>
>>5077040
>Hide the lute and gambeson and act like a traveler

If the woman's with child we should perform a premature Caesarian with our blade. Pull out the bastard's bloodline root to stem. Rape her too if she's comely.
>>
>>5077040
>Hide the lute and gambeson and act like a traveler.
>>5077053
Based
>>
>>5077045
>>5077053
>>5077058
If it comes to violence you doubt the tattered gambeson will make any difference between you and these villagers. The lute won't do anything but draw suspicion, especially if they ask you to play it. You backtrack and go off the road where a specifically shaped bush is. You drop them both behind it and out of sight. Now you're a ghost. You leave them and walk down the road past the farm fields. A few wave and you wave back. You're in a good mood. You can almost smell your quarry. None of the farmers are thrown off by your rusty shortsword and splintered buckler. After all, the roads are dangerous these days. It isn't long before you reach the village itself. About two dozen structures of imported logs and mortared stone, not a building over one story beside a temple and what has to be the tavern. Might be a small smithy or somewhere you can do business near. It's early enough in the day and hard enough working that there aren't likely to be too many drinking.

What do you want to do?

>Look for somewhere to spend your coin.
>Take a walk around town and investigate.
>Head into the tavern and see what's there.
>>
>>5077085
>Head into the tavern and see what's there.
>>
>>5077085
> Head into the tavern and see what's there

Dark deeds are best plied with alcohol anyway.
>>
>>5077087
>>5077098
You ignore the rest of the village and head straight for the tavern. Nothing unusual for anyone watching, especially if you were a traveler. You step through the rickety door and take a look. Its windows are large and let in some light, but the cloudy sky doesn't allow much and the room is dim. You spot a few tables, more chairs, and a handful of people sitting. Only one is drinking. A middle-aged man with a distant look in his eyes and one leg. You see an old man talking to another old man and a woman with a new baby nursing next to them. You don't see any sign of a boy but if this were the minstrel's wife, he would be in the fields, and he said she was with child, not about to give birth. You can't eliminate any possibility. You see a baldheaded, goofy looking man polishing a glass for what looks like no other reason than to be polishing a glass. He grins at you but doesn't speak any. Next to him is a wrinkly, older woman in a barmaid's dress that would've been more fitting on someone half her age. She narrows her eyes at you but has a wry smile. Clearly, this is the hospitable sort of place. Definitely somewhere a minstrel would've played.

Who do you want to talk to?
>>
>>5077109
The barmaid. Order a drink, and mention we met a most charming minstrel on the road, and have a missive for his family if she would be so kind to direct us their way. He played so well with that lute of his, after all. Mention the lute specifically.
>>
>>5077118
+1
>>
>>5077118
Support.
>>
>>5077118
+1
>>
Rolled 10 (1d20)

>>5077118
>>5077167
>>5077240
>>5077250
You walk over to the barmaid, more like barcrone, and raise a finger at the bald man who you think is the barkeep. You already know what your strategy is. Now you just have to say it.

>roll 1d20+6 vs my 1d20

You don't have any expertise or mastery of deception but she is friendly to strangers and doesn't have any reason to suspect foul play. Having a plan of what to say also helps.
>>
Rolled 2 + 6 (1d20 + 6)

>>5077290
Rollan
>>
Rolled 4 (1d20)

>>5077290
I'll be real with ya QM, these dice rolls are putting me off.
>>
>>5077301
All I want is to steal, murder, and rape yet the Dice Gods disfavor me so!
>>
>>5077290
>>5077301
"One drink." The barkeep starts to get one ready for you, obviously eavesdropping on the conversation, and the barmaid gets an eyeful of you. She's friendly and you smile. You hope it isn't forced. "Excuse me, m'lady, but I met a most charming minstrel on the road, and have a missive for his family if you'd be so kind to direct me their way. He was heading in a different direction but I was going where he needed to be. I would like it if you could help us out, he played so well with that lute of his, after all." The barmaid smiles when you get the mug and mutters with a dry voice. "Oh, sure! He came through here just the other day and was such a delight! He mentioned they were-" All of a sudden she gets silent and looks very closely at the cracks on your buckler. Her voice is still friendly but has a cautious edge to it. "Wait... If the good minstrel gave you a missive for his family, what was his name?"

You can't remember if he gave you a name. The barkeep's stopped with the mug and is looking at you curiously. Everyone else in the tavern hasn't noticed.

How should you recover?

>Guess the name.
>Apologize and leave.
>Try to threaten them.

If you have a 300 IQ strategy you can also do it. The greentexts are mostly a suggestion not the only choice.
>>
>>5077304
Would you rather have a fixed difficulty for out of combat actions? Rolling has more variability but is also less dependent on your skills.
>>
>>5077308
>Guess the name.
If failed
>Apologize and leave.

I'm honestly tired of failing so goddamned hard here.
>>
>>5077308
>Guess the name
>Threaten if that fails

>>5077310
I find that having people roll for EVERY action tends to bog a quest down, since a character can be reaosnably be expected to have a certain base level of competence... But it's not my quest.
>>
>>5077310
I don't know, I just want RNG to stop fucking with us on non-combat rolls. We've yet to have a success in our non-combat actions, and it's starting to grate on me a bit.
>>
>>5077308

> Write in

" I didn't catch the good man's name, the performance was well attended. I felt I must shake his hand and came to the front before our fellow travelers could. He passed on the missive then, and quick words that he was known here and I should ask around. I apologize for my carelessness!"

Make it sound genuinely obsequious.
>>
>>5077322
Smart play. Changing my vote from guessing (>>5077316) to this.

If it fails, though, still voting to threaten
>>
>>5077322
Sure, this is better than nothing. +1 as well.
>>
>>5077316
I haven't had you roll for everything so far, just to insult the minstrel, try to find a stream, and now to deceive the barmaid. The encounter with the toymaker and his apprentice was an autosuccess without a roll because he didn't want to fight you and there was no way to be sure a stream would be nearby without any skill at woodcraft. The earlier choice between mutilating the corpse and calming down was between some bonus XP with a minor downside and not getting either.

>>5077317
The first time was a crit from the minstrel and this one was only off by 2. That's a streak of bad luck. We'll do a set difficulty for out of combat actions for the rest of the thread and see how that works.
>>
>>5077322
>>5077324
>>5077326
You think quick on your feet. The fact that they aren't hostile and you spent some time thinking about how you were going to investigate on the road helps.

"I didn't catch the good man's name, the performance was well attended. I felt I must shake his hand and came to the front before our fellow travelers could. He passed on the missive then, and quick words that he was known here and I should ask around. I apologize for my carelessness!"

>roll 6 or higher on 1d20
>>
Rolled 20 (1d20)

>>5077332
Dark gods forsake me not
>>
>>5077338
My sacrifices have been heard!
>>
>>5077338
FINALLY
>>
>>5077332
>>5077338
>20 vs 6
>GLORIOUS VICTORY
>+1 bonus XP, 5/10 XP to Level 2

The barmaid shakes her head and laughs. "Oh no, I understand boy, It's me that should be sorry! I'll tell you what. You're in luck. Gilberd and his family have a lovely home just the next village over. Few houses over on the left side, he said, with a shiny silver doorknob. His wife has brown hair and lovely eyes. Can't miss her. Best of luck." Now your smile is real and you take the mug. You drink it and are pleasantly surprised. It's good ale. The barkeep shakes his head when you reach in your coinpouch. "No charge. Any friend of Gilberd's a friend of mine." You laugh out loud at the situation. "Hahaha! Good! Good." Excellent, even. You finish the ale and are a little buzzed but not enough to impair you by any means.

Now you have something better than a hint. Directions!

>Leave as soon as you can without being suspicious.
>Pay for some more of the barkeep's ale to celebrate.
>Rent a room and go to sleep on a real bed tonight.
>>
>>5077373
>Leave as soon as you can without being suspicious.
>>
>>5077373
>>Leave as soon as you can without being suspicious.
>>
Rolled 18 (1d20)

>>5077389
>>5077395
You chat along with them for a few more minutes and finish your mug. The barmaid tells you to expect to reach it in 2 more days, 1 if you move fast. You thank her and the barkeep. Neither of them move a muscle or change their facial expression when you leave. Fools. You leave the village down the road opposite the one you came then backtrack to your hiding spot when you can't see any more farmers. The bloody tattered gambeson and stolen lute are still there. You put them both back on and take a long semicircle around the village to avoid being seen with them. Now you know where your target is, and lucky you, it's on the same path.

>roll 1d100

I'm not rolling for opposition, just the finder's >>5077040 response to finding the body. They're 2 days away and have no way to be sure which way you went.
>>
Rolled 48 (1d100)

>>5077407
Alrighty then
>>
>>5077414
Fortunately for the edge on your blade but unfortunately for your sense of boredom, nothing happens on the walk before sundown. You don't reach the village yet either. This day was mostly uneventful outside of getting directions to your target. You go to sleep hidden away from the side of the road and dream of your revenge. You wake up and have a breakfast that tastes better than usual. Today's the day.

>3 food left but the village is so close you don't need to roll

You keep walking and it isn't long before you spot some more farmfields. These ones are thicker and more tended than the last. It seems this village was more populated than the last, which makes sense if a minstrel would make his home there. You have the directions and the population suspects nothing.

How do you want to take this?

>Go at daytime when most of the men are in the farmfields but it'll be harder to sneak.
>Go at nighttime when it'll be easier to sneak but most of the men are in their homes.

What to take? What to leave?

>Bloody Tattered Gambeson
>Gilberd's Stolen Lute

Last, what's the plan? Odds are nobody will stop you from going to the house if you don't have the bloody tattered gambeson in plain sight but after that it's anyone's break-in attempt.
>>
>>5077421
>Go at daytime when most of the men are in the farmfields but it'll be harder to sneak.
>Leave Bloody Tattered Gambeson
>Take Gilberd's Stolen Lute
>Knock on the door, ask if Gilberd is home, as we found his lute on the road here. If we're not invited in, ask if we can be invited in. If that fails, just break in and silence the bitch.
>>
>>5077429
+1 to most of this, but if we are let inside, ask her if she can close her curtains saying that the news is serious and we don't want anyone to hear. That way the men in the farmlands hopefully won't know of her or her child's death until we are long gone.
>>
>>5077421
>Go at daytime when most of the men are in the farmfields but it'll be harder to sneak.

>Bloody Tattered Gambeson

Why bother sneaking? We are just returning a lute at request of a friend.
>>
Rolled 6 - 4 (1d6 - 4)

>>5077429
>>5077460
>>5077464
You leave the bloody tattered gambeson far from the side of the road where nobody should find it. You might want to leave it behind if things end up in a chase. You take Gilberd's lute over your shoulders. Gilberd, the bastard! Gilberd, your first kill! The splintered buckler stays on your arm and the shortsword sheathed as nonthreateningly as possible. In the bag you have 3 days of food and the most important thing. Gilberd's severed head. Hahaha! You don't bother to sneak because it's very difficult in daytime without cover and it would just make you look suspicious. You approach the village as casually as possible. Like you're on business. You are.

...
>>
>>5077468
You're almost halfway to the house when you spot a couple of men, brothers, looks like, coming back from the farmfields. They might be for lunch. They both grin when they look at you. Damn these friendly villagers. "Hi stranger! Nice day, isn't it?" "How are you faring?" Neither of them look like they can carry themselves in a fight at a glance but that could be loud. Last thing you want to do is set off the alarm. You need to be as unsuspicious as possible. Luckily they don't seem to notice the lute or care. That minstrel might not be well known or they might be the trusting sort. Nobody else is nearby. You could probably get away without any major problems if you had to run.

How do you get rid of these fools?

>Very quietly but clearly threaten them with your shortsword.
>Be friendly and talk about how nice the last village was.
>Ask them annoying questions they can give short answers to.
>Just smile, ignore them, and keep looking for the minstrel's house.
>>
>>5077472
>Be friendly and talk about how nice the last village was.
>Ask them annoying questions they can give short answers to.

Where do they live? Do they have any family? We might want to visit them afterwards...
>>
>>5077472
>Be friendly, but make sure we don't spend a lot of time talking to them.
The last thing we need is them getting a good look at us, or us taking to long and the family isn't there by the time we arrive.
>>
>>5077472
>Be friendly and talk about how nice the last village was.

Keep it short, we have somewhere to be. Some people to kill. Someone to violate.
>>
>>5077475
>>5077481
>>5077482
You grin and shake your head. You make sure to look away from them so they don't get a very good look at your face. "It is, isn't it? I'm doing well, thank you! Nice day for harvesting, yeah."

>roll 8 or higher on 1d20 to see if they get the hint
>>
Rolled 5 (1d20)

>>5077484
>>
Rolled 14 (1d20)

>>5077484

FAVOR ME O DICE LORDS
>>
>>5077484
OP are you taking first roll or highest roll after a certain amount of time?
>>
>>5077485
"Yeah, it is!" "Really is, yeah." They both stop and start talking about how wonderful it is that it's harvesting season and you smile so they get suspicious. AAAAAAGH! Five minutes go by and you have to keep smiling so these stupid farmers don't start some mob over what's none of their business. Time is slipping. One of the farmers cuts in on the other one's sentence. "Hey, we're about to have lunch. Broth it is. Why don't you come to our home and get some with us?" The other one was interrupted but seems happy about it. "Yeah! We always love to meet new people. Maybe you could tell us about what you saw on the road!"

Yeah. Maybe. Rrrrraaaaaagh!

>Say you already ate and turn them down easy.
>Follow them and get a free lunch for your troubles.
>Be honest and ask them to leave you alone.
>>
>>5077492
First roll. When you reach next Level you can improve your skills to get the highest of two on certain rolls if you want to pass up on other perks.
>>
>>5077494
You smile so that they don't get suspicious. You're a commoner and a farmer's son and can keep up with their conversation. It's just boring you out of your mind and wasting time.
>>
>>5077494
>Say you already ate and turn them down easy.
BUT ask them where they live so you might turn up for a meal in the future, and then kill everyone in that family once we finish eating.
>>
>>5077494
>>Be honest and ask them to leave you alone.

Be polite, but we do have somewhere to be. Plenty to eat at Gilberd's. In multiple ways.
>>
>>5077494
>Follow them and get a free lunch for your troubles.

Fucking bandits man. Other than that, beautiful countryside. You know where a stream is btw?

I'm wondering if they got any hot sisters we could bang for our troubles.
>>
>>5077502
Jesus Christ dude I love it
>>
>>5077472
>"How are you faring?"
"Ragged. I have very timely business and there are many fields left to trek, so if you'll excuse me."
>>
Rolled 2 (1d4)

>>5077501
>>5077502
>>5077503
You can't decide what to do so you fumble your words. "Ah, uh, w-well I- uh..." One of them pats his brother on the shoulder and looks at you sympathetically. "See that sword? Man's probably a soldier on business, visiting family and such." The other farmer nods and you look at them relieved. "Oh yeah, I do. Oh damn, have we been bothering you?" Resisting the urge to glare is hard but you manage. "No, no. I'm just very busy and don't have all day to get where I'm going." The two nod and shrug their shoulders. "That's alright. We'll leave you alone then." "Enjoy the rest of your day traveler! If you change your mind about lunch we're the third house to the right on the road coming into the village." "Yeah, lunch or if you want to come visit sometime." You fake a grin. "Yeah. Fare thee well. Enjoy your lunch." They both turn and leave you to alone. Fools, poking their noses where they don't belong. Maybe you will pay them a visit.

You're able to start searching the houses now and you're careful not to be seen. Finally, you see it, a house with a silver doorknob exactly where the barmaid said it would be. That must mean that Gilberd's wife is in there and your revenge with it. Fantastic. You knock on the door and wait.
>>
>>5077513
You hear a woman's voice from inside. "Don't worry about that! Come on in. Door's not locked anyway." You're grinning ear to ear as you turn the silver doorknob and step in. It's very shiny. Maybe you should steal it when you're done here. You see the inside of the minstrel's house. It's big for a commoner's house. There must be four different rooms here, every one with carved furniture and a wooden floor. He must've meant to start a big family. He shouldn't have insulted you on the road, then. You close the door behind you, latch it shut, and take a short stroll around. That's a bedroom, a common room, and, aha! A kitchen! There she is, with a belly of six months and knitting some foolish knickknack or another. She looks much better than the average commoner's wife. (Rolled a 9 on d10) Her eyes really are lovely. They're staring at you and she looks a little confused. Not scared though. That's about to change.

You revenge is finally here.

>Show her Gilberd's rotten head for a starter
>Use the lute to get close, then knock her in the head
>Get close, then tackle and muffle her mouth with a rag
>Pull out your rusty shortsword and get to bloody work
>Don't move too fast, talk and get her to let her guard down
>>
>>5077520
>Don't move too fast, talk and get her to let her guard down

I want to try our hand at seducing her before showing her his head. It'll make this revenge all the sweeter if we succeed.
>>
>>5077520
>Don't move too fast, talk and get her to let her guard down

>>5077524
If seduction doesn't work of course there's always the second option

>>5077513
>Spills his spaghetti when in social situations
>Gets angry very easily and aggressive over slight annoyances, seems to hate most/any kind of social interaction
Bros I think our character has high functioning autism
>>
>>5077532
*low functioning not high functioning
>>
>>5077524
>>5077532
You're only going to get one shot at this so you need to be careful. You also don't want to rush things when you could savour them. You smile for starters.

What's your strategy?

>Attempt to seduce (success would be extremely difficult but distracting her somewhat easy so you would get two rolls for this)
>Get her to put her guard down
>Tell her the truth, slowly, gently
>Ask her where the boy is at
>>
>>5077520

Play the nice guy, bring out sword when its advantageous. Both swords.
>>
>>5077542
>Get her to put her guard down
If we brought her guard down really low then
>Attempt to seduce
>>
>>5077549
+1
>>
>>5077542
>Get her to put her guard down

Excuse the previous post I was sitting on it a minute. In general I want the kids out of the picture in a locked room. That way we can do whatever with her and they cant make a fuss, After we could burn the place and no one will know exactly what went on.

We certainly dont need her consent, and if we really want to fuck her husband up from beyond the grave, I see no better path than fucking his wife and then putting his family to the blade.
>>
>>5077549
>>5077550
>>5077553
You're going to try to let her guard down. "Excuse me m'lady, but are you doing well tonight?"

She looks at you and the confusion in her eyes grows.

>roll 12 or higher on 1d20 to get her guard down

You having a sword makes this harder but the lute balances out. Unless you fail this massively she won't immediately panic. It will just be harder to make any more social attempts.
>>
Rolled 10 (1d20)

>>5077560
Dice gods be with me
>>
Rolled 20 (1d20)

>>5077560
Gods bless this roll!
>>
>>5077562
Fuck
>>
>>5077553
>I see no better path than fucking his wife and then putting his family to the blade.

I do. Kill off his bloodline, and put a bun in the oven. Nothing would be sweeter than making the love of his life take care of his killer's baby.
>>
>>5077563
This is the only roll I see anyone else see another roll?
>>
>>5077563
Why couldn't it be me? WHY COULDNT IT BE ME?
>>
>>5077563
God, please take this roll. I beg the Dark Lords.
>>
>>5077562
"I-I was but... is that a sword of some kind? And isn't that my husband's lute? Who are you? Why are you here?" She starts to put away the knitting needles and looks to another room. You look where she was for a second and then look back. There was a small wooden toy in there. She wouldn't have looked if there wasn't anyone to worry about. You think she might be about to panic but you aren't sure. Sometimes you have a hard time judging people.

If you're going to act you need to do it now.

>Take Gilberd's rotten head out of the bag.
>Thump her upside the head with the lute.
>Tackle her and muffle her mouth with a rag.
>Threaten her quiet with the rusty shortsword.
>Keep talking, maybe you can salvage the situation.

>>5077563
The ignoble gods are cruel.
>>
>>5077562
Welp, this is why the invented rope.
>>
>>5077566
My man, you are small time. We need either an evil scheming bitch who can match us, or an innocent caring woman with no personality flaws and a huge set of noble connections. There is no in-between.
>>
>>5077577
>Keep talking, maybe you can salvage the situation.

You're making me sad QM.
>>
>>5077577
Fuck it we tried
>Threaten her quiet with the rusty shortsword.
>>
>>5077584
Actually forget that we still have a chance changing my vote to
>Keep talking, maybe you can salvage the situation.
>>
>>5077579
>implying we keep the bitch

Hell no, I'm not planning on keeping the bitch, I say we kill off the minstrel's bloodline and force her to have our baby before we fuck off.
>>
>>5077577
>Keep talking, maybe you can salvage the situation.


Stick to the story. Can always murderrape her later
>>
what if we posed as someone informing of the minstril's tragic, unavoidable death, then break out the rope while she's busy crying into her hands?
>>
>>5077587
I dont give a single shit about the minstrels whore. If there is a vote to slit her throat after we are done pumping her with our seed ill support it.
>>
>>5077590
+1 but we have to actually have her cry into our hands first
>>
>>5077583
>>5077586
>>5077588
You go for the fireball option.

"Are you Gilberd's wife? I found this lute on the road here."

She stares at you for a second.

