[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: NWS Quest2 Header.png (94 KB, 1200x820)
94 KB
94 KB PNG
Once, there was a Great Elf known as the King of the Woad. His crown, still atop his head, was his greatest treasure, and source of his power. You, and your companions known as the Crown Crusaders, seek to claim this great treasure once and for all. After seeking counsel with the great wizard known only as Arabamnon, the party of adventurers managed to find out both the location of the great king's fortress- the now abandoned and cursed Island of the Pines- as well as clues on how to actually find that ancient King's stronghold.

https://suptg.thisisnotatrueending.com/qstarchive/2023/5642742/

After a long and dangerous journey, the party had finally managed to reach the shore of the great lake. There, they set up camp to heal their wounds, rest, and prepare to set foot on the island. True to their word, the nearby mysterious masked men directed travelers and sellswords to their little camp- meaning several newcomers can be seen among the tents, eagerly speaking on their desire to join the established adventurers on this great quest.

With a mixture of old and new, the party is forming once again to quest for the Crown. This will be their final, and most dangerous challenge...
>>
Please read the below in its entirety.

Considerations for Play
This is a multiplayer game that requires slightly more involvement then a traditional quest. Each player may choose to play as a character or remain as a observer. Players without characters may still vote when prompted, but may not participate in individual character choices or rolls, which are reserved for those who decide to take on this extra responsibility and level of engagement.

Because of the anonymous, low-commitment, and temporal nature of this website- I would like to take this opportunity to personally and sincerely ask anyone who wants to sign up as a character to please make a best good-faith effort to be able to post or roll once a day. Those with unreliably schedules or roaming IP addresses, making keeping a consistent thread ID impossible, I would ask to consider not to join the game at a character level OR to use a tripcode. However, engagement with the thread as a voter, commentator, or observer is totally fine even with those who cannot fit this criteria. Those who do not post for >3 days in a row will likely have their characters become open and available for anyone else to take ownership of.

With the plea made- I would now like to ask for your consideration towards me. This is an experimental game and things may need to be changed, adjusted, or retconn'd on the fly in order to keep the best and most satisfactory experience in mind.

On Roleplay & Write-Ins
Roleplaying and individual actions will generally be allowed as long as they do not dominate the thread. You'll know it when you see it. Please be considerate of others and as to not bloat the thread length too early. All posts containing votes should be clear >greentext and replying to the prompting post OR adding a +1 support to a write-in vote. This is to avoid clutter and make updates faster and easier to parse.

Thank you for reading.
>>
File: NWS Quest2 post1 p1.png (126 KB, 1000x707)
126 KB
126 KB PNG
Among the camps many new faces, four main races can be seen.

The first are the Humans. While not extraordinary in any way; they are well balanced, diplomatic, and common among the many races. Humans are adaptable and can use any equipment, and are the most persuasive of party members- though you find it unlikely any living soul still remains on that island.

The second are the Dwarves. These short yet stout master craftsmen of the mountains are strong and hardy- though not exactly known for a good sense of humor. Dwarves can take an additional wound before death. While Dwarves cannot use magic, and as such cannot be Sages, a Dwarf may choose to play as a Runesmith instead of a traditional Sage.

The third are the Elves. Tall, slender, immortal beings of the fae- this race of people has a vested interest in exploring the Island of the Pines. The King of the Woad was once their King after all, the greatest of all Elvish Kings. Elves are extremely skilled in magic and treat the Chorus of a magic roll as one higher and get a bonus with a Bow.

Fourth and finally are the Snouts. This unusual race of dog-men are known to be very loyal- though a little strange in mannerism, and have a penchant for telling the future. Snouts treat their class die as a d8 no matter what class they play, and are known to have magic tongues. During downtime, a Snout can lick a fellow party member to see what's up with them- and can give that party member a hunch roll to be used in the future.
>>
File: NWS Quest2 post1 p2.png (51 KB, 900x637)
51 KB
51 KB PNG
Beyond the lay people, followers, merchants, and cooks- The people in the camp represent a wide range of skills and specializations. Those who wish to join the party on the last leg of their journey will need to demonstrate some kind of set of skills. These are your classes-

Fighters are warriors and guards who practice strength and physical conditioning. They are the most powerful in combat. Their class die is d10. Whenever a Fighter kills something, any leftover damage points are added to the next roll, if it is an attack.

Rogues are skilled experts in stealth, subterfuge, and avoiding danger. Many spend time skulking around ruins and trapped corridors- making them invaluable for this journey. Their class die is a d8. Rogues get to roll an extra die whenever performing a Hazard or Skill roll.

Sages are wise, learned healers and experts in ancient lore. They are the most skilled in magic and at protecting the party from supernatural threats. Their class die is a d6. Sages can raise the Chorus of a magic roll and can totally nullify an enemy attack or defense when they roll a natural 1.

Dwarves were deprived by creation and cannot perform magic. However, the dwarvish people have learned a workaround by mastering the art of complex lettering and inscribing magic into a magical rune, which is then placed on an object to change its properties. Runesmiths are a Dwarf who practices this art. While they prefer to work with harder materials, like stone and metal, they can inscribe their runes on cloth or wood as well. While less useful in combat and unable to protect a party from supernatural threats- the Runesmith is a useful support class who can augment the party's equipment.

To create a character, or to play a returning character, fill out the form below.

>Name:
>Race:
>Class & Dice:
>One interesting thing:
>>
>>5690179
Here it begins again...I don't plan on dying right now.
>Name:
Scrim Yellowfrand
>Race: Gnome
>Class & Dice: Rogue, D6
>One interesting thing: Used to hate the color yellow. Now just generally in a sour mood
>>
>>5690179
>Name: Grimbold Chainbraid
>Race: Dwarf
>Class and Dice: Fighter, d10 + 1
>One interesting thing: Grimbold's braids are held together with chains- each link is inscribed the names of his patrilineal anestors.

Great to see ya back, Bananas!
>>
>>5690177
>Name: Pineneedle
>Race: Snout
>Class & Dice: Sage, D8
>One interesting thing: Believes in and enthuses about homeopathy and the body's natural healing powers to a degree where even other eccentric and mystical dogpeople find her weird
>>
>>5690179
>Name: Tordynnar
>Race: Elf
>Class & Dice: Sage, d6
>One interesting thing: Is technically an unlicensed Sage. He was well established by the time the humans came around and set up the licensing system, and everyone just assumed he had one.
>>
File: Squire Recolour.gif (293 KB, 1697x1388)
293 KB
293 KB GIF
>>5690179
"New friendss and old, welcome to the crusssade!"
>Name: Squire
>Race: Kobold
>Class & Dice: Fighter, d10
>One interesting thing: A little lisping lizard raised by a Knight who has been called away to a crusade. Was left with his mentors, chainmail and poleaxe and now embarks with the party on a crusade of their own.

>Still has a the Lvl 2 bonus of +1 to attack and his damage blocking shield?
>>
>>5690179
>Name: Alfred Von Bassel
>Race: Human
>Class & Dice: Fighter, 1d10
>One interesting thing: A disgraced noble seeking fame and fortune as a Crown Crusader.
>>
>>5690179
Oh shit we back?
>Name: Twink
>Race: Elf
>Class & Dice: Fighter, D10
>One interesting thing: Twink is not his actual name. Wants adventure but doesn't like stealing or studying.
>>
>>5690179
>Name: Pietro Pio
>Race: Human
>Class and Dice: Rogue, d8
>One interesting thing: Though this was a regular crusade and enlisted as a "scout"
>>
>>5690177

>Name: Benjamin Bones
>Race: Human (Skeleton)
>Class & Dice: Bard?/Auto-3
>One interesting thing: Benjamin is an animated skeleton generated by the negative energies flowing through the town of Gravestone 'releasing' this energy, this single charming fellow's reanimation working as a safety release valve that keeps the town safe from more nefarious undead beings arising.

>>5690386
Hello again! My, and I didn't think we'd get another shot at this. Good to see you back, my green friend!
>>
Wiggles had wizarding duties to attend during these warmer months, and could not aide in this adventure, lest like Gandalf they appear and disappear unpredictably.
>>
>>5690575
We will look to the East when we need him most.
>>
We'll keep this prompt open for a while- while I wasn't expecting the full original party to return, I'd like a larger amount. I'll also open any new players who want to play those from the original party to keep a higher amount of continuity between the two games.
>>
>>5690179
>Talon
>Human
>Rogue
>Rogue (d8)
>One interesting thing :
Talon was a blade for hire. A night skulker, knowing how to strike true. Strike to kill, be it with blade or bow
>I've done things
>>
>>5691503
>I've done things I'm not proud of...

>>5690386
Yeah, same question - Is Talon still an Experienced Rogue?
>>
Yes, all returning characters will keep the Experienced status.
>>
File: NWS Quest2 post2 p1.png (78 KB, 900x637)
78 KB
78 KB PNG
The camp, a peaceful place far enough away from the dangerous War-Machine and Orc bands which prowl the inner-walls of the once-great Elven Empire, has been the resting place and a place to practice, train, and prepare for the final stop on the journey. The past few weeks, the adventurers have had time to heal their old injuries and wounds, as well as find spiritual and magical succor in bucking off any curses that may have affected them. Everyone in the party is fully healed and restored.

>>5690207
>>5690213
>>5690335
>>5690386
>>5690396
>>5691503
The Crown Crusaders isn't exactly an old group- but those who first campaigned for the Crown and the meet with the Wizard have gained quite a bit of experience. Returning characters gain a bonus based on their class, as well as any special items or powers they received. The bonuses below only apply to returning characters.

Fighters gain an extra +1 to combat rolls, and become tougher, letting them take an extra injury before death.

Rogues get to roll an extra bonus dice when rolling multiple dice for Skill and Hazard rolls.

Sages now nullify an enemy attack/defense on a roll of 1 OR 2, increase the Chorus of a magical foe or spell by one on a roll of 1 OR 2, and increase their healing range by one, meaning they now heal on a roll of 6, 7, or 8.

>>5690223
Pineneedle is an adventurer, a Sage, and a dog, but perhaps her most important secondary quality is the fact that she is a woman. While female adventurers aren't exactly unheard of, they are much rarer then their male counterparts- and Sages especially aren't known for training in the martial arts. She may be safe around her fellow Crusaders, but for both traveling on the road and when exploring dangerous places she can't always rely on others for protection. What weapon does she carry with her to help defend herself?
>>
Within the adventuring party's camp- supplies from the newcomers, camp followers looking for a cut of the sweet treasure, and of course a few traveling merchants following a lead from the mysterious masked men living at Mistfall have given the Crown Crusaders newfound access to useful and valuable equipment. You've had some time to collect and trade for some valuable items; and you will need them. Once you get to the Island, you won't be able to come back to resupply, so you'll need to be well prepared. Your pride won't allow you to leave that dark place empty handed- so onwards you must go!

As a quick note; everyone in the party already has all the basic equipment they need to fulfill their class functions and abilities. For example; Fighters already have armor and a basic weapon, like a sword or spear. Rogues carry lockpicks and rope. Sages already carry magical implements. These are considered “bundled” with your class dice. Everyone also has access to basic tools, like clothes, sacks, rations, torches, and so on. However, the items below grant additional bonuses or limited-use abilities to further let your customize your character or help out your team. You may pick items to give them to other party members, as long as they aren't restricted from using the item. You may also pick the same item multiple times, if you really want.

Weapons & Tools
>Woodcutting Axe- Let's your spend an action in combat Splintering a shield, destroying it. You can also use this to break down barricades, chop down trees, etc. Counts as a “back up” weapon. Elves refuse to use this.
>Shovel- Let's you dig. Counts as a “back up” weapon.
>Javelin- When a combat encounter begins, you can post “THROW JAVELIN!” to deal a bonus 4 damage to any enemy you choose. This does not consume your action. The damage decreases by 1 for each real-world hour that passes since the update was posted. Fighters deal 7 damage with this instead. Each character can only use one Javelin per combat, and you can only use it again if its possible to retrieve the Javelin. Elves, Dwarves, Gnomes, & Kobolds can't use this.
>Bow- Lets you Shoot in combat, dealing a fixed damage amount instead of making an attack roll- this can ignore Blockers. Deals 2 damage. If you are a Rogue, increase this by +2. If you are an Elf, increase this by +2. Gnomes, Dwarves, and Kobolds can't use this.
>Throwing Knives- Whenever you use the Breathe action in combat, choose one enemy. You deal one damage to that enemy. Only Rogues can use this.
>Lantern- Provides light. Won't go out if dropped or doused with water.
>Climbing Stakes- After you make a successful Climbing Roll (Hazard); everyone who rolls after you gets to roll an extra die if they follow you up.
>Paper Talisman- Can be used to automatically apply one Seal. Burns up after use.
>>
Armor & Protection
>Helmet- Protects you from being injured in an Ambush. Snouts, Gnomes, and Brombles can't wear these.
>Buckler- Whenever you Evade an enemy Light Attack, you do not need to add the Attack's bonus to your Hazard roll.
>Really Good Shoes- Whenever you make a Hazard roll against a trap, you do not need to add its difficulty to your Hazard roll. Very expensive- requires both item picks to buy this.
>Staff- While carrying the staff, you are immune to Torment and Disruption. Counts as a “back up” weapon. Gnomes & Dwarves can't use this.
>Worrystone- Decreases the chance to be ambushed whenever you make camp by 5%. Stacks, but only one per person.
>Salt- Sprinkle this on a cursed person to protect them from their curse for one roll or action. You can throw some on a ghost to automatically Rebuke them. Three uses. You could also dump out the whole bag to protect an area so ghosts can't enter it.
>Square Rings- Two square rings that are really uncomfortable to wear for anyone but Dwarves. Humans can wear these too, they just don't like them. After rolling a 4, you can choose to make your next roll a 4 before it is rolled.
>Armored Codpiece- Protects you against one very specific horrible monster. Pineneedle doesn't have to worry about this one.

Comestible – Note: All have one use only
>Bucket of Offal- Snouts can eat this to heal one injury during downtime. You can also dump this on the ground to automatically let the party escape an encounter with carnivorous animals.
>Healing Ointments- Increases the Range of your healing rolls by one. Is expended only when it makes the difference.
>Potent Salts- Snort this and make your next roll use size d4. Grants Sleep immunity for the rest of the “day”.
>Copper Flask- Metallic tasting water. Drink this, and make your next roll use size d12. Grants Fire Resistance for the rest of the “day”.
>Lucky Rabbit's Foot- White rabbit foot. After rolling, you can change the the result of one of your dice rolled by one or two in either direction (positive or negative). After that, the paw turns black and is no longer lucky.
>>
File: NWS Quest2 post2 p2.png (75 KB, 900x637)
75 KB
75 KB PNG
Limited – Note: Only ONE party member may choose any item listed here as a pick.
>Stormjar- The magic-merchant may have exaggerated. The jar contains a strong wind which is unleashed when it is opened- can blow away a cloud of fog or a swarm of flying creatures as big as birds. One use.
>Color Filters (Lantern Upgrade)- Very thin pieces of dyed fabric that can be slipped into the lantern's port to give off colored light; or to dim its light without extinguishing it completely.
>Witch-Knot- Knot made of twine wrapped around one finger. If you pull the knot apart, your next skill roll counts as though you got a pair (success). If you roll a normal success along with this, it will count as two successes, and so on.
>Marbles- Children love these. If you dump them out on a smooth floor, becomes a tripping hazard and may let the party escape a combat encounter.

You may choose TWO items on the list.
>>
Hmmm...shoes, or buckler + throwing dagger?

I suppose i could also pick the Witch-Knot, but as a rogue i dont really need it because i can do a skill roll normally.
>>
>>5691705
>Lantern
>Color Filters
Twink buys a sturdy lantern with pretty colors! Whether this will serve any purpose remains to be seen.
>>
>>5691700
Are the really good shoes at least cool-lookin'?
>>
>>5691697
Pineneedle carries the needle-topped shillelagh of her faith, and also the power of positive thinking.

It counts as a...
>>5691700
>Staff

She also has
>Healing Ointments
>Paper Talisman
>>
>>5691698
Grimbold has:
>Helmet

Grimbold acquires:
>Woodcutting Axe
>Shovel

"Any dwarf worth his stone carries tools!"
>>
>>5691722
>>5691739
Wait, why are you picking three? Isn't it just two?
>>
>>5691741
I thought the prompt about the weapon was giving her an extra item. If not, I'll leave the ointments. :) After all, the body's capacity to heal with positive thoughts and carefully-attuned humming is really quite remarkable. It's all about vibrations.
>>
>>5691697
>Shovel - Lets you dig. Counts as a “back up” weapon.
When one's home back in Gravestone is a grave, a shovel is a front door key!

>Marbles - Children love these. If you dump them out on a smooth floor, becomes a tripping hazard and may let the party escape a combat encounter.
In Gravestone, the little ones always got presents when I came around with my dance and my songs! Marbles, I've used and played with and gifted before... perhaps I've had these the whole journey?
...Might explain why I've been tripping over myself so much!

>Also: Musical Instrument?
Perhaps there is some musical means I might find and procure in the camp, so that I might play along with my songs and dances? The 'rib-cage-Xylophone' is portable, but not terribly melodic!
>>
>>5691714
you should take the knot, we've had skill checks that required multiple successes before and you are really the best for it.
>>
>>5691754
True, but then i wouldn't get ze fancy shoes, and hazard roll help would be great.
>>
>>5691741
Grimbold already has a Helmet from last thread.
>>
>>5691705
>Staff
>Armored Codpiece
A lot of these items seem very suspiciously specific in using them. For me the staff seems like the most obviously useful item that I could probably use more than once. For the second I guess I'll just pick a random threat I don't want to get gimped by. Nice that we get to pick items though.
>>
>>5691705
Does Squire keep his shield from last thread? And if so, does it count against his two items and does it prevent damage once per combat as before or is it a buckler now?
>>
>>5691698
Alfred shall take a helmet and a javelin!
>>
File: TalonMeanBusiness.png (37 KB, 800x440)
37 KB
37 KB PNG
>>5691698
>Bow
>Throwing Knives
>>
>>5691714
>>5691721
Of course.

>>5691722
You only get two items. Your choice of "weapon" was included in your class die, and is essentially cosmetic.

>>5691862
Yes and it says so here >>5691697

>>5691705
We'll give some more time so everyone can pick. 24 hours from this post, the next update will be posted and I'll just pick two random fitting items for anyone who didn't pick anything.
>>
>>5691698
Getting ready to shank a trap
>Throwing Knives
>Really Good Shoes
>>
>>5692068
Shoes take two choices, anon.
>>
>>5692068
Actual gear:
>Throwing Knives
>Lucky Rabbit's Foot
>>
>>5691967
"Yellow...just my lucke! Well, it's a good shoe.."
>>5691705
Taking
>Really Good Shoes

Shame i can't grab a buckler. I reckon it'd pair up quite nicely and look pretty snazzy on a gnome.
>>
>>5692150
Silly me, i forgot the identification
>>
File: Squire Reshaded + Gifts.gif (251 KB, 1697x1388)
251 KB
251 KB GIF
>>5691705
>Salt
>Lucky Rabbit's Foot.

Squire's friend Wiggles couldn't join the crusaders on the rest of their journey but he did leave gifts in parting.
Whether they were meant to keep him safe or just the remains of Wiggle's dinner, Squire couldn't tell but he stowed the rabbit's foot and salt pouch with gratitude either way.
>>
Okay, looks like that is everyone. Thanks for working out the rules amongst yourselves. Don't have time to update at the minute but I'll get on it as soon as I can.

Still hoping a BASED Bromble bro swoops in to join at the last second...
>>
>>5691135
So, correct me if I'm wrong, out of the original party the characters we're currently missing (And who could potentially be claimed by anons who don't want to make their own) are:

>Bluemane - Dark Bromble Warrior
>Myron - Blonde Bromble Warrior
>Skyhoof - Tan Bromble Sage
>William - Armoured Human Fighter
>Urist McVagúsh - Dwarf Warrior
>Doctor Crime Jr - Gnome Rogue

And that's not including Lad and Gideon Goodfellow, who died in the course of the last journey; and Wiggles, who's just called magic shenanigans/time constraints for the moment.
>>
>>5692426
Well, Bluemane and Junior flaked like halfway through last thread but the others might come back. I'm not holding my breath tho.
>>
Working on the update now. Thank you for waiting.
>>
>>5692426
MYRON IS HERE!
>>
>>5693024
Good to see a Bromble return, even a late one!

..Now hurry up and pick some items (>>5691698) before we move onward!
>>
File: NWS Quest2 post3 p1.png (82 KB, 900x637)
82 KB
82 KB PNG
Along with all their chosen equipment, the party makes final preparations. Tents, rations, plenty of bandages, good shoes, some firewood- there are tales of the trees on the island not taking too kindly to being used for campfires...

Your party arranges itself into smaller groups to cross the lake- the Brombles taking a boat for their own heavy bodies, and a good mix of stronger party members to help row dived up among the boats. All of the original members of the Crusaders, along with some new faces, finally set off and begin the final leg of their journey. During the peaceful boat trip, you go back over what you have learned and remember- and the Sages regale you with some tales.

Once, the King of the Woad ruled the land as a great Elf-King. One day, his rule ended, and the Island where his palace and fortress lay, within a sacred and secret grove, was abandoned. The great wizard Arabamnon had a vision and revealed the location of his crown, the Star Crown, and the object of your quest. Along with this, he gave you two clues. The first was that you would need a blessing from an ancient Elk-Spirit in order to find the grove, and the hall of the King himself was somehow magically barred so only those who were invited can enter.

While it is obvious then that the Island of the Pines has a great Elk-Spirit living on it. A powerful nature spirit that would probably best be approached by an Elf or a being of pure heart to receive a blessing. However, being “invited” to the great hall sounds a little more difficult, given the fact the King is dead. This would seem to make your quest impossible; but your Sages begin talking and debating over the meaning of this magic. Considering the great Elf-King probably didn't personally invite every single person into his hall himself; then it stands to reason there must be some sort of status or way to become a welcomed or honor guest. You will need to scour the island to accomplish both of these tasks before you can reach the Hall and finally claim the Star-Crown for yourselves!

The water is a little choppy. You hear your small dingy hit something beneath the waves- a rock? That would be bad if there were hidden things under the water in this lake- especially considering you're only halfway across to the island!
>>
File: NWS Quest2 post3 p2.png (90 KB, 900x637)
90 KB
90 KB PNG
Suddenly, there is a loud creak and crunch of wood. Something is biting into the boat!

“Woah! Something's in the water!”

Instantly, the thought of a giant lake monster swallowing your boat whole fills your party with terror, and a shriek goes up in panic, but the splashing in the water leads you to realize what is actually happening. There is a great number of creatures attacking your boats. Good thing you didn't try to swim across...

“Argh, damn! They're biting holes in the boat!”
“We're taking on water!”

>>5691739
>>5691758
Grimbold Chainbraid happens to see some teeth pop through the side of the boat near where he is sitting, ripping greedily into the hard wood, and then pulling it free- water beginning to rush into the hole. Nobody had thought to ask him yet; but perhaps they could tell based on his reaction to these events. Are Dwarves any good at swimming?
>>
Combat Rules & Actions
Combat rules have changed slightly since the first thread. Please read this section carefully.

Attack
In order to Attack an enemy, you must specify your target and roll your class die. Your roll result is the amount of damage you deal to the creatures hit points. If a creature reaches zero hit points, it is defeated. If the enemy is defeated by a Fighter, then any left over damage the attack would deal is rolled over to the next Attack roll done by any party member The amount of damage you deal is subtracted by the enemy's defense. If the enemy's defense is equal to or higher then your die roll, you receive an injury.

Evade
Enemy's also get to attack. Every time a player performs an action, this counts as a round or turn. Whenever an enemy Moves, they attack the player/character who acted on that round. In this combat, the Rompers will attack the 4th character to act, and then whoever acts 8th, and so on until the combat is resolved. If you are attacked, you receive an injury. You can avoid this by using the Evade action on the same round an enemy is attacking. Evading an enemy attack means rolling your class die and trying not to roll the maximum value your die can roll, while adding the enemy's Attack value or bonus to this roll- this is considered a Hazard roll, and Rogues get to add a bonus die to this roll, only being harmed if the total value is over the maximum value that all their dice could possibly roll all together.

