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Greetings, and welcome to Treasure Hunter Quest.

You will be playing as a farmer's kid from an unnamed town who has ventured into the city trying to both seek his fortune and escape the extreme monotony of farm life. You find professions, including merchants, blacksmiths, tradesmen and even guard duty, but one stands out to you: the life of the Treasure Hunter. These brave men and women venture into the unknown depths of ruins, dungeons and caves with one goal: find sweet loot and get rich. And where's the best place to start, you ask? Well, look no further than the Treasure Hunter's Guild, where the ranks of the great treasure hunters of the world meet. It also has all sorts of useful resources available to members, and pays well for any treasures brought to it. Naturally, this is the best place for you to start your adventure.

But first, tell me about yourself.

First off, what is your name?
>>
>>371356
Rene Stanwood
>>
>>371356
Kane Gerrhu
>>
>>371356
Urchin Seastack
>>
Roll if there are no more votes if you want, OP.
>>
Rolled 2 (1d3)

Gonna roll to expedite things, goes in post order
>>
Indeed, you are Kane Gerrhu. You write your name down on the application for the Treasure Hunter's Guild.

The next question on the application is as follows: what sort of good qualities do you possess? Choose two from the list below:
>Strong
You possess a great deal of natural strength, allowing you to hit hard with physical attacks in battle and lift heavy objects
>Dexterous
You're incredibly nimble, meaning your attacks are especially accurate and you are talented in a variety of skills, such as marksmanship, lockpicking, and disabling traps, among other things.
>Fast
You are as swift as the wind, allowing you to run fast and move faster in battle.
>Tough body
You have much more fortitude than other people, meaning you can take blows like a champ, do better in unfavorable conditions such as extreme cold or heat, and can resist damage better than most.
>Magic user
You are one of few who were given the gift of magic. Spells and magic are open to you, although your talent is still unrefined.
>Healer
You possess the ability to heal yourself and allies. However, at this point you only have a basic knowledge of the art.
>Intelligent
You are very bright, and can learn new things very quickly. In addition, you already know of a variety of things about the world.
>Lucky
Gives you a slight advantage in all categories. In addition, you are able to find more loot and sometimes avoid deadly situations due to your luck.
>>
>>371479
>Magic User
Because why not be a wizard in training?
>Lucky
All dat loot.
>>
>>371479
>Healer
Going to get bruised along the way to frame
>Lucky
Treasure hunters need it the most.
>>
>>371482
this
>>
Seconded
>>
One thing that set you apart from the normal farmers was your gift of magic, and it was your gift of magic that gave you the incentive to strive for bigger and better things. In addition, your stupendous luck will serve you well.

The last question on the application may yet be the hardest to answer: Everyone has flaws, and you are no different. So then, what are your flaws? Choose one from the list below:
>Weak
You're frail, which means physical attacks will not hit as hard and you will be limited in what kinds of weapons and armor you can use. Heavy things like two-handed weapons and heavy armor, among other things, will encumber you too greatly to be of any use.
>Klutz
Your fumbling fingers can't do much, meaning that you'll suffer a penalty in accuracy and have a harder time doing things that require deft hands.
>Weak body
You have much less fortitude than other people, meaning that you can take much less damage than others while still remaining standing. In addition, you get sick more easily, suffer more from poison, and can't stand unfavorable conditions
>Cursed
You've been somehow cursed by the gods, and healing spells are 50% less effective on you.
>Stupid
You have a much harder time learning new things, and you don't know as much as other people about the world.
>>
>>371479
>Lucky
>Tough Body
>>
>>371535
>Weak
>>
Forgot one:
>Slow
You are, for whatever reason, very slow, and move much slower in battle than others.
>>
>>371535
>Weak

Can I suggest an other option for other anons, subject to your veto?

[Lame: Penalty to speed and manouverability]
>>
>>371535
Weak, definitely.
>>
Weak/cursed; either one really.
>>
>>371535
>Weak
More of a wizardly requirement than a flaw
>>
>>371540
I'll vote Slow instead of >>371549, because it seems like a real disadvantage rather than Weak, which relatively isn't too big of a deal since we're a magic user, though Slow isn't as crushing a flaw in our profession as Klutz.
>>
>>371535
>Weak
>>
Your weak strength has been the bane of your existence as a farmer, as you struggled endlessly to do the work that others could do much better. All the more reason to focus on your magic instead.

And with that, the application is complete! The doorman takes your application and grants you access to the guild. You are outfitted according to your responses, and are given a basic wooden staff that, while not bearing any magical properties of its own as others do, will serve as a focus for your magical abilities. In addition, you are given a set of robes with a basic protection glyph. Lastly, you are given three lesser potions of healing, three lesser potions of mana and a bronze dagger. You note that they don't really outfit you well, but at least it's something.