>roll 14 or higher on 1d20

Seducing her will be even more difficult now.
>>
Rolled 6 (1d20)

>>5077593
Fucking bullshit
>>
>>5077595
you've got to be kidding me
>>
>>5077595
Wow we realy cannot social-roll can we? Fuck.
>>
Rolled 1 (1d2)

>>
>>5077593
>>5077598
OP I'm not blaming you btw but wow our luck has just been dogshit almost this entire session kek
>>
>>5077598
>>5077600
>>5077602
I honestly hate our speech rolls. Even when we get a nat 20, the QM decides to cuck us out of it.
>>
>>5077600
I'm telling you guys
>>5077532
>>5077533
>>
>>5077595
"I... I don't know who you are and what you're here for. If it's important, you can talk to the village elders. I-I-I need to go!" She starts walking fast to try and get around you. Stupid bitch. If she was scared for her life, why wouldn't she run? Is she scared of hurting your feelings? Damn it. Even you can tell she's about two seconds from trying to sprint. There go your hopes of seducing her the hard way.

How do you want to make the takedown?

>Lute to the head
>Rag to the mouth
>Sword to the neck
>Gilberd's rotting head
>>
>>5077606
"God damn it bitch"
>Lute to the head
>>
>>5077606
>Rag to the mouth
>>
>>5077606
>Lute to the head

Find the kid after.
>>
>>5077603
I'm not trying to cuck you out of anything. The nat 20 got you perfect directions to a specific house in a very large part of the kingdom, when you didn't even have a name to ask with. It would've taken much longer to figure out where the house was and might have caused rumors if you failed. Getting into the house was easy but talking the minstrel's six-month pregnant wife down was difficult. Not impossible, the rolls have just been low.
>>
>>5077613
He's salty about >>5077583
pay it no heed.
>>
>>5077607
>>5077611
"God damn it bitch." She turns to look at you, the same second you pull the lute off of your shoulders and swing it straight into her head!

>Her Dodge is halved from the surprise attack, from 6 to 3. You need to roll a 3 or higher to strike.

>roll 1d20+1 to hit!
>roll 1d3 for damage!

That would be a 1d3-1 because the lute is an improvised weapon but your combat skills make up for it. Pregnant women usually aren't very dangerous in combat.
>>
Rolled 6 (1d20)

>>5077617
I swear to God...
>>
Rolled 1 (1d3)

>>5077617
>>
>>5077617
>Pregnant women
So much for putting a bun in the oven. What's our plan now, abduction, murder, or rape for the giggles?
>>
>>5077621
c-section her baby, since it's 6 months old it might have a chance at living so we can keep it as a way to get people to give us food/train as a slave/apprentice, or we could break it's neck right in front of her since we are an absolute asshole.
>>
>>5077621
Rape, showing he husband's head, and giving her an abortion the d fashion way.
>>
Rolled 5 (1d6)

>>5077619
>>5077620
>Gilberd's wife is hit for 1 damage!
>Gilberd's wife has 2/3 HP left!

You swing the lute and knock her in the back of the head but the stupid bitch ducks at the very last second! "Agh! Why are you doing this?" Instead of going unconscious on the floor she stumbles back and still has her wits about her. You use the time to step in front of the doorway so she'll have to get past you.

She has enough time to react!

She-

>1: Curl into a fetal position
>2: Backs into a corner!
>3: Tries to run past you!
>4: Attempts a cheap shot!
>5: Grabs a knife and fights!
>6: Cries for help!

No way to predict how she reacts here.
>>
Rolled 12 (1d20)

>>5077627
-grabs a knife from a table and charges at you! You aren't caught off-guard, you were watching her, but still, you're surprised! Looks like you misplaced Gilberd's wife for a coward. Now you have a fight on your hands.

She's swinging at you to try and beat your Dodge of 12. She has zero combat skill and is six months pregnant so she does it without any bonuses.

>roll 1d6 to see if buckler triggers on a hit, on 6 it does
>>
>>5077627
>She's fighting us
"Good, I like it when they struggle"
>>
Rolled 2 (1d2)

>>5077629
She strikes at you with the knife, bypassing your Dodge. If you can't block you'll have a new scar.
>>
Rolled 6 (1d6)

>>5077629
>>
>>5077629
I ain't rolling, but you really should rename this to Failed Brigand Quest, cause that really is what it feels like here.
>>
Rolled 6 (1d6)

>>5077629
"Ha, you're braver then you're husband was! A shame it won't matter in the end
>>
I saw that second 6, don't you try to deny it.
>>
>>5077637
Nevermind, 4chan is just fucking with me.
>>
>>5077639
Yeah I was worried I caught a shadowban or something kek
>>
>>5077627
>>5077629
>>5077633
>>5077634
>>5077637
>Gilberd's wife strikes you with a knife!
>You block with your splintery buckler!
>You block with your splintery buckler, twice!
>+1 bonus XP, 6/10 XP to Level 2

She goes for a vicious cut and surprises you so much you almost let her get away with it. Little does she know, you were trained and your arm moves on its own, blocking her knife attack with ease. She lunges like a viper and you laugh, swinging the buckler to deflect and dent the knife blade at the same time. Minstrel's wife looks on in horror as you lick your teeth. "Good, I like it when they struggle."

You swing the lute again!

>Gilberd's wife is no longer surprised and has a Dodge of 6

>roll 1d20+1 to hit!
>roll 1d3 for damage!
>>
>>5077642
>Throw the head at her
>>
Rolled 7 (1d20)

>>5077642
Watch as I crit fail
>>
Rolled 4 + 1 (1d20 + 1)

>>5077642
"You put up a better fight than your husband ever could. Guess he was the woman in this relationship."
>>
Rolled 15 (1d20)

>>5077642
I swear to god 4chan is trolling me now
>>
>>5077644
I personally want to save it for when she comes to and the first thing she sees is her husbands head infront of her on the ground and we voice him saying "My wife I love you so much come give me a kiss".
Anyways I'm not rolling because I have failed every roll I made so far and don't trust myself not to fail again kek
>>
Rolled 1 (1d3)

>>5077642
Thank the Dark Gods that I wanted to write some banter. 7 is a hit, rolling for damage.
>>
>>5077649
Roll for damage then, can't fail at that
>>
>>5077650
We're having some serious issues trying to kill a pregnant housewife, goddamn.
>>
>>5077649
>decapitated smooches
this is acceptable
>>
>>5077651
I rolled a one last time we rolled for damage which is basically a fail so I'm hoping if someone else rolls they can get higher the-
>>5077650
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>5077652
It wasn't a joke when I posted >>5077636 lad
>>
Rolled 6 (1d20)

>>5077645
>>5077650
>Gilberd's wife has been hit for 1 damage!
>Gilberd's wife has 1/3 HP left!
>The ignoble gods are laughing!

You swing the lute the opposite side and hit again, but she ducks at the last second, again! There's going to be a black eye on her face if she survives this. She probably won't. Then again she doesn't look very impressed by the damage you're doing so far.

Fuck, you need a comeback. Hmm... Aha! "Ha, you're braver than your husband was! A shame it won't matter in the end."

She grits her teeth and spits on the floor. That's a tooth. Oh boy. "You must've killed him... my beloved... You monster!"

You laugh. "You put up a better fight than your husband ever could. Guess he was the woman in this relationship."

Her face is angrier than a harpy's and she lunges to kill! Damn it all, this is a very resilient woman!

>roll 1d6 to block (if she hits)
>>
Rolled 2 (1d6)

>>5077659
knock on wood
>>
>>5077659
>Gilberd's wife strikes at you but misses!
>The ignoble gods are rolling on the floor!

You have the advantage! This is it! Unless you want to drop the lute and use a different weapon, but... you aren't sure if the head would work and the rusty shortsword is messy.

>roll 1d20+1 to hit!
>roll 1d3 for damage! (Doesn't matter but it's a reason to roll)
>>
>>5077659
At the rate the dark gods seem to be failing us, maybe we should become a paladin of the light
>>
Rolled 20 (1d20)

>>5077665
Yolo
>>
Rolled 2 (1d3)

>>5077667
>>5077665
While the iron is hot
>>
>>5077667
LETS GOOOOOOOOOOOOOOO
>>
>>5077667
If this doesn't knock her out I swear I will turn this quest into a NobleBright one.
>>
Goid shit bois, it only took five attempts but we got there in the end.
>>
>>5077673
She has 1 health left and we did 2 damage we're good
>>
>>5077676
Don't josh me here, I'm deadly serious.
>>
>>5077677
>Gilberd's wife has 1/3 HP left!
>Rolled 2 (1d3)
>>
>>5077667
>CRITICAL HIT!
>Gilberd's wife is hit for 4 damage!
>Gilberd's wife has -3/4 HP left!
>+1 XP, 7/10 XP to Level 2!

You are so furious at your failings. So furious at the way that minstrel on the road mocked you, so furious at the time you spent walking on the road, so furious at how difficult it's been for you to defeat a pregnant housewife. You let the fury guide your lute and you knock her upside the head with a loud THUMP! She falls on the ground. Limp and unconscious.

Seriously, she isn't moving a muscle. The door is locked and there's no evidence of anyone coming to help. You don't know how long she'll be knocked out but you think you hit her hard enough it'll be at least half an hour.

What do you want to do first?

>Stuff a rag in her mouth and tie her hands
>Check the rest of the house for anyone else
>Attempt to commit an amateur cesarean section
>>
>>5077680
Tie up, underwear gag, the works. Lock and bar the entrance. Search and destroy any stray 5-year-olds. In that order.
>>
>>5077680
>tie her hands, but don't stick a rag on her mouth
>look for her son, but don't kill him just restrain him
>>
>>5077680
>Check the rest of the house for anyone else
Then
>Stuff a rag in their mouths and tie their hands

Tie the kid up in a chair, have him face the bed we'll be banging his mother on. Maybe we'll have the kid hold his father's head while we're at it.
>>
>>5077680
>>5077683
Oh and make sure the blinds are closed and the door is locked I forgot to mention that
>>
>>5077681
+1 the panty gag
>>
>>5077687
I can't read. The door is locked, but we can still bar it. With a fireplace poker or furniture if necessary
>>
>>5077699
Anon...
>>
>>5077681
>>5077683
>>5077685
>>5077687
You think fast. If she doesn't have a rag in her mouth she could scream for help and if she doesn't have her hands tied she could get the knife and stab you. You don't know what to do first but you move without thinking about it. Now there's a rag in her mouth and her hands are tied by a torn blanket from their bedroom. There's nobody nearby but you make sure the curtains on the windows (these people were rich by commoner standards) are pulled shut. Next you search the inside of the house, looking for the boy.

You spot him, nice and asleep in a bed. Can't be any older than 4. You knock him in the back of the head with the lute, so he doesn't shout and then tie his hands and gag him like his mother. You did it gentle so you don't think that would kill him. You hope. You don't really care but it would be nice not to have a plan go bad for once. You set them both in the common room and contemplate your revenge. WAIT. The door... You move a dresser (RICH) in front of the door. Worst case scenario you can escape through a window.

NOW you contemplate your revenge.

How do you take it? The more despicable, the more scumbag XP you'll get. If you go overboard or take too much time, there's a chance you could get caught.
>>
I'm going to take care of something IRL but I'll be back in 15-20 minutes.
>>
>>5077703
Wake her up and do what I said at >>5077649 Then wake up her kid and have them see each other. Then start removing the womans clothing
>>
Ooh should we try to convince the kid to kill his mother as the grand finale?
>>
>>5077708
Good start
>>5077710
I am more partial to to ye-olde-coat-hanger. Or forcing the kid to go sloppy seconds on his mother after we've had a go
>>
>>5077703
Wake them both up and present the head, make the wife as you torture the boy, cut of his tongue and stab him in the eyes before slitting his throat and letting him bleed to death and move on to her, destroy her clothing and show her her husband's head before going for a cesarean section and before she dies mention your plans to visit some other villagers
>>
>>5077703
Tie the kid up in a chair, have him face the bed we'll be banging his mother on. Have the kid hold his father's head while the mother wakes up, and impersonate the minstrel saying we voice him saying "My wife I love you so much come give me a kiss". Then laught, punch the bitch in the gut, and begin the rape in earnest. After the first round, we'll castrate the kid while the mother watches, then go in for a couple more rounds. Loot their shit and have the house burn down after. We'll have dinner at the Brothers' house.
>>
>>5077711
more specifically, I think we should leave the wife alive to live with the horrendous shit we're about to do to her
>>
>>5077711
I'm willing to have the kid get sloppy seconds before we castrate him in front of his mother.
>>
>>5077712
>>5077713
Remember if we go overboard we risk drawing attention to ourselves
>>
>>5077714
I generally agree, and I aim to put a baby in her as a constant reminder.
>>
>>5077714
Interesting, should we just leave her in the village or force her to come with us.
>>
>>5077719
Eh. I figure we might as well enjoy ourselves while we have the time.
>>
>>5077722
pros & cons:
If we force her to come with us we can personally guarantee she won't kill herself, and possibly instill some stockholm syndrome. But, we would be dragging a woman around and that could be cumbersome.
>>
>>5077706
The thing he's taking care of is calling the FBI on this thread kek
I gross myself out saying the shit what we're going to do but if we're playing an evil PC I want it to be the most revolting, vile, and cruel PC to ever exist
>>
>>5077725
It can also be used as a tool to get food and money.
"Excuse me sir, me and my wife, we were brutally beaten and robbed of everything we have, as you can see from her bruised and broken body. Will you spare us some coin, and maybe some food?
>>
>>5077727
You really want to be the most revolting, vile, and cruel? Diddle the child in front of the mother, and make her clean up our mess. That's the most fucked up thing I could think of lad.
>>
My vote, unless some mentions something else engaging or other good points:
>Do a reunion with corpse head and wife
>give the head to the kid and force him to watch us strip & fuck his mother
>fuck his mother
>make him fuck his mother
>make the kid a steer
>coat hanger the bitch
>kill both kids
>leave the wife contemplate this on the tree of woe.
>>
>>5077733
...ok maybe there are still some lines that I'm not willing to cross while RPing kek
>>
>>5077730
If you guys want to bring her with us to a city to scam people we can, but I think we'd probably be better off doing what we have been doing.
>>
Honestly, I'm wondering how QM can write this while still having this thread on a blueboard
>>
>>5077734
My vote
My vote, unless some mentions something else engaging or other good points:
>Do a reunion with corpse head and wife
>give the head to the kid and force him to watch us strip & fuck his mother
>fuck his mother
>make him fuck his mother
>make the kid a steer
>punch the bitch's stomach hard a couple times
>leave the wife and son to contemplate this on the tree of woe.

>>5077737
I agree, that's why I'm not voting for it. Too fucked up for my tastes.
>>
>>5077727
Nah, I had to take a shower. Also, I have work tomorrow so updates will be scarcer for most of the day. I work on every day but tuesdays and fridays, actually.
Yeah I won't go into the finer details on sex/extreme torture but I won't say you can't. The premise of the quest is that the PC is the opposite of a Paladin, who are (ideally) good, noble, and selfless in everything they do. His moral compass is broken and there's glass spilling on the floor. You all voted for the only option that doesn't have a supernatural or corrupting force guiding them. The PC is just an asshole.

A Fallen Paladin would slay them quickly and painlessly.
A Hell Knight would take their souls to feed his contract.
A Death Knight would kill them and defile their corpses.
A Plague Knight would infect them with unholy sickness.
You're torturing them for no reason. For you, that's its own reward.
>>
>>5077742
>pastebin
>>
>>5077734
+1
>>
I'll give you a few more minutes to think and then take the general average of everything that's been suggested unless one has a large majority vote. You aren't at more risk for being caught for going overboard, but for taking more time to go overboard.

>>5077747
Also yeah, that too, in theory but I heard they've been deleting pastebins and any time I spend writing guro-tier shit is time I'm not spending writing the quest.
>>
>>5077734
Punching is faster and more immediate than coat-hangering the bitch.
>>
>>5077749
I still want to have lunch with those people we met earlier so as long as we make sure she doesn't escape for a long while I'm fine with keeping her alive
>>
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>>5077744
This thread has been the incarnation of this meme, petty revenge is most certainly a reason.
>>
>>5077743
>>5077753
I'll swap my vote to this. If we actually try a caesarean section on this woman she's just gonna die from blood-loss.
>>
It looks like you've decided how you want to handle this. Your revenge is settled then but I'm going to need TWO quick 1d12s for meme value because it was probably going to come up at some point.

>>5077755
There's nothing preventing you from getting dinner afterward. Unless you're extremely unlucky but you can still run in the worst case scenario.

>>5077756
Very true. Have you at any point not been seething?
>>
Rolled 9 (1d12)

>>5077764
>>
>>5077764
I'm more worried about her following us to those two guys houses as we're eating there.
>>
Rolled 2 (1d12)

>>5077764
>>
>>5077767
GOD DAMN IT I KNEW I SHOULDN'T HAVE ROLLED AGAIN
>>
>>5077765
>>5077767
9 inches by 2 centimeters. Bizarre.
>>
Rolled 4 (1d12)

>>5077764
Rolling for da real girth
>>
Ghostbin and 0bin are alternatives to pastebin that don't delete erotic content. Just wanted to let you know..
>>
>>5077734
>>5077743
>>5077748
>>5077753
>>5077763
Not once does it occur to you that what you're about to do is wrong.

>https://ghostbin.com/EWnWd

Finally, your revenge is complete. That shows that minstrel to make fun of your clothes. Now you feel stronger, fiercer, somehow, like you can take on the entire world!

>+8 bonus scumbag XP, 15/10 XP to Level 2!
>You've reached Level 2!

>roll 1d10 for extra HP

>choose a stat boost

>+1 Dodge
>+1 Toughness
>+1 Combat Skill

>You've mastered a dirty trick to use in combat instead of a regular attack. This happens every time you reach the next Level. It's second nature to one of your mind. Choose one: Ear Rip, Finger Snap, Eye Gouge, Gut Shot, Spine Snap, Ankle Stomp, Crotch Grab, Joint Break, Knee Kick, Leg Sweep, Shoulder Throw, Weapon Steal, Bite, Taunt, Spit, Pocket Sand

>choose a new perk:

>You've mastered yourself further and can choose a bonus stat boost.
>You've mastered an extra dirty trick and can choose a bonus one from the list.
>You've learned the rudiments of a new thief's skill. Choose one to get +2 bonus to: Sneaking, Lockpicking, Pickpocketing, Torturing, Deception, Intimidation, Cooking, Woodcraft, Forging
>You've corrupted your soul even further. For now this does nothing, even reducing your scumbag XP gains but if you keep feeding it, something horrible will happen.
>>
Rolled 9 (1d10)

>>5077804
Better make the heath upgrade Bo3.
>+1 Combat Skill
>Taunt
>Deception or Intimidation
>>
>>5077804
>+1 Combat skill
>bite
>Deception
>>
Rolled 3 (1d10)

>>5077804
>+1 Dodge
>Crotch Grab
there will be female targets for this
>+2 Sneaking
>>
>>5077810
Changing dirty trick to
>Taunt or Crotch Grab
And if you can find another anon willing to support the soul corruption, I will support it to break any tie.
>>
>>5077821
I would vote for corruption, but only want it it comes with fucking superpowers, like a hell/death knight lite.
By the way it's phrased, it sounds more like supercancer or syphilis.
>>
>>5077821
>>5077829
It isn't a disease and the end result isn't like any other type of Antipaladin can get. I'll tell you that much. If it's worth as much as investing in the other perks is debatable. None are useless.
>>
I'm going to go to sleep. I'll update when I can but like I said earlier, I've got work.
>>
>>5077829
If you want to take a gander, I will as well. I do agree with ya though, it does sound like something horrible will happen to us instead of someone else.
>>
>>5077839
When do you think you will archive the thread OP?
>>
>>5077850
Archiving won't be necessary for a good long while

>>5077804
>+1 Toughness
Pocket Sand
>You've corrupted your soul even further.
>>
>>5077838
>>5077843
aight, I (>>5077817) will change to
>+1 Dodge
>Crotch Grab
>+Corruption
Okay, now let's see how long can this quest survive, lmao.

Mobilefag here, btw.
>>
>>5077810
>>5077813
>>5077817
>>5077857
>>5078019
>+1 Combat Skill
>Crotch Grab
>Soul Corruption (1/5)
Your rusty shortsword feels smoother in your hands. Not the finest blade but now it's a real killing tool. If you had a proper weapon, you would be a menace. You have an idea as well. A trick, something to flex your fingers in a fight. It might be fun for a laugh. Beneath it all, you sense something deep inside, suffocating... or is it screaming? Drowning. It feels uncomfortable but looking at the house, you feel less giddy at your success than before. Such a minor victory. Oh, surely the minstrels will sing tales of the man who defeated a pregnant woman and mutilated a toddler. You've been a petty fool and you'll waste no more of your time.