If an enemy has multiple attacks, then they attack multiple rounds in a row, in sequential order. In this combat, the Alpha Romper will first tail slap (+1) and then bite (+2) when it moves. So on turn 6 it will tail slap, then on turn 7 it will bite. These attacks or moves count as continuing the turn timer meaning there are only 5 rounds between the Alpha Rompers second attack (round 7) and its next attack (round 12).

Some enemies are assigned as Groups. This is a group of identical foes. Whenever the group “moves”, all of their attacks and moves are combined. For example, if 6 enemies attack you with a +1 attack, then your evasion roll would have a +6 penalty, making them quite dangerous if you don't weaken the swarm by thinning their numbers.
>>
File: NWS Quest2 post3 p3.png (67 KB, 900x637)
67 KB
67 KB PNG
Weaken
Some enemies may be too difficult or dangerous to attack or defend against on your own. In these cases, party members can attempt to intimidate, distract, and hex the enemy with magic. In order to do this, you must specify an enemy and an Attack or Defense you are targeting, then roll your class die. If you roll lower then the specified Attack or Defense number, it is reduced to your roll's result for the next round.

For example, if you roll against an enemy with a defense of 4 and you roll a 2, that enemy's defense is now 2 for the next round. Another party member can now attack and deal more damage.

If a Sage weakens an enemy and rolls a 1, then that attack or defense is considered nullified instead. What this means is the Attack/Defense counts as 0 for the next round and all secondary effects tied to them are also nullified for that round. This means if an attack is nullified, no Hazard roll is necessary, and you can act on that enemy's move without being harmed.

Breathe
Party members may only perform one combat action. Once you Attack, Evade, or Weaken- you are spent and out of stamina. The only way to recover is to use the Breathe action. The Breathe action is a special action which is essentially a “pass turn”. The Breathe action also advances the turn timer and counts as a round. If you have expended your action in combat, then you can Breathe to gain it back. You cannot store up extra actions by breathing when you are already primed and ready to act.

Party member who enter combat Exhausted will be unable to act until they Breathe first.

For example; if you wanted to attack an enemy twice and didn't want to wait for any other players to act- the turn order would be;
>1st round you Attack. Your action is now expended.
>2nd round you Breathe.
>3rd round you Attack again. You are now spent again, and will need to breathe again to make another action in this combat.

The purpose of the Breathe action is to prevent stalemates and allow smaller numbers of party members to combat larger amount of monsters. Be warned, you are totally vulnerable when using the Breathe action, and are giving the enemy more time to get in their attacks, powers, or other mechanics. Don't try to be a hero. This is a team game.
>>
File: NWS Quest2 post3 p4.png (104 KB, 900x637)
104 KB
104 KB PNG
“Ah! Look out- Rompers!”

With that, a fat plap as a wet furry animal splashes its way into your boat- it's a beaver! An especially large and aggressive kind of beaver- Rompers are a constant threat to riverfolk, fishermen, and wooden bridges. It is hard to tell if they're trying to chew your boats apart for their wood, investigating these strange floating “dams” in their lake, or aggressively attacking you for entering their territory... or all three!

But this one is a bit different. Bigger then you'd expect, closer to the size of a wolf, this creature has something on its back- a turtleshell. This impressive armor protects it as it menaces you with its wood-cutting teeth. This one is a lot smarter then you'd expect- this must be their Alpha.

There's not just one- a large swarm of Rompers are attacking the party! You're starting to sink, you gotta stop them from chewing any more holes in your boats before you can reach dry land!

Romper x6
Hit Points- 4
Defense- Fur (1)
Attacks- Bite (+1)
Moves every 4 Rounds.

Romper Alpha
Hit Points- 6
Defense- Shell (4)
Attacks- Tail Slap (+1), Bite (+2)
Moves every 6 Rounds.

>Attack
>Evade
>Weaken
>Breathe
>>
Rolled 7 (1d8)

>>5693066
Pineneedle will tey to weaken the alpha! Maybe if we kill it, we can frighten the others away without hurting too many sweet little waterpuppies! :(

Anyway, she likes turtle soup.
>>
>>5693071
You cannot "Weaken" a monster. You must specify what you are trying to do- Weakening its protection (Shell) or weakening its attack (Bite, Slap, etc.)

I'm going to refund your action this time since it was a failed roll anyway, but please read the rules carefully.
>>
Rolled 2 (1d8)

>>5693066
As much as the idea of making boots out of the walking carpets entices Pietro, he would hate to lose one of his knives in the water.

The roguish scouts focuses of the Romper Alpha, he decides to distract the castor by repeatedly feinting attacks, thus getting it to neglect the other combatants, thus Weakening its Defences.
>>
>>5693066
How does Weaken interact with Groups? Does it only target one, and so only decrease the attack of one entity of the group, or does it target the collective and potentially reduce the overall attack number?
>>
>>5693066
Question: How does a Gnome's ability to vanish count when it comes to combat? Does it count as equivalent to *evade*?
>>
>>5693084
I do not mind flavor text or roleplaying as long as it isn't excessive, but from now on please address all replies to a prompt with a greentext, preferably right beneath the reply line, as to make parsing votes in the future easier. Thank you.

For your post, it would be something like:
>>5693066
>Weaken Romper Alpha's Defense

>>5693087
Just one. For the sake of convenience, we'll consider anything that changes the stats of a monster from a group (such as damage to hit points that isn't lethal, a weaken, etc.) to all affect the same monster on "top", like a stack of identical creature cards in a card game.

I'm also considering dropping the Hit-Points from Swarm/Group creatures entirely, just giving them a power/defense number to make it simpler. I just didn't want to write out "Romper" six times.

>>5693089
I'm glad you asked as I forgot to include it yet.

Gnomes may choose to Disappear when making the Evade action. They may also choose to do this retroactively, such as when they fail an Evade roll and get hit, replying to their own post and turning it into a Disappear.

However, once a Gnome disappears, they are removed from that combat until it is over and cannot act again. Essentially, it's a one time use guaranteed evade.
>>
>>5693093
Hmm, i see. Man, if i had the buckler then i could make a seriously good dodger.

Any of the inactives willing to part with theirs?...no? oh well. Waiting for the 4th turn.
>>
>>5693095
Sorry, mistyped the password
>>
Rolled 8 + 1 (1d10 + 1)

>>5693066
>Attack Romper
Twink swings his sword at the evil beavers!
>>
Rolled 1 + 1 (1d10 + 1)

>>5693066
>Attack Romper Alpha

"Clear the way! Chop off the head, tha' body will fall after, lads!"


>>5693098
"I hate to say it, but good shot, m'ster Twink!"
>>
Rolled 3, 5, 3 = 11 (3d6)

>>5693066
"Alright, beastie! Try to catch me!"
>>
>>5693102
*Damn* that's a near miss, right? Just two dice short. I forgot to add
>Dodge
>>
>>5693098
Dude you could have killed the romper alpha but now you wasted the weaken instead. Weaken only lasts one round.
>>
>>5693104
Pineneedle's action as reimbursed, anon. It didn't count.
>>
>>5693107
>>5693084
Pietro weakened it to 2
>>
>>5693108
Oh, i missed that one.

Well, regardless, i could try to breathe this turn and then evade the alpha's attack, unless someone wants to take their try at hitting it.
>>
>>5693104
to me the group is clearly the more pressing matter
>>
>>5693114
Overall yes, but you only kill one unless you’re a fighter, then you can kill two, and even then killing the alpha is more impactful than reducing the number in the group by two.
>>
>>5693114
Nah, they attack in one group so it's easier to dodge if you've got someone good ewnough to do it, but the Romper alpha has multiple attacks so even if you dodge once someone *else* -has to dodge the second.

Regardless, i'll just say that unless someone acts i'll be using turn 5 to breathe (since there's no attacks) so i can dodge the Alpha's attack, preferably the second since it's the harder one and i have an easier time.
>>
>>5693114
And even if it were more impactful, you targeting the group instead would still be suboptimal because you would be wasting one of our turns that was used to make targeting the hard to hit alpha easier, and turn economy is very limited.
>>
>>5693117
Quick clarification here- damage does not carry over between members of the group on the sane attack roll. So even if a fighter rolled a 10 it would only kill one Romper. However six damage would be added to the next attack roll that anyone could do.
>>
>>5693122
Therefore, that means the Alpha has taken 4 damage, correct?
>>
Rolled 1 (1d8)

>Attack the Alpha
...Your pelt will do a nice scarf
>>
>>5693127
Damn, that bloody sucks. Well, someone else's gonna have to evade since i can't.
>>
>>5693128
Or be an Hero and roll better to kill the Alpha.
>>
>>5693124
My current order of operations is
>Twink kills Romper (9 - 1 Def = 8 = 4 Overflow dmg)
>Pietro weaken has no effect here
>Grimbold roll 2 + 4 - 4 Def = 2 Alpha damage
I think?
>>
>>5693131
That would require a roll of 8+, and if it failed they'd get damage for nothing.
>>
>>5693135
Myron has a Hammer that ignores armor, a d12 and +2 to his attack rolls. Would be nice if he actually played.
>>
>>5693137
Oh yeah, Myron would be perfect here since he'd just have to roll anything above a 2
>>
>>5693024
Myron? Your talents are required here and now... go, attack the Romper Alpha as suggested here.
>>5693137
>>
Rolled 1 (1d8)

>>5693078
No need to refund it. I meant its defense. Sorry, I thought I'd clearly implied it. I'll be more explicit in the future.

The action was
>Weaken (Alpha Romper, Defense)
>>
>>5693152
Okay, you have taken a hit, but now the alpha's defense is 1, which means we need a 5+ to kill him.

Of course the issue is that now even if someone kills it then we still have the group's attack on turn 8 so someone still needs to dodge it.
>>
>>5693152
No please do refund it, if it’s not refunded that completely screws with all the actions since then and doesn’t even give us anything since the next round was not an attack.
>>
>>5693156
Yeah if the attack was refunded that would mean one anon would get hit and my evade would become useless since it wouldnt have been an attack turn.
>>
>>5693159
If the action was NOT refunded*
>>
>>5693155
>>5693156
>>5693159
>>5693160
Well the roll I accidentally made was really good, so if the QM is okay with it then I see no reason why not to go for it!
>>
>>5693178
Again, if it's not refunded the roll does not matter. If by that you mean keep it as an action on the 6th turn then yes, the next person can kill the alpha with any roll above 5.
>>
Rolled 9 + 2 (1d12 + 2)

>>5693149
(Sorry yall I got called into work)
>I DO THAT
>>
>>5693203
Very good, the alpha is dead. Sadly, the others aren't, and next turn (8) is also an attack turn. We need someone to evade/tank the next turn.
>>
>>5693204
who do we have left, squire, benja, tordynnar, alfred... I dunno, we are gonna need to start breathing
>>
>>5693236
Again, we can breathe *after* someone dodges this attack. After turn 8, the next attack will be in turn 12.
>>
>>5693247
"Do not fear! Squire isss ready with hiss shield! Any friend may evade and he will stop the angry beaver'ss damage. Then attack with poleclaw nexxxt turn!"
>>
>>5693253
Would the shield work if you used it to breathe? If it did, i could let scrim breathe this turn so he can dodge the next one
>>
>>5693254
that would work but we'd be wasting an opportunity to dodge, which could then be used to protect Pineneedle. then again, we've been waiting for a while
>>
>>5693257
I'll give it another half an hour or so, if no one dodges i'm going to use it to breathe so we can keep this thing going.
>>
>>5693254
The shield lets me block one instance of damage per combat so I don't see why not. Unless the 5 remaining beavers deal 5 damage lol, both I don't think that's the case.
>>5693203
Good to see our biggest bromble is back. Don't forget to grab two items front the list or they'll be randomly assigned to you. (Though they may have been already )
>>
>>5693236
I would but Sages are the worst class at dodging, I'd rather someone else give it a go
>>
>>5693281
i think there's still 5 beavers left so you can't dodge them even with a 1. oh wait, you have a d8 for dodges, still kinda bad
>>
O.K Screw it we're wasting time.
>>5693066
Scrim is going to try to breathe while his fellow crusader protects him with his shield.
>Breathe
>>5693253
Alright, better protectt me.
>>
>>5693282
Why would I have a d8 for dodges?
>>
File: perk.png (50 KB, 1331x193)
50 KB
50 KB PNG
>>5693287
see for yourself
>>
Rolled 4 + 1 (1d10 + 1)

>>5693286
>Squire blocks for Scrim with his shield.
>Squire attacks.

"Sstay back, thisss is our boat!"
>>
>>5693292
Nice, you killed one! This puts us down to 4 rompers. Use turn 10 and 11 to breathe/attack, Scrim will handle dodging on turn 12
>>
>>5693066
>Breathe
Twink takes a moment to rest so he can go back to killing beavers.
If no one does anything I'll attack next turn and then Scrim will dodge, just so you know!
>>
>>5693292
A Sage might as well attack next for turn 10 since you'll have the rollover from my attack to make it auto succeed. And Benny Bones' auto 3 will kill one as well. Then we'd only need to evade 2 of them turn 12.
>>
Rolled 2 + 1 (1d10 + 1)

>>5693066
>Attack
Swing, swing, there goes another Romper.
>>
>>5693297
3 damage for next attack if I'm counting correctly, it's something
>>
Rolled 3, 1, 3 + 3 = 10 (3d6 + 3)

>>5693066
Scrim moves to avoid another blow!
>>
>>5693300
Alright
>Breathe
Again for the next dodge since we can't finish them off before that anyway
>>
>>5693066
>Breathe
3 rompers left, almost there guys!
>>
Rolled 1 + 1 (1d10 + 1)

>>5693066
>Attack
badabing badaboom
>>
>>5693306
still a kill, two left! dont ask why i have two ids
>>
Rolled 5, 3, 2 + 2 = 12 (3d6 + 2)

>>5693306
Alright, another go on the pony ride...

>>5693066
Scrim dodges...again. Sure would be nice to have some help.
>>
>>5693309
Okay, another dodge.
>Breathe
Again because we still can't do this in 1 turn and no one else seems to be dodging.
>>
>>5693066
>breathe
I'm not counting how much extra damage I got so I better one shot every beaver here...
>>
Rolled 6 + 1 (1d10 + 1)

>>5693066
>Attack
The ecosystem is irreparably damaged by now, this is basically heresy for an elf!
>>
Rolled 3, 1, 3 + 1 = 8 (3d6 + 1)

>>5693327
Nice! Just one left.
>>5693066
Scrim goes fora (hopefully) last evasion!
>>
>>5693329
Okay, good, I don't think it's necessary for me to breathe, just finish the last womper
>>
How many rompers are left now? I could take a swing potentially to save some time / moves.
>>
Rolled 2 (1d6)

>>5693066
>Attack
>>
>>5693333
I think thats it, I had a seven so thats at least a plus 2 for you, we are done
>>
>>5693332
>>5693333
With the damage flow from the last attack, this should be enough. Good job! Seems like Scrim and Twink are a good team.
>>
"Hooray for teamwork! Oopss, better ssstart bailing water! The wet iss bad for chainmail!"
>>
If we're on a second round, I guess I'll
>Breathe
>>
So? How'd you guys like the system?
>>
>>5693418
It's nice that sages can help more in combat now. And that two or three people can wrap up the stragglers once the main threat is dealt with so it doesn't have to drag on forever waiting for people to post. I'm sure it'll get tougher though and also flip the roles when it's not just straight combat, we'll have to see how that balances out with the active players.
>>
Well played, guys
>>
File: NWS Quest2 post4 p1.png (125 KB, 900x637)
125 KB
125 KB PNG
>>5693127
Talon takes a hit and becomes injured! When trying to break through its shell, he fails and is bitten. Only for Myron to come in and finish it off with a powerful CRUNCH and his stone hammer- with the unintended side effect of punching a hole right through the bottom of the boat.

"Dammit! You clumsy Bromble!"

With the immediate threat of the beavers dealt with- the boat sinking is still a problem. You're now closer to the island then the way back; so you make a break for it. The party member begins to row, push, and doggy-paddle as hard as they can towards the island. The boat rapidly takes on water and begins to sink, leading to confusion and disarray. Eventually, they manage to wash up on the Island itself, though not everyone makes it...

You at least manage to make it to shore. There, you take hold of your supplies and situation. Some members of the Crown Crusaders were separated, left behind on the mainland, or perhaps met their end at the jaws of the vicious rompers. Bluemane, Skyhoof, William, Doc, Wiggles, Urist- are they alright? Either way, it will take days, if not weeks, for them to build another boat and make a successful crossing to join up with you. Well, no reason to wait around.
>>
File: NWS Quest2 post4 p2.png (67 KB, 900x637)
67 KB
67 KB PNG
You are currently on the shore of the Island, and are totally disoriented and lost. Nobody knows the layout of this island- it's been abandoned for so long. You have a moment to collect yourselves, and tend to your wounded. You'll need to get the lay of the land- if someone was to climb a nearby tree, that could help you get your bearings...

Downtime Rules
Whenever you have a moment of relative safety, the party may have some downtime. Most downtime happens when the party makes camp after a long day of exploring, and you will need to keep watch to make sure nothing sneaks up and attacks you while you sleep. Being surprised in an ambush would mean you enter combat Exhausted. However, this situation is during the day, and you have no fear of anything sneaking up on you on the beach.

During downtime, characters may attempt to Heal a character who is injured or wounded. Everyone may attempt to heal, but Sages are the best at it. Some injuries, such as from poison or magic, or wounds taken from Heavy attacks, may be too difficult for anyone but a Sage to heal. In order to perform a heal, specify the injury/character you are treated and roll your class die twice and add the result. You succeed on an exact result of 7.

Injuried Party Members-
Talon

You also have to get your basic supplies washed up on the shore- the more you collect, the better off you'll be for the rest of your expedition. Strength rolls are simply rolling your class die, and adding the number to the party's total. Multiple characters should participate. Myron once drank a magic elixir and as such gets to add a +1 to this roll, but bonus damage from weapons or fighting experience do not count towards this roll.

Finally, Snouts can lick a fellow party member and give them a bit of a glimpse of the future. This is called a Hunch roll. The Snout must specify which party member they lick and roll their class die (d8). The roll's result is now that characters new Hunch. The person who was licked must make note of this number, and can use it in place of one die roll in the future. This can be down retroactively, meaning if you fail a roll where your Hunch would succeed, you can replace it with the Hunch. If you roll multiple dice for an action (Heal, Skill, etc.) then you can replace one of the die rolled with the Hunch. You can only have one Hunch at a time, and once it is used it is expended.

Downtime Actions
>Collect Supplies (Strength) (0/20)
>Climb a Tree to get the lay of the land (Hazard)
>Heal
>Inscribe a Rune (Runesmith Only)
>Lick (Snout Only)
>>
Rolled 1 (1d10)

>>5693629
"Squire will ssearch for sssuppliess. Maybe he might even find out misssing friendss? No comrade left behind, Knight alwaysss said."
>>
>>5693629
>>5693632
That was a
>>Collect Supplies
btw, not a very good one. Might as well have climbed a tree, Squire must be very distracted.
>>
>>5693629
Bananas, would 'climbing a tree' count as part of Scrim's whole "afraid of heights" thing?
>>
If I get healed, I can attempt to climb the tree
>>
>>5693418
I think it's a cool system on paper, but in practice people often don't read the rules or other players posts and really mess with each others' actions. Sages kind of have a role in Weakening, but that completely relies on your teammates reading your post and also deciding they want to follow up on your Weaken with an attack / evade on the target you Weakened, which is very unreliable, and I imagine it feels really bad for a Sage to Weaken a target only for the next player to completely ignore your action. I would suggest raising the Weaken effect time to longer than 1 turn so that it's less likely to be a completely wasted action.
>>
>>5693629
>Heal Talon
>>
Rolled 4, 5 = 9 (2d6)

>>5693660
>>
>>5693661
classic sage gaming
>>
File: Dumble.png (212 KB, 335x400)
212 KB
212 KB PNG
>>5693650
Yes.

>>5693657
I don't necessarily disagree with your statement, but it is important to remember this is only the first combat encounter, and people might be rusty or new to the system. It may simply take more time to get people used to it.

The explicit reason for not allowing Sage buffs to be permanent/last until the monster is hit or attacks is to avoid a situation where players all wait for the Sages to curse everything at the start of combat to make the combat easier, instead of the more teamwork based set-up and payoff concept I had for this combat system. (Such as Fighters boosting the next attack, Sages weakening for the next round, etc.)

Do others agree? Let's get a count on the players feelings on this.

Do not answer "Yes" to simply get a power boost. I will adjust the difficulty of encounters to make them more difficult if timing is less important.
>>
Rolled 2 (1d6)

>>5693629
Unable to do anything else, i suppose Scrim can only go and collect some supplies.
>>
>>5693629
>Collect Supplies - 3
The sad thing is that my Auto-3 now doubles our amount of gathered supplies to 6 after Squire and Scrim.
>>
>>5693685
The system looks okay to me. If I didn't sucked as much, would have "Evade" to damage with my throwing knifes instead of trying going for a kill
>>
>>5693629
Pineneedle will
>Lick
Myron to give him a glimpse of the future, since he dealt the decisive blow and all.

>>5693418
I check in a few times a day but still worry that, with order of actions being so important, my schedule is too bisy to be properly useful in combat that fast flowing.
>>
>>5693735
You must roll your class die when you lick someone, you give them the number you roll.
>>
Rolled 5 (1d8)

>>5693735
>>5693738
Also, mobile keeps eating my dice
>>
Rolled 2 (1d8)

>>5693629
>Collect Supplies (Strength)

>>5693418
I don't have any reasons to complain.
>>
>>5693418
I'm not certain, to be honest. I couldn't post an action when I first found the update up because I had to wait around for various specific people to post at specific points to avoid interrupting the flow of the battle with something that'd mess up the battle sequence, and then the critical Bromble only posted after I'd turned in; so by the time I woke up again I'd missed my chance for an action again because everything had already been mopped up. But perhaps it'll be different in future encounters where an Auto-3 might have a use?
>>
Rolled 7 (1d10)

>>5693629
>>Collect Supplies (Strength) (0/20)
Twink starts picking up their stuff from the shore.
>>
>>5693813
Alright, with this we have 15. We just need 5 more and we'll have collected all the stuff.
>>
>>5693821
Who's left to try and climb a tree once the supplies are collected? Pietro would probably have been best at it, given Scrim's fear of heights and Talon's wound, but he's taken his action now. Do we have another rogue left to try?
>>
Bananas, does staying idle allow Talon to heal better? Or mechanically no benefice to stay still?
>>
Rolled 3 (1d10)

>>5693629
>Collect Supplies

"Dam beavers. At least we got most of our things, eh lads and lasses?"

>>5693418
Pacing is my only concern with this style of combat, since I certainly don't have the ability to check the thread more than maybe twice a day.
>>
Okay, 2 more to get all the supplies. After this, all that's left is healing talon and getting the lay of the land.
>>
Rolled 5 + 1 (1d12 + 1)

>>5693629
>Collect supplies (Strength)
Im not gonna be rping muvh this thread just cuz busy but pretend I am
>>
Okay good, we got everything. Now will someone heal talon?
>>
I realize i am retarded.
@Bananas, the bow was an autokill to the beaver, right? So were the knifes on a "breath" option?
>>
>>5693937
They had 4 hp and 1 defense, probably not.
>>
>>5693937
>>5693954
Damage from items ignores defenses.
>>
>>5693928
Who's still left to act, apart from Talon himself? Is it just Alfred?
>>
Rolled 3, 2, 6 = 11 (3d8)

Climbing the tree, barring pain in leg
>>
Update is being worked on and will be posted in about 12 hours from now.
>>
File: NWS Quest2 post5 p1.png (80 KB, 700x761)
80 KB
80 KB PNG
You recovered 100% of your supplies! (5% each) While you may be stranded for the time being, you have more then enough to last for the foreseeable future. This will give you more then enough time to quest for the crown, and if that takes longer then expected, then you will have time to find clean drinking water, hunt for untainted food, and so on with this backup.