Anyway, your stats are as follows (this will be added to a pastebin later):

>Stats
HP: 20
MP: 60
Strength: Weak (-2 to relevant rolls)
Dexterity: Above average (+1 to relevant rolls)
Constitution: Average (+0 to relevant rolls)
Intelligence: Great (+3 to relevant rolls)
Speed: Average
>Spells:
Cantrips (minor spells, such as magical tricks used by magicians in real life. The most basic of the basic) (Cost: 1 mana)
Lesser Frost Sphere (1d6 ice dmg) (Cost: 3 mana)
Lesser Firebolt (2d6 fire dmg) (Cost: 6 mana)
Lesser Acid Bolt (1d8 acid dmg) (Cost: 4 mana)
Lesser Thunderbolt (1d6 lightning damage) (Cost: 3 mana)
Lesser Magic Missile (3 bolts dealing 1d4 dmg each) (Cost: 6 mana)
>Equipment:
Basic Staff (1d6 dmg)
Bronze Dagger (secondary) (1d4 dmg)
>Inventory
500 gold
3 potions of healing
3 potions of mana

With that, you're ready to begin! Now, what to do first...
>Check out the guild's shop, which sells a variety of things essential to treasure hunters
>Look at the bulletin board, where all the news about new locations is posted
>Talk to other treasure hunters
>Search for allies
>>
>>371616
>Talk to other treasure hunters
Let's see if we can make friends.
>>
>>371616
>Check out the guild's shop, which sells a variety of things essential to treasure hunters
>>
>>371616
>Search for allies
I feel like this goes with talk to others, so could we technically do both? If not, just get some allies.
>>
Pastebin created: http://pastebin.com/ZYJF6kMv

>Talk to other treasure hunters/search for allies
You talk to the other treasure hunters, but they all seem to keep to themselves. However, you do find someone interesting - a warrior girl with bright red hair and fitting scarlet armor. "What do YOU want?" she asks.

Well, at least she's taking the time to hear you out. What will you do?

>Mention how neither of you have a party and since it's safer to be in one you and her should group up on your next adventure
>Do the above, offer to split the gold
>Pay 200 gold for her services
>Say something else (write-in)
>Ditch her, she seems like a bitch. Look for someone else.
>Ditch her, do something else (see above options)
>>
>>371664
>Do the above, offer to split the gold

Hopefully, we can fix that attitude with some team-building exercising.
>>
>>371664
>Do the above, offer to split the gold
>>
>>371673
Seconded. No respectable wizard is without a meatshield
>>
>>371686
Truth. Also, taking off my trip since this isn't the Risk thread I'm using it in.
>>
"Well, you look pretty shrimpy to me, but I suppose help would be nice. Just don't get in my way." It looks like your party has its first new member! You can have up to four members in your party at any time. "Alright squirt, there's this place that I've been hearing about for a while now - Gallows Rock." She points to an X on her map to the northwest of the city, not far from the coast. Swarming with goblins but it apparently leads down into an ancient ruin full of good stuff. We should probably visit the market first though."

Good point. You don't think you can recruit any more people, but you might get some information out of them. Might be something to look into as well. So, what do you want to do?

>Check out the guild's shop
>Look at the bulletin board for other quests
>Talk to other treasure hunters
>Depart for Gallows Rock
>>
>>371712
>Talk to other treasure hunters
Ask around if they have any advice for the place we're going. Best to get info and buy things according to said info.
>>
>>371712
>Talk to other treasure hunters
>>
"By the way, the name's Scarlett. Just Scarlett. And don't think about getting too chummy with me, this is just a job, got it?" Cold as ice. But still, Scarlett may prove to be a valuable ally if she warms up to you. Note that Scarlett doesn't quite trust you yet, so she's still acting on her own.

(Scarlett's character sheet added to the pastebin)

>Talk to other treasure hunters

You talk to a large, gruff adventurer clad in platemail. "Gallows Rock? Yeh, place is swarmin' with goblins. But hey, goblins are weak as hell. Good for newbloods like you to get some experience. Just don't go dying, okay? I heard there's orcs there too, and those might be a bit much for ya if they overwhelm ya. Some of 'em are shamans, and those guys are nasty business." You learned that there may be a few orcs at Gallows Rock as well, probably controlling the goblins. Looks like mostly goblins though. Also, some of them can cast magic. Other than that it's just a regular cave romp, perfect for beginners.

Now it's probably a good idea to visit the shop. What will you do?

>Check out the guild's shop
>Look at the bulletin board for other quests
>Depart for Gallows Rock
>>
>>371755

And by acting on her own, I mean you can't control her in battle...yet.
>>
>>371755
>Check out the guild's shop
>>
>>371755
>Check out the guild's shop
>>
You decide to pay a visit to the guild's shop, which houses a menagerie of things. "Hey, newbloods. What can I get for ya?" the shopkeeper says.

SHOP WARES:
Bow (150 gold) (+2 ranged attack)
Arrows x50 (5 gold each) (+1 ranged attack)
Tome of Mage Armor (1000 gold) (grants the Mage Armor spell, which gives +4 to AC for the turn)
Tome of Lightning Lance (500 gold) (grants the Lightning Lance spell, which deals 4d4 electricity damage)
Iron Greatsword (1d12 attack)
Bronze Chestplate (+3 defense)
Potion of Healing x15 (50 gold each)
Potion of Mana x15 (50 gold each)
Loot Sack (lets you carry more loot) (10 gold)
Lockpicking Set (allows you to pick locks) (250 gold)

What will you buy? You have 500 gold. Scarlett has 1023 gold, but doesn't seem to want to buy anything for you.
>>
Iron Greatsword and Bronze Chestplate are 400 and 500 gold respectively
>>
>>371803
>Potion of Healing x15 (50 gold each)
>Potion of Mana x15 (50 gold each)
>Loot Sack (lets you carry more loot) (10 gold)
Just the basics for now.
>>
>>371813

How many potions do you want to buy? They're 50 gold for one, they have 15 in stock.
>>
>>371818
Two.
>>
>>371803
Tome of Lightning Lance (500 gold) (grants the Lightning Lance spell, which deals 4d4 electricity damage)
>>
Rolled 1 (1d2)

>>371818
>>371832

Rollin
>>
You purchase two mana potions, two healing potions and one loot sack. Scarlett purchases three of each potion and decides that she's ready to move out. With not much left to do, you decide to head to Gallows Rock.