>Level 2 Evil Fighter (Knave)
>You have 19/19 HP and 5/20 XP to reach Level 3
>You have a +2 to hit and a +2 to damage from martial skill
>You have 1 ability: Crotch Grab
>Crotch Grab: In combat, you can spend 1 attack to attempt a Crotch Grab, rolling to attack with bonus from combat skill against a male enemy who receives a +8 Dodge bonus. This bonus is halved if the enemy is grappled or has been hit during that turn. If the attempt is successful, the target takes an immediate 1d10 damage per Level and is stunned for 2d4 turns if they can't pass a difficulty roll of 16+damage total, applying Toughness bonus. If they survive, 1 in 6 odds they aren't permanently gelded. If a Crotch Grab is attempted and failed, next turn Dodge has a -4 penalty from overextending.
>You have a Dodge of 12, enemies need to roll 12 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have Toughness of 0, enemies do full damage when hit unless they hit armor.

You need harder targets. Better fights. A gang under you, yeah, or some minions. The temple's always saying not to dabble with sorcery or monsters but after what you've already done, is there any reason not to? Ha! Throw in with the ignoble gods or find something better. Maybe you'll worship yourself for a change. Things to think about. You have a few more things to consider.

Gilberd's rotting head is of course angled so that it's the first thing someone sees when they enter the home. You need to decide on the lute however.

>Leave it next to the head.
>Take it with you.

This family was rich for commoners. Might be worth looting. Might be better to move quickly.

>Loot the house (will take 30 more minutes)
>Let any pocket change rot.

Then when you leave.

>Don't touch the house. Your victims will live and never forget what you've done here. The woman got a good look at your face and if a heavy bounty isn't declared you would be stunned.
>Burn the house to the ground. Your victims will burn alive, helpless to escape. It might raise the alarm in the short-term but evidence of the crime would be erased. (will take 30 more minutes)
>>
>>5078039
Oh and you almost forgot. Lastly, about the shiny silver door knob...

>Steal it as a souvenir (noisy, will take 1d10 minutes)
>Leave it. You don't need it.
>>
>>5078039
>Break the lute.
>Let any pocket change rot.
>Burn the house to the ground. Your victims will burn alive, helpless to escape. It might raise the alarm in the short-term but evidence of the crime would be erased.
Man, just set some fabric on fire inside and leave.
>>5078040
>Leave it. You don't need it.

Let's do this clean, only a retard would want a reward on his head.
>>
>>5078039
>Leave it next to the head.

>Loot the house (will take 30 more minutes)

Burn the house to the ground. Your victims will burn alive, helpless to escape. It might raise the alarm in the short-term but evidence of the crime would be erased. (will take 30 more minutes)
>>
>>5078040
>Leave it. You don't need it.
>>
>>5078039
>take it with you
could be sold for some coin
>loot the house
>don't touch the house
>>
>>5078048
+1
>>
Rolled 18 (1d100)

>>5078048
>>5078151
It's a close decision but you decide to get out while you're ahead. You break the lute, shattering it on the floor with several loud bangs. You wait for noise. Nobody shouts or comes to the door. The men who live nearby must be in the fields. You look at the splinters and smile. It's the end of several days of hard work but somehow less satisfying than you thought it would be.

>+1 bonus XP
>6/20 XP needed to reach Level 3

You have a sudden idea. Something cunning. At first you planned to let them live and remember your deeds but now you think of the looks on their faces, when they realize the door is barred shut and the house is burning around them. What a delight. You lick your lips and take out your firestarter. A house, even a wooden one, won't burn easily. It takes a fine touch and some effort to get it started. You see embers are burning in the floor. They're starting to catch flame. You leave your work and casually step outside. Nobody notices you leave the house. The silver doorknob tempts you but you leave it. It's not worth the effort. You walk out into the road and nobody is looking. You might just get away with the crime.

You remember the brothers and the directions to their home. Surely, you could stop for dinner. On the other hand, it could be wiser to leave and keep traveling for more lawless lands.

>Take up the brothers on their offer and celebrate with some of their dinner.
>Move quickly and make sure you aren't seen. You don't want to be here any longer than you have to.
>>
>>5078188
>Take up the brothers on their offer and celebrate with some of their dinner.
I'm assuming we don't look to bloody and suspicious right?
>>
>>5078188
>Take up the brothers on their offer and celebrate with some of their dinner.

We should rob a merchant to collect funds for an armor. Playing this shit like Skyrim isn't gonna be worth it in the long run.
>>
>>5078194
After the gambeson you were careful not to get any blood directly on you. If someone was already worried your shortsword and buckler would make them suspicious but so would being a stranger. Right now you don't think anyone suspects you.
>>
>>5078194
>>5078198
You think there's no reason not to enjoy a free dinner, especially when you're in such a good mood. You retrace the directions they gave you to a much smaller, much more cramped house. There are several people inside. Both of the brothers, an old man and an old woman that's probably his wife. Looking at the brothers' age you think they're the youngest of their children living under their roof until they can find a wife. Unless they have a wife and didn't bring her to their parent's home for some reason. You're greeted by a warm welcome and a minute later there's a bowl of stew in your hands. Then they start asking you questions. About your trip, about your blade, about your clothes and everything else. Aaaagh, you came here for dinner not conversation. At least the stew is good. You think there's even some chicken in the broth.

All you have to do now is play cool.

>roll 8 or higher on 1d20+4

These people are naturally trusting and you being in a good mood makes things much easier.
>>
Rolled 4 + 4 (1d20 + 4)

>>5078235
>>
Rolled 19 + 4 (1d20 + 4)

>>5078235
>>
>>5078250
They were friendly to start with but when you gave them grunts and one word answers for everything they got less happy. You ladled yourself four large bowls of stew when everyone else got two and the only time you really spoke was when the old man asked you why you carried a sword, and you got carried away talking about how it was none of his business and the brigands are prowling the roads. By the end everyone was glaring at you in sympathy or disgust as you worked on your sixth bowl. That was the most awkward dinner you've ever had. It wasn't even interesting enough to remember the exact details. Let's just you probably aren't a welcome guest there anymore but they don't suspect you of murder, rape, or torture so you don't have a problems. You got a load of food too. Far more than your fair share. You won't need to dip into your rations tomorrow.

You leave their house and slam the door behind you when you hear some shouting. "NO! NOOO!" "NOBLE GODS!" "SOMEBODY GET A HATCHET!" You look over your shoulder and spot some smoke in the sky. You don't remember there being a few dozen candles in that house either. Hahaha! You did that! Now there's a large group of women and children trying to get into the house to stop the fire with some buckets of water. You don't see any men but a few run off to the fields to go get them, because they should be coming back by now. They made a response much sooner than you were expecting. They might've smelled the smoke early. You wanted to trap them in the room while the house burned around them too, so there's a chance they'll survive. A big one if they get some strong men there in time. Nothing to be done for it. You take your que and get the hell out of there, go off of the road, and jogging when you're out of immediate sight. You have no way to be sure if they die now but the thought of the commoners finding them in the condition they're in is delightful.

>+1 bonus XP
>7/20 XP needed to reach Level 3

You don't waste any time and keep walking. If your directions were right you should start seeing the terrain change in a week. Maybe less. The outlands are wild and terrible, and word is the patrols fear to tread the woods there. You should fit in nicely.

>roll 1d100, no food needed
>>
Rolled 2 (1d20)

>>5078338
>>
>>5078339
Looks like they failed to put out the fire but got a nice crowd together in time for the screams. The bodies aren't in total ashes. There will be some dark rumors but you aren't connected to them by your face or name.
>>
Rolled 70 (1d100)

>>5078338
Since the other guy rolled a d20 like a CHUMP
>>
>>5078354
This was a joke OP do not smite me, I have murders and raped to commit yet
>>
Rolled 99 (1d100)

>>5078338
Oh man, we should've set bitch on fire first.
>>
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>>5078396
>>
Rolled 10 + 2 (1d20 + 2)

>>5078354
You make very good time. The clouds have gone away and there isn't anything going on. Near the end of the day you spot something peculiar: a broken wagon wheel on the side of the road. You get off and take a closer look to see it's chipped near the top and cracked down the middle, like it was hit hard and fast by something small instead of slowly breaking down from the road. You scratch your head. Interesting. Not of any use to you now. Best to ignore it and keep walking. You keep your guard up because it's always up this close to patrolling territory. They aren't very common but you don't want to explain to six men that your rusty shortsword is nothing like their standard issue. You don't think your standard issue gambeson can take much more punishment from arrows or tbe like. You're surprised it held this long. You got it back from the hiding spot the moment after you left the village and then ran away.

Of course, there aren't many travelers on this road and there aren't many moving by foot. Once the commoners all got over the shock and start to investigate they're going to point fingers and they're going to want to point fingers somewhere besides their neighbors because that's how commoners always are. If they ask around, they might get a description of you from the house you had dinner at. There's nothing that happened between you and the arson, oh no, that's what you'll say if they catch you but they'll just want to string you up. They might even tell the nobles about this and have them send more patrols. All of that takes time to happen, time that you're moving, time that you can get to somewhere far off where you won't be recognized. That's assuming they even think it's you. They might be stringing someone up right now. They might be on the road hunting for someone too. Harvesting season makes it less likely but for something like that... They'll probably do something. Idiots. She wouldn't have done that for them or anyone but her beloved Gilberd and precious little boy. If anything you did them a favor, by sending them to meet each other earlier than they ever expected they would. You're starting to get hungry again.

>roll 1d100, 3 food left
>>
Rolled 89 (1d100)

>>5078413
>>
>>5078413
>>5078420
You wake up, eat a filling breakfast, and spend the rest of your day wishing you had a horse that could do the walking for you and a saddlebag that could hold enough for a meal besides breakfast. But you don't. That's just life. You don't have anything but the rusty shortsword on your belt and the rags on your back. Those can get you some though. That's just life too. You keep walking and looking for the best and sooner or later you'll find it: What is best in life. You haven't made up your mind yet.

All of a sudden you spot something big and strange off in the distance, far from the road. It's on its legs like a man but it's built nothing like one, with huge arms, a hunched back, and a misshapen head that has what look like a couple of spikes jutting out. The hide on it is a sickly cross between green and brown except for some dark, bloodied rags and it isn't wearing any real clothes but what might be a loincloth at this distance. Right now it's squatted down, ripping into something next to what looks like a wagon that wheel you saw yesterday would've fit. You don't think it's noticed you yet.

You think for a minute. That's an orc. You're looking at an orc. You remember the stories. Orcs usually travel in warbands but this one looks like it's alone. At least for now. Somehow, you feel a sense of kinship looking at it. You don't see a weapon but the grass on the side of the road is tall. There could be something there.

>Come closer
>Shout at it
>Avoid it
>>
>>5078473
>Shout at it

Let's make a friend.
>>
>>5078473
>Come closer

Fuck it, I'm game to die. When are we getting a Bo2 upgrade QM?
>>
>>5078473
>Come closer
Can we crotch grab from stealth?
Our wagon now.
>>
>>5078487
>>5078493
You approach the orc and have your hand on your shortsword. Your skill is enough the average militiaman would be in serious danger in a fight with you. You aren't sure about the average orc but you're curious. It also isn't pregnant as far as you can tell. You stop. If your mind was a man, you would cut out his tongue. You calm down and come closer. You stop about fifteen steps away. From here, you can see what he's eating and what's under the grass. A bundle of nasty wooden javelins and a wide chipped blade of some kind that's been tied to a beam too thick for it. Likely from the wagon. Its hands are holding the gory leg of a donkey, ripped straight off the haunches, judging by the blood and the corpse next to the wagon. Damn.

You're debating with yourself if you should sneak up and stab it or try to speak when you hear a LOUD snort and it turns to stare right at you with ugly yellow eyes. It's deathly still and doesn't move to the weapon. It doesn't drop the donkey leg either. It gets an eyeful of your bloody, tattered gambeson and takes another, deep smell of the air around it. The tension in the orc loosens and it snarls. You aren't sure if it's growling or speaking but the tone isn't murderous. Just drowning in malice, not to you in particular, you think, but everything around it. It's watching you. Waiting for your next move. You see the spikes you thought you saw earlier were teeth. Bloody ones.

How do you handle this?

>Try to speak to it somehow.
>Get some food out of the bag.
>Mimic the cries of your victims.
>Walk away with your hands up.
>Draw your shortsword and charge.
>>
>>5078487
When you reach a +4 in a skill you become an expert and can roll twice to take the highest one. At +8 you're a master and can roll three times. Higher skills than that are legendary. There are ways to roll more dice but not very many mundane ones.

>>5078493
You can. The orc smelled the old crusty blood on your clothes and the fresher, smaller spots on your shortsword you couldn't clean without wasting time without water and was alerted. If you had stealth skill or were clean, it would've been a normal stealth roll. These things are sensitive to the smell of blood. That's what the storied say, at least.
>>
>>5078518
The stories. Mobilefagging is a shit.
>>
>>5078513
>Try to speak to it somehow.
>Get some food out of the bag.
>Mimic the cries of your victims.

Fuck it, let's try to make a friend.
>>
>>5078513

>Get some food out of the bag.
Start chomping down with him, and if he proves peaceful then:
>Mimic the cries of your victims.
In order to lighten the mood.
>>
>>5078518
Any way we can upgrade our charisma? Missing these near crits by a couple seconds is starting to really grate on my nerves.
>>
>>5078513
>Try to speak to it somehow.
>Get some food out of the bag.
>>
>>5078513
>Try to speak to it
>Offer food
>>
>>5078513
>Try to speak to it somehow.
>>
>>5078513
>Try to speak to it somehow.
Fucking draw on the dirt with stick or some shit.
I'd rather not waste our rations on this thing.
>>
>>5078513
Salute it. One wandering murderhobo to another.
Also is this the toymaker's cart? No way, right?
>>
>>5078524
>>5078533
>>5078754
>>5078917
>>5079048
>>5079067
>>5079188
You look at the orc and try to think. He's a monster, strong and savage. He might make for a worthwhile meatshield, if you can get through to him. You'll start off speaking. Real slow, real simple.

"Hey. How's it going? Kill anybody lately?"

The orc is staring at you and working the muscles of its jaw, as if in shallow thought. You doubt the creature can think deeply. While it's doing that, you reach into your bag, pull out some bread, and walk to the opposite side of the donkey. You munch on it some and look at the orc. It takes a bite out of the donkey's leg.

>roll 10 or higher on 1d20
>>
Rolled 12 (1d20)

>>5079258
Dark gods bless this role
>>
>>5079260
>>5079260
It grunts. Chews some more. You watch intently and then it growls. You're about to ready yourself for a fight when it reaches over to the donkey, grabs a leg, and casually rips it off at the thigh. You don't doubt it could do the same to a human. It tosses the hunk of meat at your feet. It's very fresh, this was killed recently. It also seems you've gotten through to the orc. You look down at, give him a salute in thanks and then think.

Your foot's in the door. How do you want to get inside?

>Eat the donkey leg
>Give him some bread
>Act out your massacre
>Try to learn the language
>>
>>5079267
>>Give him some bread
Also maybe grab part of the wagon and build a fire with it. Fire roasted meat seems like a good way to make friends... and we don't want to eat it raw.
>>
>>5077850
I didn't spot this post earlier. I'll probably archive it when we reach bump limit, or sooner if you die early.

>>5078536
If you become an expert in two social skills your overall speech will improve to where you can get the highest of two rolls. You would need the mastery of two to get the highest of three. That's for every kind of social interaction, not counting the bonus that's already there from the skill investment. I've done some fiddling with the Level system so that shouldn't be impossible in a reasonable time. Just an investment that could've gone to something else.

There are also supernatural means of growing your charisma but those aren't known to you... yet.

>>5079188
The toymaker had a donkey with some saddlebags and was several days ago. This was a wagon. You don't think it's the same but you haven't seen its former owner or what's inside. The orc might've ignored some loot due to its primitive way of thinking.
>>
>>5079267
>>5079273 +1
>>
>>5079273
+1

I like the idea of first making a fire, roast the meat, and then give him some bread. Maybe show him how to make a sandwich.

We know he's a beast, so by sharing our food and sharing the meal MAYBE won't try to kill us. Best case scenario we can show him we are somewhat intelligent and will stick around

But again, we're getting in the same discussion of taking Gilbert's with us. Are se sure we want to bring with us a hulking mass of green muscles? And also adding that in any time soon we will be capable of communicate with him or even make sure he draws attention or even grabbing a random horse and eating it.
>>
>>5079273
>>5079283
>>5079292
It watches you. There is no curiosity in its eyes, only a dim and predatory interest. You hold up your hand and fish around in your bag with the other one. You find the hardest chunk of bread there and toss it to the orc. It catches it and looks at the bread. You can almost see gears turning in its head. It reaches down, smears the donkey's gore on the crust, and nibbles it to make it last longer. That's a sign of intelligence. A kind of feral, sunhuman intelligence maybe, but an intelligence. You stand and come closer to the wagon, very slowly, so it sees what you're doing. The orc grunts. It's much less hostile than the first one. You think it's telling you to watch yourself. It might be threatening you. There's no way to know but it isn't reaching for its weapons so you aren't worried.

You look into the wagon and see something interesting but useless to you. Well, not quite useless. Blankets. Quilts. Clothes. Whoever was moving this wagon was clearly transporting textiles. You grab out one of the shoddier blankets and toss it on the ground. The orc is watching you, nibbling its bread crust and clenching and unclenching its fist on some grass. You see a part of the wagon that's been ripped off, very similarly shaped to that bladed beam. Identical, in fact. You notice the wagon's been turned partially on its side and that there are a few large chunks you could remove. You're careful to keep the orc in your sight as you grab one and pull. A splinter comes out and you toss it on the ground. The next one is more stubborn and you need to really- the orc is standing. You step back and watch, with a defensive stance. It towers over you, by less than you've heard from the stories, and lumbers over to the wagon. It grips a wheel and flexes it shoulders. "HRRRRR." SNAP. The wheel comes off and it tosses it onto the ground next to the splinter. You keep watching as it grabs a rock, probably taken from the road, and smashes the wagon wheel apart into about eight small pieces. It looks at you, grunts, and sits back down. A feral, brutal and subhuman intelligence.

You take out your firestarter and spread the blanket over the splinters and wheel shards to make a sort of fire pit. You get it burning soon and the orc doesn't react. You set the donkey's leg it gave you into the flames. It doesn't seem offended. Its lip curls a little. After a little while the donkey's leg is mostly cooked. You take it out and have a bite. It's actually very good. Meat generally is and when you've been living on bread and soup you take what you can get. The orc sniffs deeply, then takes the donkey's body and flops it over into the flames. It stares at the donkey, at you, and at the empty sky above. You see it's shaking and a hideous gurgling sound is coming out of it. It's thumping its fist on the ground and gnashing its fangs together. The noise gets louder and you worry that you've pissed it off when you realize the truth.
>>
>>5079314
It's laughing. Something about this situation is hilarious to it. That's good, you think. Maybe you're getting through to it. The orc waits a few minutes, far less time than you did, and then rips a chunk out of the donkey's torso, that it eats with gusto. It glares at you and grunts. It holds the almost raw meat where you can see it and grunts in the same, specific way. "ORTAN." You look at the meat and pause. "Uh... Ortan?" The orc grunts and flexes its shoulders. "AAAAGH. ORTAN." You catch on and take a chunk of your meat, the donkey leg, and show it to the orc. It's staring intently. You speak. "MEAT." It growls and after a minute of staring, tries to mimic your speech. "EEHATCHT!" There's a bit of an accent. To say the least. But it's actively attempting to communicate. That's a major barrier broken. It seems more relaxed than before. By that, you mean much less likely to try to murder you with its own two hands. It's a start.

>roll 1d20 to teach it the civilized tongue
>>
Rolled 6 (1d20)

>>5079315
>>
Rolled 16 (1d20)

>>5079315
>>
>>5079315
We're gonna be a couple of assholes together, I can tell
>>
>>5079320
It's been a few hours and you aren't much farther than when you started. The sun's getting lower and you now know the orc, you think, word for meat and wood, "THUN" and have gotten through to the orc a little. The problem is it keeps using orc pronunciation and butchering the words beyond recognition. If it even recognizes what you're saying. You still understand it a little better now than before. It looks like the strategy of point at something, say human words, and wait for the orc to repeat them after you isn't working quickly enough. The orc seems engaged but it's difficult to be sure.

You need another strategy.

>Try telling it your name
>Attempt some charades
>Mimic the cry of Gilberd's wife
>Don't rush it, keep it up
>Call it for the night
>>
>>5079333
>Attempt some charades
>>
>>5079333
>>Call it for the night
Sort through the textiles and see about setting up camp.
>>
>>5079333
>Try telling it your name

Orc friend, think if the rapes we could do together.
>>
>>5079333
>Try telling it your name
>Don't rush it, keep it up

>Absolutely DO NOT start screaming like an abused and violated human female
>>
>>5079340
>>5079367
You think for a minute. You think the orc is thinking too but it might be thinking about the donkey meat or something else completely. Maybe a more personal touch would get through to it. Maybe you'll tell it your name. You grunt and the orc looks at your hand. Its finger is pointing to your chest and you grunt again, to emphasize. Then you say it, slowly and clearly.