Talon climbs to the top of the tree, despite his injury. Looking out over the island, he can see a few landmarks that stand out to him. Obviously, most of the island is covered in pine trees, making impossible to see any ground-level objects. He doesn't see any ancient crumbling palaces or elvish ruins- except for a lonely tower on the opposite side of the island. On top of the tree, he also sees a beautiful meadow of flowers, a misty grassland with some suspicious standing stones, a coastal cave not too far from where you are now, a grass-covered sandbar tidal island, and finally a very off putting forest of trees to the northeastern part of the island. The other Rogues in the party are too busy to climb up along with him, but with his direction, the rest of the party should be fine.

“Hmm. That's weird. You hear that?”
“Hear what?”
“It's quiet- no songbirds. This time of year? That's surprising. No gulls along the beach?”
“Elves feel a strong connection to birds. The Elvish royalty took the Swan as their symbol.”
“I don't see any swans either. No birds at all.”
>>
File: NWS Quest2 post5 p2.png (301 KB, 900x631)
301 KB
301 KB PNG
Hexcrawl Rules
Exploring the island will be done through Hexes. Each Hex may contain an encounter, a landmark, or be empty. Instead of specifying each and every hex you travel to, we will be using landmarks. You will follow the most straight path to the landmark from the party's current location. Once a landmark has been uncovered, you can use it as a point of reference or investigate it further.

For example, if you wished to travel to the coastal caves without crossing through the forest, you could vote to “travel along the beach to reach the coastal caves”. Each hex you cross will expend time and potentially lead to an encounter. You can also choose to not investigate a landmark and instead simply move past it by placing it in a vote- such as “travel along the beach to the flower meadow, past the coastal caves”, and so on.

You are currently on the beach on the Southwest coast of the Island- indicated by the red circle.

It is currently Midday
Where would you like to go?
>Write In (Landmark)
>>
>>5695095
>Caves up north
Everyone knows there's always treasure in caves, and I get to use my lantern.
>>
>>5695121
Let's check the cave. Then we can aim for the flower meadow
>>
>>5695095
>Flower Field
Sounds delightful!
>>
>>5695125
Forgot trip
>>
>>5695095
>Grassland to the East avoiding trees.
"We're looking for the old king's throne yess? We ssshould head for the tower. But not through the treess. We don't want to lossse our way in a foresst at night! Perhaps those stoness in the grassslands will hold cluess on the way?"
>>
>>5695095
>Grassland to the East
We don't want to get lost in the woods, do we? The Grassland is as nearby as the caves are, but an easy walk along the beach rather then a hike through ancient forest. Plus, there's a good path from the grasslands to the cave+rocks, so we could go there next.
>>
>>5695095
>Grassland to the East
"Clearing with werid stones inside? Sounds like some ritual altar or burial ground, which means plenty artifacts! Let's go along the beach to avoid any funny fauna this place might have. From there, we could go straight to the tower or west to that cave and flower field. 'Off putting trees' doesn't sound like something we really need to check out if you ask me."
>>
>>5695095
>Grassland to the East avoiding trees.
I'd like to make our way to the tower, that's the only obvious sign of civilization here, and I'd say it's a good place to start.
>>
>>5695095
>Follow the beach towards the caves
We should go to the caves first, THEN to the Trees. If we go to the caves *after*, we'll need to spend double the time when we walk to the tower.
>>
>>5695095
>Grassland to the East avoiding trees
>>
File: Daytime.png (173 KB, 700x761)
173 KB
173 KB PNG
>>5695095
>>Grassland to the East avoiding the forest

A gentle breeze blew in off of the water, providing relief from the warm sun on the beach.
>>
>>5695670
...Is this a BananasQM post, or someone else RPing as some ghost-cloud-breeze Bromble?
>>
Voting is now closed.

>>5695964
See
>>5695792
>>5695795
>>
File: NWS Quest2 post6 p1.png (114 KB, 900x637)
114 KB
114 KB PNG
The party has decided to check out the grassy fields- a lot of visibility will make their searching less dangerous. However, this island was once home to the Elves- and it is literally named the Island of the Pines. It's pretty likely they'll have to go through the forests eventually...

By staying on the beach, the party have given themselves plenty of visibility and stayed away from the more dangerous island interior. As such, this has nullified their chances of running into a random encounter, but traveling along the coast of the island naturally takes a lot longer.

Along the way, the party members talk and naturally create a pecking order of who leads and who takes command. With a mix of new and old party members, a newcomer known as Alfred, who seems to be of noble blood, is helping to guide and lead the party- much to the chagrin of party members with actual experience. Though he may be a disgraced noble, he still feels the part in both his strut and education.

>>5690389
>>5691926
But like many human nobles, Alfred Von Bassel has, if anything, an impeccable sense of fashion. Only Dwarves care more about their appearances then human nobles do- and it's a pretty close match. Alfred's most fashionable accessory, his mustache. What kind of mustache does Alfred have?
>>
Traveling across each hex takes about half an hour- and after their short trip it is now the Afternoon. They arrive.

Here, they see a grassy field. Talon reports that it looked more misty from a distance; now doubt the strange ability of fog to disappear when you're in the thick of it. They first see its features from the beach; a gentle rise from the beach leads to the small grassland, with dots of large standing stones pocking the otherwise peaceful, though eerie looking field. There are also some extra details that Talon couldn't see from the treetops.

Firstly, there almost seems to be an intentional marking of a path from the beach directly up onto the grassland; several large stones mark a wide, almost natural promenade. It seems possible that a great dock may have once been here, or perhaps even the end of a great bridge, but no remains besides the shaping of the land exist to give further proof to this. Up on the grass is a great arch made of three large, flat-sided stones, impossibly heavy, pointing directly towards the rise on the beach and, in the other direction, to the interior of the island beyond.

You investigate this stone arch closely. Your Sages touch its withered face and Squire sniffs the air for precious metals; coming up with nothing but the smell of moss and worn stone.

Further in on the grass field is another collection of standing stones, this one a bit more ancient and inscrutable- a collection of jagged teeth-like rocks pointing upwards roughly arranged in a circle. Something about it gives you a foreboding sensation...

Opportunity
While investigating the beach, the party members notice that the stones that mark the path are actually quite deep and what you see on the beach is only the tip. Because they are buried in soft sand, you can dig to investigate further.

Any party member can use a shovel to dig into the sand to reveal more of these stones for the potential for a reward, but at the cost of being Exhausted for the rest of the day. Exhausted party members must take a breath before they can act in combat encounters. You are more likely to find something the more party members dig up the stones.

>Dig? (Shovel Required)
>>
The party enters the circle of sharp stones. Towering over you, these stones seem to be a bit primitive from what you consider normal among the societies of the Elves- but ancient lore and places always appeal to their kind. Who knows how old this “structure” may be. You feel a sense of heaviness in the air, with the Sages especially on edge- this place is spiritually charged.

Just then, you see a dark shadow peeking out from around one of the stones- in fact- there are many now. Peeking in from the outside, as though just waiting for you to enter this circle as a trap.

Haunting Encounters
Ghosts and spirits are enemies that cannot be killed; your weapons are useless. You can only protect yourself in spiritual combat. Everyone knows a few mantras or spells which can protect yourself from hostile spirits- but naturally Sages are the best at defending you against darkness.

In order to use magic, you must roll your class die and roll equal to or under the Chorus of the spirit or spell you are attempting to counter or banish. If you succeed, this is considered one Seal. The more powerful the spell or ghost is, the more seals it will require to banish or seal it away. If you fail this roll, you are striken with a supernatural curse. If a Sage rolls a 1 while performing magic (or 1 or 2 if they are experienced), this increases the Chorus of this spirit by +1, making it easier for future rolls to Seal them.

You can also choose to Pray. Praying protects anyone using a magic roll after you from being hit with a curse if they fail their magic roll. This effect “chains”, meaning if you pray, and someone makes a magic roll and succeeds, then your protection will go to the next person, and then the next person, etc. Prayers do not stack.

Finally, you can Rebuke. Rebuking a spirit or ghost essentially pushes them back or stuns them, giving your party a chance to banish them with magic again. If you rebuke a spirit, everyone who has rolled a magic roll now gets to roll a magic roll against this spirit. In order to rebuke a spirit, you must roll a d20 + the chorus of the spirit, and you must roll higher then all actions taken this encounter. Magic rolls, Prayers, and Rebukes count as actions. If you fail, then you are cursed and this spirit may not be rebuked again this combat.

If at the end of the encounter you aren't able to banish all of the spirits, each remaining spirit will curse a random party member.

Keywords

Disruption distracts and weakens your magic. You must add the number to your Magic rolls. If you have a Staff, you are immune to this effect.

Voiceless spirits do not curse you if you fail a magic roll against them.

Torment means a spirit will deal an injury to your character in addition to its curse.
>>
File: NWS Quest2 post6 p3.png (92 KB, 900x637)
92 KB
92 KB PNG
“Give us... your blood... life blood... Makes us feel alive... again...”

The black-faced spirit moves towards you, the most powerful of the spirits. It is cleverly elvish, and as an immortal-souled creature, seems much more “aware” of its state then the souls of dead and cursed humans. Regardless, as it comes closer, the shades of elves appear from behind the stones, and a great wailing picks up from the wind, soon becoming a deafening lament all around you.

Black Faced Spirit
Chorus- 3
Seals- 3

Elven Shades – Voiceless, Torment
Chorus- 4
Seals- 5

The Wailing- Disruption (+1)
Chorus- 5
Seals- 1

>Magic Roll
>Desperate Prayer
>Rebuke
>Blood Magic (Take an Injury- Apply 1 Seal to any spirit you choose)
>Use Item
>>
>>5696405
>Use Item
>>Apply Paper Seal to The Wailing
"Oh shush now, you're giving me a headache." - A Frowny Dog
>>
>>5696405
>>Desperate Prayer
Twink prays for the safety of the party.
>>
A rogue or fighter should make use of the prayer to attempt sealing the black one. Then Mr Bones can auto 3 seal it. And maybe a sage finishes it off?

Once it's down the rest of us can all use magic rolls on the elven shades without fear since they're voiceless and Squire can throw salt at them to auto rebuke them and everyone can hit them again if need be.
>>
>>5696415
Voiceless but still capable of inflicting wounds due to Torment!
>>
>>5696420
Failing a roll against the Shades will not injury you.
>>
Rolled 8 (1d8)

Rollin' to seal the Elven Shades
>>
I guess that's the Prayer used up, then?

>>5696405
Seal Black Faced Spirit - Auto-3
>>
Rolled 2 (1d6)

>>5696405
>Seal Black Faced Spirit
>>
I would reccomend someone with a higher dicepool to do a prayer (like, for example, Myron, or a Fighter) so people can continue to seal without the danger of being cursed.
>>
>>5696599
Yeah, Myron with his d12 would be a good prayer contender, then one more seal for the black ghost. Then everyone dogpiles the elven shades and I'll rebuke them with salt so everyone gets another shot at them.
>>
So since nobody seem to notice it, in the second post of this update there was an optional prompt to dig. This is an extra choice which will not affect your rolls in this magic challenge. It seems people are noticing the secondary prompts and objectives, I was hoping people would enjoy this system so that way we could get more done with less posts.
>>
>>5696631
Bananas, no one took the shovel. We *can't* do it.
>>
>>5696633
Oh wait, no, nevermind, someone did. The posts were just filtered so i didn't see them.
>>
Rolled 4 (1d8)

>>5696405
>Seal the Black Faced Spirit
Sii sconfitto!
>>
>>5696631
>>5696403

Sorry, I thought the prompt would be a thing to go back to and make a decision on once the Physical mechanics of this fight were resolved.

Not only did I take a shovel; but as a magic-animated Skeleton without physical muscles I don't think I can become exhausted? So...
>I DIG!

"Beneath the soil. beneath the ground;
I wonder what's there to be found?
What secrets lurk around these stones,
To be unearthed by Benjy Bones?"
>>
>>5696694
Black faced spirit is now sealed, onto the shades now
>>
Rolled 6 (1d6)

>>5696405
>Seal Elven Shade
"Back, ye creature! Back!"
>>
>>5696713
Really could have used an prayer now, y'know
>>
Now while i can't do anything anymore due to having only 1 wound left since nobody bothered to pray, can you just finish the shades? Knowing my luck, if we don't beat it before the time ends they'll get a bunch of free shots and i'll end up dead.
>>
Rolled 6 (1d8)

>>5696734
If we're onto round two, I'll try to
>Magic Roll vs Shades

>>5696405
If not, please disregard this.
>>
>>5696405
>Dig
>Desparate Prayer
>>
>>5696631
do I get to borrow a shovel to dig? if so then
>Dig
>>
>>5696734
"It'ss ok friend, the voiceless ssshades can hurt you unlesss they go unsealed.
See?"
>>5696423

"Squire will rebuke this Sshade so everyone who has ussed magic already can ssseal them again!"
>Use item
>Salt to rebuke Elven Shades (1/3 used)
>>
Rolled 4 (1d6)

>>5696902
Okay, someone used prayer so now I can do this without risk.
>>5696405
>Seal shade
>>
We still need to seal the shades...are people just not going to post?
>>
>>5696960
i kinda can't do anything else
>>
>>5696964
There are a bunch of other people who prayed against the shades, they could be sealing them again. Not to mention some people who haven't rolled...at all.
>>
>>5696902
This rebuke allow everyone in the party to act again against the Elven Shades, Right?

If that's right:
>>5696405
Seal Elven Shade - AUTO-3
>>
Rolled 4 (1d6)

>>5696405
>>5696902
>Use rebuke to seal the Elven Shade
>>
>>5696960
>>5696966
Also if it gets desperate, we can choose to have someone use blood magic to seal the shade
>>
>>5696975
Well, we still need 2 more seals.
>>
>>5696915
According to the description in >>5696404
Everyone who has made a magic roll so far can make one again against the rebuked spirit.

So I think only those who rolled before can roll again. But that's fine since praying isn't needed against these shades. We just need them sealed.
>>
>>5697013
I rolled before, yes, but regardless we still need others. 2 more seals and they're gone.
>>
Welp, we're gonna get cursed...at least i tried to warn.
>>
Rolled 6 (1d8)

let's try to seal the elves again
>>
File: NWS Quest2 post7a p1.png (74 KB, 900x637)
74 KB
74 KB PNG
Rolled 2 (1d4)

About an hour earlier...
The ominous standing stones on the beach could be markings of something underneath; are they part of a greater structure? Something long buried by the sand on the beach? Or are they connected to something ancient and powerful? Do they have something to do with ancient magic? Only one way to find out. With their shovels, certain members of the party decide to dig up.

>>5696777
Grimbold decides to dig. While normally such work is exhausting, dwarves would consider shovelling sand to be light labor. Plus he is a fighter and well kept- Grimbold is not exhausted from this.

>>5696701
Benjamin also digs with a shovel. He's used to digging his own grave back up again. Besides, he's dead, no muscles to tire out. He is not exhausted.

Chance to find something- X in 4, +1 per digger +1 for a Dwarf
>3 in 4 Chance?
>>
File: NWS Quest2 post7a p2.png (66 KB, 900x637)
66 KB
66 KB PNG
On the side of one of the pillars, as they dig to reveal more, a strange symbol is revealed hidden underneath the sand. Carved directly into the rock, this ancient symbol clearly has some kind of significance. Magic Runes are a form of magic practiced by people who are magically inept, like the Dwarves, containing essences and powers over whatever object or material they are carved into based on their sacred, special geometry.

"It's a Dwarvish Rune! Hey Grimbold, what does it say?"

He doesn't know. He doesn't know the fifth time you ask him either, because it's only something a Dwarvish Runesmith would know. Such a rune preserved in this state could be copied down and transferred, magic and all, onto another piece of gear. But nobody in your party has the capabilities of doing this, as such, you soon realize this was a total waste of time. You decide to investigate the stone arch and the ominous stone circle instead...

Not sure how much time to give you for the Haunting Encounter. I usually give 24 hours but I was asleep for it this time. Plus it seems like you're almost done so... would be a little cruel to cut you off one seal away. :P
>>
>>5697275
(Yeah, with the rebuke refresh all the people who rolled previously need to wake up and realise they get to roll again.)
>>
>>5697279
{Does Pineneedle get to roll again? She already made a second roll; but it was before Squire used his Salt, so I don't think the earlier 'second roll' counts?

Either way, Pietro Pio could roll again; or Myron and Alfred could make their first roll of the encounter - though I don't think we've seen Alfred post since the Equipment purchase?)
>>
>>5697304
No, she used an item, not a Magic/Rebuke roll.
>>
>>5697321
I also did this: >>5696737
>>
>>5697339
There aren't multiple rounds in the spirit encounters
>>
>>5697342
Drat! Then looks like we're out of luck unless another player joins.
>>
>>5697344
Myron hasn't even acted yet, but it seems like we're just outta luck, yes.
>>
Tell you what, Pineneedle. Roll your class die. If you roll a 1, you'll beat the encounter and eat the last ghost.
>>
Rolled 6 (1d8)

>>5697360
>>
Oh well. Nice try. Working on the update now.
>>
File: NWS Quest2 post8 p1.png (110 KB, 900x637)
110 KB
110 KB PNG
The party, beset by spirits, does their best to banish them. These ghostly shades and spirits- all elves- descend upon them as all the dead do, to spread their misery and pain and inability to pass on. Perhaps less unaware then most, the elvish shades at least almost appear apologetic.

Among the chaos, Pineneedle is the one most in trouble. Unable to banish the last of the elvish shades- they surround her and beg her for her life blood. Only by defending herself with her magic staff does she protect herself from having it drained out of her. Regardless of the fact her body is unarmed, her spirit feels a very strong sensation of wrongness, like she's never going to be happy again.

Because a spirit reamined at the end of this encounter, it attacks and will curse one party member. However, her magic staff protects her from being harmed by the spirit's torment. Pineneedle has been cursed!

Party members who are cursed may find any future roll of theirs being turned into a failure. Then, the curse ends. If you get Cursed while already Cursed, it'll get a lot worse.

With that, the party stands within the now-silent stones, the spiritual presence since being banished. They collect themselves- and look over the old rocks. Impossibly curvy and flowing evlish script carved into the stones themselves; each stone pointing in a direction with its marking, like a collection of roadsigns pointing towards useful directions. It seems the old stone circle was once used for important religious rituals, including the coronation of the King of the Woad! A useful clue, but nothing about it helps you find his palace, or how to get inside.

Each stone points to one of the landmarks on the island and gives it a name;

>The Arch of Welcoming (Southwest)
>Field of Royal Flowers (Northwest)
>The Tower of the Warrior (Northeast)
>The Stone Cove (Northwest)
>The Gravenwood (North)
>Approaching Stones (South)
>Monkey's Circle (East)
>>
File: NWS Quest2 post8 p2.png (307 KB, 900x631)
307 KB
307 KB PNG
While the spirits did not posses any items of material value, at least you rid this stone circle of them, and perhaps some of them went on to the next life peacefully.

You now must choose where to go next. You still have a few hexes of movement before sundown. Where would you like to go?
>Landmark
>Other (Write In)
>>
>>5697706
>Stone Cove
well, at least we got names out of this?
>>
>>5697706
>To the tower!
Even if it's a dead end it'll be a great vantage point.
>>
File: eternally unhappy dog.png (484 KB, 861x608)
484 KB
484 KB PNG
>>5697704
>The Arch of Welcoming (Southwest)
"I'll do whatever you guys want to do, I guess... But only those who get welcomed can enter the King's hall, right? Maybe... I dunno."
>>
>>5697788
"Nice reasoning, furry fellowed."
>>
>>5697788
"I believe that arch is one we have already investigated?"

>>5696403
>You investigate this stone arch closely. Your Sages touch its withered face and Squire sniffs the air for precious metals; coming up with nothing but the smell of moss and worn stone.

"It's very close, though; so if you think it's worth another look over I'm happy to try again. There were no signs of anything, but perhaps Grimbold and I can have another go at digging?"

"Otherwise, I would venture toward:"
>The Stone Cove

"Though... how long do we have left? We might need to find or make a camp site in the time we have left before sundown, as not all of you are good in the dark, and you living still need to sleep."
>>
>>5697706
>Stone Cove
>>
>>5697706
>To the tower!
Do you people really want to investigate a *sea cave* at night? That sounds like a bad idea, the tide willl be the highest.
>>
>>5697706
>The Tower of the Warrior
We can check the cave tomorrow and he tower would make a nice camp once we scout it out, certainly wouldn't mind sleeping under an actual roof.
>>
>>5697704
>The Tower of the Warrior (Northeast)

"Tower of the Warrior eh? Sounds like a place full of ancient elf weaponry and loot! We'll be rich!"

>>5696402
Alfred Von Bassel rocks the noble horseshoe mustache, signifying his status as a warrior of renown and powerful leader of men.
>>
File: NWS Quest2 post9 p1.png (22 KB, 228x183)
22 KB
22 KB PNG
Rolled 6 (1d6)

You have decided to travel to the Tower of the Warrior. Along the way, you pass through the thickest forest on the island; the grove near its center. The trees here are the tallest of all, and the overwhelming scent of pine fills the air. It is a very natural, pure place, and would normally be very pleasant, but the fading light, silence, and knowledge of this place's emptiness make it an uncanny journey.

"...I do not want to be in these woods after sundown." Someone says aloud. Nobody agrees, but it is a sentiment shared by many...
>>
I have to go to sleep. Update will have to wait until later. My sincere apologies for the slowness.
>>
>>5699032
No worries at all. Slowness happens sometime, thank you for both the game and keeping us in the loop!
>>
File: NWS Quest2 post9 p2.png (48 KB, 900x637)
48 KB
48 KB PNG
After passing through the forest, you come out the other side not too far away from the beach. Over you, the tower looms.

Strangely, despite this island once being the home and capital of a Great King, you've found almost no ruins- no signs of previous inhabitants beyond the standing stones. This tower, however, is an exception. Made of the same smooth and nigh-indestructible stone, it makes the tower almost impossible to climb from the outside. It's a structure that was clearly built more for its utility then looks- a loathed trade to make for an Elf.

By the time you reach the base of the tower, the sun is beginning to set and the fading light will not last much longer. Because the inside of the tower will likely be very dark anyway; there is little loss by climbing it now. Perhaps you may even get to sleep under it for tonight.

“Strange how we haven't seen any other buildings yet. Just this tower.”
“Elves tend to build with wood- so what they build can return to nature. Something humans would steal much later.”
“Well, the Gods didn't create the people until after the animals came around, so the Elves probably stole their houses from the beavers first.”

There is a smirk, but nobody says anything.

An Opportunity
The tower is known as the Tower of the Warrior according to the ancient guiding stone. But even the term for warrior has many meanings. It is clear something valuable has been stored here, but what, exactly, did those ancient elves mean by “Warrior” and what treasure of a warrior would be kept here?
>Weapon
>Armor
>Magic
>>
Rules
In order to finish climbing the tower, you must overcome the follow obstacles. Unlike other rolls, you may perform as many obstacle rolls as you wish of the same type, but must add their difficulty together.

For example, for Hazard rolls, you must add the difficulty modifier of all of the traps, hazards, or other blockades together for your Hazard roll. If you fail this roll, you will be harmed as though you had failed each in order.

For Skill rolls, you must have a number of dice sets that satisfy the conditions. For example, if you wanted to perform a hard and easy skill roll at the same time, you would need a pair AND either a second pair, trips, or third number within 1 range of the original pair of dice. Naturally, only Rogues can actually succeed on such a difficult roll.

As a reminder, a Hazard Roll is rolling your class dice and adding the modifier. You do not want to roll the maximum your dice can roll or more.

A Skill Roll is rolling your class die twice and getting as close as possible to each other. Hard skill checks can only succeed with an exact pair. Easy skill checks require a range of 1 (so a roll of 4 and 5 would succeed). If your character is a Rogue, you get at least one bonus die to roll on a Skill or Hazard roll.
>>
Within the tower, you find a circling staircase leading towards the top. However, it is not an easy climb. Unsurprisingly, as with many fortifications, traps and tripwires were laid to dissuade any invaders from climbing it to attack and capture it. While it seems unusual for elves to rely on such brutish and primitive fortifications; it is likely that gremlins have set up shop in this place and made it just to their liking; shifting the very bricks and stone foundations to accommodate for steel plates and jabbing spikes. It is so in their nature.

