[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Delver Quest

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 215
Thread images: 10

File: Delver.jpg (28KB, 540x720px) Image search: [Google]
Delver.jpg
28KB, 540x720px
Thus have I heard:

And in the deep ages, before man counted time, there walked a cruel god and the
name of him was Bilu. And Bilu walked the earth, uncovered, so that all who saw
him, perished in flame. And a son of man, whose name was Arsadnel, rose and
said to his kin 'We must fight this god, this cruel Bilu, or we shall surely be
destroyed and uprooted. Even as the flooding river takes the strong trees, so
shall we be taken.' And his kin said to him 'Shall we wear the skin of cowards,
while our hearts are brave? No! But if you stand, then we shall stand with
you.' And Arsadnel arose and gathered about him men and horses and arms and
rode out to meet Bilu.

But his kinsmen were liars and cowards, all. And in the crucial moment,
they left Arsadnel to die.

The Sky-Mother, who watches all, saw Arsadnel stand before the cruel god, alone
and abandoned, and her heart was moved to pity. Then she cried 'Arsadnel,
Arsadnel!' but her voice was as the crack of rainless thunder and terrible fear
gripped Arsadnel. Again she cried 'Arsadnel, Arsadnel!' and Arsadnel lept from
his horse and kneeled and said 'Oh Sky! Still your fury, I am Arsadnel the
Wretched, the Abandoned. Let me die in peace'. But the Sky-Mother laughed and
the sound of it was as wind upon the leaves and she said, 'No, Arsadnel, you
shall not die here. I am the Sky-Mother, the Watcher, you shall learn the
Subtle Art this day and slay the cruel god, Bilu.' And Arsadnel bowed his head
upon the ground and said 'My life is yours Sky-Mother, teach me or I perish.'
Then the Sky-Mother imparted to Arsadnel the ways of the Subtle Art and Bilu
laughed and said 'Shall this mortal strike me? Even I, Bilu, slayer of
10,000? He shall perish in flame and ashes lie where he stands.' And
Arsadnel and Bilu dueled for 10 days and 10 nights and the earth was ripped and
the sky torn asunder but at the end, Arsadnel struck the fatal blow. And he ate
the heart of his enemy, Bilu and said 'Now I am Arsadnel no longer, but Ninebi,
The First User, The Deicide.' And the Sky-Mother, who watches all, saw
arrogance in Arsadnel's heart and she raised her hand against him. But Arsadnel
resisted, for he thought 'I am greater than gods' and the fabric tore and the
earth upon where he stood broke apart. And the name of that place was called
'Shaho', Humility.
>>
...
You were dead from the day you were born. A 4th son of a 4th son, you had no
expectation, no inheritance. To your parents you were a cancer, a whittler of
finite resources, a reminder of their own hunger and thirst. For this they
hated you. From the moment of your birth, they despised you. You walked in fear
of your brothers, you walked in silence before your father and mother. You
stole chickens and unripe mangoes, rice, you fought with other boys over
nothing, over pride and sin. And always, and forever, you hungered. The
stomach-tearing hunger of the abandoned and forgotten, the hunger that comes
near to lust and madness. And in the summer of your 14th year you were bound
and gagged and thrown into the pits of Shaho. None who enter there have ever
returned. You have been left there to die because:
>You dabbled in the forbidden art
>You struck down another boy over a petty grievance
>You impregnated the elder's daughter
>You stole valuables from the wandering merchant
>You desecrated the holy temple
>You tasted man-flesh
>You challenged a noble to a duel, and won
>You sold your own wares behind your master's back

Also, roll a d6 to determine your stats, highest 4 rolls will be used.
>>
>>294901
>You struck down another boy over a petty grievance
>>
>>295000
In honor of these trips we'll go with this.

Please roll 4d6 (since no one else seems to be playing yet) for your stats
>>
Rolled 3, 1, 2, 6 = 12 (4d6)

>>295028
>>
Rolled 6, 2, 4, 3 = 15 (4d6)

>>295028
>>
Rolled 2, 2, 2, 3 = 9 (4d6)

>>295028
>>
You were strong for your age. You could outlast all others in a chase, beat
them in a footrace, best them in all fights and conflicts. Your senses aren't
as sharp as others, and you often overlook the small details. You
possess a creative mind if not always a perfectly logical one. You can find
unorthodox solutions to problems, if not always the best or fastest one.

So have you grown to your manhood. In your brute strength you accidentally
struck down a boy with whom you quarrelled. What was the argument about? You
don't remember. He insulted your mother. He insulted your genitals. He insulted
your strength. This was not enough to warrant death, but you killed him anyway.
Now you must live out rest of your days in this cursed place. Shaho, whose
innards change day by day. But you will not die here. This you promise.

>Stats
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

0 is average, +3 is the height of (human) perfection

Choose 4 of the 8 skills in order of your competence:

>Skills
# Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# Cooking (C) - Knowledge of food preparation and edibility
# Cartography (R) - Ability to properly read maps and understand dungeon
architecture
# Crafting (C) - Skill in arts and crafts; sewing, carpentry, smithing, etc.
# Fighting (F) - Skill in armed and unarmed melee combat
# Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge of
wild game
# Magic (R) - Skill in the 'Subtle art'
# Mechanic (R) - Knowledge of traps and mechanisms, skill in building and
breaking locks and traps
# Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# Scholar (R) - Knowledge in languages, lore, history, myth, theology. Allows
you to read and decipher ancient languages.
# Speech (C) - Skill in wordcraft, affects trading
>>
>>295086
4 of 11 skills*
>>
>>295086
Fighting
Athletics
Crafting
Cartography
>>
>>295086
># Athletics (F) - Skill in swimming, climbing, jumping, running etc.
># Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge of
wild game
# Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# Fighting (F) - Skill in armed and unarmed melee combat
>>
>>295122
We'll go with this in honor of your dubs.

You were a sporting lad, you spent your days in athletic competition with the
other boys. You could run a mile without breaking a sweat, swim in deepest the
waters and climb the highest trees. Others were envious of your skill. You
hunted in the nearby forests to sustain yourself and grew good at it. You
learned to fashion arrows from fallen branches and string a bow and hit a mark.
When you came of age you studied with the town physician -- well, observed him
work and occasionally stole his medicines is more accurate. You have some skill
with your fist, empty or armed, and can handle yourself in a fight, though you
have never recieved formal training.

>Skills
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat Athletics

0 is no knowledge/skill. +8 is Legendary skill.

But that is all behind you now, or above you, as the case may be. The surface
is only a point of light now. You are lowered further and further into the pit.
You hit solid earth and the rope which carried you is pulled away. A voice
calls out from the surface a moment later, its echo carried through the hole.
'May the Sky-Mother watch over you, sinner. Perish painless.'
'Fuck you too!' You yell. Silence thereafter.

You are in a small natural cavern. As your eyes adjust to the darkness, you can
make out a faint opening -- a tunnel -- which leads into shadow. Nothing else
of interest is here, only dust and stone. What will you do?

>Take inventory
>Follow the tunnel
>Write-in
>>
>>295202
>Take inventory
>>
>>295202
>Take inventory

Are you allowing write-in actions, QM?
>>
You brush yourself of dust and sweat. The elder was 'kind' enough to grant you
some personal things. You are wearing rags and cloth shoes. You
are carrying a small sack in your left hand. A hand-made bow and
a quiver(5/8) arrows) hangs across your chest and waist. In the sack you
have rations(x2) and a waterskin(full). In your right hand you
are holding an unlit candle(10/10).

>Inventory (3/4)
# Sack
- Rations(x2) [2]
- Waterskin(full) [1]

>Equipment
# Torso - Hand-made Bow
# Waist - Quiver(5/8)
# Left Hand - Small Sack
# Right Hand - Candle(10/10) (u)

>>295219
Yep
>>
>>295246
The rations should last you some time. You aren't hungry or thirsty yet either.
>Follow the tunnel
>Write-in
>>
>>295252
We have nothing to light the candle with?
>>
>>295269
You can try starting a fire with stuff you find in the pits. You'll need something to burn however. There is no penalty or check for doing this.
>>
>>295252
>>295273
>Follow the tunnel
>>
>>295252
>Follow the tunnel
>>
No sense in delaying the inevitable. You walk steadily into the tunnel. The
darkness deepens and you are in low light (-1 Awareness). The tunnel ends
at a large marble gate, which opens to a large empty salon. In the low light
you can just barely make out the features of several sofas, set against the
walls. Something is sleeping on one of the sofas. It's large, 4-legged,
black skinned and it occasionally purrs.