You follow the coastline north and west from the Treasure Hunter's Guild. The coastline is riddled with jagged rocks which stick out in various directions, making your travel slow and arduous. Before long, you come to the cave mentioned at Gallows Rock. You notice a few collapsed pillars and a few pedestals in front of the cave, a sign of lost civilization - and a harbinger of treasure. However, a total of six goblins stand between you and the treasure. Two are armed with crude bows, while the other six bear pointy bronze spears. "Listen up, in battles like these, stay behind me and let me take the blows, I can handle it better than your scrawny ass. Now let's do this." Before she charges off, you stop her. Perhaps there may be a better way to do this...

What will you do?
>Attack them head-on
>Attempt to launch a sneak-attack, using the jagged rocks as a cover
>Write-in
>>
>>371894

Also if you launch a sneak attack, make sure to write in which goblin you want to target and what attack you wish to use first.
>>
>>371894
>Attempt to launch a sneak attack, using the jagged rocks as cover

"You're right about me staying behind you, but why not surprise them and force them to come to us? I can attack from afar with magic, you know."
>>
>>371894
>Attempt to launch a sneak-attack, using the jagged rocks as a cover
Attack at least one of the bow gob.
>>
>>371900
I vote Magic Missiles and one of the bow users.
>>
>Sneak attack - Magic missile on the bow goblin

Sneak attack round:

You sneak up until you're in range of the goblins and let loose your magic missiles on the enemy. The target, a goblin archer, squeals in pain as the missiles all hit their mark. The goblin takes eight damage.

BATTLE BEGINS

Turn Order:
Spear goblin
Spear goblin
Scarlett + Kane
Bow goblin
Bow goblin
Spear goblin

The spear goblins make their way towards you, but aren't quite in range yet as they are stumbling over the jagged rocks. They will probably be in arm's reach next turn, however.

It's your turn now. What will you do?

>Write-in, make sure to specify targets and spells if you're using them
>>
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Here's a map for reference
>>
>>371943
Move back to keep our distance from the spear goblins and take another shot out at the wounded goblin, this time with Acid Bolt.
>>
>>371957
+1
>>
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You point your staff at the bow goblin and a bolt of green acid spurts out towards the goblin archer, dealing seven damage! The goblin screams and shouts as the acid covers his face before the searing acid eventually melts it away, leaving the goblin dead. Scarlett moves in between the goblins and you, entering a defensive stance with her shield ready to block incoming blows.

The remaining goblin bowman fires at Scarlett, dealing 3 damage, and the spearman to the north of Scarlett charges, dealing 5 damage to her! The furthest spear goblin spends time closing in on the group. Another spear goblin charges, but Scarlett easily blocks it with her shield! The remaining spear goblin also advances but does not get within attacking range.

It is now your turn. What will you do?
>>
>>371957
Thirding.
>>
>>372019
Magic Missile on the bow goblin, while letting Scarlett tank.
>>
>>372019
Cast missiles at the bow goblin.
>>
>>372019
>>372031
>>372037
Finally other people are suggesting stuff. Seconding.
>>
>>372019
Use a magic missile on the other bow goblin, leave the spears to Scarlett
>>
>>372041
Just saw this quest, figured it looked promising.
>>
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Scarlett swings her sword in a wide arc, hitting both the adjacent spear goblins for 7 damage. Meanwhile, with a wave of your staff three magic missiles head towards the bow goblin, and although one whizzes right past the goblin, the other two hit, dealing 6 damage! The bow goblin fires next, and aims for you, hitting you in the shoulder and dealing 5 damage. The spear goblins are now surrounding Scarlett, and although she is able to block two of their attacks with her shield, one hits her for 3 damage.

It is now your turn. What will you do?
>>
HP on the 15/20 goblins should be 13/20 by the way
>>
>>372082
Attack the goblin that Scarlett can't block with acid bolt. If you don't have enough mana use a potion.
>>
>>372082
>>372105
This.
>>
>>372105
Seconding.
>>
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Scarlett swings her sword in a mighty cleaving motion once more, hitting and dealing 5 damage to the goblins. You reel back and cast Acid Bolt, hitting the goblin in front of you for 6 damage! The bow goblin attacks you again...but misses! The spear goblins strike next, and although Scarlett is able to block one blow two spears stab into chest, dealing 9 damage.

It is now your turn. What will you do?
>>
>>372124
Use lesser thunderbolt on the weakest one
>>
>>372128
+1
>>
>>372128
Seconding.
>>
>>372132
>>372128
sorry were on the same internet
>>
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You cast Lesser Thunderbolt on the goblin closest to you. He takes 5 damage, and his eyeballs pop out of their sockets as the rest of his body twitches uncontrollably before his charred remains hit the ground. Scarlett once more delivers a mighty swing of her broadsword, but this time puts extra effort behind it, dealing 8 damage to the westernmost spear goblin and another 8 to the one to the north. The westernmost goblin's entrails hit the ground and he collapses, dead. The bow goblin takes a shot at Scarlett, dealing 4 damage, and the remaining spear goblin also takes a stab for 2 damage.

It is now your move.
>>
>>372153
Magic Missiles on the bow goblin.
>>
>>372157
Seconded
>>
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You cast Magic Missile on the bow goblin, and all three bolts hit dealing 7 damage to it! Scarlett then swings her sword down with great force on a spear goblin, hitting it for 8 damage. The bow goblin fires back at you, and hits you with a glancing blow for 1 damage. The spear goblin lunges at Scarlett, but Scarlett dodges.