Tower of the Warrior
Tricksome Steps x3
>Run Up (Hazard +1)
>False Step (Hazard +2)

Wall Trap x2
>Evade (Hazard +2)
>Disarm (Easy Skill)

Leaf-Shaped Padlock
>Break (Combat Roll > 9)
>Pick (Hard Skill)

Mysterious Shadow
>Seal with Magic (Chorus 3)
>Worry-Not (Requires Worrystone)
>>
Correction
If you FAIL multiple rolls combined (Hazards), you will only be struck with the worst one of the selection, not all of them.
>>
>>5700162
Is scrim just instantly blocked from being able to do anything in this tower due to his fear of heights, or can he still actually act? I'm pretty sure i coudl single handedly open the padlock and the wall traps.

I just realized that despite buying the shoes i won't even be able to use them due to the height thing. damn.
>>
>>5700160
>Weapon
c'mon, so far my race and class have been at odds with each other, lemme' have something that wouldn't be better if I was a Rogue
>>5700162
so if we can do many rolls that means I can do the steps the trap and the padlock, or do we have to choose one but if its x2/x3 we can repeat?
>>
>>5700167
Actually, with the shoe, wouldn't the 'hazard' thing be essentially null since i just don't need to add the hazards whatsoever...? I could do every single hazard by myself. Damn if that wouldn't be cool.
>>
Rolled 2 + 1 (1d10 + 1)

>>5700162
>Weapon
"It's what makes a fighter, no doubt!"

>Break Leaf-Shaped Lock
>>
>>5700172
The idea was doing multiple of the same category. So you can run through the trap gauntlet OR open the padlock, that kind of thing.

>>5700167
>>5700173
You're indoors, fear of heights doesn't matter.
>>
Rolled 1 + 1 (1d10 + 1)

>>5700183
ok cool
>>5700162
>>Break (Combat Roll > 9)
>>
>>5700185
fuck, that would have been a great hazard roll
>>
>>5700183
Alright, nice. I'm guessing we only need to get there one way, right? So if i succeed a run up x3 check, that's enough?
>>
>>5700187
Yes.

Also I realized I made ANOTHER mistake on the prompt post; for the first one, the options should be "Run Up" (Hazard +1) and "False Step" (Chrous 2) magic check.
>>
Rolled 4, 4, 4 = 12 (3d6)

>>5700160
>Weapon
"It's called the warrior's tower, und warriors usually rely on those, no?"

>>5700162
>Run Up (Hazard +1) x3
At last able to show off his handy new shoes, Scrim moves to literally run up the walls! Let's hope he doesn't die.
>>
>>5700189
now THAT would have been a perfect skill roll
>>
File: walkin here.gif (34 KB, 220x123)
34 KB
34 KB GIF
>>5700189
Hmm, trips. Nice. A bit close for my liking, but a great success, even if we added the 'hazard difficulty' it would not have been enough.;

>>5700191
That would have been a fairly good skill roll indeed, i suppose, but i paid for the shoes and i'll be damned if i don't use them
>>
Rolled 6 (1d6)

>>5700160
>Weapon

>>5700162
>Seal Mysterious Shadow
>>
Rolled 3 (1d10)

>>5700162
"Squire is sssmall and nimble! Time to dodge some wall trapsss. Maybe Myron with hisss big hammer ssshould smasssh the lock!"
>Weapon

>Evade wall trap x2
>>
Rolled 7 (1d8)

>>5700160
>Magic
"Elf warriors might not fight lught human warriors... Especially if warrior can mean a lot of different things."
>>5700162
>Seal with Magic (Chorus 3)
"Speaking of unconventional warfare..."
>>
>>5700160
>Weapon
"It is the tower of the warrior, not the tower of the mage! And Elves are not known for burdening down their reflexes..."

Mysterious Shadow
>Seal with Magic (Chorus 3) - AUTO-3
"So mysterious you are, my friend! But where our sages have failed, I have you contained!"
>>
Rolled 4, 1, 5 = 10 (3d8)

>>5700162

>Weapon

>Tricksome Steps
I choose False Step
>>
Wow, can't believe everyone came back and was waiting so patiently despite the 3 day hiatus. It encourages me, thanks.
>>
>>5700398
oh ye of little faith
>>
>>5700189
>>5700227
>>5700341
Looks like everything but the padlock remains after these three.

>>5700393
Talon do you want to try the lock instead since Scrim ran all over those steps already? Surely we'll wear the pesky thing down.

>>5700398
People really seem to like these skirm-lite type of quests. Maybe more people will give them a go in future.
>>
>>5700406
I'd do the padlock, but i don't think that's allowed.
>>
>>5700406
Despite rollin' 4 dice for skill tests, those are d8. Gnomes sage actually have better odds for those, while Talon is an Hazard evadin machine. Plus, all fighter haven't tried to break the lock

Bananas, can we try multiple hazards?
>>
Rolled 5 (1d8)

>>5700160
>Weapon
"Interesting how this is the Tower of THE WARRIOR, not of a group or order of warriors, whomever the tower was intended to must have had quite the reputation, and the means to achieve it."

>>5700162
>Disarm (Easy Skill)
>>
>>5700678
you are supposed to roll three die for skill rolls
>>
Rolled 8, 6 = 14 (2d8)

>>5700678
>>5700693
Mea culpa
>>
>>5700666
>>5700678
Oh, I just meant that the first two obstacles are already done.
Scrim took the three steps and Squire took the two wall traps.
Then Ben dealt with the magic.
So only the lock is left that needs doing and these two rolls would be otherwise wasted.
Maybe trying to pick the lock would be a better use for those without the strength to break it?
>>
Don't have time to update right now so I guess you get a little longer.
>>
>>5701028
Is there anyone left to roll? Unless you can roll for multiple hazards i have no idea on how we'd solve it.
>>
>>5701031
Well Talon and Pietro could change their actions and reroll for the lock since their actions were covered already by previous rolls. And Myron has yet to make an appearance with his d12 and massive hammer.
>>
Rolled 4 + 1 (1d12 + 1)

Myron is here, sorry yall, life
>>5700162
>Break
>>5700160
>Armor
>>
File: Encouragement.png (22 KB, 275x460)
22 KB
22 KB PNG
Myron felt some gentle encouragement, even though the hammer blow had been fruitless.
>>
Rolled 7, 2, 5, 5 = 19 (4d8)

>>5701096
I'm not sure this is how it works...
I mean, the x3 means 3 people have to beat it, no?


Anyway,
>Skill roll for the Lock
>>
>>5701211
Nice Dubs, you did it!

>I mean, the x3 means 3 people have to beat it, no?
Yes, except we were allowed to take on multiple challenges but at greater risk.
Scrim used his fancy shoes to take on all three steps at a time and rolled low enough to succeed despite the triple hazard rating.
Likewise Squire went for the +4 hazard by attempting both wall traps at once and succeeded.
>>
Rolled 2 (1d2)

>>
File: NWS Quest2 post10 p1.png (77 KB, 900x637)
77 KB
77 KB PNG
>>5700189
Scrim climbs up the stairs. Despite being short, his quick speed and especially his nice new shoes make it easy to clamor up- avoiding the slip traps and activated levers that may try to harm those that scale the tower.

>>5700227
Squire evades the wall traps that are built into the few flat and unassuming level places in the tower; places to catch people off guard. Spikes shoot out from the wall in an attempt to spear whoever passes by unannounced. His shield makes good work of them.

>>5700341
Benjamin manages to seal the dark shadow that seems to lurk in the corners of the tower; without a body or face it does not seem a ghost, but none would be comfortable sleeping in this place if it wasn't removed. Thankfully, his skeletal appearance can scare away any negative spirit like this.

>>5701211
Talon manages to overcome the final obstacle; a leaf-shaped padlock that stops access to the final door and tallest room in the tower. It is a good thing too. The lock appears as a leaf along a vine with many others; a classic elvish design. Once it is bypassed, they may now enter.
>>
File: NWS Quest2 post10 p2.png (34 KB, 900x637)
34 KB
34 KB PNG
The final room of the tower is at the top. Looking out above the world from the windows; it is fully night now, making seeing much difficult, but the fresh air from above the still and forgotten pine forest below feels nice upon your sweating skin.

Up here, you have a safe place to rest. There is no chance anything can sneak up to attack you in this fortified position. This enough would be worth the climb, perhaps, but more obvious is the weapon stored here. Against the back wall is an unusual polearm. It is sleek, made of various metals, with a dark red head set in a floral design on the neck. Something about it clearly seems supernatural, but even by its cool touch, you can tell it is a sharp and powerful weapon.

This weapons grants +1 to your combat rolls and First-Strike. This means if you kill an enemy on the same round they attack, you slay them in the blink of an eye, before they can execute their attack move.

Only humans or elves can use this weapon. Who should get it?
>Vote (Write-In)

You will also spend the night here, and have entered downtime.
>Heal
>Inscribe a Rune (Runesmith only)
>Lick (Snout Only)
>>
>>5701708
>Me
I mean, William dissapeared and Alfred posted like twice
>>
>>5701708
"Ye tallies decide who can keep the staffweapon...oi suppose it was far too much to dream there to be something sized to us smallfolk in this island, eh.."

Scrim, having quite literally nothing to do, decides to maybe ponder a little on his new fear of heights, maybe gain some courage by staring out the window every now and then.

(Literally nothing I can do, I don't have a dice big enough to heal)
>>
Is anyone injured that I can heal?

>>5701713
I highly doubt that. Even d4's can heal. An unskilled character with d4's rolls two, and if they get a 7 they heal. The max two d4's can roll is an 8.
>>
>>5701714
Talon is still injured.
>>
Rolled 2, 5 = 7 (2d6)

>>5701718
thank you

>>5701708
>Heal Talon
>>
>>5701714
I see, well in either case there's no one left to heal I'm pretty sure.
>>
>>5701722
Well, technically not since 11 seconds when you posted this, no.
>>
>>5701718
>>5701720
Not anymore lmao

Well, nothing else to do, I guess. Other than waiting for pineneedle to lick someone. Anyone up for a game of cards?
>>
File: Hulk_Hogan.jpg (398 KB, 1200x1168)
398 KB
398 KB JPG
>>5701708
I, the great Alfred Von Bassel should get this powerful weapon for my grand leadership qualities and noble peerage.

Downtime:
>Compose a ballad about how my leadership lead to the conquest of the Warrior's Tower
>>
Rolled 1 (1d8)

>>5701708
Lickinf Benjamin, and not just because dogs chewing on bones is an instinctive urge.
>>
>>5701708
"Ohh, an interesting weapon - and dare I say, one I that could make use of myself. A Reliable three becoming a reliable four could be quite useful in a combat scenario..."

"However, it makes most sense to arm our Warriors with magical weapons suited for the arts of war before passing them to the rest of our party. Therefore I shall cast my vote for the man who nearly died in our defence back in the Wizard's tower, the man who cast the mighty blow that stalled the implacable War Machine:"

>Twink
>>5701711
"...But, please pass this weapon on to me if you ever find yourself some sort of magical, Masterful Sword?"

>>5701754
"Why, thank you Pineneedle! A very long time since I've been licked by anyone!"

>Downtime - Practice Music
>>
>>5701720
"Greater thanks, elven sage"

>Weapon
I'm ok with Twink having it

>Downtime
Getting healed. Take watch.
>>
>>5701708
"Perhapsss it's besst to sshare the advantages around. Mr Basssel isn't as tricky with his ssword. Maybe he should try a ssspear."
>Vote Alfred von Bassel

With nothing to do Squire suggests we sing a trail song before bed. To warm our spirits.
>>
File: NWS Quest2 post11 p1.png (65 KB, 900x637)
65 KB
65 KB PNG
As the party settles down to camp for the night, and bind up Talon's wounds, they decide to grant the unusual weapon to Twink, the Elf Fighter. It would be closest to his birthright. Even feeling the spear in his hands, he can tell something is off about it. It isn't cursed or anything, but it feels... asleep. Like its full power hasn't been realized yet. Give the importance or hiding and guarding this weapon here; it seems as though this weapon has some great importance to the Elves that once lived on this island. Perhaps it was a weapon that belonged to the King of the Woad himself. It is adorned with leaf and planet motiffs. Perhaps there is a way to awaken its full power somewhere on this island...

In the meantime, as the night thins and morning comes on; the party wakes up in the tower safe and sound. Benjamin's music helped give a feeling of comfort to everyone here, despite his lack of having a truly exceptional instrument as of yet.

As dawn breaks, everyone slowly wakes up, save for the one standing watch at the window.

"I saw shapes in the first light of dawn in the fields below. Near the beach. They are shaped like squat men, but loped on the ground on all fours. They brought many small objects and dragged them in a great circle to the south of us. I couldn't tell what they were, but they left before the sun fully shown its face."
>>
File: NWS Quest2 post11 p2.png (312 KB, 900x631)
312 KB
312 KB PNG
The party decides on where to go next.

>Write In (Landmark)
>>
>>5702669
>The New Circle of Squatfolk Artifacts
>>
>>5702669
>>The New Circle of Squatfolk Artifacts
Twinks curiosity has been aroused. And it's on the way of the island I want to check so might as well.
>>
>>5702668
>The new circle of Squatfolk Artifacts
>>
>>5702669
>>5702675
>Support

"I ssuppose it'ss not far to ssee what they were up to in the night."
>>
>>5702669
>The New Circle of Squatfolk Artifacts

"Curious. Such an arrangement was not visible there yesterday - and yet, the landmark stones mentioned a 'Monkey's Circle' toward the east, which would probably be about where this artefact circle is now."
>>
>>5702669
>The New Circle of Squatfolk Artifacts
"Squatfolk artifacts...? Might be something i can use right there..."

What's a squatman? Is that a term for dwarfs or gnomes?
>>
>>5702669
>The New Circle of Squatfolk Artifacts
>>
>>5702669
>The New Circle of Squatfolk Artifacts
>>
Rolled 1 (1d11)

>>
>>5703568
is it Scrim that's getting screwed again? that'd be funny if it weren't sad
>>
File: NWS Quest2 post12 p1.png (42 KB, 900x637)
42 KB
42 KB PNG
The party leaves the tower to investigate the circle left behind by the strange small figures. Descending the now disarmed and well-explored tower, with a new weapon in tow, they come across what the figures left behind.

Coming closer, it is strange how the objects were left. In a large circle left out for them, the party could see the small objects laid out, dragged into a large circular pattern. The Sages of the party note it is not dissimilar to a magic rune. The objects are like lumps in the morning light, and seem a bit fuzzy as you approach.

As the party get closer- they finally realize what they are. There is a collection of corpses here, the corpses of birds. Many dozen dead birds laid out in this circle; most with broken necks and some of their feathers plucked out.

"... Is this the monkey's circle? The guide stone said so, but there was nothing here yesterday."
"Well the "monkey's" must have left this here for us. But why?"
"Is it a warning?"

Just then, by chance, Scrim happened to cross near the center of the circle of birds- and then a low sound picked up. Without moving their heads or stirring at all, the sound of loud cawing from the dead birds could be heard, their still corpses yet somehow impossible crying out like a murder of crows. Scrim is afraid. Moments later, the sound ends and the dead birds are quiet again.

Scrim has been cursed.
>>
File: NWS Quest2 post12 p2.png (322 KB, 900x631)
322 KB
322 KB PNG
The party can put two and two together- it seems these birds were left out as a warning or a form of dark magic. Since the circle wasn't here on the same day you arrived; maybe it was meant to be something else before- an offering perhaps? Or a ritual site for the monkeys that live on this island, if that is even what the guidestone means?

The watcher who saw the shapes claims they came out of the forest to the south of the circle, on the way to the sandbar island. It is likely that they are there.

>Where to go next? (Landmark)
>>
File: forest.png (36 KB, 580x417)
36 KB
36 KB PNG
>>5703619
>Scout the forest for primates, like pic related
>>
>>5703619
"Perhaps we should try
>Digging here
before we move on? There was an indicator of this direction and place on ancient Elven marker stones, so it cannot only be what the squat beings have bought in the night... perhaps there is something else, something old, buried beneath the sands here that these birds are marking out?"

"Otherwise, since we're close, perhaps we should take a look at the
>Sandbar Island
before we move on to the north and west of the island?"
>>
>>5703655
>>5703721
"Better watching the wasp in the room that knowing it's there, but not knowing how."

Supportin' both write-in
>>
If the Dwarf also wants to dig in the crow circle, you will get a +2 in 6 chance to find something valuable, but he will get Exhausted. Benjamin can dig for free because he can't get exhausted.
>>
>>5703619
>Hang out while the boys dig here
>Then a nature hike sounds pleasant...
(Supporting >>5703721,except for the part about the sandbar, then
>>5703655)
>>
>>5703619
"'Ef course...good things don't happen to me on this miserable journey."
>Sandbar Island
>>
>>5703876
Forgot the trip
>>
>>5703619
"I sssuppose we should check the forest while it's sstill bright and early. Rather not go in the water again though... Maybe we could wait for low tide to expose a sand bridge to the island?"
>Investigate the forest.
>>
>>5703619
>Dig

>Sandbar Island

"Now, I'm not one fer islands normally, but here we are."
>>
>>5704116
"A pleasure to dig with you again, Grimbold! And even if we find nothing, we can give those bird corpses a proper burial in the holes we make... perhaps that would calm their restless spirits, help relieve the cursing placed upon poor Scri? A rest in a grave does all us Dead souls some good!"
>>
Rolled 4 (1d6)

Dig Roll
>>
Nothing is found. Grimbold is now Exhausted.

Would any of the players or readers mind if updates came out from now on with no/limited art? I find it really impacting my ability to update at a consistent pace.
>>
>>5704856
I'd rather get consistent updates, unless the art is actually important.
>>
>>5704856
Yeah, that's fine by me. Good on you for looking for solutions. If you're losing motivation though, don't feel like you need to force it.
>>
>>5704855
>If the Dwarf also wants to dig in the crow circle, you will get a +2 in 6 chance to find something valuable, but he will get Exhausted. Benjamin can dig for free because he can't get exhausted.

I guess the chance was 6 out of 6
The +2 makes the 5 and the 4 yield treasure

So why nothing was found?
>>
>>5704980
Maybe it increased the range by two, but default success was only on a 1?
>>
>>5704984
Shhh, don't ruin our chances at free stuff
>>
File: Benjamin.jpg (33 KB, 366x420)
33 KB
33 KB JPG
>>5704856
I really do like seeing your art when you make an update, but if you're having trouble right now you shouldn't feel that it's absolutely essential to post a new piece every time, especially when there's nothing particular that you feel you need it to convey.

That said, if YOU want to make a new drawing then I'd rather you took the time and did the update the way that you'd like it to be, rather then feel you have to rush to get an update done quickly for us. There's no deadline, and I for one am in no hurry.
>>
>>5704980
lmao
>>
>>5705101
My opinion too.
>>
I unironically spilled a big cup of water on my keyboard this morning. I wish this was just an excuse for being lazy but I actually need to wait for a new keyboard to arrive, currently posting from phone.
>>
>>5705440
Can confirm, I was the cup.
>>
>>5705450
fgu7ck uyo9u7
>>
Rolled 11 (1d11)

>>
The party has decided to investigate the mysterious squat figures- the primates- and so you must intrude into their woods. Even to investigate the sandbar island, this would still be the fastest method. Leaving the great and terrible ritual circle of dead birds; you enter the treeline.

Located on the southern horn of the island, this forest is a bit unlike the others. Immediately upon entering you feel the air heat up, almost as though you have left the cool and fresh pine woods to enter into a fetid swamp or jungle, despite it only being a few minutes walk from where you were previous. As you go further into the woods, the heat seems to pick up. You start to also see signs of things- scratched circles in the dirt, unusually upturned trees, branches twisted into unnatural shapes. The signs of habitation by more intelligent hands, though the creeping sensation that these are not actually people, more of a mockery.

“...There is dark magic here. Keep your weapons ready.”

To the elder party members in the group; they know this isn't the first times that apes have tried to stand up and becomes as people. Terrible and bloody- the only time this did not end in senseless violence and bloodshed was when it was the humans. The elves will remember.

While most sense the incoming presence of the feral almost-men, some in the party are feeling feverish. Crossing over a thin line of bones strewn in a great barrier on the ground; spaced out with intention, Alfred Von Bassel suddenly feels extremely hot, like the fetid and humid air is many times warmer for him then anyone else. He begins to sweat and chug down his water skin to no avail.

Alfred Von Bassel is Exhausted.
>>
Almost guided by something, the party finally reaches a clearing to reveal the source of the squat shapes. There, ahead of them, were a large collection of apes. They hooted and hollered at each other. Despite their clearly animal nature, they were not naked. All of them wore feathers; with the young and scrawny primates wearing only a small necklace, where as the largest and most well-fed of the apes wore long capes and cloaks, going down to their back or even to their kneees, designed with little regard to beauty, the capes were a mix of colors and feather sizes, simply a brutal creation of hunting- the explanation of the source and end of the birds on the island needing no words to convey. You see two apes biting into a chipmunk from both ends, blood staining their faces as the poor creature remains alive. There are no nuts and berries here; these creatures have adopted to a meat eating diet. Something is wrong with them. Their eyes have a simian madness.

There is a rock thrown. The apes have noticed you. They grab at sticks and bones; rocks on the end tied with sinew into primitive weapons- far too advanced for any mere beast. The biggest one, a coat of all white seagull feathers, bangs two elf skulls together in his hands, roaring to the rest. It jabbers in a monkeyish voice in a way too melodic to be simple beastly speech. It is an incantation.

Rules
Enemies who have the Witchcraft modifier are empowered by magic by the amount listed- the number increases both their attack and defense modifiers. You can only end this magic by Sealing it away. Failed magic rolls do not curse you in combat, but they will waste your turn.

Some enemies are Hunters. Those with the Hunt modifier only move (attack) the listed target when that situation occurs, then they cool down a number of rounds before they can move again.

Currently Exhausted Party Members
Grimbold
Alfred

Currently Cursed Party Members
Scrim
Pineneedle
>>
File: NWS Quest2 post13 p1.png (82 KB, 900x637)
82 KB
82 KB PNG
Hateful Ape
Hit Points- 12
Defense- White Cloak (2)
Attacks- Bone Crack (+3)
Moves every 6 Rounds.
Witchcraft makes this unit's attack and defense stronger by +1
Chorus of 6 – Seals required 2

Warrior Ape x2
Hit Points- 7
Defense- Feather Cloak (1) Bone Shield (3)
Attacks- Stone Axe (+2)
Moves every 5 Rounds

Hunter Ape x3
Hit Points- 6
Defense- Feather Cloak (1)
Attacks- Wooden Spear (+1)
Hunts those who perform a Magic or Weaken action. Cooldown of 4 Rounds.

Low Caste Ape x4
Hit Points- 4
Defense- None
Attacks- Thrown Stone (+0)
Hunts anyone who uses a Ranged Weapon. Cooldown of 7 Rounds.

Bloodthirsty Ape x2
Hit Points- 4
Defense- None
Attacks- Bite (+1)
Hunts any Cursed party members who take any Action besides Breathe or the first party member to attack one of them. Acts only once.

>Attack
>Evade
>Weaken
>Seal Magic
>Splinter Shield (Woodcutting Axe Requires- Destroys that defense + takes your action)
>Breathe
>>
Extra Rule
You can also choose to preemptively Evade a target who Hunts. Essentially, you're distracting or taking on their attention to allow the Hunted party members to act. This Evasion requires a normal roll + begins their cooldown.
>>
Well, darn, since I'm cursed i cant dodge, I'll just get hit. Some other rogue will have to be the dodgetank this battle. Any ideas on what I could do?
>>
>>5706153
I'll take the hit if you want, they only do it once. Though the not hunter apes attack one after the other so we need two dodgers this time
>>
>>5706154
>I'll take the hit if you want
Huh? How?
>>
>>5706153
actually, >>5706150 anyone could dodge the
cursed hunters and they'll be basically useless for the rest of the fight, but of course you can still get hit by the curse if banana wants unless he's gonna save that for another evil chasm or war machine
i'm thinking how we wanna do this, the big guys got a lot of defense so maybe I should lay it on the magic hunters first
>>5706156
by attacking them
>or the first party member to attack one of them. Acts only once.
>>
>>5706157
Well the issue is that even if I dodge once, I won't know if I've been hit because of a curse until after the update, which means I have literally no way of knowing what df my health is mid-battle after a dodge.