>Approach the creature and wake it
>Leave the creature alone and try to sneak past it (Easy)
>Drop the sack and candle, draw your bow and fire on the creature (Hard)
>Try to identify the creature (Challenging)
>Write-in

I have to leave for a bit, I'll be back in about 5 hours or so
>>
>>295320
>Drop the sack and candle, draw your bow and fire on the creature (Hard)
>>
>>295320
>Try to identify the creature (Challenging)
>>
>>295320
>>Try to identify the creature (Challenging)
Hey QM, that OP was awesome, it was a super interesting exposition and I'm looking forward to more of your writing style
>>
Rolled 6, 1, 1, 6, 4 = 18 (5d6)

I'm back!

>>295728
>>295349

Roll (Awareness + Hunting + 4)d6 or 5d6

If no one rolls I'll just use the roll above.

Let me take this opportunity to explain some of the game mechanics (skip this if you like):

This a dungeon crawl quest. But the focus is not on loot or monster killing (though there will be plenty of that), but on keeping yourself alive and sane while in the depths. We'll use a success based dice system using only d6. Generally, getting above a 3 on a die is considered a 'success'. You'll need a certain number of successes to pass a check (you can get an idea of this based on the difficulty I assign, but I won't tell you the exact number), the more successes you get, the better the outcome. The number of die you roll is always the sum of the relevant stat and relevant skill (if any), any modifiers, plus 4.

Time passes in 'turns'. Every time you do a check a turn passes. Special things happen as turns pass. You get hungry. Your candle burns. You get exhausted. Monsters roam through the dungeon. And so on. Many things do not require a check. Unless I say otherwise, assume that your actions do not require a check.


>>295728
Thanks! I'm glad you enjoyed it!
>>
Rolled 6, 4, 5, 3, 5 = 23 (5d6)

>>296326
>>
>>296344

You know this creature. Its kin roams the forests where you have hunted. You've
never encountered one, but you have seen their paw prints mark the wet earth
after rain, you have seen their claw marks mark the face of an experienced
hunter. That hunter now lives half a life with a half a face. That hunter does
not hunt anymore, he fears to tread where the creature treads, where the tiger
hunts.

But this one has no stripes and its body is lean and black. Perhaps a creature
which has adapted itself to the darkness?

>Approach the creature and wake it
>Leave the creature alone and try to sneak past it (Easy)
>Drop the sack and candle, draw your bow and fire on the creature (Hard)
>Write-in
>>
>>296396
>Drop the sack and candle, draw your bow and fire on the creature (Hard)
>>
>>296396
>Approach the creature and wake it
>>
>>296410
>>296444
Just waiting for a tie-break now
>>
Rolled 1 (1d2)

>>296568
I guess I'll just flip a coin to move on

>>296444
1

>>296410
2
>>
>>296396
>>Drop the sack and candle, draw your bow and fire on the creature (Hard)
>>
>>296954
So be it

>>296410
>>296955

Roll 5d6
>>
Rolled 3, 2, 4, 3, 3 = 15 (5d6)

>>296978
>>
Rolled 6, 3, 5, 3, 4 = 21 (5d6)

>>296978
>>
You will kill this creature this day and wear its skin and feast on its flesh.
You carefully drop your sack and place the candle on top of it. You take out
your bow, string it, strech your arm, test the string, and notch an arrow. You
take a deep breath. You hold it. You hold it. You bring the bow to bear. You
release. The arrow sails and cuts through air, then flesh. It embeds in the
creatures hind leg, but does not kill. The creature howls in pain and springs
up. It's eyes glow pale yellow in the dark. It licks its lips. Even in the dark
you can see its teeth -- white and sharp. You have a moment before it pounces.
You glance around the room. There's another tunnel leading deeper into shadow
on the other side of the room. The tunnel behind you only leads back to the
entrance, a dead end. The creature leaps! There is no time to notch another
arrow, you must act now!

>Drop your bow, grab the sack and candle and run for the other tunnel
(Challenging)
>Keep your bow and sprint for the other tunnel (Challenging)
>Stand your ground and wrestle the black tiger with your bare hands
(Impossible)
>Write-in
>>
>>297053
>Keep your bow and sprint for the other tunnel (Easy)*
>Sling your bow and grab the sack and candle before running for the other tunnel (Hard)*
>>
>>297053
>Keep your bow and sprint for the other tunnel (Challenging)
fucking murderhobos
>>
Rolled 2, 2, 3, 4, 5, 5, 3 = 24 (7d6)

>>297068
Roll 7d6, or I use my own roll

(I'm gong to start putting the rolls on the options to speed things up)
>>
Rolled 2, 6, 4, 5, 6, 1, 5 = 29 (7d6)

>>297086
>>
>>297111
In the village they called you Hulika, 'He who outruns death'. Death shall not
match you in a footrace today. You flex your powerful legs and sprint to the
otherside of the room. Even the black tiger is stunned by your speed. You
disappear into the tunnel, not daring to even look behind to you. You stumble
into a medium sized room with cages of various size lined against the walls. A
kennel. But no dogs. It is too dark too make out anything else and the dark
grips your heart like a disease. You are afraid (-2 Awareness, -2
Reasoning). The black tiger seem's to have lost interest in you. Likely it's
enjoying the rations you left behind.

What will you do?

>Condition
# Afraid - Fear has taken you (-2 Awareness, Reasoning). Get to a place of
light to cure.
>>
>>297154
Forgot this:

= Inventory (0/0) =
= Equipment =
# Waist - Quiver(5/8)
# Left Hand - Hand-made Bow
# Right Hand - Hand-made Bow
>>
>>297165
# Waist - Quiver(4/8)*
>>
>>297154
Catch our breath and calm ourselves.
>>
>>297211
>>297211
Your breath is caught, but your mind races on. Your fear can be cured by light
alone, and nothing else. You left your candle back in the other room.

>Look around the room for an exit of some kind
>Sneak back to the other room to retrieve your things (Challenging)
>Write-in
>>
>>297235
>Sneak back to the other room to retrieve your things (Challenging)
>>
Rolled 1, 4, 2, 6 = 13 (4d6)

>>297246
Shit. I forgot to put the roll.

Roll 4d6 please, or I use my roll
>>
Rolled 3, 2, 2, 4 = 11 (4d6)

>>297254
>>
You must recover what you can. You sling your bow and you return slowly to the
other room, keeping your ears open for any sound of the creature. As you
approach you can hear it purr softly in sleep. It's back on the sofa. You crawl
over to your sack. Alas, it's been torn apart and the rations have been eaten,
paper and all. The waterskin has a hole in it and the water has spilled out
onto the floor. The candle is the only thing which is fully intact (it's a
little moist, the tiger probably tried to eat and thought the better of it).

The faint light of this place calms your nerves. You are no longer afraid but
your stomach growls. You are hungry. You take the waterskin and the
candle in your hands. You cannot stay here, its too dangerous.

>Condition
# Hungry - Your stomach grumbles. -2 Fitness, +2 Awareness. Eat food soon or
starve to death.

>Inventory(0/0)
>Equipment
# Torso - Hand-made Bow
# Waist - Quiver(4/8)
# Left Hand - Candle(10/10) (u)
# Right Hand - Damaged Waterskin (empty)

>Head back to the Kennel room
>Head back to the entrance cavern
>Drop what you have and try to shoot the black tiger again (challenging, roll
8d6)
>Write-in
>>
>>297363
>Drop what you have and try to shoot the black tiger again (challenging, roll 7d6)*

Forgot about the dim lighting
>>
Alright this doesn't seem to be going anywhere, we'll try again in the morning.
>>
Rolled 4, 2, 3, 1, 1, 1, 5, 6 = 23 (8d6)

>>297375
I second that, this time shoot him in the head.
>>
>>297363
>Head back to the Kennel room
>>
>>298162
Roll 7d6 please, I made an error.
>>
Rolled 1 (1d2)

>>298162
1
>>298197
2

I guess I'll flip a coin again. Board is really slow these last couple of days.
>>
Rolled 6, 4, 4, 1, 4, 5, 5 = 29 (7d6)

>>298858
Alright, let's now roll 7d6 to see what happens...
>>
You lay your things on the ground. You draw your bow and notch another arrow.
Your hunger has sharpened your senses to a zenith of awareness. You aim at the
creature's head. You take a deep breath. You release the arrow. There is the
soft sound of something buried in flesh, a yelp, and then silence. No more
purring. You walk toward the sofa to inspect the creature. The arrow went
through and through, puncturing the skull through the left temple, killing the
creature instantly. You recover your arrows and inspect the creature.