Your turn.
>>
>>372172
Cast Lesser Magic Missle on the bow goblin, and allow meat-shield to finish the other
>>
>>372172
Acid Bolt the bow goblin!
>>
You cast your magic missiles at the goblin, which deal 8 damage and finish him off as it collapses due to having three large holes in its body. Scarlett takes another powerful swing at the goblin she's facing, and impales it on her sword before pulling it out to unleash a spray of blood. The goblin collapses, dead. With the last of the goblins defeated, Scarlett quaffs a healing potion and an energy potion and is restored to full strength. You do the same and are back in perfect condition.

On the ground, you are able to scavenge 132 gold coins, which when split up gives each of you 66 coins. You also find two bows, six spears, and some hide armor that doesn't fit you. You can take them if you wish, or leave them and come back for them later. "I'd just toss those, they aren't worth much anyway. Save 'em for the goodies inside. If you really want 'em we can get 'em when we come back out. Anyway, that wasn't bad, you actually beat me in kills. But don't get too cocky, I've only just begun to show my prowess. Anyway get your ass in here, we're just getting to the fun part. And stay on your toes, those orcs are probably in here somewhere."

You enter the cave, which is extremely dark. Luckily, you have just the cantrip for this - a magic light that emanates from your staff. You cast the spell and notice that the whole area is covered in mossy brick with intricate carvings, pillars and pedestals. "Mithraean ruins. Yup, probably some good stuff down here!" Scarlett cheerfully exclaims. You come to a crossroads of sorts, with three doors, two to your side and one to your front. You hear screams for help from the one to the right. Sounds like a human male. Do you dare to venture inside?

What do you do?
>Investigate the screaming to the right. What if it's actually a human on the other side? He might be in danger!
>Continue on to the left, the screaming might be a trap
>Continue through the door in front of you
>>
>>372200
>>Investigate the screaming to the right. What if it's actually a human on the other side? He might be in danger!
>>
>>372200
Investigate the screaming. If it's a trap, we can probably fight them off because we regained our strength
>>
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(I also forgot, you got 750 experience points from the goblins. 250 more until the two of you level up)

You open the door to reveal a large temple, where a man in white is tied up by an altar. Gold trinkets line the altar, which is all the more reason to be in here. However, as clearly denoted by his ornate mask, an orc shaman is also here, along with two orc warriors with battleaxes and three spear goblins. "Damn, there's a lot of them...might be tricky. Wait, that man..he's a cleric of the Order of Armistice, we have to get to him and free him! He could win this for us!" You agree, but how do you free him? Either way the enemy has noticed you, and you'll have to fight your way to him.

TURN ORDER:
Orc Warrior
Your party
Orc Shaman
Orc Warrior
Goblin Spearman
Goblin Spearman
Goblin Spearman

The orc warrior runs forward to attack, screaming something in Orcish. He doesn't quite make it to you, though.

Your turn. What do you do?
>>
I'd actually better get to bed, we'll continue tomorrow. Until then, try to think of a way to get past the orcs and goblins to free that cleric.
>>
>>372250
Can we use some sort of cantrip to burn the ropes off? If not, I think a well placed acid bolt/fire bolt at the base of the altar should do the job.
>>
a wild lv 28 trixie joins the battle feild
>>
>>372420
This
>>
>>372420

Not a bad idea, gotta be careful with splash damage though
>>
>Use a cantrip to burn the ropes
You're able to use a cantrip to create a small flame to carefully burn away the ropes, and before long they're weakened to the point that he can escape, at which point you snuff out the flames before he gets hurt. After that, you move back so that you're out of the way of the orc warrior that's within charging range. The cleric joins the battle! He doesn't have his stuff on him, but he can use magic. Check the pastebin for details on his spells. The cleric says a quick prayer, and a blast of heavenly light shoots from his hands to smite the orc shaman! She takes 4 damage. Scarlett stays where she is and attempts to intimidate the group, which seems to work well as the group of orcs and goblins turn their gaze towards her.

The orc shaman does a quick dance, and suddenly Scarlett feels much weaker. Her attacks will now deal 2 less damage for 3 turns. The orc warriors charge Scarlett, and although one attack is blocked, one attack connects, dealing 3 damage to Scarlett. A spear goblin joins in, stabbing her for 2 points of damage. The third spear goblin goes for you, but misses horribly!

It is now your turn. What do you do?
>>
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Forgot the map
>>
And yes, I decided to add in a chest :^)
>>
>>373033
>>373025
>>373016
Ignore the spear-goblin and throw a spell at the orcs attacking Scarlett.
>>
>>373038

Which spell? Also you can control the cleric, so make sure to include a fitting action for him as well. His spells are in the Pastebin.
>>
>>373058
I haven't been in this quest since chargen, so I don't know the mechanics well.

Let's cast a Lesser Firebolt at the closest orc warrior.
>>
Rolled 2, 1 = 3 (2d6)

>>373081
>>
>>373058
Quite a bit late, but Cleric can use Smite.
>>
>>373058

Cleric uses smite on the shaman and we should go with Magic Missle on the shaman as well

Geek the mage
>>
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Scarlett unleashes a mighty cleave, which hits the orc warrior and spear goblin to her left for 5 damage each. The cleric unleashes a smite attack on the orc shaman, hitting him for 4 more damage. Then, you hit the targeted orc warrior with a mighty bolt of fire for 7 damage, searing her flesh. The orc shaman waves his staff and wounds start to open up on Scarlett's body, dealing 5 damage. The other orcs join in on the assault, and although she is able to dodge one, she walks right into the swing of the other one, taking 7 damage! The spear goblin nearby takes a stab as well, but the jab is blocked by Scarlett's shield. One of the spear goblins moves behind the group, and heads towards the cleric. Lastly, the spear goblin targeting you hits, and you take 4 damage.