I really dont want to die because "oops you actually failed the first roll because of a curse so now you're dead lol"
>>
>>5706159
Squire can throw salt on you which means you can do two dodges without risk of dying, assuming you succeed them. Which if we are lucky might be just enough to kill the main three threats
speaking of, don't start doing shit without discussing first guys, that's how you get killed. speak up so we know who's actually available
>>
>>5706170
Well, technically I can just dodge once, and then use my vanish to auto-succeed. Of course I'd prefer if I got rid of my curse before we got an fatal hazard that just killed me, but we can't exorcize it during downtime for some reason so I kinda just need to fail.
>>
>>5706148
"Just.." huff.. "a second, lads and lassies. Gotta get me legs under me before I swing at these damn things. And ye didn't even have the good manners to bury something decent under that damned circle!"

Grimbold points to the Warrior Apes. "Nobody mess with them till I split the shields, ye hear! Only that big ol' Bromble even has a chance at busting through all that armor!"


>Breathe
>>
>>5706177
(Ah, I forgot to mention, I'll be AFK for some time, so please take this action once the rest of our party members have made theirs. Don't want to skip a full round.)
>>
>>5706173
true, now's a good time to get rid of it then
alright here's what we can do
Rogue1- Evade Hunter Ape x3
Sage1- Weaken Warrior Ape x2
Fighter- Hit Warrior Ape x2
>>5706177
ok nevermind, there goes first round, at least we can break the shield
>>5706179
ok nevermind x2
>>
>>5706177
Nope, this is the first round now, no in-advance stuff. Grimbold is now refreshed.
>>
>>5706180
I still can't act without someone aggroing the bloodthirsty ape.
>>
>>5706181
ok fuck it >>5706179 by the love of god just break the Warrior Ape x2 Bone Shield, and ANYONE else preemptively Evade the Bloodthirsty Ape x2 and we might get through without an injury
>>5706182
not you of course
>>
let's order it like this
1 Grimbold- Breathe
2 Grimbold- Splinter Shield
3 Not!Scrim- Dodge Bloody Apes
4 Fighter that's not me- Kill Warrior Ape
5 Twink- First Strike Warrior Ape
6 Scrim- Dodge Hateful Ape
if we are lucky*
>>
>>5706183
If you can kill one of the bloodthirsty apes, I can evade the other, and that would deal with those. Unless you want me to dodge the Warrior ape's attack.

>>5706181
Can I just put a "vanish in case I get cursed" in my action? You said gnomes could vanish post-roll if you failed, and curse makes you fail.
>>
>>5706181
Alright, well, in that case

>Splinter Shield of Warrior-Ape
>>
Rolled 4 (1d8)

>>5706148
>Weaken Warrior Ape's Defense (the one Grimbold didn't target)
>>
>>5706194
ideally yeah, you dodge either of the big apes but I don't wanna start wasting turns breathing just yet cuz that's gonna bite us in the ass
>>5706198
ok Pineneedle just took the hit for you so that works! But I'm pretty sure she kinda wasted her turn?
>>
>>5706199
Okay, now is the 4th turn. Since I don't know whether I can vanish in case I get hurt, I have no idea what I can do. I suppose squire could shield me in case I got the cursefail?

The real issue is that I won't know if my curse hit me during the fight, which sucks, because it means I can't, for example, vanish or get protected by squire even though I should.
>>
Squire if you see this just hit the Warrior Ape and hope for the best. Myron works too but he's barely around
>>5706200
ideally you only dodge the first time then vanish and the apes will be dead by then, and I can just pick off the rest with no trouble
>>
>>5706200
If it makes you feel any better, I'd prefer to activate curse you for something actually important. Or let it build up because that's way more fun. In the meantime, I'll let your disappear be garenteed Curse-free.
>>
>>5706204
I'm thinking i can dodge at 5, vanish at 6 (I think that's how it works, right? I don't think I need to breathe to vanish) which should give enough rolls to kill them, but someone's gonna have to do turn 4

>>5706205
Well I can certainly say I don't want to deal with a insta-death by getting cursed at a fatal hazard since that's just bullshit
>>
>>5706209
do that if the next roll is not an 8, if it is I'm hitting them on their turn
alternatively I just hit them now and solo the rest but that's waaay too bold
>>
Really though can someone do turn 4, I really gotta sleep soon and I'd rather if I could get this over. If someone killed a warrior ape or the big ape I could dodge and then there'd be a bunch of new turns.
>>
Rolled 7 + 2 (1d10 + 2)

>>5706148
Ok it's been enough time and I don't wanna keep Scrim waiting
>Attack Warrior Ape x2
Twink tries out his spear for the first time.
>>
Rolled 6, 5, 1 + 2 = 14 (3d6 + 2)

>>5706240
Nice! You got one
>>5706148
>Scrim moves to evade an attack!
>>
>>5706250
Ok good, so now, if it works the way I'm guessing it does
>>5706148
>Scrim vanishes!

And that's the big ape dodged. Go get'em boys.
>>
>>5706148
ok unless Bananas invalidates Scrim's Vanish, it's Turn 7. If it isn't I'm taking a hit
>Breathe
Twink's preparing to do something politically ambiguous
>>
Rolled 2 + 3 (1d10 + 3)

>>5706148
Turn 8
>Attack Warrior Ape
got a +1 from last attack, this dude has 1 defense unless they actually had two shields, you do the math
>>
>>5706273
ok that was almost an injury, 4 damage assuming no shield
>>5706148
Turn 9
>Breathe
>>
Rolled 1 + 2 (1d10 + 2)

>>5706148
Turn 10
>Attack Warrior Ape again
Twink's about to do something ballsy and hit the primate before he can get hit, only allowed thanks to his new spear! He needs at least a 4.
>>
>>5706278
motherfucker, now I'm on the verge of dying, good luck guys
>>
Rolled 7 + 1 (1d10 + 1)

>>5706148
>>5706278
>Squire blocks the retaliation damage with his shield.

"A sshield and ssspear formation is besst againsst many foesss! Jusst like Knight ssshowed Squire!"

Turn 11
>Atacks the Warrior Ape.
>>
>>5706285
thank god, now we need someone to dodge
>>
Rolled 7, 4, 2 = 13 (3d8)

I can dodge.
>>
I assume that the best use of my Auto-3 will probably be to get one of the magic Seals upon the Hateful Ape (and for Tordy to do the other, since I think with his Sage's D6 he'll also be a guaranteed success there?); when would be the best time within the battle for us to do this?
>>
>>5706361
thanks but do remember to link the main post and greentext
>>5706404
after someone preemptively dodges the hunter apes. or do it anyways, you can't die
>>
>>5706449
>or do it anyways, you can't die
Ye but he can't do stuff after that, so he should act, not dodge.
>>
>>5706451
then what use is not being able to die
>so he should act, not dodge.
thats what i'm saying
>>
>>5706453
That makes sense. If I act the Hunter Apes will get me in turn, but I can be rebuilt after the battle in a way the more mortal folk can't. That'll leave a nice open spot for >>5701723 Tordynnar to act immediately after me whilst the Hunters are on cooldown, and seal the other magic seal on the Hateful without any repercussions to him.

So, for Turn 13:
>>5706148
Seal Magic - Hateful Ape - AUTO-3

And wait for Tordynnar to go next!
>>
Rolled 6 (1d6)

>>5706148
>Seal Hateful Ape
>>
>>5706517
That's a sucess, innit? Chorus of 6. So now he's only got a defense of 12. We're still gonna need to kill him, possiblly with multiple hits.
>>
Rolled 9 + 2 (1d10 + 2)

>>5706148
alright that's my cue, I'm gonna bend the rules a bit and do this in one post cuz it gets pretty ridiculous all the spam and it's already hard to follow as is
Turn 15
>Breathe
Turn 16
>Attack Hateful Ape
>>
Don't forget Myron has that hunch for an Auto 4 if we ever need it. Maybe to kill something with low HP or a high Chorus value.
>>
Rolled 11 + 3 (1d12 + 3)

>>5706148
Now I'm gonna dodge instead cuz I don't trust my luck, one in four chance I get hit
Turn 17
>Breathe
Turn 18
>Dodge the ape
>>
>>5706556
mother, fucker
>>5706556
alright, dude, I need you to finish off the hateful and the hunters then I can clean off with my bow
>>
>>5706555
>>5706557
I mean you, nice trips
>>
Rolled 4 + 1 (1d10 + 1)

>>5706148
>>5706557
"Squire will finissh the mean eyed one with a chop of hisss poleclaw!
After a quick breather...Kekek."

Turn 19
>Breathe
Turn 20
>Attack hateful ape.
>>
Rolled 8 + 2 (1d10 + 2)

>>5706607
ok cool, I can just finish the low caste without risk
>>5706148
Turn 21
>Breathe
Turn 22
>Attack Low Caste Ape x4
>>
Rolled 1 + 8 (1d10 + 8)

>>5706148
that's one
Turn 23
>Breathe
Turn 24
>Attack Low Caste Ape x3
>>
>>5706612
(Yeah it's impossible for them to hurt you with such low defense. I gotta sleep but you can just pick off the rest of them since nothing has attacks anymore. Or maybe Bananas will let us call it there instead of needing to breathe attack like 6 more times lol.)
>>
Rolled 6 + 7 (1d10 + 7)

>>5706148
third one
Turn 25
>Breathe
Turn 26
>Attack Low Caste Ape x2
>>5706618
I'll just do all the breathe-shots neatly in one post
>>
Rolled 10 + 11 (1d10 + 11)

>>5706148
last
Turn 27
>Breathe
Turn 28
>Attack Low Caste Ape
>>
>>5706148
Turn 29
>Breathe
Turn 30
>Shoot Hunter Ape x3 (2 hp)
Turn 31
>Breathe
Turn 32
>Shoot Hunter Ape x3 (dead)
Turn 33
>Breathe
Turn 34
>Shoot Hunter Ape x2 (2 hp)
Turn 35
>Breathe
Turn 36
>Shoot Hunter Ape x2 (2 dead)
Turn 37
>Breathe
Turn 38
>Shoot Hunter Ape (2 hp)
Turn 39
>Breathe
Turn 40
>Shoot Hunter Ape (all dead)
Turn 41
>Breathe
Turn 42
>Shoot Bloodthirsty Ape x2 (dead)
Turn 43
>Breathe
Turn 44
>Shoot Bloodthirsty Ape
And that's the end of the DK crew
>>
Man, we really didn't need this encounter, did we? We could have just went around the forest.
>>
>>5706633
nah, if we had left those primates to their own devices it would have come back to bite us in the ass for sure
>>
>>5706633
They're savage, bloodthirsty, and magic. :( I think we did what we had to do...
>>
I really appreciate keeping the math tight and putting their Turn number in their post. Helps keep track a lot.

>>5706250
As the Gnome attempts to dodge the Warrior Apes oncoming rush of stone axes and swinging fists- he finds the edge of his cloak caught on a branch, and takes a bad hit. The Curse has Struck! Scrim is Injured, but the Curse is lifted. Moments later, as the Hateful Ape attempts to focus on him with his magic- he vanishes.

>>5706198
As Pineneedle attempts to cast a spell to weaken the warrior apes- she ends up gaining the attention of some of the medium-sized apes- rushing forward with hardened wooden spears sharpened on stone. Pineneedle barely manages to escape with her life- she is injuried!

>>5706278
Twink tangles with the Warrior Apes- the best equipped, biggest, and most aggressive of the hateful apes. Their bone shields splintered by Grimbold- still a formidable foe. Even raising his spear's point to the ape, its axe finds its mark- even with Squire's help, it only protects him from worse injury.
The Warrior Apes attack every 5 Rounds. One remained alive. Twink is injured!

>>5706556
Twink attempts to dodge the Hateful Ape's attack, but fails. The great beast cracks two old elf-skulls together- the sound itself hurting Twink's sensitive ears- he feels his own bones grinding against the enchantment. He is severely injured!

With Twink, Talon, and Squire using their combined abilities and ranged weapons- they pick off the disorganized apes. At the end, with their strongest gone, the primates screech and run into the woods- more picked off by arrow and curse. Finally, there is peace in this part of the island, the foul lair of stones, bones, and blood now ended. If any of the apes remain after this massacre, they have gone into the woods and hid for good... For now, you are all safe.
>>
That's the end of the update for now. I'll get to a real update soon.
>>
File: NWS Quest2 post14 p1.png (91 KB, 900x637)
91 KB
91 KB PNG
With the apes defeated, the party looks over the lair of the apes- the place where these hateful, too intelligent animals gathered. Finding little of value beyond their primitive instruments, some say that this was a waste of time and dangerous, but others note that the apes had put out that circle of dead birds just for them, perhaps as a warning, and would likely have come to attack and eat you the next time you made camp. After all, with all the bones here- animals and person- these apes did not discriminate on their meals.

One interesting thing found among the old stones is a large standing stone whose face is pointed away from the lair. Upon its surface are scratches- symbols that seems carved by rock. Not drawn by blood, it seems older.

“It looks like the apes drew this- probably before they became hungry for meat and hateful. Look, there is no taint of magic about it and it is drawn by flint scratching the stone... I wonder what it means.”

Upon searching the lair of the apes for actual valuables- Tordynnar finds something special. Among the possessions of the Hateful Ape- the highest ranking of that clan of animals- there is a roughly constructed basket with a lid, its lip painted with blood. It is a thing of dark magic, which he can clearly tell. It's impressive that an animal intelligence could craft something like this, rough and sinister as it is. The Elf Sage opens the lid to peak inside, before closing it, and the party members of the younger races are quite surprised as they have never seen an elf using all of their effort and grace as to not vomit before.

Tordynnar now possesses the Baleful Basket. It is a dark magic artifact that can guarantee heals during downtime, with a cost. He may use the basket to heal as many people as he wishes, but must roll a d6 for each, with the following possible results-

>Roll of 1 or 2- Heal target party member one injury with no downside
>Roll of 3 or 4- Heal target party member one injury and make them Unclean (consume one prayer)
>Roll of 5- Heal target party member one injury and also curse them
>Roll of 6- Heal target party member one injury and curse both them and himself
>>
File: NWS Quest2 post14 p2.png (323 KB, 900x631)
323 KB
323 KB PNG
The party has decided to move south to the southernmost tip of the island- leading to the beach and sandbar. Here is a tidal island, which depending on the tide is either seperated from the main mass of the island by water, or is connected by a thin sandbridge. Currently, the tide is just in the right place for a crossing.

“We have just enough time to investigate the island and come back before the tide shifts- but we could also spend the night over there too. That water might be a useful barrier if any of those monkeys want to try and bash our brains in while we sleep.”
“...Call it a hunch, but I think the apes won't be a problem anymore.”
>>
File: NWS Quest2 post14 p3.png (72 KB, 900x637)
72 KB
72 KB PNG
As you prepare to cross the sandbridge- some scuttling activity in the sand proves that some kind of living creatures make use of the shifting tides- probable tidal-pool dwellers like crabs and scummy fish... until you recognize a claw. Investigating; someone tosses a stone, a creature pops up a long claw from the disruption in the sands surface, with a sharp round clutch at about crotch level.

“Arggh! Oh hell no!”

These are Cocklopper Lobsters! These crustaceans stay buried in the sand until something disturbs the earth- and are known to hunt big long-neck birds, with claws adapted to catching and severing the long and slender necks of these birds- it is only by some unfortunate circumstance or cruel joke of the Gods that they are also perfectly adapted to attacking a floppy manhood.

Anyone hit by one of these will both become injured and become Emasculated, which means they will lose one maximum wound worth of health permanently.

Thankfully, a strong leather codpiece will protect you from attack. Also, Pineneedle, being female, doesn't have to worry about these at all.

The Sandbar Crossing
Anyone can attempt to cross the sand. Roll your class die and roll a 5 or less to pass without disturbing the creatures. This is considered a Skill roll, and as such Rogues get an extra die- taking their smallest.

If you Throw a Stone, decrease the size of your die by one unit (d12 -> d10 -> d8 -> d6 -> d4) per stone you throw, but this will increase the activity of the lobsters, meaning all future rolls will add +1 to the roll.

At least FIVE people must cross.
If SEVEN people cross, you will gain an additional reward
>>
Rolled 2, 3, 5 = 10 (3d6)

>>5708021
"Good thing i've got these boots, eh. Good luck to you fellows."

For the love of everything, please don't let me die here
>>
>>5708027
Oh, thank the focken' lord, all successes. Scrim keeps his Yellowfriend.

Welp, good luck to you all. I'd reccomend myron to use his hunch about now.
>>
>>5708021
"Somewhere to rest and lick my wounds (not literally, hehe, just healing) would be great, and since I don't have any 'bird' to worry about..."

>Cross

Do I literally not even need to roll?
>>
Man, it's a bloody shame that Tordynnar was the one that bought the codpiece. He hardly even needs it, with a d6.

Personally, i'll prefer that we don't get the reward than to see a fellow man get pinched. This is just awful. Someone should go full Saint Jiub on these horrid creatures.
>>
>>5708021
Is Dig applicable here? We could toss rocks and smash them, so no one has to lose any manhood!
>>
Hmm, i had an idea

Maybe Myron could carry someone on his shoulder? He auto-succeeds because of the hunch, no? As a bromble, he surely can carry two people. The highest dice ones, perhaps.
>>
aw shit, I'm very likely die from dick lopping
since I kinda solved the last encounter I'm gonna let you guys deal with this
>>5708031
also heads up, since you are cursed and one hit away from dying just don't do anything until you are healed. right now you are safe but just so you know
>>
Okay, let me write this down, actually. Let's say myron can carry two people, one on each side of his shoulders. And he auto-succeeds because of his hunch. We just need 7 at BEST.
>Scrim
>Pineneedle
>Benjamin (no dick, no balls)
>Myron (auto-success)
>Two people being carried by myron
>Tordynnar (Codpiece)

That leaves us with 7 - a perfect fit.

If he doesn't allow it, however, i'd just say to have talon and pietro pio go - they can both throw rocks and it literally wont matter.
>>
>>5708046
Hmm, actually? Myron's auto-hunch is a 5. I'm not sure, but carrying two people might cause the crabs to get active and push him over.

It might be better if he just uses his 5 to auto-cross, and then Talon and Pietro can both throw rocks. Pietro goes first.

Pietro would have a 2d6, which would mean he'd literally have to roll two sixes to lose. And Talon has 3d6 as an experienced rogue, which means he'd have to roll all 5s and 6s to lose.
>>
>>5708055
sorry for spamming but i don't want any of us to lose our dicks
Actually, pietro has a lucky rabbits foot. He literally cant lose.
>>
>>5708021
>Cross

>>5708012
What does it mean "consume one prayer"? As in, the next time someone prays during a spirit encounter, a prayer is used up on the Unclean?
>>
>>5708037
I'll allow Myron to carry one without risk with his Hunch roll. He's strong enough for it.

>>5708064
Yes, when they act in a Haunting encounter they consume a chained prayer when they post. They can post when there isn't a prayer active to not consume one. If they pray themselves it basically does nothing as they'd consume it.
>>
>>5708080
Nice!

In that case, Myron can carry someone, and either Pietro or Talon should throw a rock and go at it. Hell, throw two rocks for all that matters.

We can win this scot free lads.
>>
>>5708021
"Alas, death emasculated me many years ago; and what once was is now just grave-soil. But I suppose that means these Lobsters have no fear for me?"

>Cross

(Do I still need to roll, or do I get through automatically for the same approximate reasons as Pineneedle?)
>>
Rolled 4, 3, 6 = 13 (3d8)

>>5708021
Good thing Talon is an Experienced Rogue i guess
>>
>>5708046
(Wait why would Myron auto succeed? This is a skill roll and not a hazard roll right? I'm assuming an easy skill check so we need close numbers to succeed.
His hunch would just let him make one number a 5 but still have to roll the other one right?)

Also I don't much like the implication that kobolds can also be emasculated by these lobsters too considering we've been depicted as not wearing much in the way of pants this whole time :X
>>
>>5708275
It's not your penis you have to worry about.
>>
>>5708286
AAAHHhhh not the tail, you monster! That's worse!
>>
>>5708021
No it's just meant to roll your class die once, with Rogues getting extra. Hunch rolls can replace these gaurentted.
>>
>>5708221
Okay, this was an unnecessary risk, but now we're home safe. All that's left is for Myron to go around with someone.
>>
>>5708347
>Unnecessary risk
Even though I often came back to see fight concluded, Talon is built as an Hazard-pass monkey and good fighter able to combine Breath (Throwing Knifes), Dodge and Bow(4 damages) to pick off weaker targets...
>>
>>5708361
Yes, but if Talon waited until *after* Myron had passed, he could throw two rocks to get his dice down to a d4 and literally auto-succeed.
>>
Man, if we end up not getting the reward because Myron didn't post, i'm gonna be disappointed...i don't think that's fair.
>>
>>5708550
it is what it is, we are already missing out on stuff cuz we don't have a runesmith but we make do
yeah, the op did ask for commitment and consistency and yeah its not that hard to read a bit but people got lives outside of 4chan
>>
>>5708569
Yeah but i feel like it would be unfair if we went through all this stuff to get the bonus, but then didn't solely because myron didn't post

It's literally an auto-win
>>
>>5708576
I mean, we've worked out an 'optimal' solution for if Myron posts, but we should remember that it doesn't have to be Myron, if he doesn't turn up.

Pietro Pio is a rogue so should be quite capable of making it over through his own skill, and then all we'd need is for a single further Fighter to lob some rocks until satisfied, then join us.
>>
>>5708607
It is still a dumb risk. Given it's an auto win I feel like bananas should either just let myron go even if he doesn't act, or at least open the position for someone else.
>>
I understand people's feeling of being cheated. For the obvious individuals who are immune to this challenge, we can just assume they walk, but Myron's player will have to use up their hunch roll for it, so I'd like their imput. Unfortunately, they may or may not be present- this quest naturally suffers from attrition and many of our characters have only limited or no participation. This is one of the reasons why I tried to adjust the challenges to be able to be completed by less people (Rebukes for Ghosts, multiple traps on obstacles, breathe mechanic for combat, etc.) Sadly besides regular loss of interest and real life getting in the way I'd also expect at least a few players to get bored waiting for slow updates for the past couple of weeks- my apologies. In the meantime, we'll give it 24 hours from the previous prompt to fill out the next one.

Currently-
>>5708027
>>5708031
>>5708064
>>5708209
>>5708221
Five have crossed, so you've succeeded the challenge. Get two more for a bonus.
>>
>>5708643
Any chance for a bonus/alternate roll from Dig?

>>5708034
>>
>>5708647
You can always throw rocks to cross. I guess you could smack your shovel on the ground for the same effect, but you can't get into a position where you could dig up the wet sand effectively while also being safe from the you-know-whats.
>>
Hmmm...technically speaking, there would be another way.

Pietro pio *could* throw a rock, allowing him to go by relatively risk free with his two rolls, and then the following person could throw enough rocks to go all the way down to a d4. With only a d4, it would be impossible to lose even with a +1 from Pietro throwing a rock

Of course, pietro pio is also kind of inactive so were just fucked lol.
>>
>>5708712
I know of an alternative. Grimbold Chainbraid (>>5708647) takes 4 injuries to die, if he were to be Emasculated he'd still have two injuries to spare every fight which is plenty enough for me. He could throw a rock for a sixty percent chance of keeping his weiner and then I would get across unscathed. But does he have the balls to gamble a forty percent chance to trade his nuts for a reward that's probably not worth it?
>>
>>5708725
Yeeeeah, i feel like the injury isn't even the biggest risk, it's the dong. Nobody wants to lose their dong.