It's definitely a tiger. But its fur is completely black, without blemish.
Whatever it was, it's dead and this room is now safe.

>Butcher the creature using an arrow-head as a knife (Challenging, roll 7d6)
>Disassemble one of the sofa's and use its frame as tinder for a fire
>Pull out the stuffing of one of the sofa cushions and use it as a makeshift
sack to carry your things
>Attempt to make thread from the stuffing inside the cushions (Challenging,
roll 5d6)
>Rip apart some of the cloth from the cushions to repair your waterskin
>Write-in
>>
Rolled 4, 6, 6, 1, 5, 5, 6 = 33 (7d6)

>>298915
>>Butcher the creature using an arrow-head as a knife (Challenging, roll 7d6)
>>
Rolled 1, 5, 1, 1, 6, 3, 2 = 19 (7d6)

>>298915
>>Butcher the creature using an arrow-head as a knife (Challenging, roll 7d6)
>>
>>298935
You drag the animal onto the floor do your work. Difficult work and bloody
work, but you are skilled from your days of hunting game. No one taught you how
to separate flesh from bone. No one showed you how to strip away pelt, uproot
teeth, harvest organs. You learned these things with your own hands, in the
forest, like an animal. Even with your crude instruments you are able to
extract the major organs, the pelt and even some of the sharp
teeth. Alas, you never learned to cook, but roasting flesh on an open
fire is not difficult, and there is meat enough to accomodate error.

You obtain:
# Pelt [3]
# Organs (x3) [3]
# Teeth (x4) [1]

(The number in brackets represents the amount of space it takes up, currently
you have nowhere to carry these items. The sack that you had previously could
carry 4 units of stuff.)

>Disassemble one of the sofa's and use its frame as tinder for a fire to cook
the meat (Easy)
>Pull out the stuffing of one of the sofa cushions and use it as a makeshift
sack to carry your things
>Attempt to make thread from the stuffing inside the cushions (Challenging,
roll 5d6)
>Rip apart some of the cloth from the cushions to repair your waterskin
>Try to craft a bone knife by shaping the fangs and binding it with strips of
the pelt (Challenging roll 5d6)
>Write-in


= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat Athletics

= Inventory (0/0) =
= Equipment =
# Toros - Hand-made Bow
# Waist - Quiver(4/8)

= Condition =
# Hungry - Your stomach grumbles. -2 Fitness, +2 Awareness. Eat food soon or
starve to death.
>>
Rolled 5, 1, 3, 2, 1 = 12 (5d6)

>>299012
>>Try to craft a bone knife by shaping the fangs and binding it with strips of
>>
>>299019
KEK giveth KEK takeith away haha
>>
Rolled 2, 2, 5, 4, 1 = 14 (5d6)

>>299012
>Disassemble one of the sofa's and use its frame as tinder for a fire to cook
>>
>>299019
In your eagerness to fashion something you break apart the teeth with your
strength. You decide instead to build a fire. The darkness is beginning to
settle and deepen, you guess that outside, nightfall has come. Building the
fire is trivial, and soon warmth and light fills the empty salon. You roast the
organs over flame, being careful not to burn them. They are all a little
undercooked for your caution, but not inedible. You feast heartily (hunger
cured) and cook the rest for later. However you have nothing to carry the food,
or anything else, with. The rags that cover you do not even have pockets and
the sack you came with is in tatters on the floor.

You are also getting thirsty. Your waterskin still has a hole in it and
is empty. You'll need to find water soon.

>Pull out the stuffing of one of the sofa cushions and use it as a makeshift
sack to carry your things
>Attempt to make thread from the stuffing inside the cushions (Easy, roll 5d6)
>Rip apart some of the cloth from the cushions to repair your waterskin
>Leave everything here but what you can carry (only two things, one on each
hand), light your candle and explore the Kennel room
>Write-in

= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat Athletics

= Inventory (0/0) =
= Equipment =
# Torso - Hand-made Bow
# Waist - Quiver(4/8)

= Condition =
# Thirst - Your throat is parched. -1 Fitness, +1 Awareness. Drink fluids to
cure.
>>
>>299084
>>Rip apart some of the cloth from the cushions to repair your waterskin
>>
You repair your waterskin with cloth from the sofa, tying the cloth around the
waterskin to cover the hole. It's a simple fix but it should suffice.

- Pull out the stuffing of one of the sofa cushions and use it as a makeshift
sack to carry your things
- Attempt to make thread from the stuffing inside the cushions (Easy, roll 5d6)
- Leave everything here but what you can carry (only two things, one on each
hand), light your candle and explore the Kennel room
- Write-in

= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat Athletics

= Inventory (0/0) =
= Equipment =
# Torso - Hand-made Bow
# Waist - Quiver(4/8)
# Left Hand - Waterskin (empty)

= Condition =
# Thirst - Your throat is parched. -1 Fitness, +1 Awareness. Drink fluids to
cure.
>>
Rolled 2, 5, 1, 2, 4 = 14 (5d6)

>>299219
>- Attempt to make thread from the stuffing inside the cushions (Easy, roll 5d6)
>>
Rolled 3, 5, 5, 2, 6 = 21 (5d6)

>>299219
- Attempt to make thread from the stuffing inside the cushions (Easy, roll 5d6)
>>
>>299012
>Disassemble one of the sofa's and use its frame as tinder for a fire to cook
the meat (Easy)

Things will possibly be easier (and definitely more comfortable) once we have the heat of a fire warming our fingers and thumbs.
>>
>>299251
With the stuffing inside of the cushion and a piece of wood from the tinder,
you fashion 2 spools of thread. These could come in handy for making and
maintaining clothing. You'll still need a needle, but that, you can make from
the remaining teeth or from a splinter of wood. You still don't have a means to
carry anything with you. You also don't want to tarry too long, there must be
other creatures like the tiger wandering these depths, you must be wary.

You obtain:
# Spool of Thread x2 [1]

- Pull out the stuffing of one of the sofa cushions and use it as a makeshift
sack to carry your things
- Leave everything here but what you can carry (only two things, one on each
hand), light your candle and explore the Kennel room
- Write-in

= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat Athletics

= Inventory (0/0) =
= Equipment =
# Torso - Hand-made Bow
# Waist - Quiver(4/8)

= Condition =
# Thirst - Your throat is parched. -1 Fitness, +1 Awareness. Drink fluids to
cure.
>>
>>299287
- Pull out the stuffing of one of the sofa cushions and use it as a makeshift
sack to carry your things.
>Fix our waterskin
>>
>>299293
Your waterskin is already fixed: >>299219

>>299261
You already did this: >>299084

As a final use of the sofa cushion, you tie up the opening of the cover and use
it as a sack. At least now you can carry a few things, though not everything. Decide what you will take with you and what you will leave here.

On the floor:
# Pelt [2]
# Cooked Meat x2 [2]
# Candle (10/10) u [1]
# Waterskin (empty) [1]
# Spool of Thread x2 [1]
# Teeth x2 [1]

= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat Athletics

= Inventory (0/4) =
# Sack
= Equipment =
# Torso - Hand-made Bow
# Waist - Quiver(4/8)
# Left Hand - Sack

= Condition =
# Thirst - Your throat is parched. -1 Fitness, +1 Awareness. Drink fluids to
cure.