It is your turn once more.
>>
>>373203

We hit the Spear Goblin attacking us with an acid bolt to the face

Cleric should smite the shaman again and get ready to put out a heal spell next turn

Scarlett should cleave again
>>
>>373203
Cleric should Smite the shaman and we should Magic Missile the shaman and hopefully take it out.
>>
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Scarlett reels back and swings her sword in another wide arc, hitting the goblin and left orc warrior for 4 damage. The cleric raises his hand and swiftly lowers it in a smashing motion, dealing 6 damage to the shaman. Then, you shoot three magic missiles at the goblin shaman, dealing 10 damage. Unable to take any more magical trauma, the shaman collapses and breathes his last. The orc warriors swing their battleaxes at Scarlett, but both blows are deflected. The spear goblins move next, attacking the cleric, missing the cleric but hitting you for 4 damage and Scarlett for 2 damage.

Your turn.
>>
Okay gents, I gotta get to work. I might not be around until late tonight (around 9-10 P.M. PST) but I'll be back then.
>>
>>373333
We attack the spear goblin next to us with a Lesser FIrebolt.
Scarlett attacks the two orc warriors with Cleave.
The cleric casts Shield of Armistice on Scarlett.
>>
>>373345
Thanks for running man, I like it, I wont be able to return tonight but I hope to see it again
>>
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Scarlett swings in a wide arc once more, this time with extra power added. She hits, dealing 12 damage to the spear goblin and orc warrior! A vicious red gash spells the end for the unlucky spear goblin, and he falls to the ground spurting blood all the way down. A lesser firebolt emanates from your staff, hitting the goblin for 8 damage. Lastly, the cleric chants and a bright white outline covers Scarlett, protecting her from harm.

The orc warriors swing their battleaxes, and one connects with her, dealing 6 damage. The northernmost spear goblin is now in combat range with the cleric, and stabs at him, ultimately missing. The spear goblin attacking you also jabs at you once more, but misses.

Your turn, kiddos.
>>
The orc warriors swing at Scarlett, I mean.
>>
Everyone attack the weaker Orc fighting scarlet
>>
Scarlet uses power attack and we use lesser thunderbolt focusing down the wounded orc warrior near us and the cleric uses smite on the goblin near him
>>
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Scarlett reels back and lets out a mighty swing, hitting the two orcs for 9 damage. She looks pretty exhausted now, and will only be able to use basic attacks until she drinks an energy potion. You then attack the wounded orc with a lesser thunderbolt spell, hitting the enemy for 4 damage. The cleric points his finger at the orc as a wave of holy energy slams into it, dealing 6 damage. The orc then begins to slowly disintegrate as its body is purified by the light.

The surviving orc warrior takes a swing at Scarlett, but his battleaxe bounces off the barrier created by the cleric. One of the spear goblins jabs at you, lightly hitting you dead in the center of your chest for 2 damage. The other spear goblin attacks the cleric, but misses once more. That northernmost spear goblin must be horrible at fighting or something.

Your move.
>>
>>375584
Finish the Orc warrior
>>
Scarlet uses a potion, we use lesser firebolt at the remaining orc , and the cleric heals us
>>
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Scarlett takes a moment to consume an energy potion, filling her full of energy! She is now at full energy. The cleric waves his hands in a gentle motion, and Scarlett is healed for 13 HP. You target the orc warrior and cast lesser firebolt, dealing 9 damage to it.

The orc warrior hits Scarlett with an overhead swing for 4 damage, and the pesky spear goblin strikes you again, hitting you for 4 damage. You're getting dangerously low on health, better either drink a potion or get the cleric to heal you. The northern spear goblin fails again. It's a wonder he keeps on trying.

Your turn has arrived! Use it well.
>>
>>375695
Ask cleric to heal us, try to kill the pesky gob on us
>>
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Scarlett runs in between the spear goblin and the orc warrior, and unleashes a powered-up cleaving strike, and although the orc warrior manages to dodge the strike, it hits the spear goblin, taking off a leg as it slices through him. He hits the ground, screaming at the loss of his limb, and it doesn't take long for him to bleed out. The cleric chants briefly, and your wounds begin to heal up! 8 HP is restored. You cast magic missiles at the orc warrior, which hit the orc warrior hard for 10 damage.

The orc warrior slashes at Scarlett, and his swing hits HARD, damaging Scarlett for 8 damage. The remaining spear goblin lashes out again at the cleric, and manages to hit him for 4 damage.

Your move.
>>
>>375793

I keep forgetting my trip
>>
Scarlet attacked the orc while the cleric and us will focus fire on the goblin
>>
drink healing potion
>>
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Scarlett slashes viciously at the orc warrior, adding extra force behind her swing. She hits, dealing 7 damage to the orc. Her protective shield from the cleric begins to fade, and she feels a bit more vulnerable. The cleric holds his hand out, palms outward, and makes a pushing motion towards the spear goblin, who is hit with a blast of holy energy. The goblin takes 4 damage from the searing light. You hold your staff high and summon three more magic missiles, which slam into the goblin and deal 8 damage.

