[LP] DestinyQuest 2: The Heart of Fire

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What should we name our character?

Mr. Patio
2
40%
The lovely Samantha
3
60%
Other (please specify)
0
No votes
 
Total votes: 5

Omegonthesane
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Post by Omegonthesane »

Sure, Duedoun.
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Darth Rabbitt
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Post by Darth Rabbitt »

You leave the horses and continue on foot, clambering up the sheer slope to reach the causeway. Ventus leads at the head of the party, the white light from his fists helping to push back the lingering shadows of dawn. Behind him strides Benin, the priest. Since leaving the monastery, he has rarely spoken—his demeanor one of grim silence and thoughtful reflection. You and Bea bring up the rear, the pilgrim's chatter always seeking to lighten the mood.
'I don't think Duerdoun would make my top ten list of pilgrim spots,' she says, screwing up her face with distaste. 'First I thought it was just the smell. But now I think it's the dust. And the rocks. And the bones. A lot of bones. And that awful smell...Oh, did I mention that already?'
As you pull yourself up onto the stone causeway, you get your first glimpse of the place known as Duerdoun. Your first impression is one of jagged black teeth, stabbing through the morning mist. The teeth are actually needles of rock, lining both sides of the causeway—some still intact, others broken and crumbling. They stretch away into the curling mist, to where you can dimly make out a temple-like building, carved into the side of a dark mountain.
'What was it used for?' you croak, choking on the black dust thrown up by the wind.
'It was an entrance way to a dwarf city,' explains Ventus, looking back over his shoulder. 'A place overrun with goblins and demons. It was sealed ago—with good reason.'
Benin stops abruptly, raising a hand. You note his concern as the needle-like pillars ether side of you start to glow with silvery-white runes. Bea draws her twin swords, falling into a crouch as their inscriptions dance with magic.
'There is evil here,' growls Ventus, his narrowed eyes scanning the swirling mist. 'Do not lose faith.'

Dark shapes lumber towards you through the white haze. At first their size and form is deceptive, their angular appearance and broad shoulders suggesting plate-armored knights. But as they close on your position, you realize that they are actually immense statues fashioned from onyx and crystal. They stand over ten feet tall, their giant hands chiseled flat into hammer-like fists. As they near, black lightning starts to flicker about their mighty limbs, charging the air and making the hairs on the back of your neck prickle.
Then, as one, they rush to attack, the ground shuddering and breaking beneath their anvil-sized feet. You draw your weapons, dodging the first set of whirling fists to fly in your direction. Weaving beneath your opponent's legs, you launch a desperate chain of attacks against its black-stone hide. But each blow is turned away by the hard rock, leaving mere scratches rather than deep wounds.
'The pillars,' one of your companions shouts above the din of battle. 'The runes are the source of their strength!'
You must now fight:
SpeedBrawnArmorHealth
Stone giants541235
Runed pillar--310
Runed pillar--310
Runed pillar--310

Special abilities
Charged: Each time your damage score/damage dice cause health damage to the stone giants, you take 2 lightning damage in return, ignoring armor. If you have the insulated ability you can ignore this damage.
Pound those pillars: For each runed pillar you destroy, the stone giants' armor is reduced by 4. When a pillar is reduced to zero health, it explodes, inflicting 6 damage to your hero. You can use armor to help absorb this damage.
Enchanted rock. The giants and pillars are immune to bleed, sear, thorns, thorn cage and fire aura.

If you win a combat round against the stone giants, you can choose to apply your damage to the giants or a runed pillar (unless you have an ability that lets you strike more than one opponent). Once the stone giants are defeated, you have automatically won the combat.
So these guys basically just exist to fuck our build over. Going to take out two of those pillars first. There's an achievement if you manage to kill the giants without breaking any pillars, but with armor 12 and immunity to DoTs we literally can't hurt them as-is. I'm going to break 2 of the pillars.
Round 1: Patio 6+7, Pillar 4+5 (curse'd). Damage 5+4-3=6, Pillar is at 4.
Round 2: Patio 10+7, Pillar 4+5. Damage 6+4-3=7, Pillar is destroyed. *Pillar explodes* Patio is at 33. Giant's armor is at 8.
Round 3: Patio 9+7, Pillar 6+5. Damage 2+3-2=3, Pillar is at 7.
Round 4: Patio 12+7 (haste'd), Pillar 9+5. Damage 2+3-2=3. Pillar is at 4.
Round 5: Patio 3+7 (surefooted'd), Pillar 7+5. Damage 1+4-4=1, Patio is at 32. (Backdraft'd, 10 damage, Pillar is destroyed.) *explodes* Patio is at 30, Giants' armor is at 4.
(Now with Rust on our side, we can actually start laying the hurt on these giants.)
Round 6: Patio 8+7, Giants 9+5. Damage 3+3-4=2, Giants are at 33. (Rust'd, Giants' armor is at 2.) *Charged* Patio is at 28.
Round 7: Patio 8+7, Giants 7+5. Damage 5+3-2=6, Giants are at 27. *Charged* Patio is at 26.
Round 8: Patio 3+7, Giants 5+5. Tie.
Round 9: Patio 8+7, Giants 6+5. Damage 3+3-2=4, Giants are at 23. *Charged* Patio is at 24.
Round 10: Patio 4+7, Giants 3+5. Damage 3+3-2=4, Giants are at 19. *Charged* Patio is at 22.
Round 11: Patio 6+7, Giants 6+5. Damage 6+3-2=7, Giants are at 12. *Charged* Patio is at 20.
Round 12: Patio 8+7, Giants 11+5. Damage 5+5-4=6, Patio is at 14.
Round 13: Patio 9+7, Giants 5+5. Damage 1+3-2=2, Giants are at 10. *Charged* Patio is at 12.
Round 14: Patio 7+7, Giants 4+5. Damage 3+3-2=4, Giants are at 6. *Charged* Patio is at 10.
Round 15: Patio 10+7, Giants 6+5. Damage 6+3-2=7, Giants are destroyed!
Close call there, insofar that I almost had to start using healing items. Shame that headshot didn't trigger, pun intended.