(The numbers in parens next to 'Inventory' represent space being taken up and
the total space you have in your inventory. Currently the sack gives you 4
units of space. The numbers in brackets represent how much space the items take
up)
>>
>>299335
>Pull out the stuffing of one of the sofa cushions and use it as a makeshift
sack to carry your things
>>
>>299335
# Candle (10/10) u [1]
# Waterskin (empty) [1]
# Spool of Thread x2 [1]
# Teeth x2 [1]


>Make pelt into clothes or cape with thread
>>
>>299357
I should mention you can also carry two more things, one on each hand, of any size.
>>
>>299552
In that case candle in one hand bow in the other. Leave Teeth behind put rest in sack.
>>
>>299558
Whoops I made a mistake.

To be clear:

You bow is currently slung around your torso. You need a free hand to carry the sack. The other hand can carry anything. The sack can carry 4 units of stuff.
>>
>>299596
Make a belt to hold our water skin with.
>>
>>299608
Done. This requires no check. What do you next?

= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat Athletics

= Inventory (0/4) =
# Sack
# Belt
- Waterskin (empty)
= Equipment =
# Torso - Hand-made Bow
# Waist - Quiver(4/8)
# Left Hand - Sack

= Condition =
# Thirst - Your throat is parched. -1 Fitness, +1 Awareness. Drink fluids to
cure.
>>
>>300261
Grab the meat thread and teeth and put them in sack. Water skin attached to belt, candle too. If not possible drop teeth to place water skin in sack and hold candle.
>>
>>300280
This is your current inventory:

= Inventory (5/5) =
# Sack
- Cooked Meat x2 [2]
- Spools of Thread x2 [1]
- Waterskin (empty) [1]
# Belt
- Candle(10/10) u [1]
= Equipment =
# Torso - Hand-made Bow
# Waist - Quiver(4/8)
# Left Hand - Sack

>Light your candle and explore the Kennel room
>Re-arrange your inventory (how?)
>Write-in
>>
bump really don't wanna let this quest die, I had some ideas I wanted to try out
>>
>>300356
>Light and explore
>>
>>301485
The fire is waning. It's time to leave this room and explore. You
light your candle. You wonder how long this little wick will last, this small
flame between you and the dark. You gather your things, leaving behind the pelt
and the teeth of the tiger. You can come back for them later -- you hope.

The Kennel room is not as large as the salon. Small cages litter the walls,
open and empty. The ground is covered with little scracthes, perhaps from the
black tiger, perhaps from the dogs that once lived here. This is a strange
place, this 'Shaho'. The laws of the surface don't apply here, nor the laws of
reality. 'Where sunshine does not reach, where the Sky-Mother does not watch.'
You shiver.

A hole in the eastern wall of the room, big enough to easily fit you, leads to
another room -- a small library. Next to hole, runes have been scratched into
the walls. You were never interested in the arcane or in scholarly pursuits,
you can read and you can write, skills you picked up playing the son of the
village lord. But the runes are written in a language you don't recognize.

>Touch the runes
>Go through the hole into the library
>Write-in
>>
>>301508
>>Go through the hole into the library
>>
>>301525
You step through the hole into the library. It's a small room, almost the size
of a closet. Two bookshelves are in the center of the room, one of them toppled
over. There is a fire-place built into the western wall, aged wood lies unlit
within. A small divan lies in front of it, on closer inspection you see that
the cushions are filled with water instead of feathers. A strange decor choice,
but what do you know? You're a peasant.

The bookshelves are dust covered as well, the books are in tatters, their
spines rotten with mold and their pages destroyed by mildew, their ink faded,
their words lost. As you walk around your feet clank on something. A circular,
metal hatch, large, taking up almost a quarter of the room. A small glass
window lies just above the center of the hatch, through it you can see a room
filled with gold and gems! Your hand goes for the metal doorknob, you twist,
the doorknob falls off. There is a keyhole behind where the knob lay, the hatch
is locked. Fuck!

Well, its not like you can do anything with the gold down here
anyway...still -- gold is gold.

Next to the hatch is a smaller trapdoor, a sign is nailed to it:
Do not enter.

Next to the trapdoor is a hole, something dug by hands, leading wherever the
trapdoor must lead. You cannot see what is inside in the dim light. Finally,
above hatch, straight ahead from the hole leading into the Kennel room, is a
second hole which leads into a small walk-in closet. You can see some clothes
on the floor and a large wardrobe on the opposite wall.

What will you do?
>>
>>301569
Check the wardrobe for some clothes we can wear and maybe something we can use as straps to make a backpack out of our sack for.
>>
File: Delver_map.png (5KB, 825x536px) Image search: [Google]
Delver_map.png
5KB, 825x536px
>>301596
You enter through the hole into the closet. There is a tunnel on the western
wall, it leads downward on a steep incline. The wardrobe is empty save two
pieces of clothing: a child's pinafore and a woman's blouse. Neither are
noteworthy, but they're strange clothing for this place. You can wear the
pinafore backwards and carry your sack on your back. But, you'll have to do
something about your bow.

What will you do?
>>
>>301643
carry sack on our back and haul our bow either on our belt or in our hand.
>>
File: pinafore.jpg (7KB, 141x250px) Image search: [Google]
pinafore.jpg
7KB, 141x250px
>>301657
Done. Your updated inventory:

= Inventory (5/5) =
# Pinafore-Sack
- Cooked Meat x2 [2]
- Spools of Thread x2 [1]
- Waterskin (empty) [1]
# Belt
- Candle(10/10) u [1]
= Equipment =
# Torso - Pinafore-Sack
# Waist - Quiver(4/8)
# Left Hand - Hand-made Bow

What will you do now?
>>
>>301666
Check the water in the divan see if it's drinkable, if it is, drink and fill up our watersack.
>>
>>301669
You head back into the library. With one of your arrows you make a small
opening in side of the divan. Water gushes out. You put your waterskin to the
hole and fill it up. You taste a little of the water. Stale, but otherwise
normal. You take a quick swig from your waterskin and then fill back up. The
remainder of the water spills unto the floor. There is another cushion left,
but you decide to leave it alone for now.

Your thirst is slaked! What will you do now?

Updated inventory:

= Inventory (5/5) =
# Pinafore-Sack
- Cooked Meat x2 [2]
- Spools of Thread x2 [1]
- Waterskin (full) [1]
# Belt
- Candle(10/10) u [1]
= Equipment =
# Torso - Pinafore-Sack
# Waist - Quiver(4/8)
# Left Hand - Hand-made Bow

= Condition =
# Healthy - Right as rain, fit as a fiddle.
>>
>>301691
examine the dug hole.
>>
>>301707
You take a look at the hole next to the trapdoor. It's small, you'd be tight
fit, and its definitely hand made. You can tell because its the kind of holes
animals make in the wild. However, the shape and border of the hole, suggests
that something was trying to get out from below, not get in. The darkness is
impenetrable beyond the entrance of the hole, you'll have to crawl in to find
out what's on the other side...

What will you do?
>>
>>301727
go back and touch the runes
>>
>>301737
You head back to the Kennel to examine the runes. Still undecihperable. On a
whim you touch them. Immediately, they glow pale blue and the ground rumbles.
A secret tunnel is revealed on the western wall! You cannot see where it leads.

What will you do?
>>
>>301758
Check it out
>>
>>301771
You head back to the Kennel to examine the runes. Still undecihperable. On a
whim you touch them. Immediately, they glow pale blue and the ground rumbles.
A secret tunnel is revealed on the western wall! You cannot see where it leads.

The tunnel goes on for some time until you come to an arched gate with double
doors. The doors are heavy, but unlocked, no obstacle to your strength. They
lead into a medium sized room with nicely tiled floors and walls littered with
maps. It looks like one of the rooms you saw in the lord's castle once, a
planning room, a war-room. You don't recognize any of the maps. But you do find
a small supply closet with a sack of flour and some dried meat. Jackpot.

You obtain:
>Sack of Flour [3]
>Dried Meat x3 [3]

You don't have enough space to carry it all. What will you do?
>>
>>301800
Eat some food and look around more closely?
>>
>>301841
You aren't hungry right now. You ate not too long ago.There is nothing else here of any interest

What will you do?
>>
>>301847
A barrel we can either haul or roll in front of us around?