What is your name anyway? Can be a birth name, nickname, or even a name you gave yourself.
>>
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>>5079379
So far my fucking around on BehindTheName for a name with an evilish meaning has given me only pic related and "Abbadon but we call ourselves Don FOR REASONS" as ideas. There were a couple other options I didn't quite like as much, but I'll keep poking around.
>>
>>5079389
Huh, Melvin is apparently derived from "Meville" meaning "bad town."
>>
>>5079379
>>5079393
I'm voting for fucking Melvin. Good name, bad town.
>>
>>5079393
>>5079389
"Colby" originally derived from an Old Norse nickname "Koli" meaning "dark, coal" and byr meaning "town."
"Dougal" meaning "dark stranger"; this one's Anglicized Gaelic.
Rajani is "the dark one" in Sanskrit.
And apparently there's a version of Sam--Avenstan--meaning dark.

Yes I like the idea of giving him a slightly dorky/basic name.
>>
>>5079404
>>5079393
>>5079389
"Barrett" meaning "strife" in Middle English.
"Cenk" means "battle, war" in Turkish, but makes me think of that one dork from TYT.
"Eadwig" is Old English elements ead "wealth, fortune" and wig "war"
"Gunnar" derived from other words meaning war/warrior (probably bit too noble for our boy)
"Guntram" meaning "war raven"
"Borko" meaning "fight, battle"

And I'm getting bored of looking for names so yeah.
>>
>>5079393
>>5079404
I like Melvin as well. Perfect name for a psychopathic, yet socially inept murderer.
>>
>>5077636
The guy picked is the scum of the earth brigand/criminal, city rat, vermin of civilization, the shit on the boot of the kingdom, the little worm in the ground, the annoying bloodsucking fly and so on. Not someone who can likely rip apart men with ease and do a massacre, in every place he goes like the 4 other options. This isn't a character of skill, importance, charisma, strength, sorcery or what not. This is a lowlife that will take a while to become something truly dangerous like the other options. But that s probably why it was picked.

>>5079333
>Try telling it your name
>>
>>5079333
>Try telling it your name
>>
>>5079379
I support Melvin as a name.
>>
>>5079393
>>5079403
>>5079418
>>5079458
>>5079464
>>5079520
"MELVIN." The orc stares at you and takes another bite out of the donkey. It crunches its fangs and grunts. "MEVLIN." There's the orc pronunciation again. You tap your chest. "Melvin." That's your name, yes. Melvin. Your mother fucking hated you. Your childhood was horrible but that's not here or there. You see the orc is thinking, and then it moves toward you, very slowly, very carefully. You don't move a muscle. It grabs the hand that doesn't have a hunk of meat in it. You feel a slab of meat that could probably bend iron and don't react, as it roughly moves your hand to its chest, away from the bloodied rags. Its skin is leathery and slick with sweat. You feel a thumping beneath a ribcage that's more like a rib fortress. You realize it stuck your palm over where its heart would be.

It growls down at you. "GROSHNAK." You can feel the vibration in its chest. You repeat the name. "GROSHNAK." It grunts in what sounds like approval. You've probably butchered the pronunciation too. The orc lets go of your hand and slumps back to where it was sitting, like nothing happened. The orc, Groshnak, flashes its fangs at you, covering the top side with his lips. You nod your head and smile back. You're careful not to show any teeth so you don't break some taboo and get torn into pieces. You have an idea. You point at the orc, then to you, and try to mimic an orcish grunt. "GROSHNAK... MELVIN... FRIENDS." He looks at you with a strange expression and snorts. He picks up the beam and you tense, but then he takes the blunt end and taps you on the chest and then himself. "MEVLIN. GROSHNAK... FRENS?" You nod your head to say yes. You aren't sure if that translates so you speak as well. "FRIENDS!" The orc drops the beam and you don't sense any more direct hostility. It's laughing again, but you think you recognize the meaning of the tears.
>>
>>5079525
Maybe that's a good thing. You dig around in the wagon and fashion a crude tent while Groshnak watches. Then you set it up and look at each other for a second. Groshnak grunts, points to his eyes, and then out at the darkness. He points to you and back at the tent. The meaning is clear. He wants first watch. You oblige. He wakes you up twice by shaking your ankle and you feel "safe" being extremely careful to do the same to him. By morning, when you wake up and haven't been ripped in half, you think you've reached an accord.

>Groshnak, (Level ? Orc?) has joined the party
>+4 bonus XP, 11/20 XP to reach Level 3
>You have no idea what his combat skill and abilities are yet.

If only you could understand a damned thing he was saying and vice versa, for that matter. You pack up the crude tent and notice Groshnak has made a sack to throw the donkey in. You realize you could probably get more lessons in without moving but at the same time, you have no way to be sure there isn't a patrol coming down the road. Or worse, one of the nobles of the realm. The orc seems to not much care but he's looking at you.

What's the plan?

>Focus on teaching the orc for now.
>Focus on getting to the outlands.
>>
>>5079527
We can walk and talk at the same time. Walk, point at random things, name them.To the outlands!
>>
>>5079527
>Walk to the outlands + point at random things, name them.
Let him do the same if he wants. We might just learn some orkish.

impossible_fit unlocked
>>
>>5079527
>>Focus on getting to the outlands.
Get out of here before they send any cavalry out. We can talk while walking.
The money from that house could have been nice.
Since we are going in the outlands, we can leave a trail of blood. People aren t going to hunt us there. So killing any we found would grant us loot and some XP. Corruption points as well.
>>
>>5079530
>>5079535
>>5079540
You decide the risk of getting caught and hanged from a temple steeple is too damned high to justify some amateur language lessons. Besides, there's nothing stopping you from doing it on the road. It's just harder to actually teach while you're walking. You don't think Groshnak cares. You start walking and he follows you. Maybe he thinks you know your way around human lands better than he does. You honestly doubt you do but it suits your needs so you don't tell him otherwise. You aren't sure how you would tell him either. Last night you didn't dig too deep out of the risk he might react badly but you've noticed that the bloodied rags you saw earlier are bandages. New ones for old wounds. Mostly healed and uninfected, but look like they were dealt by a blade or some arrows. You notice only one is in the front: a clean sword cut. The rest are on the back of his shoulders and the torso. You haven't seen any sign of another orc around and he doesn't seem worried about being left behind by any sort of patrol. Then there was the reaction when you told him you wanted to be his friend, too. None of the stories of orcs are about them crying. His being here is strange. You have some suspicions but don't voice them.

You just walk and try to teach an orc how to make smalltalk.

>roll 1d100 to travel
>roll 1d20 to teach

It's much harder to make progress on the road but it can be done. Maybe when you reach the outlands you can stop somewhere and teach each other.
>>
Rolled 8 + 4 (1d20 + 4)

>>5079564
>>
Rolled 13 (1d100)

>>5079565
This was for the investigation by the way, nothing to do with your rolls.
>>
Rolled 64 (1d100)

>>5079564
>>
Rolled 29 (1d100)

>>5079564
>>
Rolled 9 (1d20)

>>5079564
Fren :)
>>
Rolled 7 (1d20)

>>5079564
>>
>None of the stories of orcs are about them crying. His being here is strange. You have some suspicions but don't voice them.
He a faggot or something?
>>
>>5079589
Most of the wounds are on his back aside from a nasty one on the front and he isn't with any other orcs. The stories say they usually travel in warbands, which leads you to suspect his was wiped out and he ran instead of fighting. The stories don't say anything about orc society except for rumors of what they do to the humans they capture but they probably take violence very seriously.
>>
>>5079596
Ah fuck. We've got a shittier model, then. But I guess that doesn't really matter if he can rip weaker creatures apart with no effort and we're not planning to go to war.
>>
>>5079564
I've known him for like 5 posts but Groshnak is already the best bro
>>
>>5079616
We need go get richer and stronger. Maybe with a band under us, but that can come later when we don t look like any other outlaw here in the frontier.
If the villages are so peaceful around here, we can return in time.
>>
>>5079565
>>5079566
>>5079572
>>5079578
You keep walking with the orc. Every time you see something new or that you've already seen before you point and say the human word for it. He repeats it after you and does the same thing in the orc tongue. Neither of you learn very much but you do learn. "Grass" "EBEZ" "Tree" "THUN" "Sky" "URTAZ" You aren't sure you're friendly enough to show him what the word for shortsword is but he hasn't tried to tell you what his weapons are called either. Both of you are cautious. Friends through your shared interests, but cautious.

You look and spot something off in the distance. Two squat buildings, made of wood and mud. and a farmfield big enough to meet the needs of a few people. They're very off to the side of the road, like their builders were worried about building too close. That's a homestead, not a village. You see a couple of men in the fields, harvesting grains with their heads to the ground and realize they're focused enough they haven't seen you or the orc yet. There might be eight, maybe ten people between those two houses, possibly more. You know for a fact from being raised by a farmer that most won't be fighting age men. Groshnak is excited. He holds a wooden javelin, long, with two hooks carved on the side, and moves to throw it but stops to see what you're doing. You've got your hands on the shortsword belt and make a snap decision to hurry back, over the hill so they don't spot you all of a sudden.

The orc catches on quickly and gets down in the grass. You hide as well but not so much. Your gambeson is still bloody. You think for a minute. Hitting this hamlet could be a lot of fun. Risky, but fun. You aren't sure you would consider it alone but you aren't alone. You have an orc. This might be a chance to see how it does in battle, too. Groshnak makes one of the most awkward nods you've ever seen and flashes his fangs at the direction the homestead. All of them.

What's the plan?

>Take off the gambeson and scout out the hamlet first.
>Wait for nightfall and attempt a break-in on one of the houses.
>Charge them down in broad daylight, while the men are spread out in the fields and tired from a day's work.
>Move on. Ignore the hamlet, it isn't worth the risk.
>>
>>5079626
Would these buildings burn? Because if they look like they would: wait for nightfall, set houses on fire, slaughter them in their panic.
>>
>>5079633
+1 I'm assuming we still have some matches
Also, try to communicate our plan to Groshnak as best as we can
>>
>>5079633
+1

Let's search for some better spot to wait and try now to understand and communicate with Groshnak. Maybe some things for when the attack happens, like "attack", "run", "hide" and simple things to atleast understand each other in things like this.
>>
>>5079633
>burning the houses
>and any possible food/loot

>>5079626
Let's scout out the Hamlet; we're inconspicuous enough
>>
>>5079647
changing my vote to this, at least for now, still trying to communicate with Groshnak though
>>
>>5079633
They look like they would burn, but slowly. Normally you would need some time sitting in the same spot to get a fire started but you have several rags and sticks of wagon wood you could use to make a torch you could set down and leave. There's a possibility it would burn any loot that's inside too. The fields are also flammable.

>>5079645
You can do this too, no matter what the plan is. Unless you bomb a roll to let him know the specifics Groshnak would likely catch onto the basics.
>>
>>5079647
I highly doubt these guys have much of anything worth stealing (they're living in wood/mud huts). Maybe a little extra food.. but there's eight farm-hands that we know about, plus potential women and children... when we could barely fight off a pregnant woman and Groshnak is an injured Orc coward.

Otherwise our other best bet is sneaking in at night and slitting throats.
>>
>>5079653
Hm, the panic that a housefire would cause is the objective rather than the housefire itself. The field is an option if there's a cleared-out area that's mostly dirt/mud around the homes; could still potentially cut off escape routes.

I say we wait for nightfall either way, we can use the interim time to scout or potentially draw off the farm hands individually and kill them one at a time.
>>
>>5079654
There are four men in the fields and one of them looks very young. There could be more in the houses, you aren't sure. Your estimate was eight people total by the size of the fields. The farmers here aren't wealthy, otherwise they would be living in a village. You doubt there's any silver in any but you could be wrong. Copper's likely, as is food. You only have 4 food, from your rations and the cooked donkey leg. Groshnak is carrying the donkey and eats about twice as much as you do. He would probably eat human flesh. You haven't eaten human flesh yourself but you've heard stories, of ghouls and demonic possessions. You're kind of curious to see what it tastes like but it could be dangerous. The stories could also be lies. It might be both.

>>5079660
Killing the farmhands off one by one is also a possibility but if one shouted, the others would be warned.
>>
>>5079626
>>Take off the gambeson and scout out the hamlet first.
Better not to attack them at night. Why ? Quite simple. It s not easy to recognize people at night especially if you barely know them. So unless we want a chance for our orc to accidentally kill us during the attack, it s better with some sun out there.
>>
>>5079665
qm i suggest to give yourself a name otherwise it might be difficult to recognize you, your id has changed before too
>>
>>5079665
>>Take off the gambeson and scout out the hamlet first.
This situation reminds me that we need a fucking crossbow.
Also consider not setting fire to everything, it's risky since someone could see the light at night or smoke during the day. Burning shit in our wake could also bring unwanted attention in more civilized areas.

>>5079672
Agreed. It's hard to find updates among other posts posts without images, name or tripcode attached.
>>
>>5079621
Teaching him is made easier by the fact orcish is a simple language but made harder by the fact that most orcs aren't the smartest. You aren't sure how smart or not Groshnak is compared to the average human. You of course think that you're smarter than everyone else.

>>5079672
Yeah, I mobilepost when I'm not at home. Might be a good idea to get a name. I guess a trip too so you can be sure it's me posting.
>>
>>5079677
That's a good point. I've just been putting it off some, an entire thread of no name, no trip is kind of comfy. I'll post with a trip from now on unless I forget it like a dumbass. Looks like the overall consensus is to scout. Interesting.
>>
>>5079647
>>5079652
>>5079660
>>5079666
>>5079677
You take off the bloody gambeson and toss it on the ground. Groshnak looks at you and the direction of the homestead and grunts quietly. "FURTHOL?" You don't know what that means, so you pantomime moving to the direction of the village and then back. He stares with his eyebrows crunched together and grunts. "AAAAGH. FURTHOL." You think that means to scout but you aren't completely. You point at the ground and make a shushing sound. Thankfully Groshnak grasps your meaning and goes prone. He has his hands on the beam pole and the javelins are in a sling over his back. Not a pretty sight. You walk back to the road and start walking into the hamlet with a smile, like you're a traveler who's excited to see people. Well you are, but not for the reasons they might think.

>roll 8, 12, 16 or higher on 1d20+2 to get good information

These are hospitable people and you don't look like a nobleman or patrol wanting taxes so you have an easier time of it.
>>
Rolled 3 + 2 (1d20 + 2)

>>5079691
>>
>>5079682
Well better not have any surprises. But beyond that we can see how many we can kill with a surprise attack before they organize.
Even if we break a stick or similar, we can just go for them and call the orc. Here we can use that blade freely, no need to play with this preys like with that wife.
If we scout with success, we could even attack from two directions
>>
>>5079693
... Welp, I'm not rolling for the rest of the day.
>>
Rolled 5 + 2 (1d12 + 2)

>>5079691
>>
>>5079693
You approach the homestead and smile at the men you see in the fields. You spot an old man, in his 50s, two younger men in their late 20s or early 30s and a boy who can't be older than 15. None of them look very welcoming. In fact, you see the old man's holding a pitchfork very warily. One of the men looks back at the buildings but doesn't leave the other three alone. You walk closer. "Hello there, I'm a traveler looking for-" The old man points the pitchfork in your direction. "We don't care and we don't care for company. Not from you or anyone else with a sword on their belt. Adventurers and soldiers are good for nothing! GIT! Go on, GIT!" One of the men raises his hand to calm him down and speaks at you. "Look, I'm sorry for my father but we've got a bad crop and don't have the food to be sharing- with you or any other stranger. There's a proper town two days up the road. You'll find what you need there." They're all watching you very closely, so you do your best to look crestfallen and upset. "Fine, fine, but you don't have to be so angry about it." You turn around and leave, in a different direction than the one you just came from. You can sense they're watching you leave. Those fools dare to talk down to you? You'll show them, now or later. They're just like Gilberd, smug, until you cut their faces off!

You wait about ten minutes and go back around to see Groshnak. He hasn't moved but he's chewing on a donkey leg and puts it away when he sees you. "FURTHOL?" You shake your head. He knows that means no, or at least disapproval, in human. He growls and tightens the rope on the beam. The orc wants to kill. You understand, so do you. The question is what to do now.

>roll 1d20+4 to teach Groshnak basic words, attack, run, burn, and the like

You think you should-

>Wait for nighttime
>Attack immediately
>Ignore the homestead
>>
>>5079714
>wait till night
Tell Groshnak that if he can hold his urge for rushing in and killing everyone until later tonight, then he gets first blood.
>>
>>5079714
If they don't have food to share I'm back to supporting my original plan: wait until they've gone to bed, set the places on fire, smoke the bastards out, and cut them down in the confusion/panic. Groshnak's nose should hopefully be enough to keep him from cutting us down with the others.

We can teach Groshnak while we wait, but I'm not doing that roll.
>>
Rolled 10 + 4 (1d20 + 4)

>>5079714
>Wait for nighttime

Free XP
>>
>>5079721
We'll set the fires then while he lies in wait then. Y'know if we wind up going with my thing.
>>
>>5079729
yeah, then he goes in, kills a couple by himself for fun, and then we help him clean up
plus, if shit goes south, Groshnak screaming down like a lunatic makes him an easy scapegoat
>>
>>5079731
*screaming while running down
>>
>>5079714
>Attack immediately
>>
>>5079714
>Wait for nighttime

Supporting this plan as well: >>5079729
>>
>>5079714
>Wait for nighttime
Drop like hawks on the men that get out. Specifically the ones in their 30s, but even anyone else. Let s put our blade to use
>>
>>5079721
>>5079725
>>5079726
>>5079729
>>5079731
>>5079732
>>5079735
>>5079737
You and Groshnak go farther away from the homestead, where they won't hear you practicing the language. At first, the orc is visibly confused and angered by your wanting to leave the homestead, but when you mimic swinging a blade and using human words, he understands immediately. Groshnak returns the favor and for the first time, you can almost make sentences together. Very simple, very focused ones on a very specific subject, but they're sentences. Groshnak has learned some basic words. "Swing" "ZULSH" "Throw" "ZULASH" "Attack" some confusion, there's no distinction between the words swing and attack in orcish, "Run" "...ALNO" his hesitation makes your suspicion firmer, and "Burn" "BOR'CHAZ" You think Bor'Chaz might mean torch burn but you aren't sure which is torch and which is burn. It doesn't matter, you both have a basic understanding. This should make learning the rest of each other's languages slightly easier.

On a side note, you find out that the word for "Rape" is the same in both languages. It might have started out as an orcish word. You aren't a scholar so you don't know. Hell, you aren't even literate enough to write your own name. Very few commoners are. You figure out a mildly complicated, by orcish standards, plan. You're going to light the houses on fire and murder everyone that leaves. Short, simple, to the point. Nothing to go wrong. You notice Groshnak doesn't seem to have a problem with it being after dark, he's not squinting anywhere or made uncomfortable like some humans would be. You suspect the stories were true and orcs can see in the dark. Maybe Groshnak's just a strange orc. You get the torches ready and Groshnak gets into position, to throw javelins. You're surprised he doesn't want to get into melee or should you be? Maybe he's restraining his instincts because he thinks it's the best strategy. It might actually be.

You get your bloody gambeson on.

It's time to kill.

>roll 1d20+4 to BOR'CHAZ

The fact that they aren't expecting an attack or at least didn't leave out a sentry helps. You imagine they'd grab everything valuable when they ran anyway.
>>
Rolled 17 (1d20)

>>5079781
Someone else can do the second roll
>>
>>5079783
>>5079784
Nevermind there isn't a second roll now kek
>>
>>5079781
Had to delete and repost because mobile ate part of the post.

>>5079783
I need one more roll.
>>
>>5079788
No there is, I'm just a dumbass that should've spell-checked.
>>
>>5079790
Ah gotcha. Either way someone else can do it if they want.
>>
Rolled 10 + 4 (1d20 + 4)

>>5079783
>>
Rolled 12 (1d20)

>>5079783
>>
>>5079784
>>5079798
>17+4 vs 12
>GREAT SUCCESS
>10+4 vs 14
>NARROW SUCCESS

You sneak around to the back of the nearest house and immediately grin like an idiot. They have a thatch roof. You toss the torch up and run to the other house, where you fling your second and watch it snuff out from the wind- then smolder back and catch flame! Hahaha! Excellent! Burning the roof means they're likely to panic and their loot's less likely to be ruined! If there is any, anyhow. You draw your shortsword and buckler and wait. Groshnak is somewhere in the fields, waiting for them to come in sight. You promised him first blood to make up for the delay and that's a promise you'll keep. The screaming begins.

"AAAAAH! NOBLE GODS!" "GET THE BABY! RUN! I'LL GET THE FLOUR!" "AAAAGH BUT I SPENT SO LONG ON THAT ROOF!"

>Perspective Swap

You are Groshnak, son of Gurthak. You are a failure to your forefathers and your father, but most of all, yourself. You were almost ready to sacrifice yourself in shame when that weakling came. Mevlin. Most men, you can smell the weakness, that's why you call them weaklings, but Mevlin, his scent was fierce and he showed blood on his chest. Mevlin is not like the others. Mevlin is strong. Mevlin gave you a second chance.

You don't want to fail him too.