With the pillars destroyed, the stone giants are weakened—making it easy for you to smash through their rock armor and extinguish whatever dark magic had once given them life. You may now help yourself to one of the following rewards:
Charged breastplate (chest) +1 brawn +1 armor ability: lightning (every time you take health damage as a result of an opponent's damage score/damage dice, you automatically ignore 2 points of armor-ignoring damage to them)
Rock fist (left hand: fist weapon) +1 speed +1 magic ability: surge (requirement: mage)
Stone spike (main hand: dagger) +2 brawn ability: critical strike (1/combat, change the results of all damage dice you roll to 6) (requirement: rogue)

(The achievement loots are basically the same thing. First two give an extra point of brawn and magic, respectively, and the third gets deep wound, which deals an extra die of damage 1/combat, instead of critical strike).

Pick a loot to proceed.
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Omegonthesane
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Post by Omegonthesane »

Rogue-only and doesn't have +Speed? It can eat my entire ass.

Half a vote to also ignore the breastplate, because Haste seems more likely to improve our DPS than revenge damage every time a speed whore loses a speed contest.
Last edited by Omegonthesane on Sat Oct 06, 2018 5:03 pm, edited 2 times in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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angelfromanotherpin
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Post by angelfromanotherpin »

Snub all.
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Post by SGamerz »

Ignore the poor loot.
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Darth Rabbitt
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Post by Darth Rabbitt »

(Mr. Patio does not have the word Wiccan on his hero sheet.)

With the stone guardians defeated, you advance on the black temple. It is an imposing structure of spine-like towers, arched windows and high columns. The mist has receded, but in its place is a presence—thick and palpable. It pushes against you like an invisible hand, forcing you to grit your teeth as you struggle onwards, your will matched against that of some unseen foe.
Bea is the first to stumble, falling to her knees. 'I can't...' she mutters weakly. You notice Ventus staggering as if blind, his fists batting away at some invisible foe. Benin has also stalled, gripping his staff with white-knuckled hands. You go to his aid but the priest puts out a hand to stop you. 'No...continue...if you can...' He gasps, struggling to draw breath.
Alone, you clamber up the stairs of the temple, crawling the rest of the way to finally reach its dark, imposing doorway.

Once inside the temple, you find that the debilitating presence has lifted. You can only assume that it was some spell or enchantment worked into the causeway, to turn back unwanted visitors.
Warily, you draw your weapons and advance slowly down the black-stone passage. It soon opens out into a vaulted chamber, its runed stonework illuminated by a huge shard of crystal hanging from the ceiling. The tip of the crystal points to a raised dais, where an upright sarcophagus breaks through the pale light. Concentric circles of runes radiate out from its base, carpeting the tiled floor in pulsing sigils of dark magic.
You catch the rustle of cloth and a serpentine hiss. As your eyes grow accustomed to the crystal's radiance, you see something moving within the confines of the sarcophagus.
'You did well to make it this far,' rasps a gravely voice. A squat figure steps out from the stone coffin. The light makes it hard to pick out features, but you get the impression of a deformed human, huddled in a cloak. A hood is pulled low over their face, its trim decorated with a band of shifting runes. 'Not even the great Allam could walk the causeway of Duerdoun.'
'Who are you?' you demand, trying to maintain a confident tone despite the sickening fear gripping your stomach.
'The custodian,' spits the voice. 'The sworn defender of the key. I lost it once—but never again!'
'You mean the relic?' you ask uncertainly. Then realization dawns. 'Wait! You were the one who broke into the church vault—the one who cursed the bishop and the thief!'
You glimpse jagged sharp teeth, leering from the darkness. 'I had an errand—one of great import. The inquisitors took it before I could return. It matters not, they have already paid the price.'
'Why is this relic so important?' you persist. 'What does it do?'
The figure throws back its arms, revealing scaled hands twisted and misshapen into claws. 'These matters are not of your concern, youngling. You will soon join the other witless thieves who tried to steal my charge—who now serve me in eternal damnation!'
There is a flash of dark light, then the figure is gone. Behind you, there is a sudden rush of wind. Something slams into your back, blowing you forwards into the chamber. As you land in a roll, the tunes on the floor suddenly spit and hiss, their dark glow turning to a bright blood red. You rise just in time to see the squat figure running at you, a sword gripped in one hand and a talon-like wand in the other. From beneath the cowl, two serpent-like eyes glitter with malice.
You must now fight this deadly adversary:
SpeedMagicArmorHealth
Custodian54350
Forty thieves (*)55240