Only thing i could think of that would allow him to do that would be to maybe borrow Squire's shield to use as an impromptu "protection" by just putting it between his legs and waddling over.
>>
Well, I could toss rocks and then if Myron shows we make it.. but that doesn't really matter, since if he shows we make it anyways. I'll give it until tomorrow morning and if Pietro or Myron don't make an appearance, Grimbold'll go across at that point.
>>
MYRON IS HERE IM SO SORRY EVERYONE IVE BEEN SWAMPED LATELY, genuinely feel bad about leaving yall like this recently got a new manager and schedule and adjusting hasnt been the smoothest, on top of an impromptu family reunion, Ill try harder to be more present and again I apologize
>Cross
>>
>>5708761
Sorry meant to reply
>>5708021
Again yall, I will try harder to be here
>>
>>5708762
don't forget to roll
>>
>>5708764
He doesn't need to roll, he's using the hunch

>>5708761
>>5708762
Don't forget to carry someone
>>
Reader here.

Couldn't everyone have just crossed using the codpiece and had Benjamin ferry it back to the next user?
>>
>>5708801
Because it probably wouldn't fit them?

Somehow i doubt that a codpiece made for an elf is going to fit an gnome. Or a dwarf. Or an bromble.
>>
Wait, bananas, you would say that we got the 7 people right? Even if myron didn't name someone specific to carry, right?
>>
>>5708826
He can carry Squire since he's the next smallest. Keep tail as far as possible from the ground >:(
>>
>>5708853
It doesn't really matter to me as long as we get that bonus reward. I didn't risk my dong just to get one man short due to unclear wording.
>>
Rolled 3 (1d4)

Guys it doesn't matter, we can just throw rocks now
>>5708021
>Throw 3 rocks
>>
>>5708772
He can use the hunch retroactively, no reason not to roll, he might not need to use the hunch.
>>
File: NWS Quest2 post15 p1.png (163 KB, 900x637)
163 KB
163 KB PNG
Despite the lack of mortal danger present in this obstacle- this may be the most careful anyone has seen the party as they find a way past the aggressively loathsome crustaceans. While several party members can pass by- the step of their feet and lack of dangling, sensitive body parts to be at danger- others have to improvise.

Myron is a Bromble. While not known to be especially smart; Brombles aren't dumb. And he knows things; up in the country where he calls home, creatures that live in the soil often avoid coming out in the rain. Considering this is a tidal island which is half the time covered by water where no bird will land, he has a bit of a hunch- he decides to pass over to the tidal island where the water is barely still on the sand, which hopefully slows or causes enough hesitation in the lobsters to prevent them from coming up and hurting his pride- as much as his body. His suspicion ends up being correct- and he even carries someone else across to make the trip more worthwhile.

Beyond successfully reaching the tidal island, the party has brought enough people to fully search it. Hopefully, it will be worth the risk to get here...

The small island adrift the mainland of the Island of the Pines is covered in grasses, though with no trees or large rock formations to speak of. However, hidden in the grass, is a collection of items. Well look here! It appears another adventurer at some point in the past used this place as a base of operations- it makes sense, given its isolation from the mainland, meaning it unlikely the islands cursed inhabitants, especially the apes, would risk the crossing to find whoever used this place as their stowaway. Beyond some long since rotten foodstuffs- the party finds some useful equipment sealed in a wooden cask!

>>5691698
>>5691700
The party may pick THREE items picked from these lists to find in this adventurer's stash. No limited items may be chosen.

>Vote on the Items to find on the Tidal Island
>>
File: NWS Quest2 post15 p2.png (77 KB, 900x637)
77 KB
77 KB PNG
While fanning out and searching the tidal island, the party notices an even further out sandbar which houses a tiny spot of grass. It is the farthest away form the mainland, but noticeably, closest to where the party had their unfortunate sinking at the hands of the aggressive Rompers- the monstrous beavers that almost ended their quest before it began.

...Is it possible that someone else from the boats, another member of the Crown Crusaders, made it all the way here instead of back to the mainland- or dying in the sinking of the boat? It certainly seems possible. Somebody decides to yell out- is someone there?

>ONE player may join the game. They may join as a new character, or one of the original members of the Crown Crusaders. This character does not get to pick any items; and only gets any equipment they had from the previous thread. New players may claim abandoned characters to fulfill this role. Before joining, please familiarize yourself with the rules and considerations here >>5690177
>>
>>5709364
Nice!

I don't want to be selfish, but i think we should get an Buckler for Scrim. With a buckler, he would become an really good dodgetank, given his vanishing ability allows him to be able to dodge without much risk.

Is this good with you all? The other two can be whatever you choose.
>>
>>5709378
Only Fighters can use Bucklers.
>>
Can i get some loot?
Mainly, Climbing stakes
>>
>>5709388
Since when??? Nothing says that in the original description.
>Buckler- Whenever you Evade an enemy Light Attack, you do not need to add the Attack's bonus to your Hazard roll.
>>
>>5709364
We burned the Paper Talisman we had during the spirit encounter, right? I'd suggest it might be worth getting another for some Warrior to hold in case we run into more Ghosts... and perhaps Scrim or Talon could pick up the climbing stakes, in case we need to head up trees or down holes?

..Also, are 'Really Good Shoes' just a single item-find if they're chosen, or would they take up the space of two items here as well?

For Benjamin personally, a Worrystone or a Woodcutting Axe might have some us/ utility, but we need to think what'd be best for the party as a group.

(Also, if we do get a new/returning player; shall we let them take one of the choices just so they've got an option?)
>>
I'm thinking we pick all worrystones, all talismans or all salt. Though there's some pretty good consumables like the dice changing ones. Also the Offal could heal Pineneedle
>>
>>5709396
HUH?!
I could have sworn I put that in the original description. The idea was to give Fighters a way to be semi-decent at dodging attacks too so Rogues didn't have to just dodge every combat. My bad. In that case it wouldn't be fair to alter it now, so anyone can use a Buckler.

>>5709397
>Shoes
Two picks.
>New Player
If everyone votes on that, sure.
>>
>In that case it wouldn't be fair to alter it now, so anyone can use a Buckler.
Nice.

Does everyone agree with giving Scrim a buckler, then?
>>
>>5709416
sure.
>>5709371
>Buckler for Scrim
>Stakes for Talon
>Something for new guy
>>
>>5709416
>>5709423
Works for me
>>
>>5709423
This sounds good to me, though i have to wonder if we'll even need the climbing stakes. Is there even anything to climb in the island?
>>
>>5709428
Pretty sure there will be the need for all of us to climb up or down something at some point of time
>>
>>5709431
Well, better safe than sorry, but unless we find a magical psychiatrist in this island someone's probably gonna have to toss scrim on a wicker basket and carry him up.
>>
>>5709423
Sounds good to me, though let's actually see if we get a new player before confirming this.

If not, perhaps something for Pineneedle or Myron? Pineneedle burned up her Paper seal in the Ghost encounter, and Myron never made any choices in the original pick.
>>
>>5709423
+1 to this, allowing for something for Pineneedle should we not get a new person.
>>
So, seems like no one might be joining. What's Pineneedle want, in case of no latecomers?
>>
Hmm if pineneedle doesn't post, I'll recommend something like a paper seal or a healing item, we're pretty well set for fighters.
>>
>>5709852
I'd say the Bucket of Offal then
>>
>>5709442
>>5709582
>>5709755
"You boys are so kind! :3"

>>5709364
>Paper Talisman for Pineneedle
I was tempted to take a bow, but direct combat isn't her forte, and 2 damage is less useful than her core skill.
>>
>>5709423
>Buckler for Scrim
>Stakes for Talon
>Paper Talisman for Pineneedle

Takes my vote, then
>>
>>5710195
Also, how close are we to needing a new thread? If we're about due for one, it might be a good time for it and carry the potential survivor over - a new player would probably be more likely to see and join from the start of a thread rather then near the end of one.
>>
>>5710199
Good call.
>>
>>5710199
We're only on page 6 at ~500 posts. We don't need one yet. I was hoping to finish the game before a third thread but at this point with my slowness we probably will need one more, yeah.

In the meantime; if nobody joins its fine, I'll just work on the update. I was hoping at least one of the core/reliable players would have died before finding the castaway, that way they could just rejoin as the new character but with a player who already knows the rules. Oh well.
>>
Bananas, just so i should ask, can we also take the basket? I think it'll be useful if we ever have to climb something.
>>
>>5710404
you mean Tordynnar's basket? I don't think Scrim will want to get inside that
>>
File: basket.png (29 KB, 237x249)
29 KB
29 KB PNG
>>5710470
No, the basket
>>
>>5710471
that's more like a barrel, seems a bit inconvenient to carry around
>>
>>5710471
I think that's the wooden cask the items were sealed inside?
>>
>>5710472
>>5710473
It looks like a basket to be, not a barrel. Barrels don't usually have curved tops.
>>
>>5710476
yeah that's a bananas drawing, deal with it. it's a wooden cask, you put wine in it. you don't put wine in a basket
>>
>>5710481
Isn't the woooden cask the thing at the side?
>>
>>5710482
seems like shipwreck trash to me, just a piece of wood
>>
Bananas says he's banned, apparently. He also says he's sorry for the delay and will get back to running the quest as soon as the ban expires.
>>
File: tegaki.png (10 KB, 400x400)
10 KB
10 KB PNG
>>5710788
>Banned-nana
>>
>>5710980
Me Nan?

ME NAAAAAAAAN!
>>
>>5710788
Oh dear ! Does he know how long the Ban is expected to last?

>>5710980
>The castaway turns out to be a little old lady
>>
While we wait for bananaparte to return from Elba, I should say that I think Pineneedle should use her hunch on Tordynnar.

If tordynnar gets a low roll hunch, we can get a heal without consequences. I wouldn't use it too much normally given the chances of cursing, but if it can be used ontop of normal healing attempts during downtime we can have a pretty good chance of healing all our injured people

I mean, we really should stop and heal before we continue anywhere else, even if we waste time. We have enough resources since we collected all the supplies from the boat, and with Twink at the verge of death and a bunch of othe party members hurt (especially scrim, who is a dodgetank) we are in no position to fight.
>>
>>5711434
"Licking an elf isn't so bad, I guess. They taste kind of minty."
>>
I'll join the fight if I may! I'm a grad student so my time is limited, but I've read your adventures with great interest and I'll do my best to be available if allowed to join.

>Join party as:
>Name: Salazar the Magnificent
>Race: Gnome
>Class: Sage
>Interesting fact: "Salazar the Magnificent" is just his stage name; no one knows his real name. Salazar wants to become the great wizard he pretended, so he left the showman life for adventure.

Since Gideon died, I reckoned you were short a sage.

Note my IP may change once since I'm at a friend's apartment.
Proof I am who I say I am:
Given a password I'll give in future, calculate the hash of the password I give using https://www.browserling.com/tools/sha3-hash.
The result should be:
a38c7f3919e55a7bf9c88be6ddfab66efe6db872c7f0fc7a6aecdb45d4dcb4197e77b7915df4e754498a5ceeac8aa2cbc20d87278a77dc93218700a5ce7b056e
>>
>>5711577
i'm not sure if the window to join is still open or if it's still allowed to pick gnome and we already gave pineneedle the bonus item we had but whatever, welcome aboard!
>Proof I am who I say I am:
yeah don't worry about that
>>
>>5711577
Why not just use a trip?
>>
>>5711577
Not sure if it's too late, but regardless, if it isn't, i'd just reccomend using a trip.

I mean i don't think we've had a single case of people impersonating other characters, but still it helps
>>
>>5709371
I may be without internet for the nect week or so, so I may not be able to participate for that time.
>>
>>5711754
>>5711594
I've never posted with a trip, so idk how (this is my first quest). How does one do that?
>>
>>5711980
You put a # at the end of your name with a password. So, in my example, i did Example#(The password)
>>
>>5711981
Cool, thanks!
>>
File: NWS Quest2 post16.png (70 KB, 900x637)
70 KB
70 KB PNG
>>5711577
>>5711988
Not taking any Gnomes right now. No new players. Sorry.

Finding a Buckler in good condition, some useful Climbing Stakes for Talon, and finally another Paper Talisman for Pineneedle's magic; the party successfully loot the tidal island. They also spend a few hours peaking over the remains of what appear to be shipwreacked parts from their boats; but unfortunately find no one among the wreckage. Either they met their grisly end in the water, or, they managed to get back to the mainland. Anyone who did manage to make it to the island might have went inland to try and find fresh water away from this dry sandy beach, but likely didn't make it past the apes or dangers alone...

After waiting for the tide again, the party makes their way back across the Cocklobsters safely- using the shallow water and hard stone as a walkway. Finally, they make it back to the island safe and still fully-manned. Though now, the sun is going down...

Party Member Status
Scrim is injured, but is thankfully no longer cursed.
Twink is injured.
Pineneedle is injured and cursed.

Downtime Rules
Because you are not resting in the safety of the tower tonight- you must keep watch. Each person who keeps Watch decreases the chance of a random encounter by 10%. If a random encounter occurs while you are resting- there is a chance you could be hit with an Ambush attack. Helmets will protect you from ambush attacks.

>Take Watch
>Heal
>Use the Baleful Basket (Tordynnar only)
>Inscribe a Rune (Runesmith only)
>Lick (Snout only)
>>
>>5712554
Okay, i think first of all, Pineneedle should lick Tordynnar so he can use the baleful basket. Other than that, we need to heal Twink. In the meanwhile, i'll take the first watch since i can't heal.
>>
>>5712554
>Take Watch

"Now gather and rest 'round the burning campfire,
Sleep as you must, for these bones don't tire."
>>
Rolled 8, 3 = 11 (2d10)

>>5712554
>Heal
Twink tries to fix himself however he can. If only he had taken those Elf medicine lessons.
>>
>>5712554
>Take Watch

Grimbold's watch is accompanied by quiet singing, a rare treat for those who have not heard Dwarven ballads before- they aren't very melodically interesting, but the unique vibrational tones carry a different type of musical value that's enchanting to listen to.
>>
Rolled 5, 2 = 7 (2d6)

>>5712554
>Heal Twink and Scrim with the Baleful Basket
Don’t want to risk double cursing
>>
>>5712849
Well, you cursed twink, which sucks, but luckily scrim is fine with no downsides, so that's good.
>>
>>5712554
>Lick Tordynnar
Can this apply retroactively to his roll? I was at work.
>>
>>5712554

Could the guy take over Alfred Von Bassel, perhaps? It isn't as if the previous player has taken any actions in any of the events, his only action being taking a moment to try and wheedle the grand Elven weapon...
>>
>>5712858
Don’t you need to roll with lick?
>>
Y'know we could really use some more people on the watches. We still got plenty of injured.
>>
Rolled 1 (1d8)

>>5713021
Woops!
>>
>>5713225
This is a perfect roll for the baleful casket. I suggest you heal twink who is now cursed, tordynnar.
>>
>>5712554
>Take Watch
"Squire will keep watch ssso that friendss can heal!"
>>
>>5713271
"And also me, maybe? I'm very sore from the our little ape escape!"
>>
>>5713891
Well for that we'd need tordynnar to post, he's got unlimited heals but he needs to use the hunch.
>>
Rolled 6 (1d10)

For the sake of streamlining and fairness we will simply assume everyone who was not healing was watching, since not everyone has/will come back from my vacation.

You have an 80% chance to not have a random encounter; 10% for each character who is taking a Watch. Nobody has any Worrystones. On a roll of 9 or 10, there will be a random encounter.
>>
File: NWS Quest2 post17.png (324 KB, 900x631)
324 KB
324 KB PNG
Scrim has been healed!
Twink has been healed! He is now only lightly injured. Unfortunately, the method of healing was distasteful. Twink gets a feeling of darkness creeping up his spine. The elf warrior has been cursed.

After a light breakfast- the party takes up their camp and readies for another day. Yesterday encounter with the hateful apes was draining- both in their morale as well as physically- but hopefully today they make more progress in finding the Crown.

Where would you like to go?
>Landmark
>Specific Tile/Direction (Write in)
>>
>>5714321
>The Stone Cove (Northwest)
"Sometimes people hide things in caves, right? Like secret entrances?"
>>
>>5714321
>The Stone Cove (Northwest)
"I reckon we should get to the cave while it's early, and the tide is low..."
>>
>>5714321
>The Arch of Welcoming (Northwest)
"The Stone Cove intrigues me most; but our best route there will have us pass by or even through the Arch; so we might as well take a glance past upon the way. Perhaps that Standing stone we found within the Ape's Lair will give it more meaning?"

"After browsing past, then we should proceed to:
>The Stone Cove (Northwest)
>>
>>5714321
>The weird non-pines forest north
not actually a named place but it kind of sticks out. its also closer than the other landmarks by a little, and there's no forest in between
>>
>>5714382
>+1
Sounds like a good plan.
>>
>>5714382
Agreeing with Boneybag over there
>>
>>5713271
Sorry, I have limited access to internet, per >>5711935
>>
>>5714321
>The Arch of Welcoming (Northwest)
>>
File: NWS Quest2 post18 p1.png (98 KB, 900x637)
98 KB
98 KB PNG
Rolled 1 (1d6)

First, you follow along the beach to go to the Arch of Welcoming. You aren't exactly sure what you'll find there yet- but you have to cross over the misty grassland to get there...
>>
File: NWS Quest2 post18 p2.png (93 KB, 900x637)
93 KB
93 KB PNG
You feel a chill wind pick up as you cross through the grass. Despite your encounter with the ghosts only two days ago- it seems the unnatural energy here has allowed more spirits to manifest- some sort of drive beyond death keeps them to this place. While the fighters put their hands to their swords, they take them away moments later- as they are of no use.

"Where are... our husbands?"
"Promised in love... never-wed... an eternity of bliss- denied."
"Please... don't leave me..."

Bridal Spirits
Chorus- 3
Seals- 3
>>
>>5715144
"Oh how sssad. To have never found a forever friend."
Squire prays for the poor spirit's to find peace.
>Prayer
>>
>>5715144
"Never wed, Fair Maid? Though we are both beyond our mortal coil, perhaps I might take your hand in mine?"

>Auto-3
>>
Rolled 1 (1d8)

I'll use Squire prayer to attempt a Seal
>>
>>5715159
Charming the ladies as ever, I see.
>>5715161
Nice.
>>
Allright. We need a third prayer. If it fails, one of our fighters should Rebuke it and Benjamin can auto win then.
>>
>>5715204
Prayer chains; Squire's prayer still serves as protection to the next player to attempt a seal because both you and I succeeded on our seal.
>>
>>5715250
Yeah, I caught idiot ball. Intended to say "seal"
>>
Rolled 2 (1d6)

>>5715144
"Awfully needy women wanting a husband, eh....I knows a ruse when i see one! Dont'e fall for their trickery!"
>Begone thot
>>
>>5715276
Aaand we are done, victoree for us.
>>
https://www.youtube.com/watch?v=34X4faVQ63Y
>>
I would like to formally open characters who have been inactive or inconsistent for any new or lurking players to take over.

>Pietro Pio (Human Rogue)
>Alfred Von Bassel (Human Fighter)
>Myron (Experienced Bromble Fighter)
Sorry Myron mate, you've been trying and I appreciate it. I wouldn't mind ceding the character back to you if you come back, but it's really inconsistent. Let's give someone else a chance with the super cow

If you want to claim a character, reply to this post with one of these characters names and we'll set it to your ID. Hopefully the last time we'll need to do this until the next thread.
>>
>>5715144
"Oh, sorry, I was distracted. These brides mad eme think of my... Well, nevermind. Anyway, it looks like the deed is done!"
>>
File: Spoiler Image (136 KB, 900x637)
136 KB
136 KB PNG
>>5715159
>>
File: NWS Quest2 post19 p2.png (44 KB, 900x637)
44 KB
44 KB PNG
After banishing the ladies, thankfully a very minor set of spirits who were easily put back to rest, the party decides to continue on to the Arch of Welcoming.

Once again, they have no idea what it is for. Though they may have some clues. They sense for magic, touching the arch, circling it, one brave soul even passes through- and nothing has changed.

"Looks like we to figure out what to do with this. I still think it's important."
"Does this have something to do with being "invited" by the King? Or something to do with that tablet?"
"Whatever it is; we can't do anything about it yet. Let's go and explore that sea cave before it floods..."

It seems the Arch still has a mystery. Next time you will need to say what you are actually doing with it in order to solve it.
>>
File: NWS Quest2 post19 p3.png (95 KB, 900x537)
95 KB
95 KB PNG
Rolled 3 (1d11)

Without any delay, the party moves on to the cave. The wet cave is along the coast- and while there is worry it may flood while you are inside, it seems safe enough- with the majority of the cavern floor being above the water level. Still, it is very dark, and Twink's lantern comes very much in handy. Not only a source of light, but also one that won't go out in the damp.

However, as they enter, they have a creeping feeling something is following them in the darkness. There is a wet "splat" in the distance; and a foe impossible to see coming manages to ambush them...
>>
File: NWS Quest2 post19 p4.png (91 KB, 900x637)
91 KB
91 KB PNG
Before anyone can react, there is a crack and the sound of a muffled scream- Squire was attacked! Being beset by tentacles, his chainmail armor wasn't enough to protect him from the ambush attack. Squire has been injured and exhausted from the tentacles squeezing the life out of him.

It is a Giant Octopus! This cavern is obviously its lair- and despite being an underwater creature it has the ability to survive on land- its many arms letting it sneak thru these caves. Now you must defend yourself!

Giant Octopus
Hit Points- 14
Defense- Tentacles (8)
Attacks- Tentacles (8), Beak (2)
Moves every 8 Rounds

>Attack
>Evade
>Weaken
>Sever Tentacle (Attack roll of 8 or higher- reduces Tentacles by 1. Defense is not counted)
>Breathe
>>
>>5716053
>Weaken Defense (Giant Octopus)

>>5716046
In >>5708012 there seems to be a party of three all greeting the king or someone from the other side. Maybe the trick is to look through it from a certain angle or under certain conditions? The king/representative has a harp, to... Could music help? Or maybe an elf has to stand on the other side and 'welcome' us non-elves through?
>>
>>5716055
Listen man, it's been a month. Please make a roll when you use Weaken, okay?
>>
>>5716041
"I will return, my fair maid..."

>>5716058
Since because of this, I don't think Pineneedle's Weaken got counted...

>>5716053

>Weaken - AUTO-3
>>
Rolled 8 + 1 (1d10 + 1)

>>5716053
>Attack
"Not more aquatic foes.. If I never see another damn fish it'll be too soon!"
>>
>Attack
Use Bow to auto-inflict 4 damages
>>
Regarding how much of us there is...
A strategy based on attack/Breath (1 damage knife throw) on loop without roll can deal 5 damages in every 2 turns. We're waiting for turn 4, how much life remain on the monster?
>>
>>5716053
"Oof, watch those tentacless! Jusst gonna... huff... walk that one off. Call out if you need my sshield!"

>>5716143
With weakened defence down to 3 he would have taken 6 damage from Grimbold.
Then 4 auto damage from the bow?
So that would leave it with 4 HP.
Can you not just... shoot it again?
That seems like too simple a solution. But it whacked Squire so I'm fine with it getting the seafood treatment.
>>
>>5716145
Allright.
>Turn 4 : Breath + Knife Throw
>Turn 5 : Bow Attack
>>
Rolled 3 + 1 (1d12 + 1)

>>5716053
>Myron Attacks with his hammer
"Lets see if you squish!"
>>
...Is it dead already?

Damn, didn't even need to do anything.
>>
File: TalonMeansBusiness2.png (99 KB, 900x637)
99 KB
99 KB PNG
>>5716184
>>
>>5716058
Sometimes 4chan eats my dice and I haven't figured out why.
Not like my input was needed anyway
>>
>>5716226
A common problem I have is that I type "roll+1d20" or whatever which is wrong, you have to type "dice+1d20". That may be a reason as to why it's not showing up.
>>
>>5716204
Damn, nice going
>>
>>5716204
"Good one, didn't even have to unsehathe my dagger. Maybe we should slice it up and cook it for dinner, eh? I learned how to make some good soup with octopus from a sailor once. We'll probalbly have te check eet for poison, though. "
>>
>>5716235
That could be it, or capitalizing dice as "Dice" maybe I'll test that now.
>>
>>5716676
Yeah, that's it. My phone capitalizes the D by default sometimes. Oops!
>>
File: NWS Quest2 post20 p1.png (49 KB, 900x637)
49 KB
49 KB PNG
The party has managed to defeat the sneaky octopus- the stealthy foe only able to harm one of them from the shadows, before their coordination managed to bring it down.