>You are Groshnak, Level 2 Orc Young (Loincloth-Clad)
>You have 19/26 HP and 14/30 XP to reach Level 3
>You are an orc, with +2 racial Toughness and an innate resistance to sorcery, poison, and disease. In addition, you can see in pitch-darkness as if it were day and have access to orc-exclusive classes.
>You have a +0 to hit and a +4 to damage from orcish strength
>You have 2 abilities: Limb Ripper, WAAAGH Cry
>Limb Ripper: In combat, you can spend 1 attack to attempt a Limb Ripper, rolling to attack with bonus from combat skill against an enemy who receives a +6 Dodge bonus. This bonus is halved if the enemy is grappled or has been hit during that turn. If the attempt is successful, you roll against the target, both adding strength bonuses. If the enemy is successful, the hold is broken and the attempt is wasted. If you are successful, the target takes 1d6 damage per martial Level you have, if this exceeds half of their remaining HP, their limb is torn off and no longer usable. The target must pass a difficulty roll of 18, applying Toughness bonus. If failed, they are stunned for 1d3 turns. If the target succeeds or fails, if their limb is torn off, they take 1d3+1 damage per turn until the bleeding is stopped.
>WAAAGH Cry: This is currently unusable. The shame in you is too much.
>>
Rolled 6 + 2 (1d6 + 2)

>>5079846
>You have 1 flaw:
>Coward: You have brought shame to your ancestors. Your weakness can only be washed away in blood. In melee combat, the first time you receive damage in a turn you must roll 8 or higher on a 1d20 to avoid running. The difficulty is increased by +1 per damage dealt but lowered by +1 per damage inflicted.
>You have a Dodge of 8, enemies need to roll 8 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have a Toughness of 2, enemies do -2 damage when hitting. If this would reduce damage to 0, a 1d2 is rolled, on a 1 no damage is dealt, on a 2, you take 1 damage. If this would reduce damage to negative levels, no damage is dealt.

You are wearing a loincloth, earned by spilling blood in battle, and are wielding 5 crude wooden javelins, (1d3 damage) and a bladed beam, (1d3 damage, reach allows free attack attempt if unsurprised at the start of combat).

You see that Mevlin's cunning plan has worked well. The first weakling hut is already in flames and the second is grilling nicely. Only one leaves the first though, a young weakling boy. He's so young you're surprised he wears a full set of clothes. He has a bag full of something in his hands and seems terrified. Mevlin is not in danger from a misthrow where he's standing. Good. You raise your javelin and take aim.

>roll 8 or higher on 1d20 to hit
>roll 1d3+4 for damage (on a hit)
>>
Rolled 4 (1d20)

>>5079847
>>
>>5079850
>Your attack has missed
You throw the javelin and it goes straight over the young one's head! RAAAAAGH! If he weren't so small and pathetic, he would've died like he should have! You grunt a warchant and pull another javelin from the sling. Now, a mob of weaklings runs out of both huts, carrying everything they can. All of them are fully clothed. This confuses you. There can't be that many warriors among them, unless... "RAAAAAAAGH!" The shout catches the weaklings' attention and they stop running to stare at you. That gives you enough time to fling a javelin into the mass of panicked flesh. They're too close in the doorway to single one out but if you throw mightily enough, it may kill more than one.

>The Fleeing Peasants are Overcrowded, preventing targeting, halving their Dodge and causing lethal damage overflow until they disperse

>roll 4 or higher on 1d20
>roll 1d3+4 for damage (on a hit)
>>
Rolled 5 (1d20)

>>5079847
GROSHNAK REDEMPTION ARC
>>
Rolled 13 (1d20)

>>5079861
>>
Rolled 2 + 4 (1d3 + 4)

>>5079863
>>5079865
WE BELIEVE IN YOU GROSHNAK
>>
Dice+1d20
>>
Rolled 4, 16, 7, 1, 20 = 48 (5d20)

>>5079863
>>5079866
>5 vs 4
>NARROW SUCCESS
>Farmer's Boy is hit for 6 damage
>Farmer's Boy has -3/3 HP left!
>Farmer's Boy has been slain!
>Lethal damage overflow!
>Farmer is hit for 3 damage!
>Farmer has 3/6 HP left!
>Over half of Farmer's HP has been lost in a single blow, he must save or be stunned!
>He is unused to combat and caught by surprise, so he has to beat 16 or be stunned and lose his turn. (rolled 4, fail)
>The Fleeing Peasants are horrified and must make a morale check!

You throw the javelin into the mob with furious rage! All of your strength is behind the throw and its wild edge strikes true! A young weakling is pierced through the neck, killing him instantly, and the weakling behind him screams when the javelin carries through and a punches a hole in his chest!

The others, as many as the fingers on your hand, see the javelin and then see you, standing in the field and roaring with hate. RAAAAAAGH! These men have not earned their clothes! They must die!

You raise another javelin and howl! The blood is split and you are exalted! The weaklings look on you in fear! They've heard the tales! They know their death has come!
>>
>>5079898
>dat 20

Damn, that woman must be getting off on the horror.
>>
>>5079898
>Perspective Swap

Damn, that orc killed a boy and brought one of the men you saw earlier to the brink of death in a single throw. Yeah, he botched the first but you don't think it would've hurt any less. The important thing is that the sight of him has scared these farmers shitless. Most of them, anyway. A woman drops unconscious on the spot, two more, an older woman holding a baby and a younger boy, run away but two others, the farmer that doesn't have a spike in his chest and the old man, stand and fight! You see the old man is wielding something sharper than a pitchfork, a military-grade longsword! He looks to wield it well, too. Although, not better than you. Worse, even, perhaps dulled by age or simply never as good.

Both of them charge the orc. Fools. He'll get another javelin off at them long before they reach the beam. You trust Groshnak can handle himself. Still, you have the chance to strike them in the back and get the upper hand that way. You see that the other building is smoldering and a young girl of twelve or so is trying to get as much grain out as possible before it burns. That must be their storage house.

All of a sudden, the old man shouts with a righteous malice that makes the hair on your neck stand up. "ORCISH DOG! I KILLED YOUR KIND ONCE AT THE BATTLE OF FOUR HILLS AND I'LL DO IT AGAIN HERE!" He seems to gain a sudden confidence and starts to wield his blade with an unsettling smoothness. Worrying.

At least you have an ample choice of targets. None of them have any idea you're here, so it will be an excellent surprise.

>The old man with the sword
>The farmer with the sickle
>The farmer with a spike in his chest
>The running old woman with a baby
>The running young boy
>The young boy deciding to run or fight
>The unconscious woman
>The young girl at the grain
>>
>>5079906
>The young boy deciding to run or fight
>>The farmer with the sickle
Odds are the fucker with the spike in his chest isn't really a threat anymore. So we'll cut down the adds and let Groshnak handle the old man for a turn; it'll serve as a good test of character for him... especially if he understood that.
>>
>>5079906
>The old man with the sword

We'll have Groshnak bring back the baby mama and boy when the fighting men are dead.
>>
>>5079906
>The young girl at the grain

The weak are prey.
>>
>>5079910
I'll support this if >>5079911 doesn't win.

>>5079912
I ain't about to waste our element of surprise on killing a girls that's saving our grain lad.
>>
>>5079910
Yea, I'll +1 this instead if it means a quicker update.
>>
Rolled 18 (1d20)

>>5079910
>>5079918
The old man with the longsword is the most dangerous man on the field. He's also the only one with a grudge against orcs and charging what happens to be the only orc here. It's in your best interest to let them fight it out. The farmer next to him, holding a sickle like it's anything but a shoddy backscratcher in a real fight is the more dangerous of the others. You ignore the fleeing cowards to run over the unconscious woman, past the man with the spike in his chest and reach the farmer's back just in the nick of time. The old man is hellbent on orc murder and would likely keep running even if he did see you, so he's no threat. This kill is yours.

>roll 4 or higher on 1d20+2 to hit!
>roll 1d4+1 for damage on a hit!
>>
>>5079910
By the way, I included the kid because I figured we could walk up right behind him and slit his throat on our way to the melee.
>>
Rolled 11 + 1 (1d20 + 1)

>>5079928
>>
Rolled 10 (1d20)

>>5079928
Yolo
>>
Rolled 3 + 1 (1d4 + 1)

>>5079931
Blah, why'd I try to multi-dice?
>>
Rolled 3 + 1 (1d4 + 1)

>>5079928
Wee
>>
Rolled 1 + 1 (1d4 + 1)

>>5079928
>>
>>5079929
He's standing very far to the side, he was the first out, ran away from the crowd and was staring at Groshnak when he threw the second javelin. You could've surprise attacked him but he might've screamed and cut the element of surprise. It was one or the other and the odds were even so I rolled a 1d2. Landed on sickle (2). It looks like the boy's going to draw a knife (1d2) and try to fight you this next turn.
>>
Rolled 7 (1d20)

>>5079931
>>5079933
>>5079934
>Farmer is hit for 4 damage!
>Farmer has 2/6 HP left!
>Farmer must save or stun! 16 or higher to continue to fight!

You creep behind the farmer and cackle as you thrust the shortsword straight through his back! He gasps from the pain and the old man nearly turns around, but Groshnak shouts something orcish and he shouts in rage! The old man continues to charge! The orc's battle is his own. You'll tend to the chaff. "Hahahaha!"
>>
Rolled 2, 10 = 12 (2d20)

>>5079954
The farmer loses hold of the scythe and collapses onto the soil! You laugh at his weakness and prepare a proper finishing blow, when a high-pitched voice catches your attention.

"You stay away from my daddy, traitor!" You turn to see that the boy has decided to die here after all, and holds a knife in shaky hands just like Gilberd's wife. Oh, how you savored her suffering. You'll savor his, too. Another voice catches you off guard. "And from my friend!" You turn and see the farmer has pulled the javelin from his chest, and he too, holds a blade. A second knife, sharp and vengeful. You snarl as he staggers in for the kill!

Both are attacking you at once!

>roll 1d6 to see if buckler triggers on a hit, on a 6 it does

Remember, you know how to Crotch Grab and can always get creative in combat.
>>
>>5079968
Neither hit as you deflect and sidestep their clumsy slashes with ease. The rusted shortsword in your hand hungers for blood. It hungers for more.

Who dies first?

>The boy
>The man

>roll 1d20+2 to hit
>roll 1d4+1 for damage
>>
Rolled 1 (1d6)

>>5079968
Crotch Grab the most dangerous one, and slash at the other.
>>
>>5079971
Or Crotch Grab, don't forget, you can attempt to Crotch Grab.
>>
>>5079971
>The man

Leave the boy alive to witness his family's torture.
>>
Rolled 1 + 2 (1d20 + 2)

>>5079971
The boy. Nothing fucks a father up quite like seeing his son cut down.
>>
Rolled 2 + 2 (1d20 + 2)

>>5079971
rolling to hit the boy
>>
Rolled 12 + 2 (1d20 + 2)

>>5079971
Grab some Crotch I suppose.
>>
>>5079972
You have only 1 attack per turn and Crotch Grab spends 1 attack. It's harder to use but if it hits, it's much more damaging and demoralizing than a strike from the rusty shortsword.
>>
>>5079976
>>5079977
wow....
>>
>>5079981
... Yep.
>>
>>5079981
>forgot to add dice+1d20
>get the only good roll after it matters

Pain. I starting to think this combat system is retarded. A trained soldier, barely able to beat a cripple, a child, and a pregnant woman? This is too much of a joke for me to enjoy.
>>
Rolled 11, 20 = 31 (2d20)

>>5079972
>>5079976
>CRITICAL MISS!
>Your turn is wasted!
You laugh. "Fools! I'll end your bloodline and-" and they're trying to stab you again. Damn it! How dare they interrupt you?

>roll 1d6 to see if buckler triggers on a hit, on a 6 it does
>>
>>5079985
Hopefully we get a shiny new longsword out of this fight???
>>5079989
... I should stop rolling but okay.
>>
>>5079985
I don't think it's completely retarded because when we do get even mediocre hits, we're able to kill someone in two hits and almost always cause them to be stunned so they can't retaliate. The problem is that we're getting really unlucky with our rolls.
>>
Rolled 1 (1d2)

>>5079989
>>
Rolled 4 (1d6)

>>5079989
Captcha ate my dice...
>>
Rolled 2 (1d6)

>>5079989

>>5079993
I don't believe that, our combat abilities have gotten worse AFTER our level up. This quest is a bad joke.
>>
>>5079989
>CRITICAL HIT!
>Farmer's damage is doubled!
>You are dealt 2 damage!
>You have 17/19 HP left!

The boy stumbles and you step past him, and ready yourself to slay when the farmer lunges to the side and strikes at your face! From the posture you're in you're unable to bring the buckler up in time and feel a cut run over your cheek, inches beneath your eye. You step back with trained finesse. That was a lucky hit, nothing more. It may be a new scar.

The farmer who you stabbed is climbing back on his feet and grabbing the scythe. He'll be in the fight soon. What a pitiful sight. You'll kill the three of them!

>Attack or Crotch Grab?
>Who? Also roll
>>
Rolled 16 (1d20)

>>5080001
>Crotch Grab
>Farmer

I'm tired of these games
>>
>>5080002
Lets do this.
Also should have killed sickle guy while we had the chance.
>>
>>5079985
I genuinely thought the fight with Gilberd's wife would be over in 1 turn. You had x4 the HP, much higher damage dealing, and more skill. She was just extremely lucky. Likewise with the farmers, so far. If you reach Level 3, you'll be able to get a combat skill, different from a normal skill, that should tilt the odds even further, though how depends on which one you choose.

>>5079993
The odds are very much in Melvin's favor. You've just been very lucky. Each turn is about 4 seconds, 6 max.
>>
Rolled 20, 3 = 23 (2d20)

>>5080002
Farmer has 8 Dodge, +8 that's 16, meaning your Crotch Grab hits. The sight triggers a morale check for the other combatants.

>roll 1d10 and 1d6 to END THE LINE
>>
Rolled 2 (1d6)

>>5080006
>>
>>5080006
The boy is angered while the sickle farmer recoils in fear. The boy no longer has to roll morale for this battle and sickle loses his turn.
>>
Rolled 5 (1d10)

>>5080006
This is just plain retarded
>>
>>5080000
They haven't gotten worse, it's just luck and against farmers the odds are stacked in your favor. I think it's balanced but how else do you think we could handle combat? Not asking like I'm set in stone or anything, I'm wide open to ideas. I've already changed the Level up bonuses to make the power difference more noticeable and having it be purely narrative isn't as satisfying. If you were a Knight of some kind it'd be an unholy meatgrinder.
>>
Rolled 14 (1d20)

>>5080006
>>5080008
>>5080014
>You Crotch Grab the Farmer!
>Farmer is dealt 5 damage, Farmer is gelded!
>Farmer has -2/6 HP left (and nothing left to live for)

You are tired of this. Your hand snaps out between the farmer's legs, seizes his testicles in the palm, and crushes them to powder in the blink of an eye. His entire body goes limp and he collapses in agony.

>+1 bonus XP

You turn to the other two. The farmer with the sickle vomits and stumbles back. The boy's eyes are angry and he shows no sign of stopping the fight. "NOOOO!"

He tries to cut you and you prepare to retaliate.

>roll 1d6, you already know how it works
>>
Rolled 18 (1d20)

>>5080018
Jab our sword into the kid's gut; let him impale himself in his rage.
>>
Rolled 66 (1d100)

>>5080018
>rolling for gambeson, 40 or lower = 0 damage
>>
Rolled 2 (1d6)

>>5080015
Us getting a Bo2 when we upgrade our combat skill to... what? +4 Combat? Jesus, I doubt we'll survive that long with our luck.

>>5080018
Sigh, of course...
>>
Rolled 1 + 2 (1d4 + 2)

>>5080020
>>
Rolled 2 (1d2)

>>5080018
>>
Rolled 9 - 4 (1d20 - 4)

>>5080020
>>5080022
>>5080023
>>5080024
>You have been dealt 2 damage
>You have 15/19 HP left
>Farmer's Son has been dealt 3 damage
>Farmer's Son has 0/3 HP left
>Farmer's Son has been slain!

The boy charges you with a cry of vengeance on his lips and you oblige by piercing your blade through his heart! In the instant before his death, he cuts your side and you feel the wind shifting your tattered gambeson. The cut stings but it's shallow. You ignore it and turn, pulling your blade from the still-standing corpse. The farmer, the boy's father, mimics his cry, "NOOO!" and runs to slash you.

>roll 1d6 on a hit

Unfortunately for him, sickles are infamously unwieldy, giving him a -4 to hit.
>>
>>5080027
He misses, swinging well over your head. You prepare to kill the father beside his son.

>roll 1d20+2 to hit
>roll 1d4+1 for damage

Unless you want to Crotch Grab.
>>
Rolled 13 (1d20)

>>5080027
Damn, I was really hoping to torture the kid after this. Guess I'll have to settle for the rest of the family.
>>
>>5080022
Point taken and I've been thinking about this myself for a few days now. The combat expertise is cumulative, if you have the combat skill of 4 or higher you have expertise. The source doesn't matter, and you'll have 2 to choose from on your next Level, not counting the stat boost.
>>
Rolled 2 + 1 (1d4 + 1)

>>5080029
>>5080028
We'll probably have our fun with the womenfolk and the other boy afterwards. We'll have to see how Groshnak's doing and send him to hunt down the runaways.
>>
>>5080028
Crotch grab, yes.
>>
>>5080033
>farmers have a dodge of 8
>you rolled a 13
... Anon, why do you do this to us?
>>
>>5080028
Whisper something like this >>5080029
into the dads ear as we kill him
>>
>>5080032
I'm aiming to have our orc rape the old man's wife while he watches, and us bang the mother-daughter duo while in front of the remaining men and children. The orc can eat the child after we've battered the women.
>>
>>5080037
eh Groshnak is a bit of a coward. I don't know if he'd be willing to do that even though he's an orc.
Also, we raped the minstrels wife because he personally insulted us. The old guy kind of just told us to fuck off and I don't think that warrants that response
if we do it all the time for everyone we come across, it loses it's edge
>>
>>5080037
>>5080040
I figured we'd offer Groshak first pick of the women to celebrate if he manages to overcome his cowardice. We'd probably partake too because that seems like someone that happens in war band/brigand group.
>>
>>5080040
I'm trying to feed our corrupted soul, hence the unnecessary cruelty.

>>5080044
Eh, I prefer to give him the old man's wife. Give Groshak a chance to avenge his fallen forefathers, ya know?
>>
>>5080029
>>5080032
>Farmer has been hit for 3 damage
>Farmer has -1/6 HP left

You step into the farmer's swing, deflect the feeble force of the pole with one hand and run him through with your other. The blade goes up, piercing through his intestines and into his lungs. He's a dead man, but not yet. As he gasps his last, you lean over and whisper into his ear. "Damn, I was really hoping to torture the kid after this. Guess I'll have to settle for the rest of the family." He whispers. "N-no..." and you silence him with an open fist. SMACK. Now you stand over three corpses and you've never felt more alive.

>+5 XP, 17/20 XP
>+1 bonus XP, 18/20 XP
>18/20 XP needed reach Level 3

You feel the fire in you rises. You look and see the old man is trying to fight Groshnak. You also see several of the others trying to run or panicking.

What to do you want to do?

>Hunt down someone fleeing (older woman, younger boy)
>Run and surprise attack the older man to help Groshnak
>Pick an action and Perspective Swap to Groshnak (to fight the old man, otherwise I'll speed things up and roll myself)
>Loot one of the buildings before it's burned too hotly (the house or the storeroom? Both are safe for 1 turn, the storeroom for 2 or longer)
>>
>>5080051
>Run and surprise attack the older man to help Groshnak

Then we'll have Groshnak round up the runners with his superior orc eyes and senses.
>>
Rolled 11 (1d20)

>>5080051
Lets sneak attack the old man. I want that longsword.
>>
Here's the statblock for the old man.
>Old Man
>12/12 HP
>10 Dodge, 0 Toughness
>+1 combat skill, +2 from Grudge (Orcs)
>wielding a Longsword (1d6), no shield

There'll be 3 turns between him and Groshnak >>5079846 before you get there, 1 turn to reach, 1 turn for the beam, 1 turn of straight melee. I'll roll for that now, using a dice generator because there's no reason to flood the thread with my posts for a non-perspective fight. I'll post the rolls afterward
>>
>Turn #1
>old man runs to Groshnak
>Groshnak throws crude wooden javelin, rolls 4
>misses the old man
>Turn #2
>old man runs to Groshnak
>Groshnak drops the crude wooden javelins and swings the beam blade, rolls 1, fumbles and wastes turn
>Turn #3
>old man reaches Groshnak
>both roll to see who goes first, applying combat skill, old man rolls 7+1, Groshnak rolls 8
>Groshnak's natural roll is higher so he goes first
>Groshnak swings the beam blade, rolls 12, hits for 3+4 damage(!)
>old man is hit for 7 damage, 5/12 HP left, must roll to save or stun against 12 (he's experienced and has a Grudge)
>old man rolls 14
>old man saves
>old man swings sword to strike Groshnak, rolls 10+1, hits, rolls 5+3(!)
>-2 from Toughness, Groshnak takes 6 damage, 13/26 HP left
>Turn #4
>You show up
>>
>>5080074
What a clusterfuck. Both hit only one time and rolled near max damage. There's a lot of mutual spite there.
>>
Rolled 6 (1d20)

>>5080077
What a clusterfuck.
>>
Rolled 2 + 1 (1d4 + 1)

>>5080074
Did Groshnak win his cowardice save then?
>>5080059
Damage for this
>>
>>5080056
>>5080059
You run to where the old man is dueling your friend, the first genuine friend you've ever had, and you see them each strike each other! First, Groshnak swings the beam blade with bone-shattering force, slamming into the old man's shoulder and chipping the edge, but where most men would've stumbled and lost their momentum, the old man doesn't flinch and makes an expert slash against the orc! You watch as he slashes deep into Groshnak's chest and only a last second swivel of his feet keeps it from being any worse.