The orc warrior swings again at Scarlett, hoping to take advantage of her weakness. She doesn't allow it, however, and successfully blocks the blow with her shield. Meanwhile, the spear goblin takes a jab at the cleric, stabbing him for 4 damage.

Your turn again.
>>
Same plan as last turn
>>
>>375825
Help with the orc with a magic missile, Scarlet's getting low on health so ask the Cleric to heal her.
>>
Scarlett goes for the killing blow, and deals 5 damage to the hapless orc, killing him in a shower of blood. The spear goblin meets a similar fate as you hit it with a barrage of magic missiles, dealing 9 damage. The battle is over!

BATTLE RESULTS:
EXP gained: 1200
All of your party members have gone up a level!

Kane Gerrhu gains 5 HP and 10 MP, and his attacks now deal +2 additional damage! In addition, you can choose ONE spell from the following list for him to learn:
-Magic Missile upgrade (Gain an additional magic missile when using the spell, giving you an additional 1d4 to damage for a total of 4d4) (Cost: 7 MP)
-Arc Lightning (1d8 electricity damage to up to 3 enemies in close proximity to each other) (Cost: 8 MP)
-Freezing Sphere (1d8 damage to a single foe, chance to freeze enemy) (Cost: 6 MP)

Scarlett gains 10 HP and 5 energy points. In addition, her attacks now deal +2 damage.
She gains the following skill:
-Jump Attack (Deals 2x normal weapon damage to one enemy, but is less accurate) (Cost: 10 energy)
-Defensive Stance (Halves damage taken for one turn) (Cost: 5 Energy)

The cleric also levels up! He gains 5 HP and 10 MP, and both his healing and his attacks get a +2 bonus.
In addition, he learns the following spells:
-Healing Wave (Heals 3 party members for 2d10 HP)
-Purify Undead (4d6 holy damage to an undead creature)

LOOT:

The cleric regains his stuff! He now has his trusty mace, a symbol of Loka (one of his gods) to focus his magic, an iron buckler and an iron dagger for backup. He also gets 3 potions of health and 3 potions of mana.

Other than that, you are able to loot 2258 gold from the chest, and find the following pieces of loot:
Silver Ceremonial Dagger (Mithraean)
Jade Figurine (Mithraean)
2 Gold Chalices (Mithraean)
1 Silver Religious Icon (Mithraean)

You also find two iron battleaxes, two suits of leather armor, 3 suits of small hide armor, 1 suit of regular-size hide armor, three stone spears, and one wooden shaman's staff. The shaman's staff, leather armor and battleaxes would definitely be suitable upgrades, although Scarlett prefers the sword-and-board approach to things. The rest is probably junk unless you can find a use for it.

(continued in next post)
>>
After packing away all the stuff, the cleric steps forward to introduce himself. "Thank you for saving me, my name is Claude Steffan and I am a priest of the Order of Armistice, dedicated to both the Goddess of Peace, Loka, and the God of War, Sandoras. I must thank you for saving me, but I must ask, what are you doing here? Well, I guess I can ask you those things later. For now, I must resume my expedition into these ruins. It seems our goals are the same so I will gladly accompany you, if you wish it." Seeing as how Claude really made a difference in that last battle, it would be foolish to say no. So, that leaves you with a decision. You have quite a bit of loot on you and Claude would probably not object to going back to the guild to rest and sell your goods. On the other hand, the orcs and goblins may regroup if you come back. Maybe it's best to heal, press on, and clear the dungeon? If so, there are still two doors remaining: the one at the end of the hallway that you came down in, and the one on the left side of the hallway.

What will you do?
>Heal and press on, going to the door on the left (will use healing and mana potions appropriately to heal to full strength)
>Do the same, except head through the door straight ahead (will also use healing and mana potions)
>Save your healing potions and continue on (specify which door)
>Leave the dungeon and return to the Treasure Hunter's Guild
>Talk to Claude (write-in about what)
>Talk to Scarlett (write-in about what)
>>
Gotta go to bed now. I have a 10 hour shift tomorrow so I probably won't be back until a bit after 7 PM PST. I might get on before work too but no guarantees on that.
>>
Also when you post for what you want to do in battle, instead of saying "Attack the orc" or "Attack the goblin", please start specifying which spells or abilities (if any) you wish to use. So, instead of "Attack the orc" try something like "Have Claude use smite on the orc while we cast magic missile on the goblin." It'll help me out a lot.
>>
>>375921
>Talk to Scarlett

"Think we should press on? You seem to be more experienced at this than me."

Also, can we wear the hide armor or the leather armor?
>>
>>375938
Got it.
>>
>>375941

Yup, you definitely can wear the armor. The hide armor is roughly equivalent to what you have now but the leather armor may be an improvement for you. You can switch around equipment whenever you want.

I'll get to the conversation tomorrow.

Also, don't forget to pick a new skill for you to learn. You can pick two from the list below (I'm letting you pick an extra one): essentially one is a damage upgrade for Magic Missile, one is an AOE variant of your lightning spell, and one is a Chilling Globe upgrade that has a status effect added to it.