Standing over the creature's lifeless body- an idea possesses Scrim. While not necessarily a skinner or trapped by trade, something calls to him here. Gnomes were always known to be really good with shoes- as well as gloves...

Indeed, it works. With minimal effort, Scrim has managed to cut off a section of the octopuses flesh and skin- its smooth and lightly sticky skin makes for an incredibly svelte pair of gloves. Sadly, after the battle, there was only enough remaining undamaged patches of skin for a small amount of leather; not enough for Talon or Pietro's mannish hands.

Scrim has gained the Octopus Gloves. Whenever performing a skill roll, add a +1 to the end of your roll. This +1 acts as an extra dice that always lands on a one.

They are also, supposedly, very good for climbing. Oh well.
>>
File: NWS Quest2 post20 p2.png (60 KB, 900x637)
60 KB
60 KB PNG
At the back of the cave, the party is stopped when they bump into something into the darkness- it feels like a solid wall of nothing- until closer inspection reveals it to be a flat pane of glass.

"Here?! It's almost transparent. Not even Dwarves can make glass this clear!"

Further inspection reveals a damp chamber with a single entrance. Small holes between the stalactites on the ceiling towards the ocean hint at something. Between two stones, both marked with a Dwarvish Rune. Sadly, once again, Grimbold lacks the ability to read it. Despite this, everyone can tell something on the far pedestal of this chamber looks valuable or important in some way.

"...Who is going to go in and get it?"
"Be careful. I don't like this. It's obviously a trap."

>Select a party member to enter the chamber
>It's too risky- Leave instead (No loot)
>>
>>5716809
>>5716806
A skill roll?
>Scrim
"Those new gloves would be preeeetty handy right about now, huh?"
>>
>>5716809
>>Select a party member to enter the chamber
>I volunteer
I don't wanna leave empty handed but last time we had one of these votes I kinda made Scrim get traumatized so it's only fair
>>
>>5716809
"We ssshould check for trapsss or obviouss linesss of attack first. If something is triggered we sshouldn't all be ssstanding in the way."

Squire taps on the glass lightly to gauge its thickness.

"It'ss wet in there sso the glasss doessn't keep the water out. We sshould watch out for bad air or entangling nastiesss trying to drown uss."

Squire shudders at the thought of the lingering slimy touch of the now dead octopus.

"Maybe a ssafety line ssso we can pull back whoever goess in too?"
>>
>>5716809
"It's obviously trapped; perhaps I could go blunder ahead and trigger it? Then the rest of you would know what you were dealing with afterward - I can be reassembled!"

"...But if Scrim or Talon wants to go for a more stealthy approach, this seems more their area then mine. I'll defer to the expert rogues!"

"(Also, those Dwarven Runestones! I am hardly fluent in Dwarven; but the one on the left looks like a disappointed face; whilst the one on the right looks like a contented face. Perhaps that would have some baring upon the situation?)"
>>
>>5716835
"(...They look the same to me.)"
"I'll make a wild guess and suggest the runes are what activate the trap, and that water will come out from the ceiling. If you were to disassemble on the inundated chamber... would we be able to recover you? I don't wanna think about worst case scenario."
>>
>>5716840
"Water from the ceiling? Why, perhaps this would be more suited to me, then. Unlike the rest of you, I have no need to fill my lungs with breath!"
>>
"If this is an heist, I might be the more suited. However, Boney-bag might be right about water... But what about...
>Compound Bow, Octopus damaged parts and rope into sticky Grappling Arrows
>Use Sticky Grappling Arrows to fetch the valuable
>>
>>5716814
"Ehh, I don't like 'te look o' this thing. I'm not too keen on fallin' for some manner of trap and drowning. I think i agree with boneyman on this one."
>>
>>5716840
Maybe we could tie Benjamin with a rope? At least his skull.
>>
>>5716809
>>5716841
>Vote Ben
"Sssoundss like a good plan. I agree, the right door doess look like a happier option!"
>>
So, are we in agreement of sending ol' benj and maybe tying a rope to him?
>>
File: NWS Quest2 post21 p1.png (99 KB, 900x637)
99 KB
99 KB PNG
The party decides to allow Benjamin to enter the chamber. As a skeleton, it seems the least dangerous him to enter this obvious trap. Sure enough, as soon as he gets about halfway into the room, an invisible glass door slides into place, trapping him inside a great box. Then, there is a great rush of water which begins to fill the chamber- an inescapable trap.

Benjamin grabs the item and simply waits it out- the chamber fills all the way to the top, before slowly draining back out through a secret slide in the floor. If anyone else had entered the chamber, they likely would have drowned and died.

"We could probably break these walls, especially with Myron's hammer."
"Yeah, but then you'd be sending huge shards of glass and water rushing at us... it could be dangerous to free the person inside too."

With the water fully gone and the door opened, the party examines the find. The Sages in the party are especially impressed.

"That's the Sea-God's Necklace!" One says, in shock.

This special amulet will grant whoever grants it great endurance and resistance to damage- including the ability to become immune to Exhaustion and an increased maximum number of injuries they can sustain by +1. It is also said that the wearer can draw on the power within the stones to become more powerful- but at the cost of becoming cursed by the tide. Whoever wears the amulet can increase the size of their class die by one unit (+2 to maximum roll) as many times as they want, in exchange for a chance to become cursed which increases the more they use it.

Who wants to claim the Sea-God's Necklace?
>Claim
>>
File: NWS Quest2 post21 p2.png (329 KB, 900x631)
329 KB
329 KB PNG
With the watery cave fully explored- the party now has a chance to take a breath from the dangers and decide on their next plan of action.

It is just about Midday.

Where would you like to go next?
>Write in (Landmark)
>>
>>5717347
>Claim it
But hey, we can discuss this. I'd give it to Myron if he were a bit more consistent.
>>5717348
>Royal Flower Field
>>
>>5717347
"Oh! How pretty... But I think others would make better us of it than me... :("

>>5717357
"The Flower Field sounds nice, though. I bet it smells wonderful! Maybe there will be some good medicinal herbs there, or we can make an aromatic tea..."
>Flower Field
>>
>>5717347
Perhaps one of our rogues could use the extra resilience and a larger dice to evade with or hit as hard as a fighter?

>Flower fields
"The flower fieldsss ssound nice. Less chance of ambush at leasst."
>>
I don't know if there are other rogues around. I think the item would be wasted on me, it's good on Twink, better on Myron but consistency.
>Give the item to Twink
>Flower field
>>
>>5717396
"I'm surprised you don't want it for yourself, Squire... Twink has his Polearm, Myron has his Hammer; but my thoughts don't recollect you gaining an artefact boon during our adventures?"

>>5717347
"Honestly, it's a shame that I can't really gain any bonuses from this treasure, otherwise I would have been tempted! But a Warrior, or perhaps a Rogue, would make a far better use of this then I could."

>>5717347
>Flower Field
"It's closest; and there's even a nice beachy path we could take to avoid going inland."
>>
>>5717347
"Hmmm...tempting as it is to take it, I reckon one of you fellows could make more use of this dice, eh. I'm myself not too often dealing with exhaustion, and the power to increase me power ain't much too useful for one who uses finesse like myself. You sort it out who wants it."
>>5717348
>Royal Flower Field
>>
>>5717493
Forgot my name.
>>
>>5717348
>Give the necklace to Twink
"Aye, I could take it and be even TOUGHER, ye, but that'd be waste."

>Flower Field
>>
No update today, take this as the obligatory meta-post.

Is there anything you'd like to see changed or any way the quest could be improved? (beyond update speed) I've tried multiple times to increase the number of players; but it seems we've settled on a core group, which is fine. How do you feel about the encounter balance?
>>
>>5717897
I think we're on a fairly good balance, not too hard not too easy.
>I've tried multiple times to increase the number of players; but it seems we've settled on a core group, which is fine
While as a multi-player game we don't really have that much character fluff, I think a limited core cast really helps bring out the essence of the characters.

I mean yeah, the actual interactions and flavor is limited, which is a shame, but it makes it feel more like an adventurer party when it's a small group. I'm certain if this quest was being written as an normal one where all the characters are written, they'd stand out.
>>
>>5717357
Appreciated but your assessment is correct, I am a bit too spacey in game and too inconsistent irl unfortunately
>>5717347
>Twink
>>5717348
>Flower fields
>>
>>5717910
I should add, bananas, that if you felt like showing more "character moments" with the cast based on how they've acted, i certainly wouldn't mind it. I can't say for the others, but i think that anons did manage to give most of the "main cast" (aka everyone who regularly posts) somewhat of an personality. At least, I've been able to deduce how the characters would be.
>>
>>5717420
"Squire got hiss ssshield when you firssst joined the party. But perhapsss an item to make Squire sstronger is due. But Knight did alwayss stresss the importance of ssharing."

>>5717897
(Some of these encounters have been trivialized by certain items and abilities. While it's good to see them being used and makes things more puzzle like, the encounters with multiple elements that require more people's participation and multiple interacting skill rolls seem to work best and be the most engaging.
Though I do realise they're likely the most tribe consuming to set up.)
>>
>>5717919
I agree, feel free to make Myron have the brain of a cow and be off in his own world for personality lmao, im pretty sure im the last of the brombles in the party
>>
>>5717957
Yep, and Scrim is the last of the gnomes, even though both races started with three members each. I suppose it's an constant of fantasy that non-standard races like beastpeople or the less popular humanoids only get one character per cast.

...Though to be fair, the only race even left with more than one member are elves.
>>
Talon seems to be the last of its blood.
Talon is okay with that.
>>
>>5717897
Nothing I can think of in the way of changes/improvements, the Quest seems to me in a pretty good place in terms of mechanics. Any Fubars will be our active doing, not merely the fault of inactives failing to post to make up the numbers.

As for the current Group, we didn't come in all in the same batch - Twink, Tordynar, Grimbold, Squire, Scrim and Myron have been here from the start, but I joined after the initial mission, Talon took over the previously 'unnamed rogue' in a recasting, and Pineneedle came in at the start of this thread.

To that note, I was a little surprised that you turned down Salazar's attempt to join as the castaway. (Even if the message I've been getting from the island is that the castaway really should have been the Dwarven Runesmith that our party has been lacking)
>>
File: NWS Quest2 post22 p1.png (71 KB, 900x637)
71 KB
71 KB PNG
After giving Twink the necklace, the rest of the party decide to move to the royal flower fields. The fastest way to do that is through another large thicket of trees- this one near to the rear of the island.

Surprisingly, this part of the island seems the most calm. The fear and uncertainty of crossing the woodland paths is less noticeable here then it was in the largest central thicket, or through the heated jungle-like pinewoods near the southern cape. It's almost like a regular forest. While there is still no birdsong; at least a few squirrels were seen and heard- giving this place a sense of natural order not present on the rest of the cursed island.

About midway through the trip- Squire stops to sniff the air. He smells something. His draconic heritage asserting himself with his senses;

"Not gold or silver... faint... copper?"

Following his nose, the party enters a part of the woods with ruins. Stone ruins that seem from the time of the elves; an open aired structure with large copper rings, half embedded in the walls.

"What do you think it was?"
"A stable. This is where the elves would hitch and train the stags they would ride. Those rings are too short for horses."
"Look. No bones- they freed their mounts."
"...Or the mounts freed themselves."

While it is not their primary prize of the Crown Crusaders, taking those large rings from the wall could act as a nice monetary reward for all their searching. But once again, who knows what else could be found here. Maybe it would be best to move along...

>Investigate area & Pry loose the copper rings
>Leave and continue on
>>
>>5718728
>>Investigate area & Pry loose the copper rings
It's still early in the day, might as well.
>>
>>5718728
"I wouldn't mind gettin' some copper eh, but this island's been one curse after another. I'm not too keen on angering anothar spirit."
>>
>>5718742
"I think that's a smart plan... Come on boys, flowers are nicer anyway. Though, then again... Wearing a copper bracelet can be good for focusing your energy to prevent sickness..."

>>5718728
>Investigate area, only pry loose rings if there's no bad juju
>>
>>5718728
>No Opinion
"Whatever you all decide is fine with me! Though let's all be careful if we decide to investigate; we don't want to stumble into an ambush or fall down a pit trap - we already have wounded among us!"
>>
>>5718728
>Investigate area & Pry loose the copper rings
Pry loose half of them.
They might come in handy somewhere else, or have an use there.
>>
>>5718728
"Old ssstinky copper goess all green and nasty. Perhapss there'ss cluesss here though."
>Investigate, leave the copper.
>>
>>5718728
>Investigate area & Pry loose the copper rings

"Could be useful, eh? Maybe fer climbing or the like."
>>
File: NWS Quest2 post22 p2.png (114 KB, 900x637)
114 KB
114 KB PNG
As the party decides to investigate the rings; they pull on the leather & iron supports, long since rusting and decaying from the wall- before the sound of a horse's whinny is heard. It sounds right there- right in their ears, as though the animal was right besides them; but looking around in surprise they see nothing. How could such a big animal be so hidden?

Then a snort, and then-

Nightmare Agony
Chorus- 5
Seals- 6

Rules
Spirits with the Agony ability lower their Chorus by one whenever you seal them. Their Chorus is reset to normal when they are Rebuked.

>Prayer
>Seal (Magic)
>Rebuke (d20 + current chorus value)
>Other
>>
>>5719531
"I focken' told ye so! This island be nothing but a pile of curses!"

(But uh, we should start with a prayer, and then I'll try to seal it since the chorus is still high enough I can only fail on a six)
>>
>>5719531
>Prayer
Do your thing guys
>>
Rolled 5 (1d6)

>>5719531
Let's a start this
>Seal
>>
>>5719537
Okay, close, that's 5 seals left. We are now on a chorus of 5.
>>
>>5719531
>Prayer

"Ah, hell, Gomr above and Bellamie below, bless me dumb greedy heart!"

The Nightmare art is really cool.
>>
>>5719542
Uh...we didn't need a prayer right now.
>>
>>5719545
Someone's going to try to Seal it next, no?
>>
Rolled 8 (1d8)

>>5719531
>Seal (Nightmare)
"Oh no, this poor animal must have suffered a great deal! Rest now, sweet one."
>>
>>5719546
Prayers chain when you succeed
>>
>>5719531
"Squire is ready with the ssalt for rebuking!"

So chorus is down to 4 now, 5 seals to go, I think grimbolds prayer was wasted unfortunately since the one before chained. I guess Ben should go at chorus 3 and then I'll rubuke?
>>
>>5719553
Oof. Sorry lads, my big dumb fighter brain turned off a bit; I remembered they chained, did not remember they didn't stack.
>>
think I should try to seal it now or wait for a rogue or so to get in so I can try the more difficult seal?
>>
>>5719594
do it then ben can auto 3, then rebuke
>>
>>5719585
I'll ignore your first action, you can make a different action or prayer now if you want, just to make it fair (since that is how prayers worked in the first thread)
>>
Rolled 2 (1d6)

>>5719531
>Seal
>>
>>5719600
Well this is an interesting scenario.

>>5719599
Will the +1 to Chorus still apply when the Nightmare is reset to normal by being Rebuked?
>>
>>5719601
No.
>>
>>5719531
>Seal - Auto 3

>>5719585
"Pineneedle sadly failed her seal, so another Prayer will be needed, Grimbold!"
>>
>>5719599
Thanks, appreciate the mercy!!

>>5719657
"Right, on it Bonesy!"

>Prayer
>>
Hmm, the chorus is now down to 3, and we have 3 seals. A rebuke might be good, but you'd have to roll a 15, so that'd be very hard.
>>
>>5719721
Wait, we *do* have salt. We could use it to automatically rebuke it.
>>
>>5719531
>Use Salt to rebuke.
"Ssseasoned horsse, it'll do in a pinch!"

It's back up to 5 chorus now. Everyone who sealed before has been refreshed to go again!
>>
Rolled 4 (1d6)

>>5719531
"Let's do this thing, eh!"
>Seal
>>
>>5719733
Okay, nice, with Benjamin's auto-3 this means that someone else just needs to get a >4 and we win
>>
Rolled 3 (1d6)

>>5719734
<4 but yeah

>>5719531
>Seal from Rebuke
>>
>>5719736
Hell yeah, we're good. Now benjamin can do an ez auto-seal with 3.
>>
Rolled 2 (1d8)

>>5719737
I want to participate.
>Seal
>>
>>5719740
Well, that's lucky. I guess we're good.
>>
>>5719740
...Guess I've been pipped to the attempt. Nice job, Talon!

Just in case it is decided one of the above Seals doesn't count, for whatever reason:
>Seal- Auto 3
>>
Well, while we wait, we're probably going to have to rest after this so let me already say the plan I think is best

As soon as the rest starts, tordynnar should use his hunch on the baleful basket to heal pineneedle, because she's injured AND cursed, which is bad. After that, pineneedle should give tordynnar *another* hunch so he can use it on the baleful basket *again* if it's a good roll.

The rest can go as standard.
>>
>>5719886
it's kind of a miracle Pineneedle hasn't died in an ambush, reeeally should have fixed her up at the first chance but nothing I could do about that
>>
>>5719893
"It's because I practice manifesting positive vibes and always stay hydrated!"
Will the heaing take the sad thoughts away? Whenever I close my eyes, I hear them... Ever since the ghosts.
>>
>>5719886
Remember in the future in case anyone else gets a hunch, but hunches can be used *retroactively*, so you should always roll first in case you get the desired result anyways and don't need to use it.
>>
>>5719911
Good point, and the basket has no usage limit so you could safely heal everyone if you got lucky.
>>
Update is being worked on.

What do you guys want/think should be between rolling challenges or encounters? While I want to keep the pace of the game up, I can see how going from combat to haunting to combat to puzzle over and over can be tiring. What's a good alternative?
>>
>>5720109
Good stuff happening to us?
That don't have to be mechanic-tied : but finding honey to improve our food can help with moral for example
>>
>>5720109
I dunno, what's there to do in this damned island? pit the characters against eachother in a game of connect 4 or something like that
>>
>>5720109
Some story or flavour updates are always welcome.
>>
File: laughing elves.gif (859 KB, 500x281)
859 KB
859 KB GIF
>>5720144
>Good stuff happening to us?
>>
>>5720151
>Some story or flavour updates are always welcome.
I would like that
>>
>>5720109
Some sort of dealing with an NPC who isn't a combat encounter, perhaps? Even if you've none in mind for the island as-is, the matter of the 'castaway' was left unresolved - perhaps there's a haggard, stranded Dwarf Runesmith somewhere about?
>>
With the Nightmare defeated- its horsey noises dissipating into the air- the party can finally breathe a sigh of relief. Greed often has a way of punishing those who partake in it.

However, with the copper rings freed from the wall, Pineneedle is elated.

“Don't you know Copper can be used to end curses? There was once a man whose entire bloodline was suffering a powerful curse; and he ate entire chunks of copper and it went away!”
”That can't be good for you.”
“Oh well, he died- liver poisoned. But the curse was lifted off his whole family tree!”

Pineneedle thankfully knows a trick to use these rings without anyone having to eat them; cleansing the dark taint of ghosts and other spirits. During downtime, Pineneedle can now choose to Break Curse on a party member- this requires a Healing Roll of 6, 7, or 8.
>>
File: NWS Quest2 post23 p1.png (137 KB, 900x637)
137 KB
137 KB PNG
Finally, the party breaks through the trees and arrives at the Royal Flower Fields. While the significance of it being “royal” isn't yet apparent; it is a beautiful sight.

The flower field stretches on; a huge field of wildflowers. Beautiful, and in every corner, a new color and shape. It is an incredible mix of flora- while the Sages find themselves noting the many medicinal plants- while the Rogues focus more on the poisonous ones. The fighters, meanwhile, can easily tell apart the many shades of ajuga and the underbrush of thyme; the type of flowers that grow on graves. The entire atmosphere of the island, dark and oppressive, is seemingly lifted in this place.

“Twink- your spear! Look!”

The Elf looked down to find his newly claimed weapon- the mysterious dark spear found in the tower of the warrior suddenly aglow. Somehow, bringing it here has awakened the weapon. Its head began to glow- pointing the elf towards a particular patch of flowers- and he would bring it forth, revealing a great mass of roses. The weapon's head turned bright red. Tordynnar looks shocked after a moment- as though in sudden realization.

”...That is no ordinary spear. It did not belong to just some warrior- that is the symbol of the clan and great arm of the King of the Woad himself. It is called Rosethorn.”

Twink can now attack ghosts. Using Rosethorn, you can make an attack roll against a Ghost or Spirit, rolling your class dice and adding the spirit's chorus. If you roll a 7 or higher, it counts as a single Seal against that spirit.

With so many magic items and sudden boons- some of the other party members might be getting a little jealous. But, it is an ancient Elvish island you are exploring...
>>
File: NWS Quest2 post23 p2.png (105 KB, 900x637)
105 KB
105 KB PNG
The air is thick in pollen. The day is ending soon; the last heat of the day begins to fade as the sun is beginning to go down. The insects are starting to dwindle in number; and a strange feeling overtakes your party.

“Is anyone else feeling a bit... Sleepy...? It must be the dry... humor... a bit of the... narcolepsy...zzzZZZzzz”

Without any warning; Pineneedle falls fast aslseep. Perhaps the excursions of the day, or perhaps her sensitive dog nose- she is unable to resist the call of the wildflowers. She collapses into the flowers, with the buds above her queerly shifting as if to shade her from the dusk sun- but unnervingly, it appears as though they may also be attempting to hide her from her allies as well.

”Oh no... I'm feeling drowsy too.”
”This isn't good! WAKE UP! Don't fall asleep!”

Rules
Your party is being afflicted by an Enchanted Sleep! Thankfully, some party members aren't tired at all and seem totally unaffected by this. These include Myron, with his Bromble strength and endurance, Grimbold as well as Twink are both strangely resistant to the effects of the pollen. While they'll be able to drag everyone out before they are claimed by the field- it still isn't good to fall into an enchanted sleep. Everyone who falls asleep will be unable to participate in the next downtime and has a chance to lose an item in the field of flowers.

To Resist the sleep effect, roll your class die and roll a 6 or higher (Strength roll).

Anyone who manages to resist the effects or is immune can also help your teammates on their roll by clapping and making Noise- this adds a +1 to the next Resist roll. You can also choose to Drag someone out of the field. You can only choose to do one of these two things after your successful Resistance roll.

You can also try to Burn the field, but anyone who has fallen asleep will become burned and take an Injury!

>Resist (Roll)
>Make Noise (+1 to next roll)
>Drag (Asleep Characters)
>Burn Field
>>
>>5721243
>6 or higher
Well, i can't do anything until people make some noise or I'll most surely fail. You higher diced people should resist this, then start making noise. Benjamin doesn't sleep, so he should be good.
>>
Oh yeah, Benjamin is also obviously immune to this too. I forgot to add him to the list of immunes.
>>
>>5721243
Wait, Benjamin isn't listed as unaffected through his Skeletal and non-sleeping natures? Huh.

Actually, since he can only auto-roll a 3, will he be automatically affected by the Pollen?
>>
>>5721262
>>5721265
Oh, NVM, just saw the Immunity update.

>>5721243
>Make Noise (+1 to next roll)
"Awake! Don't let your head slumber in the flowers.
Awake! If you fall to sleep, you could be lost for hours!
Awake! Don't rest, don't wait, just resist!
Awake! Stay strong, and we can get through this!"
>>
>>5721265
He's good.

I'm going to wait until either there's a big enough bonus, I can't lose what few items I have.
>>
>>5721273
Oh, wait. Anyone who's immune can also Drag someone out, right? It's only those at risk of sleep who have to choose one or the other? Then I will also:
>Drag Pineneedle out.
>>
>>5721290
>It's only those at risk of sleep who have to choose one or the other?
Most egregious rule bending so far.
>>
>>5721243
>>Make Noise (+1 to next roll)
Twink bashes his sword and his newly awakened spear together. Not how one should treat an ancient elf relic but the situation requires it.
>>
Rolled 3 + 2 (1d6 + 2)

Okay less try it, I'd wait for a bigger bonus but there needs to be enough people to drag me out if I fail
>>
>>5721333
Just my luck. Let me guess, I'll end up losing an item too?
>>
>>5721243
Okay, I don't wanna fuck this up.