This fills you with a black and violent hate.

The old man balances himself, full of triumphant zeal, and doesn't even know you're there.

>Surprise Attack or Crotch Grab? Remember his Dodge is halved, and the Crotch Grab bonus Dodge applies to the Dodge after penalties
>>
>>5080088
Yes, I missed it in the greentext summary but he rolled a 17 to beat a save of 9. This old man is easily the most impressive combatant you've fought yet.
>>
>>5080059
>>5080084
>>5080088
I missed these rolls. We can take them or someone else can roll damage if they want to in a minute or maybe two, since anon already rolled a surprise attack to hit that got through the Dodge.
>>
>>5080091
He really is. Proud of our orcbro too.
>>
Rolled 10 (1d20)

>>5080090
>Crotch Grab

Only reasonable attack.
>>
Rolled 9 (1d10)

>>5080090
I'll roll for damage then.
>>
>>5080084
>>5080088
>since both would've gotten through, I'll take anon's roll to hit and anon's roll for damage
>Old Man has been hit for 3 damage!
>2/12 HP left!

You creep up and are so angry you swing to sever his head! Damn him, the old man's instincts are keen even at his age and he spins, bringing his arm to block the blow from striking his neck! It lacerates straight to the bone and you pull it out with a scowl. The old man turns to defend himself from Groshnak but realizes too late that he's pinned between you both.

>Groshnak's turn
>roll 1d20 to hit
>roll 1d3+4 for damage
>>
Rolled 14 + 1 (1d20 + 1)

>>5080100
>>
>>5080096
>>5080098
Missed this post but it wouldn't have hit through his Dodge, we can retroactively go for it

>>5080106
>whew
>>
>>5080109
If you would all prefer to, that is. Not much reason to though.

Need a 1d3+4.
>>
>>5080109
Will retroactively doing this finish this?
>>
Rolled 2 + 4 (1d3 + 4)

>>5080110
If we can, do it. If not, here's a roll.
>>
>>5080111
No, actually it wouldn't make any difference.

>>5080113
Thaaat's a kill.
>>
Rolled 10 (1d20)

>>5080106
>>5080113
>Old Man is hit for 6 damage!
>Old Man has -4/12 HP left!
>Old Man has been slain!

You growl at the old man and stumble back quickly when you see the heavy beam in motion again. To his credit, he sees and attempts to dodge, but his arthritic form is simply too slow and the wood comes crashing against the side of his head, full-force.

CRUNCH.

>+12 XP spread across the party
>Groshnak: +9 XP because he did most of the fighting, 25/30 XP needed to reach Level 3
>Melvin: +3 XP because he was there when it counted, 21/20 XP needed to reach Level 3

You see the side of the old man's face cave in and he collapses, onto his knees, bleeding and delirious. Even if he lives, he'll be blind and crippled on that side of his face. You shove his limp form to the side as he wheezes, trembling, and tear the longsword from his hands. It is a magnificent blade, well-balanced and razor-sharp. Groshnak looks down at your face and goes from winding up for a killing blow to a simple, frustrated grunt. "MEVLIN... ZULSH UTH ZOKAR." You think that last word means "good" but you aren't sure, and the "UTH" is new to you. The tone was approving, if nothing else. He's smiling how he does, too. You hold the longsword and he looks at it, then very awkwardly shakes his head. He hefts the beam. It seems he prefers something with more weight to it, or perhaps, to keep his distance. You look back at the old man and smirk.

Some rags come out of your bag and make a makeshift rope for his hands.

The old man has been bound and is no longer a threat.

There are four, five, notable noncombatants still running around. You'll need to take care of them before you can celebrate. The older woman with the baby, the old man's wife you suspect, has run toward the road, the younger boy has run to the grass, and the young girl is trying to shake the unconscious woman, likely her mother or much older sister, awake. Both of the buildings are in roaring flames. Here you've come and ruined an entire family's livelihood. For no other reason than that it felt good. You're grinning right next to Groshnak.

How do you want to take care of the situation? You doubt the old woman could outrun you, but Groshnak's nose would be helpful in the off event she did. Likewise with the young boy, who might return for vengeance or keep running. Possibly to that town they mentioned. There's the girl and the woman as well, but they're no an immediate concern.
>>
>>5080133
Meant to say,
>Old Man has been defeated
He's still alive. He just wishes he wasn't.
>>
>>5080133
Groshnak, take care of the old woman. We'll deal with the boy.
>>
>>5080133
Tie the girl and unconscious woman up and get Groshnak to start hunting our runaways per: >>5080142
>>
>>5080146
+1
>>
>>5080142
>>5080146
>>5080161
You grunt to Groshnak and point to the girl and woman. You pull out another set of rags. The orc catches on quickly, and you're close enough that you can chase down and overpower the child without any difficulty. The woman is tied easily and both dropped down. This close you can get a clear view of the woman who fainted at the sight of the orc. She is a very ugly woman and that's being charitable. You've seen worse but not by much. (Rolled a 3 on d10) Her nose is piglike, her face crumpled, just dreadful. Bah, nothing to be done.

You point to the direction of where the old woman fled and don't even need to speak to Groshnak. He knows. He also takes a handful of rags out of your hands without asking permission, you're about to complain but then you realize he's using them to stanch the blood flow of his wound. You realize you have two shallow cuts, one on the upper right cheek and one on the lower left torso. Neither are bleeding badly and you aren't too worried right now. You start to run in the direction of the boy while Groshnak takes off at a dead sprint. You're confident he can manage.

>roll 8 or higher on 1d20+6 for Groshnak to catch the older woman
>roll 12 or higher on 1d20+2 for you to catch the fleeing boy

Groshnak's nose helps him massively. Other than that, your physical fitness gives you both a very noticeable advantage but both of your quarry are quite desperate.
>>
Rolled 1 + 6 (1d20 + 6)

>>5080166
>>
>>5080171
... Yep. That's enough dice for tonight.
>>
Rolled 10 + 2 (1d20 + 2)

>>5080166
>>
>>5080171
>>5080201
Don't worry, we got both.
>>
>>5080166
Well, I say that we should probably take turns on the old woman in front of the old man, if she isn't too ugly. Have the orc take the ugly one, then give the runner a chance at his mother. We'll take the girl.

That's all that I'm feeling for this encounter, we steal what loot they have, move on. Maybe take some slaves with us to be our packmules.
>>
>>5080171
Oh. Well, we can have Groshnak continue searching for the old broad while we begin the fun. She's carrying a baby after all, those things are quite loud, especially with all the excitement going on.
>>
>>5080171
>>5080201
You run after the boy and to his credit, he gets very far in the wilderness. You almost lose him several times but in between spotting the flash of his skin in the dark or hearing the rustling of grass as he scrambles, you’re never too far. Eventually you catch him. He doesn’t even try to fight, he just wants to run, the coward. You knock him upside the head and tie his hands. You drag him back to the homestead, looking forward to seeing what Groshnak has caught. You see the orc is emptyhanded. A pit of dread bottoms out your stomach. “AAAAAAAGH.” You ask him, frustrated. “GRRRAAAGH. WHERE IS SHE?!?” He shakes his hands in the air and gnashes his teeth. “RAAAAAAAAAAGH!” You back off, agitating an orc is rarely wise. So she got away. Her and the baby. They can’t have gotten far on the road. You need to make a choice, immediately.

>Drop everything to hunt the old woman. The homestead will be here when you get back. Probably by morning. (Difficulty of 16, two separate rolls from Groshnak +6 and you +2 to pass)
>Let her run, who cares if she makes it to that town of theirs? You’ll just go around. She never got a clear look at you either, did she now.
>>
Rolled 20 (1d20)

>>5080233
>Drop everything to hunt the old woman. The homestead will be here when you get back. Probably by morning. (Difficulty of 16, two separate rolls from Groshnak +6 and you +2 to pass)

I want that revenge lads.
>>
>>5080236
Did she just come back? Holy shit, maybe she's a psycho and gets off on this sick shit. Either way, just send Groshnak off and begin with our fun.
>>
>>5080233
Still here QM?
>>
>>5080243
About to go to sleep. Have some stuff I've got to do tomorrow, too, but not as much as yesterday and I don't have work. Very curious to see what choices you make for your next Level.
>>
>>5080245
Damn. Want me to roll or would you rather grab some Zzz? If you're feeling up for it, we can leave the level up vote up for tonight and have it take effect whenever we get to Level 3.
>>
>>5080233
>>Drop everything to hunt the old woman. The homestead will be here when you get back. Probably by morning. (Difficulty of 16, two separate rolls from Groshnak +6 and you +2 to pass)


>>5080245
Probably toughness or dodge.
leg sweep is also pretty good for combat, that or shoulder throw for charging.
For skills sneaking maybe for kill some people in the shadows so we have less people to fight, when we charge them. Otherwise the other ones are nice
>>
Rolled 20 (1d20)

>>5080233
>>
>>5080252
Holy shit, she really did come back to enjoy the suffering.
>>
Rolled 20 + 6 (1d20 + 6)

>>5080233
>Drop everything to hunt the old woman. The homestead will be here when you get back. Probably by morning. (Difficulty of 16, two separate rolls from Groshnak +6 and you +2 to pass)
>>
>>5080258
>3 nat 20s

Holy shit, I'm actually in love. We're keeping the broad and the baby.
>>
>>5080259
>Finally get some luck
>It's when the threads about to hit bump limit
Dark gods you a sick sense of dark humor
>>
...man this combat is far too complicated. Maybe consider using less rolls, OP.
>>
>>5080259
I'm telling you, the old broad and baby are something special. We're talking them with us.

>>5080278
Nah, it's just DnD inspired mate.
>>
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>>5080282
>Nah, it's just DnD inspired mate.
Says the one who was openly whining about it being retarded, quest being a bad joke and wanting to leave.
>>
>>5080289
Yes, because I am a man of taste. I love me my 40k dice system, but that's clearly autistic for this setting. Anti-paladin evokes an image of fighting the equivalent of demonic beasts, but this time for the forces of evil against the good. We barely managed to defeat a pregnant woman, two cripples and a kid, and some of that was with the element of surprise. Failed Brigand Quest feels more apted a name, and that only because anons retardedly voted for the least powerful character and then fucked off without having to really deal with their choices. I wasn't expecting to face angels right off the bat, but struggling against kids and pregnant women? Fucking hell mate.
>>
>>5080236
>>5080252
>>5080258
>TRIPLE CRITICAL SUCCESS!
>THE BLACK STARS HAVE ALIGNED!
>The ignoble gods howl in jealousy!

You grab Groshnak by the arm and shout, you don't use any words but the meaning is clear. You're finding that old woman and the baby and when you do, well, you'll figure something out. The orc grunts and runs back to the road. You follow and sprint after him. Between the two of you the trail seems to shorten and the journey quicken until you're running leagues with every footstep and have never known anything but to race the lightning and hear the thunder in the clouds. Your heart is beating faster and harder than a thousand drums and your soul feels small, like a gnat in the fist of a giant. Finally, you see them, the old woman and her baby. She's fallen on a broken leg and weeps. Groshnak stands back as you approach them both. You feel your movements are not your own, you can no more stop them than carry the sky, but you still revel in it as you chant nameless tongues, shiver in ecstasy, rip the infant from her hands, draw the knife from your belt, and ritually disembowel it in a single, smooth motion. You drop the knife, bloody. You drop the baby, dead. The stars in the sky are red, focused to a singular point across the whole of the cosmos. Two steps forward. You break the tension and step into the light that should not be, a mere instant before it ceases, and the power of fate, always fickle, always enigmatic, has in this moment bent over backwards like a cheap two copper whore. Holy fuck. Triple 20s.
>>
>>5080303
What did the stars grant you?

>The Blade: The stars glinted at the exact interstice of dread and ruin, so that the most vile of weapons, loathed by men and feared by the gods, shattered, forsaken, and stripped of its name in a time before time has, through the mad whimsy of cthonic powers fallen into your hands, remade anew with an all-consuming malice. This is no mere sword, any more than the Necromicon is a mere tome. It is abomination, it is anathema, it is absolute annihilation unto each and every aspect of holy, noble, and ordered creation. So dark, so evil, so corrupt is this sword that the soul of everyone to be slain by it, be they sinner or saint, is eternally damned unless they should be saved by the noble gods themselves. Though it is at a fraction of its true power, fear not, for it remains a force to be reckoned with, an excalibur of evil, and of the world's evil men, it has chosen you and you alone to be its wielder and will grow as you do.
>The Authority: The stars have left their mark, indelibly staining your soul with the blackest of ink. This is a subtle power but it has descended you, for no evil of this magnitude can ascend, unto the lowest halls of malefic blood. You are no noble of the flesh, you are royalty of the soul, submitted unto by evil in and of yourself. This radiates from you, fills your tongue and shrouds your clothes. Though you look and speak no differently, and indeed the corruption in your soul is not deepened by this alone, the malign presence is undeniable. In summation, where once you were mocked, you will now be run from, where once monsters sought to feast on your body, you will now be fed, and where once demon lords, ignoble gods, and ancient horrors would've condemned you, you will now be spoken to with respect. This is mere leverage but wielded well, can topple mountains.
>The Patron: The stars themselves have done nothing but their twinkle has caught the attention of another, who has looked you inside and out, and has decided that you are now retroactively their favourite mortal, past, present, and future. No ignoble god, this is an entity far older, far darker than these pretenders to its title. Trapped away, shackled outside of existence, it yearns to hold you and delight in your presence and give you everything your monstrous heart desires but for now can do no more than watch, visit your dreams, and shower you in gifts. Strange. Terrible. Powerful gifts. It wants nothing more than for you to enjoy them. Your soul has been bound to this entity for eternity, not by no choice of your own, but because no other would dare contest the claim.

All of these are balanced. None will make you a BBEG on your own but they are quantifiably bullshit.
>>
>>5080236
>>5080252
>>5080258
I know I said I was going to sleep and I am, but this bullshit demanded a response.

>>5080278
How do you think it's complicated? It's just roll to hit, > Dodge, - Toughness, I don't know how a dice system could get simpler than that.

>>5080282
I've honestly never played D&D. At least 5e. I've read the rulebook though. It's meh, I don't get the hate but I don't get why it's not a niche part of the hobby.

>>5080289
>almonds

>>5080302
You didn't struggle with the pregnant woman or the kids, it just took you about half a minute to kill them and the boy you killed wasn't six, he was fifteen after a hard life of harder work on the farm. You still merc'd them both. Granted, they weren't the most glorious victories but you're only a regular, if extremely evil man. You'll get more competent as time passes.
>>
>>5080304
>The Patron
Or
>The Authority

I honestly, they're all good, but I figure becoming Dark Lord Sauron or being friends with Cthulhu seems the most interesting. This is the shit that comes to mind when thinking Anti-Paladin lads.
>>
>>5080304
>The Blade
>>
>>5080304
>The Authority
Being the Noble Lord of Evil who speaks lies that poison the minds of Men, walk in Living Shadow and command foul beasts to do his bidding sounds cool.
>>
>>5080304
>The Authority
>>
>>5080304
>The Authority: The stars have left their mark, indelibly staining your soul with the blackest of ink. This is a subtle power but it has descended you, for no evil of this magnitude can ascend, unto the lowest halls of malefic blood. You are no noble of the flesh, you are royalty of the soul, submitted unto by evil in and of yourself. This radiates from you, fills your tongue and shrouds your clothes. Though you look and speak no differently, and indeed the corruption in your soul is not deepened by this alone, the malign presence is undeniable. In summation, where once you were mocked, you will now be run from, where once monsters sought to feast on your body, you will now be fed, and where once demon lords, ignoble gods, and ancient horrors would've condemned you, you will now be spoken to with respect. This is mere leverage but wielded well, can topple mountains.


Onwards to evil. I like the amount of fear and respect this creates. Even the other two aren't bad.
Now though we can probably finish of the remaining people and do some dark deeds, even defile the corpses. That should give us more corruption. I am starting to consider the other skill options beside stealth when we reach level 3.
Forging while we will likely make bad equipment at first, is still equipment. A shoddy metal armor and helmet made from the farmer tools doesn t sound half bad, especially if we put it even with our gamberson or what remains of it.
>>
>>5080328
Stealth woyld go really well with The Authority I feel, maybe we will actually meld with the Shadows if we level our sneak high enough. Forging would be good if only for us being able to do rudimentary maintenance on our gear, at least I expect it too let us do that. We don't need to craft gear when we can just steal or pillage it.

>>5080289
>Says the one who was openly whining about it being retarded, quest being a bad joke and wanting to leave
He does this in every quest he participates in, if a single roll is bad he'll throw a tantrum about how [Current Plan] is a really bad idea and that he never should've agreed to this, everything is bad and awful and he'll never roll in this quest again and he's leaving after this final post. Just don't engage with him and you'll be fine.
>>
>>5080335
>Stealth woyld go really well with The Authority

No it wouldn't. Stealth is counterintuitive to Authority. One requires making your presence known, and the other undetectable. It's a simple contradiction of aims, the Blade goes better with stealth than Authority.

>He does this in every quest he participates in, if a single roll is bad he'll throw a tantrum about how [Current Plan] is a really bad idea and that he never should've agreed to this, everything is bad and awful and he'll never roll in this quest again and he's leaving after this final post.

I actually don't, but I find it amusing that you ascribe such a thing to me. My main point of contention was false advertising, because we weren't playing as an anti-paladin but a simple brigand that had trouble with the most basic tasks. The Trio Nat 20s changed that aspect quite dramatically. The supernatural element is what defines the line between paladin and fighter.
>>
>>5080335
I am mostly more for stealth for thin enemy ranks if there is a larger settlement or a group of soldiers to kill. Essentially avoiding that they have too many friends when we strike them with a surprise charge. Which is very useful.
Yeah i can see it as an use for maintenance if we need to. While i know that we can just go get it from loot, i am wondering if some sort of strange forging can be done like reusing the enemy weapons and maybe pouring the blood and corpses of our foes in a forge. Maybe it give us some corrupted equipment ? Mostly this is for trying around with different things, there are other skills that could be nice.
Preferably we should get stronger and richer before starting to have a larger group, mostly just for not be considered weak or poor by anyone (even if authority likely makes getting men/followers easier than before). While we travel, if we are able to understand more the orc maybe we can ask him to spar with us. Fighting an orc sound like a good training, for killing men or bigger things in the outlands. I recon with more battles he will not have the coward trait any longer.
>>
>>5080345
Your looking at this all wrong. Stealth and forging are personal skills that won't be useful in large battles or commanding large groups. Now, having a stealth paladin may be interesting, if only in the commando aspect it brings to the table, but there's a reason that paladin aren't stealthy or foragers, and it's because part of the appeal (the theme) is battling and tanking damage in the open, and inspiring your men in the name of your God. Becoming stealthy will come at the cost of combat ability and toughness, and I think forging isn't a useful skill unless we're playing as a loner ranger, as nothing interesting will be foraged in nature, and the foraging skill isn't compatible to looting corpses, as those also have counter aims.

You do you mate, I just think having a foraging, stealthy paladin isn't the best idea.
>>
>>5080355
I don t see us giving orders to anything large anytime soon, beside is only level 3 and we are currently running away from the kingdom to the outlands while killing anything in our path. Well we aren't anti paladin that s for sure. We aren't strict to a type of warfare either, just here we have scout an house and then come near the house at night set it on fire and then kill all of them (while having no problems giving orders to the orc), before we have fake to be a nice guy and then killed an entire family while nobody noticed a thing. We are very flexible, and an opportunist so stealth can be of use and can help us in getting more kills without combat. I don t see this making us a lesser leader of any kind, if anything is a thing others wouldn't expect and in case of betrayals or similar it give us an hand in getting out.
>Becoming stealthy will come at the cost of combat ability and toughness
How so ? Stealth is a skill, toughness/combat ability/dodge are on their own.
See the level up we had before when reaching level 2.
It s not foraging, is forging. I said to throw weapons in a forge alongside corpses of our fallen enemies for see if we can forge corrupted equipment, how is that foraging in nature ???
>>
>>5080364
I would argue that most of our actions before was based around not having a supernatural power flowing through us, and that we were acting like any other psycho with nothing strong up his sleave. I expect us to start being more direct and authoritative now rather than hiding behind deception.

The reason why I say that stealth would effect our ability to tank and deal damage is that stealth equipment doesn't have much use in heavy duty combat, and vise versa. It's a different mindset, paladins hit hard and get hit harder, commandos (closest interpretation I get from your idea) is very stealthy, fast, mobile. Two different combat philosophies, ya get me? That's not bad per see, I just don't see stealth as an optimal play style for our paladin.