Special abilities
Reanimator: As soon as the custodian is reduced to half his health or less, he immediately summons the spirits of his previous enemies to attack you. While you fight these forty thieves, the custodian takes refuge in the stone coffin, healing 2 health at the end of each combat round (this also removes any passive effects he is currently inflicted with.) During this phase, the custodian cannot be attacked. You must defeat the thieves before the custodian will rejoin the fight with his restored health. (Note: the custodian cannot raise his health above its starting value of 50.) The reanimator ability can only be used once.
Hex of pain: At the end of each combat round you must lose 1 health from the magic runes etched into the floor of the chamber.
Honestly this guy is a lot easier than the giants.
Round 1: Patio 4+7, Custodian 5+5 (curse'd). Damage 4+4-3=5, Custodian is at 45. (Rust'd, his armor is at 1.) *DoTs* Custodian is at 42, Patio is at 34.
Round 2: Patio 14+7 (haste'd), Custodian 6+5. Damage 2+4-1=5, Custodian is at 37. *DoTs* He's at 34, Patio is at 33.
Round 3: Patio 5+7 (surefooted'd), Custodian 7+5. Tie. *DoTs* Custodian is at 31, Patio is at 32. (Atonement'd, Patio is at 35)
Round 4: Patio 6+7, Custodian 4+5. Damage 6+4-1=9, Custodian is at 22.
*Reanimator* Forty Thieves summoned. Custodian is at 24. *Hex* Patio is at 34.
Round 5: Patio 12+7, Thieves 8+5. Damage 3+4-2=5, Thieves are at 35. *DoTs* They're at 32, Patio is at 33. *Reanimator* Custodian is at 26.
Round 6: Patio 7+7, Thieves 6+5. Damage 2+4-2=4, Thieves are at 28. *DoTs* They're at 25, Patio is at 32. *Reanimator* Cutstodian is at 28.
Round 7: Patio 5+7, Thieves 6+5. Damage 6+4-2=8, Thieves are at 17. *DoTs* They're at 14, Patio is at 31. *Reanimator* Custodian is at 30.
Round 8: Patio 5+7, Thieves 6+5. Damage 4+4-2=6, Thieves are at 8. *DoTs* They're at 5, Patio is at 30. *Headshot* They're dead. Custodian rejoins the fight.
Round 9: Patio 9+7, Custodian 4+5. Damage 4+4-1=7, Custodian is at 23. *DoTs* He's at 20, Patio is at 29.
Round 10: Patio 7+7, Custodian 9+5. Tie. *DoTs* Custodian is at 17, Patio is at 28.
Round 11: Patio 8+7, Custodian 7+5. Damage 2+4-1=5, Custodian is at 12. *DoTs* He's at 9, Patio is at 28.
Round 12: Patio 12+7, Custodian 10+5. Damage 3+4-1=6, Custodian is at 3. *DoTs* He's dead.
The runes dim and then fade as the wounded creature attempts to crawl back to the stone coffin. You watch the futile scrabbling with contempt. Planting a boot on its side, you push it over onto its back. The face beneath the hood is not human—it is covered in blue-black scales, marred by deep scars. The thing hisses from its lipless mouth.
'It must stay...in the forest...you don't understand...'
You kneel beside the dying creature, leaning closer to catch its last wheezing gasps.
'The forest...the forest is...a...'
Its breath rattles in its lungs as the deformed body shakes and convulses. Then the creature lies still, its yellow eyes staring sightlessly past your shoulder. As you rise to stand, you hear footfalls echoing in the passageway behind you. A second later and your companions file into the chamber, looking shaken but unharmed. Searching the creature's body, you find 30 gold crowns and one of the following rewards:

Twilight scepter (main hand: wand) +1 speed +2 magic ability: wither (requirement: mage)
Dawnlight (left hand: sword) +1 speed +1 brawn ability: blind (1/combat your opponent rolls 1 fewer die when calculating attack speed for one round.)
Hood of the night fiend (head) +1 brawn +1 armor ability: fiend's finest set (if worn with the night fiend's gloves, you may use the exploit ability: for each 1 your opponent gets rolling for attack speed you automatically inflict 1 armor-ignoring damage to them.)

You also find a small stone figure in one of the creature's pockets. It is carved to resemble a laughing dwarf, its enormous belly bulging over its squat legs. If you wish to take the household spirit then simply make a note of it on your hero sheet, it doesn't take up backpack space. (Mr. Patio does not have the word Wiccan on his hero sheet.)

Benin strides over to the creature. He makes a quick inspection of the body before turning away in revulsion.
'Ooh, what is it?' asks Bea, her voice shrill in the echoing chamber.
'A dwarf I think,' replies Ventus, wrinkling his nose. 'And I suspect he waas guarding that...' The monk crosses the room to a large stone basket, set within a circle of runes. They still pulse with a faint glow, but at a gesture from the monk they crackle and spark, and then fade into nothing. 'This is what Allam was seeking.' He raises a glowing fist into the air. With a roar, he brings it down hard, shattering the stone lid. 'Agh, no!' Ventus suddenly staggers backwards, covering his face.
'A curse!' cries Bea, cowering behind her raised arms.
You can feel it from where you are standing. A fierce heat washing through the chamber. But whereas the others seem to be driven back by its intensity, you find yourself unmoved. Instead, you cautiously advance, much to the surprise of Benin.
'Stay back!' he cries in warning. 'The magic...it will burn you!'
You are already standing over the casket, looking down at a hammer-shaped object resting on a bed of glowing coals. Somehow you can feel the heart prickling against your skin, but there is no pain. You reach into the casket and take hold of the hammer, your hands settling around the grip. You smell burning flesh as your skin comes into contact with the super-heated metal, but it feels distant—like you are looking down at someone else's body, not your own. You lift the relic, admiring the intricately carved head-piece.
Suddenly, the panels that encase the head of the relic snap open and a bright white light pours forth, filling the room with dazzling radiance. You lift the object above your head, holding it aloft like a torch, as its light blazes like the heart of a sun.
'By Judah, it's the light of the divine!' gasps Bea, bowing her head with reverence.
Benin seems less sure, squinting as he struggles to focus on the glowing centerpiece. 'It's powerful...very powerful,' he remarks. 'Allam believed it was the key to the forest.'
Ventus removes his cloak, gesturing for you to wrap the relic within its folds. 'Then the forest is our next destination,' he asserts. 'At last, we will finish what Allam started all those years before. Let the One God guide us on the true path.' (Congratulations, you have retrieved the relic from Duerdoun. Return to the quest map to continue your journey.)