>-Magic Missile upgrade (Gain an additional magic missile when using the spell, giving you an additional 1d4 to damage for a total of 4d4) (Cost: 7 MP)
>-Arc Lightning (1d8 electricity damage to up to 3 enemies in close proximity to each other) (Cost: 8 MP)
>-Freezing Sphere (1d8 damage to a single foe, chance to freeze enemy for one turn) (Cost: 6 MP)

Thanks, and see you tomorrow.
>>
>>375967
I think we should take magic Missile upgrade and Freezing Sphere. Ice magic is handy and Magic Missile is our main thing. Also backing to talk with Scarlett, maybe ask Claude the same thing. Then we can move further in towards the door on the left.
>>
>>376190
I agree with all of this except I think the chain lightning would be better than the ice magic since it'll give us some crowd control which might come in handy
>>
>>375911
Leave the junk loot here, equip best armor, use potions and open that left door. Remember kids, don't leave uncleared areas around when dungeoneering!

>>376205
Seconded.
>>
>>375967
>>376205
>>376234
I'm with the chain lightning crowd along with equipping one of the leather armor sets. Freezing Sphere's chance for a status effect doesn't outweigh Arc Lightning's crowd control potential, while if we're looking at a raw numbers game, 3d8 split among three enemies still does a cumulative max (24) higher than 4d4 (16) on one enemy plus we should usually roll higher given that we only have a 50% chance of rolling 4 or below on each roll of the d8.
>>
>>376588
If we're equipping the leather armour, we should check it for fleas and other parasites.
>>
>>376588
>3d8
Where ya getting that from? I thought it was 1d8 split among targets, like roll a 6 and target 3 enemies for 2 damage each.
>>
>>378198
Not how damage works in D&D, it's a d8 roll for the damage done by the bolt, then it inflicts that damage on each of the targets. The person you replied to means that it does 1d8 * 3 damage in total, so the spell is more bang for the mana.
>>
>>378248
If that is the case, then yes Chain Lightning sounds way more superior. Just seems like too easy of a choice though, if it were like that.
>>
>>378198
>>378248
>>378316

Neither
>3 targets
>each gets hit with a separate 1d8 die
>one might might take 4 damage, one might take 2, one might take 8

Basically, it's like you're hitting each of them with their own Lesser ThunderBolt that each have their own damage die. We're moving up from basically one guy getting hit by 1d6 to three guys getting hit by 1d8 each for just under three times the price.
>>
You've selected the Magic Missile and Arc Lightning upgrade. You don't detect any parasites, so you step outside and change into the leather armor, giving you +1 to your AC. You also equip the Shaman's Staff, which gives you +1 to damage rolls for your spells.

It should also be noted that your loot sacks are both about 50% full.

>Talk to Scarlett
"Yeah, definitely, but be prepared for anything. That last battle was tough. You really need to keep up better, that goblin could have killed you. Anyway let's go, whatever's here probably knows we're here now so we need to keep moving. Where you go is up to you, I have no real preference. We should heal up though, we bought these potions for a reason and might as well use them up." Scarlett quaffs an energy and health potion, bringing her up to full health. Claude does as well with his health and mana potion, and the two urge you to do the same and then move on.

What will you do?

>Heal yourself and press on, going to the door on the left
>Do the same, except head through the door straight ahead
>Save your healing potions and continue on (specify which door)
>Leave the dungeon and return to the Treasure Hunter's Guild
>Talk to Claude
>>
>>379249
>>Do the same, except head through the door straight ahead
>>
>>379249
>Do the same, except head through the door straight ahead
>>
>>379249
>>Heal yourself and press on, going to the door on the left
Side routes first, for explorations sake.
>>
Rolled 3, 1, 1 = 5 (3d8)

>>378366
Also, thanks for clearing that up OP. Guess it really was a 3d8 for damage.
>>
>>379506
No no, I'm not OP. It's just the way I read it the rules and it's generally how it works in tabletop and video games as well. Each person hit gets their own damage die in most games, like say when you hit a group of enemies with a fireball in D&D/Pathfinder. Anyways, sorry for the confusion, but that's how the rules seemed to read to me.
>>
>>379506
1d8 is rolled and then that damage is applied to up to 3 targets.

Pastebin is updated. See http://pastebin.com/ZYJF6kMv

You drink one of each of your potions and feel reinvigorated and ready to face down what else may lie in the depths of the dungeon. You venture out of the altar room and go through the door straight ahead, running into a long corridor with a face-shaped door. You also notice foreboding slots in the wall. Upon moving forwrd, the statue makes eye contact with you, opening its large eye on the center of its forehead and causing several bolts to fire out of the wall, which barely miss you. "Excuse me, but this room seems to be trapped," the cleric chimes in. "We may not want to approach that door for the time being, if it sees us it will trigger that bolt trap." Looks like it's a bad idea to go this way. Maybe there's something you need to do first.

You hear grunts and other noises behind the other door, meaning combat may be imminent. However, there's no other way to go. "Excuse me, but I have a bit of advice for you, Kane. You know a variety of spells, so I think that some may have different effects on others. Perhaps some enemies are weaker against certain types of magic? Just a thought." You take his advice into consideration. Perhaps it would be handy for the next battle. However, you have no idea what's behind that door.

What will you do?
>Look for anything in the already explored rooms that may help with averting the door's gaze
>Attempt to sneak past the door
>Enter the room to the left (will start a battle)
>Go back to the Treasure Hunter's Guild
>>
>>379569

Yeah, some spells are like that, others aren't. In this case it's the same lightning bolt spreading to other targets, so it deals the same damage to all enemies. A fireball spell, on the other hand, creates an explosion and the damage depends on how close the enemies are to the blast radius. Therefore, it would vary under that circumstance. Make sense?
>>
>>379599
>Use a corpse as a shield and cast acid bolt at the statue to melt the trap holes.
>>
>>379599
>Use Cantrip to cover the eyes of the statue
>>
>>379599
>Look for anything in the already explored rooms that may help with averting the door's gaze

>>379618
Ah, thanks for clearing that up, OP.
>>
>>379599
Tossing a vote for >>379626 since it seems like a neat idea.