Now, forging I can understand a bit more, but I think reforging weapons with the blood and corpses of our enemies (while thematic and I fully appreciate), I don't think it would improve the steel or make magical weapons unless we went with the Patron, who would offer us the ability to forge with blood and corpse and have the weapons turn out as we desire.

Pardon my mistake, I have dyslexia, so forging and foraging look so similar that I confused the definitions between the two.
>>
>>5080304
>The Patron
Probably defeats the point of our guy being not-a-knight Anti-Paladin, but I kind of like it. Authority seems like it'd end badly with our character's sperg outs thus-far and Blade'd probably fit our character the best but it's also the least popular option.
>>
>>5080304
>>The Authority
>>
>>5080304
>The Authority
>>
>>5080304
>The Authority
>>
>>5080517
I agree with ya, but people are craving authority. What can you do, ya know?
>>
>>5080341
Not that anon, but it started with the idea of a Antipaladin quest, but clearly people liked the Not a Knight option were it was clear we were just a prick with anger issues, retard-level of social skills and dangerous enough to use a sword.

In that moment you could have left the quest seeing it was a mudcore-esque lonely bandit quest, and you still want to kill people with just a single swing and be 2cool4u type of character. Like I get it, it's frustrating to not being capable of fighting a women and a child because of bad rolls, but al that tantrum with the fighting system and all it's just annoying. If you want your power fantasy with cool powers go and write a book, dude.
>>
>>5080317
>>5080322
>>5080325
>>5080328
>>5080633
>>5080654
>The Authority has been seized
>+10 XP, 31/20 to reach Level 2
You howl in agony as the light that should not be pierces your flesh and melts your bones, yet they are held in place and your soul writhes in torment. It is a pain beyond pain, a rejection of mercy in liquid fire, remaking your being in its totality. The suffering lasts an eternity of subjective time and there is no doubt, were you not already corrupted by atrocity you would have been undone. As is, you are annihilated and succumb, crumbling to your hands and your knees. Tears of blood pour from every orifice. It feels that you haven't eaten in months, you are famished, hungry for more, more! You seize and spasm, muttering, speaking, then screaming a discordant liturgy of unholy tongues known to no mortal man who retains his sanity. The manic trance is upon you, it bids your instincts to revel and dance, to take and take and despoil and delight in your power, and with a cataclysm effort of will, you reject them. You are slave to no compulsion that is not your own, you bow to no one and no thing, you are your own master and this world, you will conquer.

You rise to your feet. The pain is gone but the feeling remains. On your head lies a crown of darkness made material, which dissipates in the same moment you grasp it. All around you the grass has been scoured clean, as if burnt to ashes, and in its place lies an intricate maze of circles and glyphs you do not understand but instinctively know. There is no sign the infant was ever here. The front and face of the older woman was burned away, all that remains is a charred skeleton in cooked flesh. A grisly sight but a small price to pay. You look out and see that the lesser beast, you struggle a moment to recall its name, is prostrated, kissing the ground and trembling before your sight. This feels proper, somehow. A thought comes to your mind, that you are sharp like an edge, and fit to be a lord, the lord of edges, perhaps? You exit the circle and immediately collapse from exhaustion.

When you come to, you're in the middle of a field with a blanket thrown over you. Your head throbs from a monolithic hangover. You stand up and groan. You see the victims of your raid, the boy, the girl, her mother, you think, and the old man. You recall everything that happened. Ah, you love those kinds of dreams. Now you need to get the orc and- Groshnak is looking at you like you're the size of a giant. Holy shit. "...MEVLIN. MEVLIN UTH GODAR." You aren't fluent yet, not even close, but you have a loose idea of what he's saying. The unspoken dynamic has changed. He's looking at you in fear and awe, afraid to even sniff his nose. Nothing about you has changed, not even your charisma, but your raw, personal magnetism has been lifted to a level normally reserved for myth and the mightiest of monsters, man or beast. You wipe the sweat from your forehead. You hope you can live up to the hype.
>>
>>5080729
You're about to try to communicate with Groshnak when you reflect on yourself. The same feeling is there, the one you got after taking your revenge on Gilberd's wife. You've become stronger.

>You’ve reached Level 3!

>roll 1d10 for extra HP

>Choose two stat boosts:

>+1 Dodge
>+1 Toughness
>+1 Combat Skill

>You've mastered a dirty trick to use in combat instead of a regular attack. This happens every time you reach the next Level. It's second nature to one of your mind. Choose one: Ear Rip, Finger Snap, Eye Gouge, Gut Shot, Spine Snap, Ankle Stomp, Joint Break, Knee Kick, Leg Sweep, Shoulder Throw, Weapon Steal, Bite, Taunt, Spit, Pocket Sand

>You’ve reached Level 3, each 3rd Level, you learn a new combat trait:

>Sword Expert: Your constant use of the sword has reflected in your aptitude, it moves more readily in your hands and strikes with impressive force. You’ve become obsessed with its sharpness, its elegance, and wonder why you would ever use another weapon. (+2 to Combat Skill, only when using swords.)
>Grudge Against Man: You have been wronged beyond wrongs by your kind, again and again, and you have grown weary of the shackles their false law imposes on you. Enough! Against your fellow man, hatred consumes you and you fight with frenzied tenacity. (+2 to Combat Skill, only against your fellow humans.)
>Treacherous: You are convinced the best fight is one that never gives the enemy a chance, and you haven’t been proven wrong yet. You have a natural knack for getting into position with a weapon, and once there you can inflict terrible damage. (+4 to Stealth, any surprise attacks you manage do 1 extra dice of damage, a 1d4 to 2d4, a 1d6 to 2d6, etc.)
>Resilient: You are far sturdier than most, fueled by spite, you refuse to give your enemy the satisfaction of your death so easily and wounds that have been dealt worry you little. (+2 HP per Level, including previous Levels, +4 to resist disease and being stunned, +1d2 HP recovery per day instead of +1 HP.)
>Menacing: Your eyes glow with cruelty that most can’t comprehend and against the weight of your ferocity, even the brave find themselves in a state of fear. The cowardly find their will to fight ebb with every swing of your blade. (+4 to Intimidation, the first kill or stunning blow during combat triggers a morale check at 8 difficulty, the second at 9, the third at 10, etc. Each counts to the same difficulty.)
>>
>>5080734
>Choose 2 new perks, these can be stacked:

>You've mastered yourself further and can choose a bonus stat boost.
>You've mastered an extra dirty trick and can choose a bonus one from the list.
>You've learned the rudiments of a new thief's skill. Choose one to get +2 bonus to: Sneaking, Lockpicking, Pickpocketing, Torturing, Deception, Intimidation, Cooking, Woodcraft, Forging
>You've corrupted your soul even further. The evil in you has reached such a depth, it has tainted your psyche and lesser evils no longer amuse you as they did. If you focus, you are able to smell the degree of someone’s evil, or their lack of and opposition to it. (Due to your recent corruption, this is both free and mandatory)

>You may choose 1 new flaw to choose 1 more perk, this may be random for 2:

>Blasphemous, Prideful, Greedy, Lustful, Envious, Gluttonous, Wrathful, Slothful
>>
Rolled 9 (1d10)

>>5080734
>+1 Dodge
>Spine Snap
>Resilient
>Lockpicking and Corruption
>>
Rolled 10 (1d10)

>>5080734
+1 Toughness
+1 Combat Skill
Pocket Sand
Sword Expert:
>You've corrupted your soul even further. The evil in you has reached such a depth, it has tainted your psyche and lesser evils no longer amuse you as they did. If you focus, you are able to smell the degree of someone’s evil, or their lack of and opposition to it.
ou've learned the rudiments of a new thief's skill. Choose one to get +2 bonus to: Forging
>>
Rolled 3 (1d10)

>>5080734
>+1 Dodge
>+1 Combat Skill
>Eye Gouge or Spine Snap
>Treacherous
>>5080742
>Woodcraft
>Intimidation
Since the corruption is mandatory do I need to mention it?
>Wrathful flaw for the extra perk.

Choosing woodcraft because it seems like we're going to be out wandering in the wilds for a bit longer. Forging doesn't make sense if we can't stay in one place for long.
>>
>>5080743
>>5080745
Forgot to reflect the alignment of the stars, the corruption was automatic. For one time and one time only, the corruption of your soul was free and you still have 1 more perk to choose. Your actual physical power is completely unchanged, only the feeling you cause in people was effected. That's still huge. It could be good or bad depending on how you leverage it. Infiltrating regular humans like you have been will be much more difficult but pure stealth is mostly unaffected.

>>5080752
You don't need to mention it but you can if you like to.
>>
>>5080755
Oh. If it doesn't consume one of our perks, then let's skip the Wrathful flaw this time.
>>
>>5080755
>You've mastered an extra dirty trick and can choose a bonus one from the list. Spine Snap,
>>
>>5080734
>Grudge Against Man
>Joint Break

>>5080742
>Deception and Torturing
>Envious
and spend that extra point on
>Treacherous
>>
>>5080757
Right, apologies if I was unclear. Each of the flaws has a mechanical drawback but add some fluff, and none are innately dangerous to you, like Groshnak's Cowardice.

>>5080770
You only get 1 combat trait per 3 Levels because they're very powerful, the flaw only gives you an extra 1 perk.
>>
>>5080734
>+1 Dodge
>+1 Toughness
>Shoulder Throw
>Resilient

>>5080742
>Stealth
>Lockpicking

I like this. We can take alot of damage than before and we won't have to take so much care in our HP, and also daily recovery. If Shoulder Throw does what it think it does then if we infiltrate of try to fight with more than one enemy we can have a little of crowd control, and Stealth and Lockpicking because from know it will be even more difficult pass as a normal dude, and we can infiltrate in places and kill any bastard we need or want to.

Also, I say we better start and boost our charisma. If we're having a dangerous aura around ourselves, maybe is good to be persuasive and make people to want to get closer to us.
>>
Also, we should make that Groshnak's don't feel intimidated or fear us. He's an ally, he shared a donkey's leg with us and a nice dude in the time we've being together.
>>
>>5080734
>+1 Toughness
>Taunt
>Treacherous
>+1 torturing, +1 Intimidation
>lustful
>weapon steal
>>
>>5080775
Then Grudge Against Man and... Uh, Sneaking?

Also, realized I forgot stat boosts. +1 Combat, +1 Toughness
>>
>>5080734
>+2 Combat skill
>Taunt
>Menacing or Resilient
>+4 Deception
>+1 Combat Skill for Lustful

>>5080727
Not that dude, but this clearly is a power fantasy, not a grounded fantasy like Sellsword's Code Quest.
>>
>>5080784
Well yeah, but I mean that in the start it shouldn't be a surprise that we are kind of weak compared to the other options in terms of power.
>>
>>5080734
Stat
>+1 Dodge
>+1 Toughness

Dirty Trick
>Leg Sweep
>Shoulder Throw (extra)

Combat Trait
>Resilient

Thief Skill
>Stealth
>Deception

Wrathful
>>
>>5080752
Supporting
>>5080777
Also this, he will be the perfect right hand man and bodyguard for the dispicable bandit king we are about to become
>>
>>5080743
>>5080745
>>5080752
>>5080757
>>5080763
>>5080770
>>5080776
>>5080778
>>5080782
>>5080784
>>5080849
>>5080855
Your power has grown tremendously.

>Level 3 Evil Fighter (Scoundrel)
>You have 24/28 HP 11/40 XP to reach Level 4
>You have +2 to hit and a +2 to damage from martial skill
>You have a Dodge of 13, enemies need to roll 13 or higher to hit. Each time you're hit in 1 turn Dodge drops by 1d4 and resets at the start of each turn.
>You have Toughness of 1, enemies do -1 damage when hit, applied after damage reduction from armor.
>You have 1 sign of corruption:
>The Authority: After the black stars aligned and you were caught in their light that should not be, you've been given a claim to the informal ranks of unholy royalty. All that you have to do now is claim your throne and hold it. The personal magnetism that surrounds you is superhuman and fundamentally evil. This does not directly effect your charisma and related skills but radically changes the effect they and you have on others.
>You have 1 combat trait: Treacherous
>Treacherous: +4 to Stealth, any surprise attacks you manage do 1 extra dice of damage, 1d4 to 2d4, 1d6 to 2d6, etc.
>You have 3 abilities: Crotch Grab, Spine Snap, Detect Evil
>Crotch Grab: In combat, you can spend 1 attack to attempt a Crotch Grab, rolling to attack with bonus from combat skill against a male enemy who receives a +8 Dodge bonus. This bonus is halved if the enemy is grappled or has been hit during that turn. If the attempt is successful, the target takes an immediate 1d10 damage per Level and is stunned for 2d4 turns if they can't pass a difficulty roll of 16+damage total, applying Toughness bonus. If they survive, 1 in 6 odds they aren't permanently gelded. If a Crotch Grab is attempted and failed, next turn Dodge has a -4 penalty from overextending.
>>
>>5080928
>Spine Snap: In combat, you can spend 1 attack to attempt a Spine Snap, rolling to attack with bonus from combat skill against an enemy, as standard. If you are successful, you grapple the enemy, immobilizing them, prone with your knee against their back, and forcing them to either attack you, attempt to break free, or skip their turn. If they attack, they roll against a +4 Dodge bonus applied to you from the size of their weapon at point-blank range, if the enemy is using a short weapon or are unarmed this Dodge bonus is instead a penalty. If they attempt to break free, you must roll against each other again, them breaking free on a success or remaining pinned on a failure. The first turn they're pinned, the enemy takes 1d4 damage, the damage size growing each turn, to 1d6, 1d8, etc, applying bonuses. If the enemy is unable to break free, if they suffer 12 HP or half of their HP in damage, whichever is first, their spine is snapped, immediately dropping them to 1 HP, halving their max HP, stunning them for 1d20+10 turns if they can't pass a difficult roll of 20, applying toughness bonuses, and permanently crippling them from the waist down.
>Detect Evil: At will, you can focus and sniff deeply, to detect the rough degree of someone's level of evil, their lack of evil, or their opposition to it, good. Most people are neutral and have scents so faint you can't assign them to one or the other. Adventurers and eccentrics trend to moral extremes. Even if you aren't focusing, paladins reek of holiness and are immediately recognizable. Your aura is likely also immediately recognizable. Far more than most, even.
>You have 2 skills: 2+4 Stealth, 2 Intimidation
>You have Expertise in Stealth, allowing you to take the best of two d20 on a Stealth attempt, though crits take precedent.
>You have no flaw, yet.
>>
>>5080929
Compared to before, you feel a bit sturdier, a bit quicker on your feet, but the largest change is your impulse for violence. You feel quieter, somehow, with an urge to catch your enemies off-guard before they can defend themselves, and sense that your knack for backstabbing has turned into a real talent. This seems like a massive change from who you were only roughly a week ago, when you were mocked by that minstrel on the kingdom's road. For the first time, you wonder if the growth of your power is natural and if you aren't channeling some abominable power yourself. A choir of mad and faceless voices, bickering and shouting in your subconscious? Surely not. Groshnak seems to think you're powerful. In fact, he's almost struggling not to kneel again. The conscious prisoners are terrified and none dare to look at you, but you're more worried about your friend. He really came through for you during the hit on this homestead.

What should you do?

>Convince him nothing has changed. You're still friends.
>Get him to think that he's your first and favorite minion.
>Embrace his hero-worship, it's about time you were recognized.
>Let him think what he wants to think, you won't force him.

Now you have to decide what to do with the prisoners. There's the young boy and girl, the maimed old man, and the very ugly woman. You know that she can't help it but she's still painful to look at. Not as bad as a pox victim, just, bad. You could kill them quickly or slowly, mutilate their corpses on the side of the road or bury or burn them, or celebrate like you were planning to. Or how you were, before The Authority fell into your lap and the buildup and backlash killed two of your victims. Hell, you even realize you could take some or all of them with you, if you could keep them under control. The choice is your own.
>>
>>5080931
>Get him to think that he's your first and favorite minion. it's the truth
>>
I took the majority vote in each option for the Level, some of them were very close. Your combat skill hasn't directly increased but your Stealth is now very powerful and that is directly related to your eaw lethality. I'm surprised so many wanted Treacherous and so few Sword Expert or Grudge (Man). It's likely to get plenty of use.
>>
>>5080931
>Get him to think that he's your first and favorite minion.

This seems like the best option, and is pretty in character
>>
>>5080931
Give the old woman to Groshnak to do whatever he wants with her. Have the old man watch.
Start mutilating the young boy and girl and stick their bodies up on a pike like you would a scarecrow when their dread. Do the same thing to the older couple when the orc is done with them.
>>5080937
I still see our character as being very easy to anger and going on murder sprees for the slightest of insults, just now he can pretend to be their friend for weeks or even months before finally killing them and their family.
>>
>>5080931
>>Let him think what he wants to think, you won't force him.
Nudge him in the shoulder and tell him well done. As far as the family goes... "Convince me to let you live" and see what they have to say for themselves.

>>5080942
We fried the old woman, the ugly woman is the middle aged one and the younger one is like 12.
>>
>>5080943
Ah right I misread. Does the ugly woman have any relation to the old man? If not just kill him with the young ones while Groshnak has his way with the sow.
>>
>>5080947
Daughter or daughter in law; don't think it's been mentioned yet.
>>
>>5080943
+1 to telling the family to convince us to let them live still going to kill them though no matter what
>>
>>5080955
They'd have to be very, very convincing and even then... it's not like we promised them that we'd leave whole or able to tell the tale.
>>
>>5080958
maybe if their convincing enough, we won't kill them before making them into scarecrows giving them the opportunity to watch themselves slowly die and humiliated instead
>>
>>5080931
>Get him to think that he's your first and favorite minion.
>Embrace his hero-worship, it's about time you were recognized.

Just rape and brutalize the family, nothing fancy. If we have some heavy shit to carry, keep some of them as pack mules.
>>
>>5080931
>Get him to think that he's your first and favorite minion.
>Embrace his hero-worship, it's about time you were recognized.

I've got an idea. Use Detect Evil, find the eviliest of the bunch, separate them from the rest. Then begin the rapes and torture, and have the Black Sheep participate in these atrocities against their family. After, piss on them, and ask the Sheep who they would like to live, and make the Sheep kill the rest. I think that'll make this mildly amusing.

If we can't find one decidedly evil, pick one of the young ones instead.
>>
>>5080931
>Get him to think that he's your first and favorite minion.
>enslave the people.
>>
>>5080931
>>Embrace his hero-worship, it's about time you were recognized.


Loot anything useful, then do our dark deeds and afterwards kill them and leave them a mess. Afterwards just go out of here
>>
Rolled 17, 11, 8, 16 = 52 (4d20)

>>5080936
>>5080940
>>5080943
>>5080955
>>5080987
>>5081031
>>5081116
Acting you would not have dared only yesterday, you lay your hand on Groshnak’s chin and gently nudge it to look at you in the eye, not at the ground. He looks terrified, like a commoner at an ancient vampire, but that’s not what you want. You look at him with an expression of gratitude, and grunt softly. “Melvin… No, uth gothar. Melvin uth gothar un man. No, un Groshnak. Groshnak… Melvin.” You take his hand, press it onto your chest, and then onto his. He snorts quietly. “Melvin… Groshnak.” You tap your head, point at his skull, and thump your chest. The orc watches intently as you look back to the prisoners and wave your hand over them. “Dirt.” You know he knows that word, you taught it to him. Some of the tension leave his shoulders and he looks at you in deep contemplation. You think you got the meaning across.

You turn back to your victims and smile.

“Tell me why you deserve to live.”
>>
Rolled 7, 11 + 4 = 22 (2d12 + 4)

>>
Rolled 26 (1d100)

>>5081222
>>5081235
>https://ghostbin.com/xDvOl

>+4 bonus scumbag XP, 15/40 XP to reach Level 4

You make a snap decision on the boy. He is not unique, there are many like him, but he is the first you've horrified like this. More than that, he might have some potential waiting to be brought out. Of course, there is a risk.

>Take him with you.
>Kill him on the spot.

You loot the ruins of the property as much as you can. There's only enough flour to keep you fed for 5 more days, courtesy of the first boy to run and to a smaller part, the girl's efforts. Groshnak has enough meat to keep him fed for much longer. Lastly, there's the obvious question.

>Burn the evidence.
>Leave it to stoke fear.

When that's done, you hit the road.

>roll 1d100 to travel, 7 food left
>>
Rolled 47 (1d100)

>>5081260
>Take him with you.
>Leave it to stoke fear.

Let's gooooo!
>>
Rolled 97 (1d100)

>>5081260
Let's take him with us for now, we've demonstrated we can hunt him down in his own backyard--where he knows the lay of the land--and we can always kill him later. For now he'll make a good packmule. We'll give him a new name after he's proven himself, until then he doesn't get one.

Maybe we can test him by cutting out his tongue at the end of the day and seeing whether or not he survives the experience.