Pick a loot and a destination to proceed. Also whether or not we want to take the household spirit.
Name: Mr. Patio
Path: Rogue
Career: Pilgrim
Speed: +7, Brawn: +4, Magic: +2, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadGarland of Sacrifice+1+2Atonement
NecklaceTorque of Iron+1+1Rust
CloakWildfire Weave+1+1Backdraft
Main HandRusted Knife+1Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Angelica Wreath (ability: holy protector)
2Pot of Healing
3Pot of Healing
4Pot of Healing
5Pot of Healing

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
Money Pouch: 451 Crowns
Last edited by Darth Rabbitt on Thu Oct 11, 2018 4:12 pm, edited 1 time in total.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Omegonthesane
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Post by Omegonthesane »

"You don't understand the thing that I refused to attempt to explain before trying to murder you"

Rusted Knife is a dagger not a sword, right? Meaning it won't work with the pilgrim sword ability.

I considered buying a charm ring but that was before we got a fire aura ring. As is, just go to the final quest of the chapter as we are.
Last edited by Omegonthesane on Thu Oct 11, 2018 8:12 pm, edited 1 time in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
SGamerz
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Post by SGamerz »

Ignore both loot, take the household spirit, and proceed to the last quest.
Omegonthesane
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Post by Omegonthesane »

Agreed with SGamerz since that wasn't explicit in my earlier post
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Darth Rabbitt
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Post by Darth Rabbitt »

Omegonthesane wrote:"You don't understand the thing that I refused to attempt to explain before trying to murder you"
Yeah, this is totally on the custodian. Patio literally asked him what the relic did and why it was important and the custodian's response was "I'm going to kill you."
Rusted Knife is a dagger not a sword, right? Meaning it won't work with the pilgrim sword ability.
That is correct.
Boss monster: The forest of thorns

Above the town of Carvel, thunder claps and booms, filling the night sky with flickering ribbons of brightly-colored light. It is All Saint's Eve and the celebrations have started, the fireworks casting staccato flashes over the distant rooftops and spires.
You stand alone on the hill, watching it all with the faintest hint of a smile. It is a comfort to know that there is still some semblance of joy and festivity in this cold, bleak land. You glance down at your hands, still throbbing with pain. Turning the palms over in the silver moonlight, you see the relic's runes branded deep into your blistered skin. A thin veil of snow begins to fall, the cold flakes kissing the smarting flesh and offering a fleeting solace against the persistent ache.
Someone calls your name from the foot of the hill. You glance around, to see your companions waiting at the edge of the forest. Misshapen branches stretch like a diseased growth across the marshy ground, intertwining their barbed limbs until they become a single living entity—some dark thing that exists for the single purpose of keeping others away. Indeed, you can understand why few would choose to come here. The Pilgrim's Road sweeps past it—deviating cowardly from its intended course. The woodsmen could not fell the dark trees of the forest and so the road was never able to push through to the coast. The forest has always remained dark and silent, and untouched.
You head down the hill, fragments of your visions running through your head. You doubt this will end well—there is a nagging fear pinching at your stomach, but for some reason you feel compelled to see this through. That same desire is written on your companions' faces, coupled with their unwavering belief that you are the one to finally lead them through the forest, to discover its hidden secrets.
The relic rests on the back of a rickety cart, wrapped in fresh blankets. You can smell the acrid stench of burnt cloth. Since its retrieval from Duerdoun the strange relic has lost much of its unnatural heat, but it has still proved impossible for anyone else to touch. You feel expectant eyes watching you as you pull back the cloth and take the relic into your hands. The heat throbs against your raw palms. Shifting the grip, you feel the runes on its surface slide into the depressions burnt into your skin. Then its hammer-like head opens and bright light pours out across the marsh, glittering off the wickedly-sharp thorns that stretch before you.
At your approach the twisted branches recoil, creaking and shifting as they seek to draw away from the light. Within moments the noise of cracking limbs is almost deafening as the roots themselves drag their thick bodies from the sodden earth, slinking back to the darkness as quickly as they can. You watch in stunned awe as a pathway is slowly revealed through the forest, framed by high walls of shifting, tormented trees. Holding the relic out, you start along this newly-revealed trail, your companions following.

The twisted vines pull back, revealing a diamond-shaped dais of black stone. Four large iron rings have been hammered to its four points. From each, a thick chain trails through the fog to a set of manacles, that imprison a giant, hulking creature.
At first its body is obscured by wings, stretched taut to reveal the corded black veins that snake through the ridged membrane. Then, with a crack, the wings fold back and the creature shifts around, drawing astonished gasps from your companions.
It is a demon.
As it rises to its full height you find yourself teetering back, awe-struck by its dark and fearsome majesty. It stands over eight feet tall, its broad shoulders covered in spiked plates of hardened skin. The rest of its body is scaled, the serrated edges rippling in the light, its chest heaving with deep, rumbling breaths. Two curved horns, over a meter in length, jut out from its temples, framing a pair of crimson eyes burning with a cruel arrogance.
'Was I not what you expected?' booms the demon, its commanding tone resonating through your very bones. 'Perhaps you had prayed for an angel.' The creature displays a curve of sharp teeth as it lazily flaps its wings. 'I led you here, prophet. Now you will free me. I have waited such a very long time...'
Before you have a chance to respond, you hear the sound of roots and limbs snapping behind you. One of your companions cries out a warning. You spin around to see the pathway closing, the thorn branches twisting and wrapping together into a solid wall.
'What's happening?' You glance back at the dais, wondering if this is some trick or spell of the demon's doing. He merely watches with a mocking smile.
Another cry from your companions. The thorns have started to rise up into the air, clumps of wet earth falling away from their writhing forms. In horror, you watch as the trees start to mold themselves into a single creature, a mockery of a human, with trunk-like legs and long trailing arms. Within seconds the land to either side of you is reduced to a barren, featureless marsh — the trees having drawn themselves up into the dark skies to become a barbed colossus.
'Free me,' hisses the demon, shaking the manacles snapped tight around its wrists. 'You cannot defeat it. Orgorath is an ancient spirit, in thrall to the dwarves who made me their prisoner. You need me to defeat it!'
The forest monster throws back its head and lets loose a blood-curdling scream. Then it lumbers forwards, its vine-like arms twisting into gigantic fists.
(Mr. Patio does not have the word Wiccan written on his hero sheet.)