(need a map)
>>
>>301857
There are no such barrels in this room. The meat was on a shelf, the flour is inside a sack. There is a table in the middle of the room and there are maps of places you don't recognize on the walls, but other than that nothing of interest.
>>
>>301868
Leave it for now, go into the trapdoor and hope.
>>
>>301877
You leave the stuff there. You can come back for it later. Bread. What you'd
give to have a baker make some fresh bread right now. Your mouth waters. But
these are unnecessary thoughts.

You head back to the library and try the trapdoor. It's stuck.

>Force it open (Easy, roll 7d6)
>Go through the hole
>Leave it alone
>Write-in
>>
File: Delver_map.png (6KB, 825x536px) Image search: [Google]
Delver_map.png
6KB, 825x536px
>>301857
Also map
>>
Rolled 2, 4, 5, 3, 1, 6, 3 = 24 (7d6)

>>301889
>Force it open (Easy, roll 7d6)
>>
>>301895
You open it as easily as a child strips a peel from a bananna. The trapdoor
opens into a rope ladder, which you climb down. You're in a small prison cell.
Thick iron bars separate one of half of the room from the other. An unlit
brazier lies in the center of the room on the other side of the bars, unlit
torches hang from sconces, an unlit chandelier hangs from the ceiling.

There is something else in here. On the other side of the bars. You can hear
its shallow breathing, but cannot see it in the shadow.

What will you do?

Thanks for sticking with the thread btw, no one else seems to be interested, but as long theres at least one player I'll keep going
>>
>>301934
Use a candle to light the nearest torch.
>>
>>301951
You light one of the torches with your candle, lighting up the room and
revealing its prisoner. It's a woman. She's curled up in one corner of the
cell, asleep or unconcsious. She's more bone and skin than flesh, except for
her stomach, huge and swollen.

She's pregnant.

You approach closer. She wakes up from the light.
"W-whos there?" Her voice is terrible and raw. As if the inside of her throat
was scraped with glass.

>"I am [name], who are you and why have you been imprisoned?"
>Ignore her and go back
>Notch an arrow and shoot her
>Write-in
>>
>>301977
>"I am [Malek], who are you and why have you been imprisoned?"
>>
>>301993
"I am Malek, son of Hadek, from the village of Uthan. Who are you, and why have
you been imprisoned?"
"I...am Ahris...concubine of Satawe...please...water. I need some...water
please." Her rasp surely confirms her thirst. But your waterskin is too large
to fit through the bars and she cannot move. You'll have to go in. A rusted
locked is all that keeps the cell closed.

What will you do?
>>
>>302036
Get our waterskin in one hand and have a weapon in another whether it be an improvised club or whatever. Be wary, but give her the water.
>>
>>302041
You smash apart the lock with a stone. Put down your bow, grab your waterskin
(and another rock just in case she tries something) and approach her. You kneel
and bring the waterskin to her lips. She's beautiful, but starvation and
dehydration have marred her. Her lips are caked with dust and broken. Her eyes
are sunken, her cheeks hollow, her hair thin and tangled. She eagerly laps up
your water, emptying the waterskin.

"T-thank you Malek of Uthan. I am indebted to you." She clutches her stomach
and sits up. "Why have you been imprisoned here Ahris?" She looks away. Tears
fall down her cheeks. "I was concubine to the lord Satawe. Only a toy for his
pleasure, but he treated me well, and gradually...I came to love him. His wife,
the Lady Miretu was jealous of me for lord Satawe spent all his time with me.
And when she learned I was pregnant with his child (she touches her stomach
with tenderness), she was furious. She had me captured and thrown into this
cell, left to die, left to rot.

But you have saved me...I thank you Malek of Uthan...come closer that I may
thank you."

>Go closer
>Stay where you are
>Write-in
>>
>>302098
>>Stay where you are
"It is nothing. I hope you can forgive me if I am wary, it is odd to see a woman in your state in Ahris, doubly so when you are locked up. You look hungry, I killed a black tiger earlier, I can give you some food."
Back up a bit and toss her some tiger meat.
>>
>>302114
"It is nothing. I hope you can forgive me if I am wary, it is odd to see a
woman in your state Ahris, doubly so when you are locked up. You look
hungry, I killed a black tiger earlier, I can give you some food." You stand
and back away.
"You are well to be wary, Malek of Uthan." She spits the last words out like
rotten phlegm. Her voice is not sweet anymore or weak, but deep and harsh...and
it doesn't come from her mouth, but her stomach.
"W-what is this? What are you?" You back away. Her stomach rips open and a
hideous creature jumps out from the gore. Spilling guts and entrails on the
floor. It looks like a baby, but its skin is completely red, its teeth are
sharp and hang out of its mouth, and its eyes are black, liquid black. It's
still connected to Ahris by an umbilical cord, but it can walk on its own.
When it speaks, the light fades and your heart is shaken. You are afraid
(-2 Awareness, Reasoning). Ahris gets up behind it. Now silent. Her eyes have
turned up and now show only the whites.
"Let me repay your kindness, Malek of Uthan, come closer!" speaks the creature.
It jumps up with surprising speed toward your head. Your bow is still outside
the cell. All you have in your hand is the stone you picked up.

What will you do?
>>
>>302158
Back up towards the cell and shut it if possible. hit the thing jump towards us with a rock. Get to our bow then shoot it.
>>
>>302203
Roll 7d6 please
>>
Rolled 2, 1, 3, 3, 2, 3, 5 = 19 (7d6)

>>302216
>>
Rolled 1, 2, 6, 6, 5, 4, 4 = 28 (7d6)

>>302216
ugh bad rolls, Bo3?
>>
You try and back up against the cell, but the creature is too fast. It locks
its jaws on your shoulder, taking out a chunk of flesh. You scream in pain. You
are injured (-2 Fitness, Reasoning). You stumble out of the cell and
slam it shut. The creature leaps against the bars of the cell and its thrown
backward as if the bars themselves pushed it. There is some sort of ward on
the bars. You realize that the lock was probably meant to keep people out and
not in. The creatures starts cackling.
"Your flesh is sooo goood Malek of Uthan. Won't you open the door and let me
have another taste? I promise it'll quick." You clutch the wound on your
shoulder. It's bleeding bad.

What will you do?
>>
>>302294
Jam the lock shut, Bind our wound, then shoot the fucker until it dies.
>>
>>302326
The lock was broken, but the creature can't get out there's a magic ward preventing it from leaving the cell. What will you bind your wound with? Here's your current inventory:

= Inventory (5/5) =
# Pinafore-Sack
- Cooked Meat x2 [2]
- Spools of Thread x2 [1]
# Belt
- Candle(10/10) u [1]
= Equipment =
# Torso - Pinafore-Sack
# Waist - Quiver(4/8)
# Left Hand - Hand-made Bow
>>
>>302339
Bind with thread and a makeshift needle. Bite down on something.
>>
>>302356
Let's see that falls under your medicine skill (+2) and uses your reasoning stat, which is at -4 (from afraid and injured status).

Roll 2d6. This is an easy level task, so you need 2 successes.
>>
Rolled 1, 4 = 5 (2d6)

>>302368
How many rolls?
>>
>>302375
You try to suture the wound as you saw the town physician do many times before.
But your hands are shaking from pain and fear. The creature's presence itself
induces fright. You fail, wasting a spool of thread.

What will you do?
>>
>>302384
get away from here the try again.
>>
>>302384
Leave the area, calm ourselves down before coming back to shoot the thing.
>>
>>302402
>>302442
You leave this horrible place and head back up the ladder. You note that there
is a tunnel on the eastern wall as you leave, it probably connects to the hole
above.

Back in the library you feel as if a shadow has been lifted from you and your
heart is light. You are no longer afraid. You try mending your wound again with
the remaining thread...

Roll 4d6, you need 2 successes
>>
Rolled 1, 3, 1, 1 = 6 (4d6)

>>302454
>>
Rolled 6, 4, 6, 4 = 20 (4d6)

>>302454
>>
>>302478
>>302846
You can't roll twice! We'll go with your first roll.

...And you fail again. The pain is simply too much. You end up wasting the last
spool of thread.