If the houses are still smoldering and we can get a fire going without dipping into our supplies/spending too much time on it throw the bodies in the field and set it ablaze. Otherwise don't bother; we've been here long enough.
>>
>>5081264
+1
>>
>>5081264
>>5081329
You decide to leave the boy alive. He's made to carry most of the flour his family worked to make. He looks grateful to be alive, traumatized by what he's seen and horrified at the sight of you. That's a start. Perhaps he'll be a more useful minion one day. He's kept bound and gagged in lieu of taking a watch with you and Groshnak. The orc seems to want to stay awake all night for you but when you apply the slightest pressure to insist on taking a watch, he backs down immediately. You could get used to this.

>You've healed 1 HP, 25/28 HP left

The next morning is uneventful. You walk down the road for several hours, grateful for a lack of traffic, and try to teach the orc more of your language. Groshnak is somewhat unresponsive. He's probably still coming to terms with... whatever it was that happened earlier. From an instinctive, abstract standpoint you understand exactly what happened but from an intellectual, rational standpoint you have no idea how to put what happened into actual words and aren't sure if you ever will. Later, before you go to sleep you watch the boy, you don't know his name, and think that he hasn't eaten breakfast. Might be too scared to ask.

>Give him a full share of food
>Give him a half share of food
>Let him starve until he asks

You know the town the farmers mentioned is one day ahead on the road. You're likelier to run into people here. Farm fields at the very least.

What should you do?

>Tell Groshnak to wait with the boy in a hidden spot near the road. You'll go search the town and see if there are any opportunities to be had.
>Take Groshnak and the boy and travel a long route around the town. You don't think you'll get lost with an easy landmark, that being the road.
>Tie the boy up to a tree somewhere with the rope weighted down by a rock. You and Groshnak are going to try and have some fun near the town.
>>
>>5081359
>Give him a full share of food

Hey, we treat our minions well!

>Tell Groshnak to wait with the boy in a hidden spot near the road. You'll go search the town and see if there are any opportunities to be had.

Scouting is a go!!!
>>
>>5081359
>Give him a half share of food

Give him something to work towards

>Tell Groshnak to wait with the boy in a hidden spot near the road. You'll go search the town and see if there are any opportunities to be had.

As always, knowing before we fuck around is important
>>
>>5081359
>Give him a half share of food
>Take Groshnak and the boy and travel a long route around the town. You don't think you'll get lost with an easy landmark, that being the road.
Tell the boy that--or just stare at him until he seems to understand--if he yells or cries for help his death will be a slow one. We can eye the town from the distance to have some idea of numbers/opportunities, but I'd rather we be on the other side of it before we think about having any fun.
>>
>>5081359
>Give him less than half a share of the food, but still give it to him before he asks
While he may be our minion, he has not proved himself yet, and he does not deserve the same respect we give to Groshnak.
>Tell Groshnak to wait with the boy in a hidden spot near the road. You'll go search the town and see if there are any opportunities to be had.
>>
Rolled 20, 9 = 29 (2d20)

>>5081372
>>5081396
>>5081398
>>5081432
You give the boy half a share of food. His reluctance to consume it and frantic desperation to when you glare at him confirms he's still recovering from the shock of having his entire family massacred in front of him. He may recover, he may not. You'll have to wait and see.

Groshnak waits in the dip of a few small hills off the side of the road, holding the boy's bindings by an improvised rope. You'll be damned if you let a runaway get a patrol on you this close to civilization. The instructions are clear for Groshnak. Don't kill the boy. Don't be seen. Anything else is his own to decide. In the meantime, you slip out from the hiding spot and get closer to the town. You see massive farm fields with numerous workers and a few larger buildings in the distance. Excellent.

Waiting until nightfall to search is a bit of a no-brainer.

>roll 8, 12, 16 or higher on 1d20+6 to get good information
>You have expertise in Stealth so you can take the best of two rolls.
>>
Rolled 20 + 6 (1d20 + 6)

>>5081527
>>
Rolled 13 + 6 (1d20 + 6)

>>5081527
>>
Rolled 68 (1d100)

>>
nice
>>
>>5081540
>>5081541
>20+6 vs 16
>CRITICAL SUCCESS
You sneak in through the farm fields without any issue. It appears they have a healthy crop coming in, unlike the homestead you scoured. Most of it hasn’t been harvested yet but you’re sure it will be within this month or the next. That’s the way it is with farming. Agh, how you wish you weren’t so familiar with the process. You advance unseen into the outskirts of the town proper, where the fields give way to buildings and signs of civilization, cobblestones, a public well, and the occasional wooden sign. You ignore most of these, keeping your eye out for any chance to seize something of worth.

There are some places of interest on the immediate edges here, houses, small and vulnerable, a pair of water wells and a couple of men milling around one. You can overhear their conversation from afar. Neither can see you, hunched over and sneaking like you are. They’re excited that it’s harvesting season. Damn it all. You half want to throw a corpse down one of those wells and see how they feel about it then. You get into the town proper, clinging to the side of the road, and not a soul seems to be stirring. You notice something worth consideration. A handful of men are patrolling the town on a lazy circuit, wearing the intact gambeson and holding the sturdy bucklers of the proper soldiery, careful not to carry torches so as to preserve their night vision. If only they were paying attention. You estimate there couldn’t be any more than three out, and three more back at the watch tower in the center of the town, waiting to be swapped out as the current shifts end. This was the way of doing things back when you were in the army. You doubt it would’ve changed in only a month.

You memorize their route after a few minutes of watching and plan around it. You’re able to explore the town at your leisure. You discover that there are two roads, one leading north in a curving arc, one continuing west in the same straight direction you’ve gone. The northern road is clearly the more worn of the two. You see that there are two taverns, each of roughly equivalent middling-to-fine quality and while there is only one temple, it is rather large and boasts stained glass windows of the noble gods. Only the watch tower you spied earlier is taller, by a slim margin, and it’s far less wide. The temple might double as a granary to explain its diameter, some of the noble gods find it pleasing, or so the priests claim. More interesting than either is the field that’s been cleared near the entry point of the northern road, several stalls of various worth are setup and you see a stable nearby. Looking at the town as you’ve seen it so far, you estimate there are 300 or more living here.
>>
>>5081846
Perhaps there’s some means of- “OI! Stop right there n’ give me yo-“ You turn and put your hand on the handle of your longsword. A man with a keen dagger and shaven head is standing there. He’s wearing a bandanna over his mouth and noise. It looks like he meant to rob you, but the moment he saw your face he lost any kind of nerve he might’ve had. The blade in his hand is shaking so much you could use it to stir batter. You stare into his eyes. They are afraid. “My what?” He starts to stammer. “yo-… your… m-m-mercy! PL-PLEASE.” The would-be thief drops the dagger to the stone and staggers like you’ve dealt him a blow but is too terrified to run. You draw your longsword and press it to his neck. He falls to his knees, breathing in and out at a rapid pace. Sweat pours down his forehead and he doesn’t seem to know if he should clasp his spastic hands together or use them to dig his own grave. You take a sniff of the air. His soul is barely tarnished. This is a two-bit crook with barely any blood to his name.

He may yet be of use. What should be done?

>He’ll be giving you his coin-purse.
>He’ll tell you everything you want to know.
>He’ll take you to his home.
>He’ll be coming with you.
>He’ll die here, on his knees.
>>
>>5081848
>He’ll be giving you his coin-purse.
>He’ll tell you everything you want to know.
He better give us both if he wants to escape with his live or atleast with a quick and painless death.

We wan't to know everything he knows about this area. How many men and women there are, where the valuables are etc.
Right now we really could use some better and more fitting armour and Groshnak could use a better weapon.
>>
>>5081848
>>5081852
+2 and let the failure go, he's not worth our blade
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>>5081852
support
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>>5081848
>>5081852 +3
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>>5081848
>He’ll be giving you his coin-purse.
>He’ll tell you everything you want to know.
>He’ll take you to his home.

Might as well grab a bite to eat. Hell, maybe he even has a family play with.
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>>5081848
>He’ll be giving you his coin-purse.
>He’ll tell you everything you want to know.
>He’ll take you to his home

Thank you for the hospitality. Also free dagger grab it. Better have always one on us. We have 3 weapons now. Not bad.
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>>5081852
>>5081871
>>5081919
>>5081953
>>5081958
>>5081968
"It will not be free. Give me your coin-purse." He breathlessly takes it from his belt and hands it up to you. His hand can barely hold it from the shaking. You snatch it and find it's somewhat heavy. From the look on your face he can tell you still aren't satisfied. "Wh-what else?" You glare. "Give me your secrets. What do you know? About this town, about this place?" He's closed his eyes but knows better than to ask the noble gods to save him. "I-I'm not from here b-but I-" Your blade cuts the neck very slightly, a red trickle goes down his shoulder and his eyes widen. "...b-but I'll tell ye everything I know! Please, please just-"

You kick him in the stomach and he stops panicking. "Speak." The man nods, desperate for your approval. "This is Dalhurst, a trading post for merchants on their way to the outlands. Not many people go down the kingdom road. Too long a stretch without a town but the northern road's good. Lot of fabric from the foreigners go through there. Lots of people here, a few hundred, there's a tower with six soldiers that go on patrol n'-" You spit on his face and kick him again. "Tell me something I don't know." The crook has tears of horror in his eyes. "Alright, alright! Uh... one of them tavern's is a front for a seedy brothel, the guard captain takes bribes 'cause he's noble and can get away with it, and a couple of odd strangers came in yesterday asking around about a crypt." You think on this for a moment. "What of valuables? Weapons... Armor..." The fool nods along like he's agreeing with you.

"Yeah, yeah. There's an armory in the tower, got to be, but there's a smithy in the middle of town, does custom work for 'em sometimes. You might find something there... Uh..." You forcefully tap his head. "Uh?" He wheezes. "The marketplace has good pickings. Half-blind man sells incense and there's a fake jewelry hawker that makes a killing. Oh, uh, uh, there's an outland-caravan every two or three weeks. They never stay long, just enough to get food and get out but they got lots of things. One coming in three days carrying medicine. Likely some contraband too, hard for a man to tell poison drugs and fun drugs from the medicine drugs n' like I said, the captain, he-" "Takes bribes." "Yeah." You shift the blade, reminding him who's in charge. "Is that all?" He nods, too horrified to open his mouth.

You take the longsword from his neck. He stays on the ground. "You have a home, don't you? Lead me to it." He shakes his head. "No, not here no." You put the longsword's tip on his chin and tip it up to look at you. "How is that?" The thief seems terrified between saying something he shouldn't and a painful death but you're here, right now, and he breaks down. "Okay. I'm a snake in the black dyad, my boss sent me and another to-" You interrupt. "The black dyad? The mafia?" The man is almost hysterical. "I am, I swears it."
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>>5082034
You see him jerk up his shirt, revealing a stylized tattoo of a serpent swallowing a coin. "Go on." The criminal groans. "-to case out the town. See if it wouldn't make for a good safehouse spot." You don't think he's lying to you but this complicates things a little. He continues. "Me and my partner have been here a week now. We were almost ready to go back." You scratch your chin. "It all lines up. One question. Why rob me?" The way he squirms and manages not to cut himself at the same time is annoying. "...Drinking money. Honest truth."

"I appreciate your donation." You slip the coin-purse into your sack and take the dagger from the stones. You stare expectantly. The craven scrambles to hand you the sheath. Now it's on your belt.

You decide what to do with him.

>Clean slice of the throat.
>Kill him fast and gory.
>Punish him for the annoyance.
>Let him go, to cower and talk.
>Demand he take you to his partner.
>Take him, maybe he'll be useful.

He gave you a lot of information. Honestly much more than you were expecting. This town has a lot going on, a lot more than your farm. What's the plan?

>Return to Groshnak and the boy. You'll think of something to do.
>Do something else while you're here and have the element of surprise.
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>>5082035
>Demand he take you to his partner.
>Do something else while you're here and have the element of surprise.
>>
>>5082035
>Demand he take you to his partner.
The black dyad seems like it would either be a worthy ally or a prime target to take over or destroy.
After that
>Return to Groshnak and the boy. You'll think of something to do.

We should probably think about visiting that blacksmith, the crypt thing also seems like it could be intresting, maybe we'll ask around the tavern or something
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>>5082035
>>5082046 +1
>>
>>5082034
>>Demand he take you to his partner.
>Return to Groshnak and the boy. You'll think of something to do.
>>
>>5082035
>Kill him fast and gory.
>Return to Groshnak and the boy. You'll think of something to do.
>>
>>5082035
>Kill him fast and gory.
>Do something else while you're here and have the element of surprise.
>>
>>5082046
>>5082071
>>5082092
"You'll take me to your partner if you want to live. Try to run, I'll kill you where you stand. Am I understood?" He nods and climbs back onto shaky feet. "I-I got ye." You sheath the longsword and press the thief's own dagger into his back. "Then walk." The two of you go through the town, avoiding the guard patrol, and stop at the entrance one of the taverns. It has a crude painting of a cup and dice on the front door. You stop. He mumbles. "Not the brothel." Ah.

He opens the door and steps in. The tavern isn't very impressive, almost smaller than the one with the barmaid who so kindly told you everything you needed to know about Gilberd's wife. It's also fairly occupied, with farmers and drunks alike drinking and carrying on while a long-nosed barkeep tries to keep up with the orders coming in faster than he can clean the mugs. The atmosphere goes from loud and wild to a dead-silent dread the moment you're noticed. Everyone finds something else to look at or hyperfixates on the longsword on your belt. Those nearest to you are tense and one man falls out of his chair, sending it clattering on the floor while you glare and he crawls backward without a thought to the shame. Nobody moves to help him, like they're held in place by the primal instinct to flinch and cower. You glance at the counter and see that the barkeep has ducked behind it. There's easily twenty people here, strong, sturdy men, and here they are, terrified into paralysis by a silent traveler they didn't even know existed five minutes ago. You could get used to this.

You turn to conceal the dagger in the thief's back and he walks toward the stairs, trembling. Nobody moves a muscle. It's only a minute after you're out of immediate sight and going between the rooms on the second floor that the conversation below resumes, now hushed murmurs and whispers. You hear the door slam loud and some feet shuffling into the cold night air. There are probably going to be rumors about this. Fortunately, none of the locals here have the stomach to try and stop you, and if they did, what could they accuse you of? Possibly a lot, actually, if the news catches up to you but hopefully you'll be gone by then or close enough to untouchable you won't need to worry.
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>>5082155
Your captive at knifepoint leads you to a specific room, and bangs on the door. There's some stirring and the door's flung open by an angry, annoyed man with a mop of hair and cracked teeth. "OI! What the hell are ye botherin' me f- fo-... arrrrghaaaaaah, uh, uhhh." The look on his face goes from frustrated to horrified the second he sees you next to the man. He's been rendered speechless. You help yourself inside and toss the thief onto the floor. He finds a chair and sits there, fidgeting. His partner stares at you, wanting to look away but unable to, and lights something in a pipe of some kind. You take the chance to sniff for a moment. This one is darker than his partner, either a killer or a serious criminal. He takes a whiff out of it and calms his nerves enough to speak.

"Huuuh, wh-who the hell are ye? Ah-ah-ah'n what do ye want?"

You think for a second.

>Compensation for Robbery
>A Joint Business Venture (ask for a job)
>Two Fresh Corpses (free surprise attack)
>A Meeting with their Manager (could lead to a detour into the heartland)
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>>5082157
>>Two Fresh Corpses (free surprise attack)
>>
>>5082157
>A Meeting with their Manager (could lead to a detour into the heartland)

Its called 'making bank'
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>>5082157
>Compensation for Robbery
>>
>>5082178
Supporting
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>>5082157
>Compensation for Robbery
>A Joint Business Venture (ask for a job)
>A Meeting with their Manager (could lead to a detour into the heartland)

We lay low in the brothel while we have a string of robberies and tortures, cultivating in the desecration, rape, and murder of the church and it's authorities, and turning it into the perfect play for a mafia to have a safe house under the guise of the church.
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>>5080302
>A Meeting with their Manager (could lead to a detour into the heartland)
Gaining access to an organization would be a great way to shield ourselves from reprisal and expand our influence further.

Just caught up with this quest and it's pretty solid, though I'm kind of sad that Melvin is a coolguy now.
I don't agree with the complaints about the mechanics, they're perfectly fine for what they're meant to simulate, and I don't think a dishonestly discharged soldier with a rusty blade should be able to effortlessly slice people up right off the bat.
Whining aside, I've really enjoyed this quest in comparison to other villain quests, probably because it feels more grounded with an average fighter going after regular people in a setting that isn't overtly grimdark.
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>>5082253
There's a difference between effortlessly slicing up armed men and struggling against children and pregnant women as a former soldier. If you wanted to play as a grounded bandit, create Bandit Quest lad, because a paladin is supposed to be a warrior with a hint of supernatural power.
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>>5082255
Just because you're trained doesn't mean you're immune to danger posed by untrained people.
A master of martial arts will most likely lose to two untrained opponents, and a pregnant woman flailing a knife around can cut a trained soldier just fine, especially an unarmored one.
This quest isn't dealing with fantastical levels of combat skill yet, and people chose the most mundane class available.
I think it's unreasonable to expect that Melvin shouldn't be threatened by normal people at this point, and if he wasn't I don't think this would be a very good quest.
At this point we're mainly up against untrained peasants, so there wouldn't be any risk or danger if we could effortlessly kill anyone untrained.
Also, if you think it's pathetic that Melvin had to struggle to incapacitate a pregnant woman, you're right.
Melvin is someone who takes out his anger on the weak and innocent because he's a fundamentally broken person.
At that point he wasn't some badass blackguard, he was just an underhanded asshole with a sword.
The whole point of going with the Not a Knight option was to start out as very weak fighter compared to the other choices and work up from there.
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>>5082157
>A Meeting with their Manager (could lead to a detour into the heartland)

>>5082430
>>5082253
Based. I still feel like we aren't super powerful yet, and can still be cut down by most well trained enemies in a one on one fight. Melvin's still a vengeful, autistic little pissbaby, just one who's horrendous actions have begun to attract the attention of dark gods.
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>>5082430
>A master of martial arts will most likely lose to two untrained opponents

You know that's a retarded statement, because that means learning to defend oneself is meaningless against untrained randos, and it doesn't even apply to Melvin, as he most assuredly isn't a master martial artist.

Besides absurd point that Melvin is pathetic because he's 'broken' (and this that justifies him being pathetic, but that an argument on semantics), going with the Not!Knight option would make him just a plain fighter, not a paladin, and besides, the options doesn't affect starting level combat ability, just what upgrades and skills we get as we level up.
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>>5082451
You say it's retarded but it's completely true.
I mentioned it to illustrate that a gap in training isn't enough to effortlessly defeat an opponent.
I'm not saying that Melvin is weak by any means, just that he's mortal and thus not invincible.
Also, why would you assume the starting options would be balanced?
The top three options were:
a fallen knight
a demonically empowered warrior
and an intelligent undead warrior
Why would you think those are on a similar level of power as a disgraced soldier with broken equipment?
It's entirely possible that Melvin never even saw combat, his skill bonus was described as natural talent.
Besides, all we started with is a +1 attack bonus, so I don't know how the other choices could have an equal level of power despite supernatural abilities.
This is probably just a difference in what we consider pathetic, but in my opinion going on a murderous rampage because some troubadour called your sword rusty is pretty pathetic.
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>>5082463
>killing that Cuckstrel was pathetic

HEY! He deserved it.
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>>5082474
Well yeah.
It's not a good idea to antagonize hoboes.
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>>5082178
>>5082193
>>5082198
>>5082253
>>5082437
It occurs to you that you never actually had a plan for what you were going to do when you reached the outlands, just a vague idea that you were going to explore your newfound freedom by taking advantage of the defenseless commoners and somehow become a power to threaten the kingdom. Maybe killing some bandit chief and taking over his band, or something. When you started your journey you had a fantasy in your head of forcing monsters to submit and creating some kind of horde of darkness that you thought was too unrealistic to actually attempt, but now that Groshnak is your minion and the black stars have aligned to give you a magnificent aura of unholy power, you aren't sure that you couldn't actually do it. It might actually even be a good idea but you know the outlands aren't the wealthiest and most well-developed part of the kingdom.

No, that's the heartland, where the Order of Paladins is at its strongest and large, well-trained garrisons keep any thought of banditry exiled to the frontier. If you could somehow seize control of the wealth that passes through the shadows of the kingdom, you could gain incredible power, the power to make it so that nobody will ever insult you again, the Paladins will be exterminated for their fake goodie two shoes nonsense, and you can have a sword that lights itself on fire. Black fire. Black fire with acid dripping from the tip, and the tip would have three edges and the handles would have spikes and shit. That would be rad. Surely Groshnak would think you were even cooler if you had such a glorious weapon, but that's only a dream. Until you can enslave a wizard or something BUT NO, now you're wasting your time on fantasies when the path to getting the money to make them come true is right in front of you. The Black Dyad are the most notorious mafias in the realm.

If you could take them under your control, you would have more subtle influence than a petty fiefdom in the outlands could ever give you. Besides, you could get both maybe. Maybe have Groshnak go on a quest to do it in your name while you micromanage things in the heartland and try to avoid the Paladins? The other way around is a possibility but you somehow don't think Groshnak would do very well in the most human-filled region in the kingdom. Maybe he could try. Maybe you could prove you wrong. But first!

You speak and both of the men recoil from your voice.

"I want to speak to your manager."
>>