Listing out everyone: Pineneedle is dragged out, Scrim is confirmed asleep, and Ben and Twink have both gone already. That leaves Squire, Talon and Tordynnar who are not immune and Myron who is immune.

Squire has the best chance of making the roll by himself, followed by Talon and then Tor-- I suppose I should go ahead and drag Tordynnar out?

Don't want to waste an action here.
>>
>>5721444
>I suppose I should go ahead and drag Tordynnar out?
You mean drag Scrim?
>>
>>5721444
I'm not certain if Pineneedle is dragged out yet - I very wasn't certain of my interpretation of the rules wording at the time, and since Bananas dubbed the attempt 'egregious rule bending' that would suggest he just might not agree.

Either way, Scrim needs a hand as well.
>>
>>5721446
I recognize Scrim's plight, but we REALLY don't want to lose the Basket with our Hunch synergy.

>>5721558
Yeah, I'll wait to get a response from Bananas and a roll from Tor before doing anything.
>>
>>5721566
Doesn't the chance to lose the item happen regardless of whether you are dragged out or not? Pretty sure not getting dragged out just means you die.
>>
>>5721570
The rules section says that all immune people will be able to drag out the sleepers before harm befalls them- our primary source of concern here is not physical safety but losing items/downtime.

There is no actual danger. Just a sleep effect, unless someone trolls us and tries to burn the field.
>>
>>5721243
>Myron drags out Scrim
>>
"ZzzZzzZzz..." =w=
>>
Rolled 7 + 1 (1d10 + 1)

>>5721243
"Ugh sssleepy pollen. Why must everything that smellsss interessting have to be a trap here."

(I don't remember if my +1 from being experienced is applied to strength rolls.)
>>
>>5721671
(But looks like I didn't need it anyway.
Shall I drag out Scrim before he loses an item? Or make more noise?)
>>
>>5721672
scrim's already out >>5721644 make noise i guess?
>>
>>5721673
(Well Talon and Tordynnar are the only ones left unaccounted for. If Grim grabs Tor I can drag out Talon. Then noone else needs to roll.)
>Drag Talon
"C'mon friend Talon, it ssmells nice here but we ssshouldn't nap quite yet!"
>>
>>5721243
>Drag Tordynnar

"At least ye ain't too heavy, I guess!"
>>
Rolled 5 (1d6)

>>5721243
>Resist (Roll)
Not a lot of Noise going around. Well, at least I got one use out of the healing jar...
>>
>>5721715
lmao, I would have made it with even one person making noise, fantastic
>>
>>5721717
It's okay, If someone brings you out with an action you shouldn't lose an item. we knew you'd prefer to be princess carried out of the flowers by burly dwarf anyway. :P
>>
alright we got five people to make guard at night, our one healer is down and Pineneedle is still on the brink of death, goddammit
>>
>>5721737
Is there anything actually stopping us from just taking a break day to heal up instead of going somewhere else? We have a lot of supplies from taking all of the debris.

I mean the part about not getting ambushed is a problem, but other than that, i don't see why we *need* to go. We're not on a timer are we?
>>
>>5721739
because this is a game and if we just ignore every punishment thrown at us then what's the point
>>
>>5721745
I think a delay would be a smart plan. it uses resources potentially, and other complications can arise, but there's no reason to deliberately play badly for drama. There will be plenty of that anyway!
>>
Rolled 2 (1d8)

Rollin' to avoid losing stuff.
With my luck, I'll lose my bow. Again.

Does that count as Hazard Bananas?
>>
Anybody hasn't acted yet? Except for the inactive players (Alfred & Pietro)?
>>
>>5722110
I don't think there's anything left...? Other than Alfred & Pietro, of course. Everyone who fell asleep was carried away
>>
>>5722110
nah, that's all
>>
File: NWS Quest2 post24.png (62 KB, 900x637)
62 KB
62 KB PNG
The party manages to drag anyone away from the flowers- before they can do whatever it is they planned on doing to the sleeping souls. Thankfully, the field relents- without taking away and hiding any of the party members belongings. In the meantime, there is not much daylight left after your adventures- and people are too tired now to continue exploring, so camp is made. Sadly, with two forests flanking your camp and many of the party members now magically enchanted into a deep slumber- it will be a tough night for those who are still awake...

The magically enchanted party members cannot act for this downtime turn. However, on the plus side, their rest is very deep and may be helpful for healing. All enchanted party members have any healing rolls done on them increase the range by one (meaning if you normally need a 7, it is now a 6-8. If you normally need a 6 thru 8, it is now a 5 to 9, etc.)

Enchanted Sleepers
Pineneedle
Scrim
Talon
Tordynnar
Pietro
Alfred

Injured Party Members
Squire - Gravely
Twink - Lightly
Pineneedle - Gravely

Now, select a downtime action.

>Take Watch (+10% avoid Encounter)
>Heal
>Gather some medicinal herbs (Sage only)
>Use the Baleful Basket (Tordynnar only)
>Inscribe a Rune (Runesmith only)
>Lick (Snout only)
>>
>>5722125
>>Take Watch (+10% avoid Encounter)
Twink can tell its gonna be a long night, so he takes the first watch.
>>
File: honk.jpg (55 KB, 621x618)
55 KB
55 KB JPG
>>5722125
*Deep in magical slumber, the redcapped rogue dreams of a world where gnomes are the biggest of all races.*

I would reccomend everyone who *isn't* asleep to take watch, in the meanwhile. The ones who are...well, take your sides and let's hope we don't get shanked while asleep.
>>
File: NWS Quest2 post24 p2.png (47 KB, 900x637)
47 KB
47 KB PNG
For those who sleep an enchanted sleep- their sleep is deep and long. Each one is laid down on the grass with figments dancing in their eyes- and soon they dream a most curious dream.

Strangely enough, come morning, they will realize they all shared the same dream.

Group Dreaming
Each party member in the "Enchanted Sleep" may roll their class die. If at least 3 Sleepers get the same number; it becomes a shared Hunch roll that any one of them can use- but only once.

For the sleepers, roll your die in response to this post instead of the prompt.

>Dream
>>
Rolled 2 (1d6)

>>5722157
As previously mentioned
>Scrim continues to dream of a world where gnomes are biggest and tallest amongst all races, blissfully flaunting his newly granted power
>>
>>5722125
Myron will take watch
>Take Watch (+10% avoid Encounter)
>>
>>5722125
>Take Watch (+10% avoid Encounter)
Benjamin will also take his turn on watch duty.
>>
>>5722138
>pic related
Funny, that also resembles Pineneedle's dreams in some regards.
>>
Rolled 1 (1d8)

>>5722157
>Dream
>>
>>5722277
She's dreaming about being big? Snouts aren't particularly short.
>>
>>5722278
Damn, so close.
>>
Rolled 1 (1d8)

>>5722157
>>
>>5722303
Talon dreams of a world where he finds back his bow - his first heist prize, the Swallow's Flight, that he stole when he was 14. Honoring the contract was an heartache - but the kids really needed the money back at the orphanage
>>
>>5722279
Y-yeah, that's what it's about!
>>
Rolled 4 (1d6)

>>5722157
>Dream
>>
>>5722346
damn, there's no chance pietro or alfred turn about so you get nothing
>>
>>5722349
A big shame, but i suppose it's less awkward this way for the crusaders.
>>
>>5722125
>Take Watch
>>
>>5722157
>Take Watch
Also Squire should be just regular injured since he has an extra HP from being an experienced fighter right? Only took one injury, from the octopus.
>>
>>5722407
Wait, you're bloody right, fighters had an extra XP didn't they? That means that Twink has 4 HP, same as Grimbold
>>
>>5722465
Yup
>>
Rolled 6 (1d10)

Alfred Von Bassel has a dream.

>>5722407
My notes say you have two right now.
>>
Rolled 4 (1d8)

Pietro Pio has a dream.
>>
>>5722577
That's strange, did you count the octopus hit twice? That's the only time I've taken damage this thread and the only time since our last rest where I wasn't noted as damaged either.
>>5712554
>>
>>5722583
>Squire
No idea. I guess I thought you got hit earlier during the monkey fight when it wasn't the case. I can't find the first hit either; so I'll change it now.
>>
File: NWS Quest2 post25 p1.png (38 KB, 900x637)
38 KB
38 KB PNG
Rolled 5 (1d10)

"In the forest where you lay your head,
this is the place it is always said-
that be on lookout, keep a fire gone'
to keep you safe until the dawn,
lest some thing come forth yon' thistle
and take you away, fate unknown, remissal."
>>
>>5722830
Whew! 9 and 10 were the 'you get a random encounter' rolls with 80% watch on our last rest, so with our 50% watch:
>>5722130
>>5722215
>>5722251
>>5722353
>>5722407
That 5 just about barely keeps us safe tonight!
>>
File: NWS Quest2 post25 p2.png (335 KB, 900x631)
335 KB
335 KB PNG
With only a few people to keep watch and scare any bad stuff away- the party has a rough night. But miraculously, nothing comes to interrupt their sleep or pray on their weakened state.

As the morning dawns, the party checks over their maps and decides on what to do. Yesterday, after exploring a coastal cave and the flower fields- they passed through a wood. Much like the biggest central forest, they don't think they've found every single thing that could be there yet, so they mark it as unsure. Now, they must decide what to do today.

>Explore (Landmark)
>>
>>5723256
"Best sleep I've had in a long time, eh. You fellows look like an wagon ran ya through, though. We really should get ya healed up."
>Stop for healing before?
I really, really recommend healing. We've got way too many wounded people. We may not have found everything, but we're preetty close, I think - the last thing we need is to go into battle unprepared and lose members.
>>
>>5723256
>the weird nonpines forest right besides us
>>
>>5723267
>Stop for healing before
"It hurts, guys. Everything hurts. I could really stand to sit still and realign my chakras with positive, healing thoughts." :'3 "Maybe?"

"After that, maybe the Welcome Gates again? we have that glowing kingly staff, so maybe if Twink holds it and stands on one side of the gate and welcomes us, that will activate... Something?"
>>
>>5723256
>Stop for healing
>>
>>5723256
>Stop for healing and then head for the strange, not-pine forest

"Not all of ye are hardy Dwarves, and I can make me Mammy's stew!"
>>
You are not allowed to "stop for healing"
>>
>>5723326
...We're not allowed to stop after a sleep curse makes us lose our only opportunity to heal and a bunch of our team is gravely wounded? When we're in a situation where even a single death can screw us up?
>>
Well we could just move around in circles in the open until nightfall, that would effectively stop for healing, it would just consume time.
>>
>>5723333
That's stupid, this is not a videogame where we're forced to game mechanics to do something there is no reason we should not be able to.

There is literally no reason why we couldn't, or shouldn't stop, when so many of ours are wounded, our party is already small, and we had no chance whatsoever to heal yesterday due to the sleep curse taking out 90% of our party. Even putting everyone awake on watch, there was still an high chance of an ambush.

Give me one reason why we shouldn't be able to stop for healing.
>>
File: top-guess-lll-die.jpg (38 KB, 600x565)
38 KB
38 KB JPG
>>5723326
>picrel
Given that weird restriction

>>5723256
>Welcome Gates with the suggestion from >>5723279
>>
>>5723338
Well, "because QM says so" seems pretty compelling. I'm just trying to work with our restrictions to achieve the desired goal.

>>5723344
this does seem to be the goal
>>
>>5723355
>this does seem to be the goal
What is? Forcing a character death with arbitrary QM fiat, or going back to the gateway?
>>
>>5723358
Having characters die in general, though I'm not sure I would ascribe this particular instance to it.
>>
>>5723359
But that's mean and petty. Why do that? If the QM really wants one of us to die, I'm pretty busy anyway and keep messing up on rolls, so just write Pineneedle's death.
>>
>>5723361
I think it's just his philosophy of the game, wanting it to be difficult enough that people die and perhaps even fail.

>>5723256
>Explore the welcome gates again
>>
>>5723256
>Explore the pine forests to our East.
>>
>>5723338
I wouldn't say 'so many', Squire and Twink are wounded once each but they're tough fighter types who can carry it around with wounds to spare. The issue is Pineneedle, she's not only gravely wounded (by the fact of being a squishy sage with limited wounds) but also cursed; and she's also our only other sage then Tordynar, and the only one who can lift a curse with the copper rings.

Perhaps we could get a fighter to state he's dedicating himself as her bodyguard/will intercept all attacks against her, if we're not allowed to stop to heal/curse-remove? And Pineneedle herself needs to hold back from taking any action that would wound her if failed.

Anyway, going by our objectives list:
We need a blessing from an ancient Elk-Spirit in order to find the grove of the King's seat.
We need an invitation to the great Hall to be able to enter.

Now, even if Twink's empowered kingly weapon is enough to allow him to invite the rest of us, we'll have no way of knowing the location of the place to test that invitation out without finding the Elk first.

So I'd say we should head to:
>>5723256
>The Gravenwood
As it's the only currently-marked main location we've yet to scout out, and seems the sort of place a spiritual elk might be roaming.
>>
>>5723447
Good point

>>5723372
switching to
>The Gravenwood
>>
File: pepe screen.png (558 KB, 1106x1012)
558 KB
558 KB PNG
>Game is about resource management
>Manage resources poorly
>"NOOO LET US HEAL AND CAMP FOR FREE! NOOO I WON'T TAKE CALCULATED RISKS NOOOOOOOOOOOOOOOOOOO LET ME WINNNNNNNNNNNNNNNNNNNN"
>>
>>5723525
>knock out over half of party with sleep curse
>put the ones that aren't asleep in a situation where even having ALL of them on watch is still a coin's flip chance of an ambush
>"NYEHH!!!! NO YOU CAN'T STOP TO HEAL!!! I DON'T CARE THAT ONE OF YOUR TWO SAGES IS NEARLY DEAD!!!! YOU CAN'T DO IT! BECAUSE I SAID SO! YOU JUST CAN'T!!! YOU HAVE TO LET ME AUTOKILL YOU WITH AN AUTOHIT!!!"
Did you learn QMing from John Wick's Play Dirty?
>>
>>5723525
If your encounters can't kill us because you baalnces them incorrectly or we were lucky, it seems cheap to artificially restrict our options to finish the job. I think it would make players less saltu to at least provide an in-universe justification for why the player characters would have to just march along ceaselessly even while their friends and companions die, rather than just... Taking a day off.

Anyway, Pineneedle gives into her curse-inspired pervasive depression and seeks relief from the pain of her persistent wounds. She is going to...
>Break from the group, wander back to the flower field, and sleep forever

Unless someone wants to take over her character.
>>
god so close to the end and people start bitching
>>5723594
you know you should have died when we fought the apes right? you did exactly the one thing that should have gotten you hit twice. you also had a chance for a free heal which you turned down for a fucking paper. im not a qm and i can already tell the hard part isn't getting characters killed but making sure illiterate players can't kill themselves
>>
Alright, I recant, I will give you a chance to rest and heal up a bit. It does come at a cost though. Update will be tomorrow.
>>
>>5723653
Thank you for being reasonable.
>>
File: NWS Quest2 post26.png (83 KB, 900x637)
83 KB
83 KB PNG
Looking towards the Gravenwood, the party decides it is the next place to go; the only forest they haven't been to yet on the island, it is sure to contain either a valuable treasure, or perhaps more clues on the way forward. It is likely the Hall of the King of the Woad could be there as well; given its legendary status.

"Hold on, my fellow- we should tend to our wounded first." Squire says, taking a sidelong glance at Pineneedle, who was especially slow to get up this morning. She seems the most weary of continuing.

Alfred von Bassel, on the other hand, seems very driven to push forward. He gets in a shouting match with Squire- the party doesn't have enough food and supplies to spend days camping out. And while that is true, it could just be a lust for power or gold that drives him forward. Eventually, he is forced to relent from Squire, being the more experienced and empathetic party member.

"Nobody has come back from this island without some kind of death curse on them- and the Gravenwood is the most cursed place on the whole place. Let's prepare before going inside."

While the party has only a few magicians within it- it is common knowledge that certain magical signs or words can bring protection. The ward against the evil eye, fire-smoke, salt, and circles are all invaluable resources against dark magic- anyone can attempt to increase the party's Ward.

Rules
Roll your class die twice and get a pair to give your party one Ward. This is not a Skill roll. Each ward protects you against the cursed Gravenwood. Each time the ward protects you, it will be reduced by one success. You can also take this opportunity to heal, or attempt to purify/remove curse one party member, without the risk of a random encounter.

Injured Party Members
Squire - Gravely
Twink - Lightly
Pineneedle - Gravely

Cursed Party Members
Twink
Pineneedle

Actions
>Heal
>Break Curse (Pineneedle only)
>Use Baleful Basket (Tordynnar only)
>Ward Evil
>>
Rolled 6, 5 = 11 (2d6)

>>5724961
"If ya ask me, we've been cursed ever since we embarked on this forsaken quaest"
>Ward
>>
>>5724963
Ooh, so fucking close. Unless this is an easy pair roll it won't help, though. Damn. If only sages could still +1 a roll.
>>
Rolled 10, 4 = 14 (2d10)

>>5724961
>>Ward Evil
might as well
>>
>>5724965
Pairs are really rare, so it's not gonna be likely. Regardless, I'd recommend tordynnar heal up as many people as he can - only use the hunch roll on a curse heal, not on an unclean heal
>>
Rolled 2, 2 = 4 (2d10)

>>5724961
>Ward Evil

"Bruňa and mine ancestors, shield us from the darkness.. fill my friends with vigor and strength, and my hammer-arm with your might."
>>
>>5724976
Hell yeah, we got a ward.
>>
Rolled 1, 6 = 7 (2d10)

>>5724961
“Squire has a little ssalt remaining. We sshould be ready for anything and well rested."
>Ward

Squire - Gravely.
You copy/pasted, didn't you squidward.
>>
Rolled 1, 3, 5 = 9 (3d6)

>>5724961
>Use Baleful Basket to Heal: Squire, Twink, Pineneedle
>>
>>5725103
>Use Hunch to turn 5 into 1
>>
>>5724976
"A powerful invocation of protection, Grimbold!"

>>5724961
"In Graven wood,
We might, we could,
find the elken spirit that stands above them all;
Such haven, should,
enquires understood,
path us through the deepwood to the kingly hall!"

>Ward Evil
Auto-3, Auto-3
>>
Rolled 5 (1d8)

>>5723648
I'm fine with my character dying to bad luck or a misplay, just not to DM fiat. I think you're right though and this quest isn't for me. Someone else can take over my character anyway, for the remainder of this thread and the next.

>>5724961
>Break Curse (Twink)
>>
File: monke screen.png (319 KB, 1106x1012)
319 KB
319 KB PNG
>>5725173
>Consistently make mistakes and play sub-optimally throughout the entire thread
>Don't read the rules or prompts- suffer for it
>Character is in a bad state, but not dead or out of the game yet
>Could still take risk free options (present in almost every dice roll challenge or prompt), use items, or hang back until next chance to recover your status and regain resources
>Complain, give up, and suicide your own character at first sign of adversity
>Spineless QM immediately relents and caves in
>Come back to state that you're STILL going to quit and that this "quest just isn't for me" and make one last lukewarm roll
>It isn't even the right fucking roll
Good riddance honestly.
>>
Rolled 2 (1d8)

>>5725173
>>5725229
Oh right. A second dice. There you go. Have fun with your rude and railroady QM, everyone.
>>
>>5725351
Well, at least you broke the curse...
>>
So are there any openings for taking over a character? IIRC Myron would be best for the party.
>>
>>5725398
There are multiple, i believe. Alfred, Pietro Pio, Myron, and i guess now Pineneedle. Pineneedle would be the best because she can give people hunches.
>>
>>5725398
>>5725399
Myron's still active, he took a watch as recently as here: >>5722215

But Alfred and Pietro have not been seen in a long while, and I guess Pineneedle is now up for recasting, too. And that's without going into the currently missing Crown Crusaders from the original thread...
>>
>>5725422
The guys from the original thread aren't here, but yes, Alfred, Pietro and Pineneedle are up for filling a spot. Any of them would be great, generally honestly.
>>
Rolled 3, 12 = 15 (2d12)

>>5724961
>Ward Evil
"BEGONE EVIL, MOOOOOOOOOOOOO"
Myron at work sorry again yall, dont listen to the haters, railroad away, its your story bubba
>>
>>5725399
>>5725422
>>5725426
OK, I’m waiting for confirmation from Bananas. I can be available in the evening CET. I’ll scan through this and the last thread to figure out the rules and state of whatever character I’m assigned (if there’s a faster way feel free to point it out)
>>
>>5725531
You don't need to be assigned a character. Probably good to wait for his confirmation, but i believe you just pick one of the free characters, which right now would be Alfred, Pietro, and Pineneedle.

Usefullness wise, i'd reccomend Pineneedle, but not everyone likes to play as a female character, so just choose whoever you think is best, we can use any of them anyway.
>>
File: NWS Quest2 post27.png (86 KB, 900x637)
86 KB
86 KB PNG
Because the party decided to rest for a while and recover, some time passes in the day. They are now entering the Gravenwood past noon- and will have to camp the night within the cursed woods.

However, on the up side, the party has been cured of its many wounds and injuries. Twinks curse has also been broken, but Tordynnar's basket has left the elf-fighter feeling foul and guilty at the sensations his body feels now, freed from his minor injuries. He is now unclean, and would be wise not to speak or act in the presence of holy words, lest he spoil them.

In the meantime, the party enters the Gravenwood. Even compared to the gloomy and oppressive atmosphere of the rest of the island, the Gravenwood is the worst place yet. It is almost totally silent, free from the sounds of nature, not even a rustling in the bush- which would anywhere else be disquieting but here? It would be a welcome distraction.

"Fwww Wwwww Hwweewww"
"Stop whistling, damn you. You're giving me the creeps."
"Huh? I wasn't whistling."
"Neither was I."
"Then who... nevermind."

As they go deeper, the come across a critical point through the forest that splits. While it seems they can reach the heart of the Gravenwood through either direction; they have a choice on how to approach as the trees split. All they have are two vague paths to follow; and hints of what may be down there.

"I really don't want to go that way. Those webs are huge."
"I don't like either of them. Look at those bone charms and talismans... No animal could have made that."
"Well, we need to pick some place. I'd rather get to know what's in there before we try to sleep under this accursed canopy. Do we have a consensus?"

>Left path
>Right path
>>
Rolled 2 (1d3)

>>5725422
>>5725426
>>5725531
>>5725539
You can pick anyone you want; but I'll roll for you if that helps you decide.

1- Alfred (Human Fighter)
2- Pietro (Human Rogue)
3- Pineneedle (Snout Sage)
>>
>>5726176
>Left path
>>
Left seems to feature spider, right got windchimes made of human bones and skeleton-looking thing.

Maybe Right can be turn into Auto-win by letting Benjamin handling the spooky scary skeletons?
>>
>>5726176
"To sssleep in a sspider'sss lair ssounds dangerouss though with fire we might ssstand a chance. The bonesss bode only evil and Ill intent."

(With us down a sage I'd rather chance a straight up fight with spiders than spooky bone cultists or whatnot. Though if our new player picks up pineneedle then the right path might be better.)
>>
>>5726180
I’ll pick Pineneedle.
>Left path
Those wind chimes have bad juju
>>
>>5726176
"I don't like either place, eh. But if we ar going to sleep in this damned wood, i would rather it be in that miserable spider den than in an cursed ground, eh."

>>5726287
I'd reccomend you put your name and a trip to identify yorself
>>
>>5726176
"Bone charms, Spider webs? I've no preference for or against either myself! But... the right path's floor is covered in tangling vines, and the last time that I messed with those I was left all tied up in knots!"
>>
>>5726176
>Left Path

"Spiderwebs? Not but a trifle, friends, onwards we go!"
>>
>>5726176
>Left Path
>>
Migrate. Feel free to use this thread to backlink, though I don't think it will be necessary.

>>5727779



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.