'This place is cursed!' cries Benin, spinning his staff around to grip it with both hands. He glances at Ventus, his eyes narrowed to points of rage. 'We were fools to come here. All we have found are demons and corruption!'
Ventus drops into a battle stance, magic rippling across his fists. 'Faith hold your tongue, priest—we were brought here for a purpose and that purpose is clear. To end this evil once and for all!'
Bea draws her twin swords, the magic woven into their blades blazing with blue fire. 'The relic,' she shouts, swiping at one of the giant's enormous legs. Her blows send splinters of wood and slimy ichor spraying through the whirling snow. 'Use its magic!'
You raise the relic and charge forward, hoping to drive it into the creature's twisted body. But mud spatters into your eyes as one of its fists slams into the sodden earth. You stumble back, temporarily blinded—and fail to see the other fist whipping in behind you. Barbed tendrils strike your arm, sending the relic spiraling away into the marsh. By luck rather than the quickness of your reflexes, you are able to avoid the full force of the blow, tumbling over onto your back. Benin is less fortunate, however—the priest is picked up in the beast's barbed fist and carried high into the air. His screams are deafening, chilling you to the bone, as his body is crushed within the prison of thorns.
'No!' Tears blur your vision as you lurch back to your feet. Frantically, you scan the marsh for signs of the relic, but the muddy banks offer up no clues—clearly the relic's headpiece must have closed, hiding its bright light and making it impossible to see. Angrily, you turn back to the battle. Bea and Ventus continue to press their attack, but their blows seem ineffectual, the bewitched roots moving quickly to reseal any wounds. Grimly, you realize there is no escape—and worse, the thorn giant appears to have no obvious weakness.
'Free me!' insists the demon, shaking its chains. 'Your false god has forsaken you. I will not! Release me now!'
'Trust you?' You laugh bitterly. 'An imprisoned demon?'
'You were a prisoner once, prophet,' it snaps, crimson eyes staring you full in the face. 'We have much in common, you and I. But if you are too blind to see it, then go...see what your puny strength can achieve.'
Readying your weapons, you charge back into the fray—hoping that, together, you and your companions will find a way of besting the thorn giant:
SpeedBrawnArmorHealth
Orgorath55480

Special Abilities
Deadly thorns: At the end of each combat round, you must automatically lose 3 health from the creature's barbed fists.
Divine fury: Bea's enchanted swords add 3 to your damage score.
Thousand fists: Instead of rolling for a damage score when you win a round, you can choose to use Ventus' thousand fists attack. This does 2 dice of damage to your opponent, ignoring armor. If you win the next round of combat, Ventus can apply his thousand fists attack again, applying 3 dice of damage. Each time this ability is used in a consecutive combat round, you can add 1 damage die, up to a total of 5 dice. Then the monk's ability is exhausted and can no longer be used in this combat.
Wait, its speed is 2 points lower than Patio's and it's too fast for him to handle? That DoT is nasty though. Not bothering with Ventus' flurry ability, since Bea lets us punch through its armor fairly well.
Round 1: Patio 4+7, Orgorath 4+5 (curse'd). Damage 4+4+3-4=7, Orgorath is at 73 (rust'd, its armor is at 2.) *DoTs* It's at 70, Patio is at 32.
Round 2: Patio 10+7 (haste'd), Orgorath 7+5. Damage 5+4+3-2=9, Orgorath is at 61. *DoTs* It's at 58, Patio is at 29.
Round 3: Patio 2+7 (surefooted'd, 4+7), Orgorath 6+5. Tie. *DoTs* Orgorath is at 55, Patio is at 26.
Round 4: Patio 10+7, Orgorath 7+5. Damage 4+4+3-2=9, Orgorath is at 46. *DoTs* Orgorath is at 43, Patio is at 23. (Atonement'd, Patio is at 26.)
Round 5: Patio 12+7, Orgorath 11+5. Damage 4+4+3-2=9, Orgorath is at 34. *DoTs* It's at 31, Patio is at 23.
Round 6: Patio 6+7, Orgorath 10+5. (Prophecy'd, no damage.) *DoTs* Ogorath is at 28, Patio is at 20.
Round 7: Patio 8+7, Orgorath 7+5. Damage 4+4+3-2=9, Orgorath is at 19. *DoTs* Orgorath is at 16, Patio is at 17.
Round 8: Patio 11+7, Orgorath 7+5. Damage 2+4+3-2=7, Orgorath is at 9. *DoTs* Orgorath is at 6, Patio is at 14.
Round 9: Patio 8+7, Ogrorath 10+5. Tie. *DoTs* Ogrorath is at 3, Patio is at 11. *Headshot* Ogrorath is defeated!
Dodging the jagged, razor-sharp fists, you pummel away at the beast's legs, combining your attacks with those of your companions to sever the vines and roots. Unable to heal fast enough, the beast stumbles and falls, the earth shaking as its giant body crashes down into the mud. Temporarily prone, the monster provides an easy target.
Leaping onto its chest, you slash and blast away at the twisted boughs until the beast is reduced to a blackened, scorched heap. With the giant defeated, you may now help yourself to one of the following rewards:

Briar star (ring) +1 armor ability: thorns
Bark skin binding (chest) +1 speed +1 armor ability: thorn armor (1/combat, raise your armor by 3 for one round and deal 1 die of armor-ignoring damage to all opponents, rolling once and applying the same damage to each opponent.)
Bramble blade (main hand: sword) +1 speed +2 brawn ability: bleed

'Impressive, very impressive,' grins the demon, who has watched the entire fight with a bemused indifference. 'But futile all the same.'
Ventus stalks towards the dais, his fists still bunched into balls of crackling light. 'Explain yourself, demon spawn. Why are you a prisoner here?'
The creature twists to face him, wings flaring out from its spiked shoulders. 'My crimes are endless. As is your ignorance. Clearly you know nothing of whom you address.'
Bea is crouched by Benin's side, tears tracking down her dusty cheeks. 'You are a monster!' she screams in anger. 'Do not trade words with it, Vent! Do not listen to it!'
Ventus continues to study the creature. 'You are a demon prince.'
'I am Cernos,' nods the demon. 'I have been a prisoner here for thousands of your mortal years. I have served my time and now I desire freedom.' Its crimson eyes flick to you, its horned brow creasing together. 'Grant it or you will die here.'
Ventus snorts, raising his fists. 'I don't see how you can stop us, demon.' His gaze moves to the runed manacles that bind the creature's wrists and ankles.
'Oh, it won't be me, brother of the light.' The demon lifts its eyes to stare past you. A familiar sound reaches your ears—of snapping, cracking wood. You turn slowly, a cold dread prickling your skin.
'No! It can't be!' Bea cries in desperation. 'That's impossible!'
The vines and branches are weaving themselves back together again, knitting the gaping wounds in the giant's body. With a deep, rumbling roar, the beast levers itself back onto its feet, towering above you in all its menacing glory.
'Your weapons cannot defeat Ogrorath,' hisses Cernos. 'You either free me—or die.'

Will you:
Free Cernos from his bindings?
Ignore Cernos' request?

Also pick a loot.
Name: Mr. Patio
Path: Rogue
Career: Pilgrim
Speed: +7, Brawn: +4, Magic: +2, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadGarland of Sacrifice+1+2Atonement
NecklaceTorque of Iron+1+1Rust
CloakWildfire Weave+1+1Backdraft
Main HandRusted Knife+1Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Angelica Wreath (ability: holy protector)
2Pot of Healing
3Pot of Healing
4Pot of Healing
5Pot of Healing

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
household spirit
Money Pouch: 451 Crowns
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angelfromanotherpin
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Post by angelfromanotherpin »

Take the Bramble Blade, ignore Cernos.
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Post by Omegonthesane »

Agreed. It's a demon and we're not on the wiccan route so obviously it'll be a bad idea to obey. Heck maybe it's a bad idea to obey on the wiccan route too.
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Post by SGamerz »

Put the demon on Ignore.
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Post by Darth Rabbitt »

'Have faith!' bellows Ventus, raising a glowing fist into the air. 'The One God tests us—and we will not be found wanting.' He sprints towards the giant, throwing his body into a spin as he kicks and punches at its enormous legs. Bea joins him, her magic swords hacking at the enchanted wood.
'Fools!' hisses Cernos. 'You are weak! Children fighting mountains with stones.'
As the giant's shadow sweeps over you, you start to wonder if the demon speaks the truth. But it is too late now—your beleaguered companions need your aid. It is time to fight:
SpeedBrawnArmorHealth
Orgorath55440

Special Abilities
Deadly thorns: At the end of each combat round, you must automatically lose 3 health from the creature's barbed fists.
With the +2 brawn from the bramble blade we are only at -1 damage relative to last time, and it has half the health.
Round 1: Patio 7+7, Orgorath 8+5. Damage 2+6-4=4, Orgorath is at 36. (Rust'd, its armor is at 2.) *DoTs* It's at 33, Patio's at 32.
Round 2: Patio 13+7 (haste'd, surefooted'd), Orgorath 8+5. Damage 5+6-2=9, Orgorath is at 24. *DoTs* It's at 21, Patio's at 29.
Round 3: Patio 8+7, Orgorath 1+5 (curse'd). Damage 5+6-2=9, Orgorath is at 12. *DoTs* It's at 9, Patio is at 26.
Round 4: Patio 5+7, Orgorath 8+5. (Prophecy'd, no damage.) *DoTs* Orgorath is at 6, Patio is at 23.
Round 5: Patio 12+7, Orgorath 9+5. Damage 1+6-2=5, Orogorath is at 1. *Headshot* Orgorath is defeated again!
Once again, your concentrated attacks bring down the thorn colossus. Amongst its barbed remains you spy the following item, which you may carefully retrieve:
Providence
(necklace)
+1 brawn +1 magic
ability: faith (mo: each time you roll a double, you automatically heal 2 health. This ability cannot take you above your starting health.)