>Staunch the bleeding with fabric from the ripped up divan cushion
>Stuff flour on the wound from the Map Room
>Write-in
>>
>>303084
kill self
>>
>>303084
>>Staunch the bleeding with fabric from the ripped up divan cushion
>>
>>303084
Stuff flour
>>
File: Delver_map.png (7KB, 825x536px) Image search: [Google]
Delver_map.png
7KB, 825x536px
>>303126
You wrap the wound with some fabric from the divan. The bleeding stops. You are
no longer injured. You are, however, completely exhausted (-1 to all
stats). The fetus-creature won't be able to escape the cell below, so you are
safe for now.

You need to rest.

>Head back to the Salon Room to rest
>Start a fire at the fireplace here, with your candle and lie down on the divan
>Write-in
>>
>>303188
>Head back to the Salon Room to rest
>>
>>303188
If the pelt is still in the salon, go back there and make a bedroll out of it.
>>
>>303188
>>Head back to the Salon Room to rest
>>
>>303195
>>303219
The salon had some comfortable looking couches, better to sleep there. You use
the tiger pelt as a bed roll to keep yourself warm. You drift quickly off to a
dreamless sleep. You awake you know not how many hours later. There is no sense
of time in this place. You feel fully refreshed by your rest. You are no longer
exhausted.

What will you do?
>>
>>303353
Go shoot the demon in the face with a bow.
>>
>>303353
Gather our wits and go shoot the spooky abortion propaganda
>>
>>303966
Forgot to take off name. Also, see if the runes do anything else.
>>
File: demon-fetus.jpg (110KB, 300x400px) Image search: [Google]
demon-fetus.jpg
110KB, 300x400px
>>303367
>>303966
>>304087
Ok I'm back.

Listen while we play: https://www.youtube.com/watch?v=5ePWCY3xtUs

You get up and grab your bow and bear the sharp pain of your wounds. The
creature below must perish, you count your arrows, only 4 remaining. That
should suffice. You head back to the library, you open the trapdoor. As soon
you begin climbing down the light of your candle starts to fade, the air is
chilled, your breath comes short and your heart beats quick. The torch you lit
is out, the light is dim (-1 awareness) but this time the creature makes no
pretense.
"Come again, Malek of Uthan? Come again to plaaaay?" Your hands shake but you
steel yourself.
"You will return to the hell from whence you spawned foul fiend!" You notch an
arrow on your bow. The creature cackles. It hides in shadow.

>Light everything in the room first, torches and chandelier.
>Aim as best you can and shoot (Challenging, roll 5d6)
>Leave this creature to its imprisonment
>Other
>>
Rolled 2, 4, 6, 1, 2 = 15 (5d6)

>>304255
>Aim as best you can and shoot (Challenging, roll 5d6)
>>
>>304268
"Raaaaah!" You shoot, the arrow swishes through air and hits...nothing. The
creature cackles harder.
"Open the door Malek, won't you please open the door?" Its voice warbles and
distorts.
"Silence fiend! Begone!"
"I'll do anything Malek, just open the door. I'm soooo thirsty" Its voice
changes back to Ahris's voice.
"Shut up! Shut up!" 3 arrows left...

>Light everything in the room first, torches and chandelier.
>Aim as best you can and shoot another arrow (Challenging, roll 5d6)
>Leave this creature to its imprisonment
>Other
>>
Rolled 6, 5, 1, 1, 4 = 17 (5d6)

>>304281
>Aim as best you can and shoot another arrow (Challenging, roll 5d6)
>>
>>304313
You still your shaking hands. You've begun to sweat, despite the chill in the
air. You wipe sweat from your eyes with your sleeve.
"Come now, Malek, it's so easy. Just. Open. The. Door-AHHHHHH" Your arrow met
its mark. You led the shot perfectly and now an arrow is sticking out of the
creatures belly.
"YOU WILL DIE HERE BOY. THIS PLACE WILL BE YOUR GRAVE." Then it slumps to the
floor and bleeds out black blood. Silence thereafter.

What will you do?
>>
>>304325
Place another shot in it to be sure, then go and grab/Make a club from somewhere and retrieve our shit.
>>
>>304331
This, but we should get some light.
>>
>>304331
You approach cautiously and shoot another arrow at it, this time at its head.
The arrow buries itself with a sickening squelch. It doesn't move or say
anything. It's dead. You hope. You head back upstairs and carve a makeshift
club from a log (in the fireplace) using the tiger fang. It doesn't have the
best craftsmanship but its heavy and strong. It'll do.

You head back down to the cell. It's still dead. Carefully, you open the door,
club at the ready. Still nothing. The air is not as chill anymore either. You
go and grab your empty waterskin. It's in the hand of Ahris, dead, with
upturned eyes and burst belly. The gore in the cell, and the stench of it, is
unbearable. You kneel and take the waterskin, and you notice a secret
compartment on the floor. A false tile. Opening it, you find it stuffed
with...wool. You grab a handful of it, remove the dressing on your shoulder,
wincing with pain as you do so, and then carefully put the wool on the wound.
Immediately, the wool threads itself into your wound and begins to seal it up
like a fabric. It's completely painless and takes only a few moments. Your
wound is completely healed, not even a scar remains. There's another handful of
the stuff in the compartment, you take it and replace your lost thread, it could come in handy later.

You obtain:
# Magic Wool x1 [1]

You gained an experience point! You can exchange experience points to add +2 dice to any roll, or increase one of your skills permanently, or learn an entirely new skill.

Your current status:

= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
You have 1 Exp
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat Athletics

= Inventory (4/5) =
# Pinafore-Sack
- Cooked Meat x2 [2]
- Waterskin (empty) [1]
# Belt
- Candle(4/10) [1]
= Equipment =
# Torso - Pinafore-Sack
# Waist - Quiver(4/8)
# Left Hand - Hand-made Bow
# Right Hand - Hand-made Club

= Condition =
# Healthy - Right as rain, fit as a fiddle

What will you do?
>>
>>304413
Skill list:

>Skills
# Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# Cooking (C) - Knowledge of food preparation and edibility
# Cartography (R) - Ability to properly read maps and understand dungeon
architecture
# Crafting (C) - Skill in arts and crafts; sewing, carpentry, smithing, etc.
# Fighting (F) - Skill in armed and unarmed melee combat
# Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge of
wild game
# Magic (R) - Skill in the 'Subtle art'
# Mechanic (R) - Knowledge of traps and mechanisms, skill in building and
breaking locks and traps
# Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# Scholar (R) - Knowledge in languages, lore, history, myth, theology. Allows
you to read and decipher ancient languages.
# Speech (C) - Skill in wordcraft, affects trading
>>
>>304419
Learn crafting
>>
>>304431
>>
>>304431
>>304464

Alright, I guess we'll just go with this then.

= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat
# +1 Crafting (C) - Skill in arts and crafts; sewing, carpentry, smithing, etc

= Inventory (5/5) =
# Pinafore-Sack
- Cooked Meat x2 [2]
- Waterskin (empty) [1]
- Magic Wool x1 [1]
# Belt
- Candle(4/10) [1]
= Equipment =
# Torso - Pinafore-Sack
# Waist - Quiver(4/8)
# Left Hand - Hand-made Bow
# Right Hand - Hand-made Club

= Condition =
# Healthy - Right as rain, fit as a fiddle

What will you do next?
>>
File: Delver_map.png (8KB, 825x536px) Image search: [Google]
Delver_map.png
8KB, 825x536px
>>304468
Current map

Soundscape: https://www.youtube.com/watch?v=bWE8ABykAOE
>>
>>304474
Check the prison tunnel to see where it leads. Also light a torch with our candle and then snuff the candle and use torch.
>>
>>304481
A torch can't be worn on your belt, and your hands are full, you'll have to drop your club or bow. What will you do?
>>
>>304491
Let's hang the bow in our shoulder.
>>
>>304495
Alright, your inventory now looks like:

= Inventory (5/5) =
# Pinafore-Sack
- Cooked Meat x2 [2]
- Waterskin (empty) [1]
- Magic Wool x1 [1]
# Belt
- Candle(4/10) u [1]
= Equipment =
# Torso - Pinafore-Sack
# Shoulder - Hand-made Bow
# Waist - Quiver(4/8)
# Left Hand - Torch (4/4)
# Right Hand - Hand-made Club

Where to, Malek?
>>
>>304481
>>
>>304504
check the other prison room.
>>
>>304515
>>304481
>>304541
You follow the tunnel in the cell room. It winds and twists and goes on for
some time until you come to small metal door, a vault door. Nails have been
driven into the lock mechanism, you could remove them, easily, but something
tells you this room is better left alone. You ruminate what to do when you spot
something on the floor glinting in the torchlight. A thin, bronze key.