>>379569
Guess I got mixed up there, no problem now that OP cleared it up though.
>>
>>379626
>>379640
I should elaborate, like a cloud of smoke or shower of sparks.
>>
>>379646
Don't we also have some sort of flashlight spell? That could work.
>>
>>379618
Go on
>>
>>379661
I don't think it's a real eye, more like a sensor. Blocking its view would work in either case. Flashlight would be useful if it's like an eye, but not a sensor.
>>
>>379626
>>379646

You're able to create a poof of white smoke, but it's not very big and doesn't last long. The eye itself is made of stone and glows with blue magic, so it doesn't quite function like a normal eye. Therefore blinding it with sparks and light probably won't work. "Well, we could either make a run for it, which would be stupid, find the source of that magic and disable it somehow, or try to deal with those holes, though that would be tedious. Those are my ideas," Scarlett says.
>>
So then, what will you do?

>Look for anything in the already explored rooms that may help with getting past the door
>Look for a way to get past that door (write-in)
>Enter the room to the left (will start a battle)
>>
You can keep talking to the party if you need hints as well. But perhaps they'll respect you more if you can figure this out with minimal help...
>>
>>379734
>Enter the room to the left (will start a battle)
>>
>>379734
I second
>>
Still here, just drawing out this map
>>
>>379943
Thought you were dead for a minute there
>>
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>Enter the room to the left (will start a battle)

You open the doors to reveal a long hallway with ornate pillars which prop up two stone walkways to both sides. Unfortunately, atop the elevated walkways are four bow goblins, with bows aimed directly at you. In addition, there are three spear goblins and two orc warriors in the room.

TURN ORDER:
Your party
Bow goblins
Orc warriors
Spear goblins

It's your turn. What would you like to do?
>>
>>379989
Arc Lightning the three Spear Goblins.
>>
Claude buff Scarlets defense, scarlet uses basic attack on nearest goblin, Kane uses chain lightning on spear goblins
>>
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Scarlett charges at the goblin in the center of the group, knocking him back a bit and dealing 4 damage to him. Meanwhile, you manage to cast a lightning bolt that forks off upon contact with the center spear goblin, hitting the other two as well for 6 damage. Lastly, Claude calls upon the blessing of Loka, and Scarlett's armor glows with new strength, enhancing her defensive ability.

The bow goblins move next, and although Scarlett's armor is enough to stop the two arrows fired by the rear line from penetrating her armor, you and Claude take 1 and 4 damage respectively as their arrows from the front line find their marks. The orcs strike next, but Scarlett is able to block one attack and only takes 2 damage due to a glancing blow from the other orc. Two spear goblins attack Scarlett, but their blows cannot penetrate her armor. However, the other goblin charges at Claude, hitting him for 4 damage.

And with that it is your turn.
>>
>>379999
Close. Good with naming spells but can you please provide actions for all your party members like >>380000 did? Thanks.

>>380000
Keep in mind Scarlett is still going lone wolf until you gain her trust and thus cannot be controlled.

Also nice quads
>>
>>380088
Arc Lightning the three goblins again. Claude can smite the lowest health spear goblin.

Need to kill the mooks.
>>
>>380105
This sounds good
>>
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Scarlett proceeds to do what she does best and performs a powered-up cleave attack on the center spear goblin and right spear goblin. She manages to hit for 7 damage. After that, you try to cast Arc Lightning on two goblins, but the bolt directed towards the goblin hits the orc in front of him instead! 5 damage is dealt to the three of them, killing the center goblin! Claude holds his Symbol of Sandoras in the air, and a blast of holy energy hits for 10 damage and causes the right spear goblin to disintegrate as it is purified by the light. That's two goblins down.

While two arrows hit nothing, Scarlet takes a total of 10 damage from two of the bow goblins' arrows. The orc warriors, seeking to capitalize off all the damage being dealt, attack Scarlett, but both blows are deflected. The remaining spear goblin attacks Claude again, but Claude is able to deflect the attack with his buckler.

Your turn once more.
>>
Gonna go to bed, I'll be around later tomorrow.
>>
>>380145
Let's knock out those archers
Chain lightning on the 2 gobs and orc nearest claude, and claude smite the wounded spear goblin.
>>
>>380441
Pretty sure the archers are elevated so we shouldn't be able to chain them with anything on the ground. We could try to chain the two of them, but it might be better to just Magic Missile them and take them down one at a time.
>>
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Scarlett does another power cleave, hitting one orc and slamming her sword into the other orc for 6 damage to both. You cast another bolt of arc lightning, which hits the spear goblin, bow goblin and orc warrior nearest to Claude for 10 damage. This is enough to kill the spear goblin, who is electrocuted and fried on the spot. Claude raises his hands and casts smite on the nearest bow goblin, hitting it for 4 damage and bringing it near to death.

The bow goblins fire once more upon Scarlett, who takes two arrows for 5 damage. You receive an arrow in the arm as well, which does 2 damage to you. The orc warriors completely miss Scarlett as she weaves in between blows.

Scarlett's shield shimmers and fades away as Loka's blessing leaves her.

Your turn.
>>
Gonna make a new thread, this one's autosaging.
>>
New thread is up, see >>382835



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