Breathing heavily and aching from your wounds, you glance over at your companions, seeing that they are equally exhausted from the fight. The demon, however, remains unimpressed.
'Are we learning yet?' it asks in a mocking tone.
You struggle to answer, each lungful of air burning like fire. 'We're better than you think we are,' you manage to pant.
'No. You are not.' The demon shakes its head, dark scales scraping like knives. 'You are a disappointment to me.'
One of the charred roots lying next to you starts to twitch and shake. Then it slides away across the churned mud to join the other tentacle-like vines that are starting to coil together again, healing the giant monster.
Bea falls to her knees, sobbing. 'No...I can't do this. Not again...'
Something within Ventus snaps. The monk strides forward, his face a bitter storm of fury. 'I will be damned for this,' he bellows, bringing his fists down on the first of the demon's restraints. Both you and Bea race to his side.
'What are you doing? Stop!' Bea tugs on the monk's robe, but he ignores her protests. He moves around the dais, smashing his inscribed fists into the remaining iron rings.
'Yes,' snarls the demon, its breath quickening with excitement. 'At last.'

(Choo choo.)

As the last chain is broken, the demon blurs forward with lightning speed. Unable to dodge in time, you are hit in the stomach by a fist of claws. The blow draws an agonized scream from your lips as your body is wrenched upwards, your legs kicking feebly in the air. Your nose fills with the sharp odor of blood and brimstone. Then you are being flung backwards as a blue-black shape hurtles past you, wings flapping through the air.
'Now, Orgorath. You are mine!' bellows the demon.
You hear a scream; one of your companions. Then you crash down onto the snow-crusted mud, your own wheezing breaths thundering in your ears. You lie for some seconds, choking on each agonized gasp. A cacophony of noise breaks over you—ripping, snarling, tearing. A shower of severed roots and branches go sailing through the night air.
You struggle to lift your head, to see what is happening, but the movement only brings a fresh spasm of pain. As you kick and squirm in the mud, your fingers brush against something cold and metallic. You manage a glance sideways, to see the relic lying next to you.
The ground trembles. A dark shadow moves into view, blocking out the blood-red moon with a frightening silhouette of horns and spikes.
'Cernos,' you gasp.
Your hand goes for the relic—but the demon is faster. A cloven hoof smashes down on the headpiece, staving in the metal panels. Then it descends again, accompanied by a hissing growl.
From the point of impact, a white light explodes outwards. Blinding. Impenetrable.
You blink, trying to focus—to see beyond the spots of pain and the bright brilliance that surrounds you.
'Dwarven fools,' booms the voice of the demon. 'They hand me the very thing I desire most—the heart of fire.'
As colors swim and merge together, you see Cernos standing over you, a bright gemstone gripped in one of his fists. Smoke billows between the clenched fingers, where the skin boils and blisters. But the demon shows no sign of pain.
'My time here is at an end,' he bellows, raising his other hand and summoning black flames to his palm. 'As is yours.'

You lie in the mud, paralyzed by fear and pain, as the demon prepares to end your life. For a fleeting second, you remember a vision from your time at Durnhollow: a black mountain erupting with fire. You, lying on your back amidst the flames and ashes while a demon stands over you, a huge runed blade gripped in its scaled hands.
You blink past the image, stiffening in horror as you realize that Cernos is that very same demon. But in this grim reality, there is no sword...only a fist full of dark fire.
A gunshot tears through the night. The demon flinches, staggering back slightly. Another gunshot follows, this one clearly connecting with something vital. The demon snarls in pain, whipping around to face its unseen tormentor. Gritting your teeth, you try and lift your head, struggling to gain a view of the battle.
'You are weak, Cernos,' cries a man's voice, edged like cold steel.
Swallowing back your nausea, you glimpse a man in a long grey coat and a broad-brimmed hat. He is striding purposefully towards the demon, unloading bullet after bullet into its scaled chest. With a final heart-stopping roar, the demon launches itself into the air, its huge wings beating a grey-black blur. The gunman fires another salvo, watching as the creature soars away into the night.
Wood and stone crunch beneath the stranger's boots as he holsters his pistols and walks casually towards you. When the man's shadowed face finally swings into view, you catch the glimmer of gold teeth flashing in the moonlight. Then your strength gives out—and you let yourself fall back into the mud, and the cold, painful dark.

You race through a fog-shrouded jungle, following something dark and elusive. Whatever it is, it stays just out of sight, winding between the dense tangle of trees. As you run faster, so does your quarry—leading you ever deeper into the steamy forest. And then, in a heartbeat, the dream shifts, becoming grey-stone corridors, swathed in cobwebs and vine-like creepers. They are never-ending, forming an endless, disorientating maze. And still the creature eludes you. Breathing heavily, you start to slow...
Then you see it, lurking in the shadows. A flicker of purple light picks out its misshapen body. You go to draw your weapons, but they have gone; your clawed hands scrapes against empty sheaths. Instead, you back away as the creature steps out into the light. Its twisted frame is swaddled in grey cloth, embroidered with strange runes. As it lifts back its cowl, you give a gasp of horror as you look upon your own face staring back at you. Slowly, it opens its mouth—your mouth—revealing a dazzling array of glittering fangs.
'There is no escaping your fate,' the beast-like you snarls. 'No escaping what you are!'
'No!' you shake your head, looking for a route of escape. 'This is not real...'
'Demon!'
With a snarl the creature leaps across the passageway, its fangs closing around your throat. You scream as you are flung backwards, your head bursting with hot searing pain...