What will you do?
>>
>>304550
grab key put key on belt check other passageway
>>
File: Delver_map.png (8KB, 825x536px) Image search: [Google]
Delver_map.png
8KB, 825x536px
>>304564
Wait. Which passage way?
>>
>>304567
the closet one
>>
File: Delver_map.png (9KB, 825x536px) Image search: [Google]
Delver_map.png
9KB, 825x536px
>>304578
You put the key in your belt and head back to the closet next to the library.
You follow the tunnel, almost falling down the steep incline, into...a maze! An
enormous maze with alabaster walls and sand completely covering the floor. You
can hear something too. The sound of Something pouring slowly into something
else...sand?

You raise your torch but cannot see any further in the dark. The walls enclose
you. What will you do?
>>
>>304588
Damn. The best strategy in a maze is to mantain close to a wall, so we should do that. But fast, it doesn't seem like we have much time.
>>
>>304588
Did we actually fall in or are we on the precipice?
>>
>>304613
You fell. You can probably easily climb back up given your skill in athletics and your natural fitness.
>>
>>304620
But you'll have to empty your hands to climb. That means dropping the torch and club.
>>
>>304625
Can we toss them back up first? or fit them in our clothing?
>>
>>304641
Your 'clothing' are little more than rags covering the naughty bits. No pockets to speak of. You can try to throw them up, roll 7d6 if you want to do this.
>>
Rolled 1, 1, 3, 1, 2, 6, 5 = 19 (7d6)

>>304668
>>
Rolled 5, 4, 3, 6, 4, 6, 1 = 29 (7d6)

>>304668
>>
You throw the torch and the club back up the tunnel. They don't come rolling
back down -- a good sign. You brush your hands with some sand to improve their
grip then begin to climb back up in the dark.

Roll 10d6
>>
Rolled 2, 3, 1, 6, 2, 4, 2, 6, 3, 3 = 32 (10d6)

>>304783
>>
>>304792
Climbing up the tunnel is trivial, a chlid's task to your trained muscles. You
climbed trees with your eyes closed and one hand tied behind you back (a dare
which you accepted and won). You are back at the closet room.

What will you do?
>>
>>304802
look at the map room to see if any of those maps match up with the maze. Also look for lock that goes to our key.
>>
File: Delver_map.png (9KB, 825x536px) Image search: [Google]
Delver_map.png
9KB, 825x536px
>>304806
Thinking about the key in your hand, you remember the lock on the hatch -- the
one which leads to mountains of gold. You try out the key...it's a perfect fit!
You pull back the hatch, ready to embrace the gold...but it leads directly to
the maze. You climb back up. You head for the Map Room, maybe there's a map of
the maze. Your suspcions are fruitful! Indeed blueprints of the maze, probably
used for its construction hand on one of the walls. With this you should be
able to traverse the maze with any problems. THe map shows a single exit to the
maze: a staircase leadng deeper inside. You're getting thirsty (-1
Fitness, Awareness) now, but you have no water. The water-divan still has one
cushion full of water left.

What will you do?
>>
>>304841
Empty the divan of water. Use the wood in it and the clothe we had to fashion a backpack or harness. Also make new arrows.
>>
>>304876
Please roll 7d6, to craft what you propsed, in the meantime you slake your thirst and refill your waterskin.
>>
Rolled 3, 2, 4, 3, 6, 2, 4 = 24 (7d6)

>>304883
>>
>>304887

It's difficult to make something with the shoddy tools you have (namely wooden spilinters for needles and a tiger fang for scissors), but you manage
somehow. You strip down the wood to make arrows and fashion a cloth backpack
(using the pinafore you're already wearing). The backpack can carry 5 slots, a
modest improvement over your pinafore-sack.

Your torch runs out of fuel and you replace it.

What will you do now?

= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat
# +1 Crafting (C) - Skill in arts and crafts; sewing, carpentry, smithing, etc

= Inventory (5/6) =
# Hand-made Backpack
- Cooked Meat x2 [2]
- Waterskin (full) [1]
- Magic Wool x1 [1]
- Map of the Maze [1]
# Belt
- Candle(4/10) u [1]
= Equipment =
# Torso - Hand-made Backpack
# Shoulder - Hand-made Bow
# Waist - Quiver(4/8)
# Left Hand - Torch (4/4)
# Right Hand - Hand-made Club

= Condition =
# Healthy - Right as rain, fit as a fiddle
>>
Head back to the maze and explore the staircase
>>
>>304912
Stuff another torch in our pack first though.
>>
>>305327
You took all the torches you found, the other one went out so your replaced (hence why this one has full 4/4 fuel.)

We'll go with this:
>>305313

You descend through the trapdoor into the maze. Nothing has changed. Sand at
your feet and alabaster walls at your side. The strange sound of sand falling
into something. But you have the map. However, it's one thing to have a map,
it's another to actually read it and follow it.

Roll 4d6
>>
Rolled 3, 4, 5, 2 = 14 (4d6)

>>305562
>>
Rolled 5, 2, 5, 5 = 17 (4d6)

>>305562
>>
>>305576
>>305588
You get lost and it takes a while to situate yourself with the map, but in the
end you make it to the staircase detailed in the map. It's beside a giant
hourglass, continously pouring sand into it's bottom compartment. It's likely
there, only for decoration.

Well, no sense in dallying any longer. You descend the stones steps into the
depths. You do not know how long you have climbed down, but all once you are in
a large lounge.

The air is hot and a warm wind blows against your cheeks, a marble pedastal
lies in the center of the room and an enormous fresco is on the wall. Looking
up you see a mosaic made of colored tiles for the ceiling. A metal door leads
out of this room, a set of glowing blue runes is arranged in a circle around
the pedastal.

>Examine the Fresco
>Examine the door
>Examine the pedastal
>Examine the ceiling
>Examine the runes
>>
>>305607
>Examine the Fresco
>>
>>305625
The freso depicts a story. You trace the story with your fingers: A man, falls
into a hole. He goes deeper and deeper into the hole, descending a winding
staircase and he fights dangers and monsters, gaining much power in the process
but losing himself to the darkness. At last he comes to the bottom of the hole
and faces a great evil, he smites the evil but...then takes its place. He is
robed and throned and crowned, light shines upon him but he closes his eyes.
Then part of the mosaic has cracked and is unreadble, the rest shows a demonic
creature, horned and hideous, swallowing the man whole and taking his place
upon the throne. The throne has small runes on it, which change when the demon
takes the throne.

>Decipher the runes (Challenging, roll 4d6)
>Examine the door
>Examine the pedastal
>Examine the ceiling
>Examine the runes around the pedastal
>>
Rolled 6, 1, 2, 3 = 12 (4d6)

>>305662
>Decipher the runes (Challenging, roll 4d6)
>>
>>305671
Unfortunately you do nothing but waste time, the runes are in a language you don't know.

>Examine the door
>Examine the pedestal
>Examine the ceiling
>Examine the runes around the pedestal
>Write-in
>>
>>305675
>Examine the runes around the pedestal
>>
>>305681
>>
>>305681
>>305830
As soon as you step into the circle of runes, there is a flash of blue light.
You feel an invisible yank at your navel, everything goes black. You awake to
the smell of smoke and bolt up. You're lying on a feather bed a curtain hangs
around the bed, separating you from whatever is causing the smoke. You can hear
someone humming and occasionally sneezing. You hand goes for your bow...but
it's not there. Your backpack is missing too. Was it all a dream? The curtains
part and you recoil at what is before you. A man, but half a man, half his face
flesh and skin, the other half white bone -- a skull stuck in a perpetual grin.
"Ve haf voken up haf ve?" Says the half-man. "Das ist gut. Vilkommen. Mine name
is Retzo of Stenefels, vo are you?" You get up, realize that your staring at
the man's face and look down. "I-I am Malek, son of Hadek, from Uthan."
"Uthan! Zas ist far, nein? In ze country of Agah, to ze south from where I
hail. Nein?"
"Yes. I think so. I'm sorry...but where am I?" He folds back the curtains.
You're in a smokehouse. There are bits of meat hanging from the ceiling,
drying. A wood stove is burning in one corner and producing smoke. A table lies
in another corner, and a grandfather clock in a third. The floor is made of
polished stone and on one wall there are two sets of runes arranged in a
circle, just like the one around the pedastal. You must still be in Shaho.
Yet...how is this possible?
"Vo must haf entered through ze the pedestal portal, ja? Vo must be careful
junge, never enter a portal vithout vour eyes shut ja? Or else, poof! Vo might
disappear into nothing."
"My things?"
"Zey are over dere (he points to the table, you get up and check everything,
nothing was taken). But vo are very young, Malek von Uthan, vy haf you come to
zis cursed place?"
"I didn't 'come' I was thrown in."
"Ah. I zee. Und...vat vas vor crime?"
"...murder."
"Mein got! Murder? Vo are a junge, a kleines baby. Murder! Vell, how did it
happen?"
"It was a scuffle. I didn't want to kill him...it just happened."
"...vell no sense in dwelling in the past. Zis place has no memory anyhow. Come
are vo hungry?" As a matter of fact, you aren't. You feel fine.
"Not really."
"Vell suit yourself, more for me." He takes out a slab of cooked meat from the
wood stove and bites into it, juice dribbles onto the white bone of his other
face. You try not to stare at him, but cannot help yourself. How can person
even exist like this? He notices your stare.
"Vo are vondering about my face?"
"N-no. I...sorry."
"Alchemical fire, burns the skin and flesh, but leaves the bone. Pain. Ja. Lots
of pain, but no death. Zat is vy vo must be wary of ze things in this place,
lots of traps ja? Lots of vays to go kaput!" You sit back on the bed.

(1/2)
>>
>>305852
"So why are *you* here?" He stops eating.
"...I vas thrown here, like you, junge."
"So you too, are a criminal?"
"Ja. Zat ist vat they called me. Ja." He continues eating, speaking between
swallows. "I vas a cook in mein herr's court. Mein herr Helko. I lived in peace
and comfort. I married. I had children. We vere not rich, nein, but ve never
starfed. One day, mein herr reciefed vord zat his son had betrayed him and
joined together vith ze enemy to take his lands. Mein herr met his son in
battle and won and took his head. But in so doing, he lost his own mind. He
began killing his servants vantonly. Unable to trust anyvone, supiscious of
everyvone. I feared for my life. I tried to escape. I vas caught, my family vas
tortured and executed as traitors. My children...my vife...vell, as for me, I
vas spared and thrown into these pits to die." There is nothing to say, you sit
in silence. "But..vo know vat the funny thing is? I poisoned mein herr's food,
before I tried to escape. He vas dead vithin the veek after I vas imprisoned
here. He vas right in the end! HahaHAHAH!" You tense up. There's something not
quite right about this Retzo...

What will you do?
>>
Ask if he saw my stuff.
>>
>>305888
>>305852
>"My things?"
>"Zey are over dere (he points to the table, you get up and check everything,
>nothing was taken). But vo are very young, Malek von Uthan, vy haf you come to
>zis cursed place?"
>>
"I was transported here against my will by some kind of magic runes."
>>
>>306069
He already knows that:

>>305852
"Vo must haf entered through ze the pedestal portal, ja? Vo must be careful
junge, never enter a portal vithout vour eyes shut ja? Or else, poof! Vo might
disappear into nothing."
>>
"I have nowhere to go, so I can help you if you need anything. I'm a hunter and I know a little of herbalism."
>>
>>306118
"I have nowhere to go, so I can help you if you need anything. I'm a hunter and
I know a little of herbalism."
"Ah? Ahh...ja, ja. Das ist goot. Tvo are better than vone ja? Hunting and
herbalism vo say? Goot skills for a junge. As for me, I know how to cook a good
meal and make vat little food I haf, last long. I haf explored some parts of
this place too. Maybe more than you? Hmm? Ja. Ja." He drums a nail against the
his bare skull. "Goot. Goot. Ve vill go together ja? I haf not moved from this
place because of ze stove, you see, goot for preserfing meat."
"Where did you get all of this...meat?"
"Zit vas here! Can vo belief it? Vierd isn't it? But zat ist ze law of this
place. Zit does not follow the rules of ze surface. Ze rules of reality." His
lone good eye glints with madness. "Ja. Ja. Chaos, ja. But zere is a order to
the madness ja? A poetry to ze disorder!"

>"Can you tell me more about this place?"
>"What other skills do you have besides cooking?"
>"How do we get out of here?"
>"How do those portals work?"
>>
>>306181
More about this place.
>>
>>305858
Tell him about your experiences so far and ask for recommendations
>>
>>306245
"What exactly is this place? I've heard the legends, but...I still can't make
any sense of it."
"I do not know myself. It is a strange place. But I haf learned zat there are
some certainties in ze uncertainties. Some immutables."
"Such as?"
"Every floor has two staircases. Vone going up and the other, down. Vhenever you
change floors everything changes. As long as you stay in one floor, everything
stays the same."
"How is that possible?"
"I don't know. You say vo know the legend of this place? Vat legend?"
"The legend of Shaho, of Ninebi."
"These names are not familiar to me. Our people haf our own legend about this
place. Ze First One, who fought the demon Bino and learned magic from Hildise,
daughter to the thunder-wielder, Eschard. Then Hildise and ze First One fell in
love, but Eschard would not let them marry, and he fought the First One vith
magic, and this place came out of their battle. Ve call it, 'Demut', humility."
"That is also what we call it. In our tongue, 'Shaho' signifies, 'humility'.
And our legend is not unsimilar to yours. Except the Sky-Mother, who you called
Hildise, was the one who fought Ninebi, the First User."
"Curious..."
"What else do you know of this place? How long have you been here? How deep
have you gone?"
"I don't know. I lost track of the days and months. Deep? I haf not gone deep,
strange creatures lie in the depths, strange and evil. Beyond the 5th level
creature fell and terrible arise. There are many evils here, not just monsters,
this wound (he touches his skull) was not given by a monster...und vo, junge?"
You tell him of your experiences thus far.
"Magic vool vo say? Ja, I haf found similar things. Bitter potions, magic
orbs."
He brushes past you toward the table, opens a drawer and takes out a black orb
about the size of your fist. "I found zis in one of ze rooms of zis level." He
hands it to you. It's heavy and perfectly smooth.
"What is it?"
"Shake it." You're hesitant at first, but you give it a little shake. Glowing
blue runes appear on the surface of the orb, you almost drop it.
"Can vo read, junge?"
"I know only my own tongue, but this...it seems to be written in it. I can read
this."
"Read it, junge."
"It's...it's a riddle, I think:
Men fear me
Thieves love me
Sleep needs me
Fire eats me
What am I?"
"Hmm, ze same riddle as mine."
"Wait, so what is this?"
"I do not know, junge. But if you answer the riddle correctly, you can ask it a
question, and it will tell you yes or no. And it is always right." You look at
the orb. A powerful item, indeed. "But I cannot figure out zis riddle and it
shows no other one."

What will you do?
>>
Darkness.
>>
Well it looks like this quest was basically a bust. Barely got any participation. Maybe it's the OP post that's to blame. I'm going to start over and try again. Thank you to the few people that participated.

>>306592
Yep! Looks like the riddle was too easy...
>>
>>307107
I really liked it. Save it on pastebin, please.
>>
Don't let the lack of people get you down, even some if the big old quests from /tg/ started with like 2 people in the first thread
>>
>>307285
>>308649
You know what? You're right. I really liked writing this so I'm just gonna continue and as long as there's at least one person still responding I'll keep going.

However, I think the game mechanics are little wonky, so I'll be switching to a D&D style d20 system. I'll let this thread sage and then make a new thread, continuing where this one left off.
>>
Sorry if I was absent for a couple of days busy and sick, I also really like this quest.
>>
If you make a new thread, can you please post it here, I think I lost a quest like that once.
>>
>>310738
Me too, but we havem't reached bump limit yet.
Thread posts: 215
Thread images: 10


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
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.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.