You are jolted forward, sucking at the air. It is hot and dusty, forcing you to choke. Something cold is suddenly held to your lips—you greedily gulp down the refreshing water, feeling it ease your sore throat and swollen tongue.
Words are spoken, but you don't recognize the dialect. You feel a hand, firm but reassuring, pushing against your chest, forcing you back down onto the bed of soft pillows. Then a sudden panic drives you forward again, as you realize you can't see—everything has remained dark. Your hands go to your eyes, where you feel a cloth or bandage restricting your vision.
Angrily, you tug it away.
For a moment you are blinded by light, forcing you to squint against the pain beating in your head. A shape moves at your side, edging away. You follow it, trying to focus on the details, struggling to make sense of what is happening.
'Where am I?' you croak, barely recognizing the sound of your own voice.
'Safe.' A dark figure leans over you. Gold teeth sparkle in the brightness.
You jerk away instinctively, your hands grappling over fur blankets. To your left, sunlight streams in bands through a shuttered window. A man leans next to it, watching you with dark eyes. The slatted light picks out the bones and feathers sewn into his tanned leathers. Groggily, your attention blurs back to the other figure—the one with gold teeth. The witchfinder is watching you with a thin smile.
'Welcome to the land of the living,' he says, his gold smile broadening.
You try and slide up the bed, desperate to put distance between yourself and that malign-looking face, but you are brought up short in a fit of coughing, the pain from your chest and shoulders almost overwhelming.
'What happened to me?' You pull away the blankets to gaze down at your naked torso. Ugly red scars cut deep furrows through the skin, moving up from your stomach in jagged parallel lines. The scars end at your left shoulder, where you notice the skin blackening as if bruised, forming patches of reptilian-looking scales. You screw up your eyes as you prod the scaly-looking flesh.
'You were lucky,' states the witchfinder, his one steely eye flitting to the man by the window. 'And for that, you have Modoc to thank. The finest healer in all of Valeron.'
The stranger bows his head in greeting. A band of sunlight dances across the runes and sigils tattooed into his blood-red skin.
You look back at the witchfinder, begging for answers. He appears to read your mind, folding his arms and flashing you another gold-toothed smile. 'I am Virgil Elland. I imagine you have some questions for me, prophet?'

Will you:
Ask about your whereabouts?
Ask who he is?
Ask about the demon?
Ask about your wounds?
Ask what happened to your companions?

ed: Also pick whether or not we want to take the necklace.
Name: Mr. Patio
Path: Rogue
Career: Pilgrim
Speed: +7, Brawn: +6, Magic: +2, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadGarland of Sacrifice+1+2Atonement
NecklaceTorque of Iron+1+1Rust
CloakWildfire Weave+1+1Backdraft
Main HandBramble Blade+1+2Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Angelica Wreath (ability: holy protector)
2Pot of Healing
3Pot of Healing
4Pot of Healing
5Pot of Healing

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
household spirit
Money Pouch: 451 Crowns
Last edited by Darth Rabbitt on Tue Oct 23, 2018 3:53 pm, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

All of it, top-to-bottom.
Omegonthesane
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Post by Omegonthesane »

Ask everything. Was almost surprised it isn't Falk.

And take the pendant, with our reliance on DoTs we *want* fights to run long unless told otherwise so it fits better than Rust.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Darth Rabbitt
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Post by Darth Rabbitt »

Your whereabouts:
'I brought you south—to the Saskat prairies,' explains Virgil. 'Not an easy journey with the roads such as they are.' He scratches at his chin with a gloved hand. 'I had to get you to Modoc as quickly as possible in order to,' he pauses, his eyes studying your impressive scars, 'preserve you.'
'Preserve me?' You glower, trying once again to push yourself up. 'You make me sound like a museum exhibit.'
The witchfinder chuckles. 'Well, you are a rarity and incredibly precious to us—be grateful that makes you worth the effort. Besides, we have need of your powers.'

Who he is:
'I am a shadow, a nothing,' replies the witchfinder, tugging the brim of his hat lower over his eyes. 'I was once a king's hound, the embodiment of his justice, his divine retribution. I have killed demons in their scores, vampires, witches, pagans...the dark things of the underworld that would seek to make these lands their own. I have given my soul and body to that life—to that duty. But now...' He raises a gloved hand, turning it over in the slanting beams of light. 'I cling to what I have left. My humanity.' He catches your eye, his fingers curling into a fist. 'When the darkness comes, that's all we have left.'

About the demon:
'Ah yes, that little problem.' Virgil begins pacing up and down, his boots clicking against the paneled floor. 'Cernos is a demon from ancient times—a demon prince, to be precise.'
'What's the difference?' you ask hoarsely, coughing to clear your throat.
Virgil continues pacing, the pistols and rifles bouncing at his back. 'He was an ordinary man, once—if the legends are to be believed—before he was gifted extraordinary powers by an Archdemon, transforming him into...what you saw in the forest.' His boot heels snap together as he comes to a halt. His gaze drifts to your wounds. 'Demons can pass their powers on to others, if they so wish.'
'How do you know this?' You frown suspiciously. 'How did you know we would be there—in the forest?'
The witchfinder tilts his head, gold glittering in his smile. 'Do you hold me accountable for all that has happened? Masterminding a prison break, before hounding your steps and driving you into the arms of your companions? Do you suspect that I remained in the shadows, putting the pieces in play and then watching and waiting for my perfect moment to pounce and save the day?' Virgil pauses, grinning through the expectant silence.
When you finally start to reply, the witchfinder holds up a finger, wagging it back and forth. 'You give me too much credit, prophet. Not all of us are gifted with visions of the future. As to your forest—it was dwarven magic. Created to keep the demon prisoner. An odd punishment, perhaps, but then it has been effective for several thousands of years. Now, sadly, Cernos is free—and he will seek to enact his revenge. He'll be following in his maker's footsteps—the Archdemon, Barahar.'

About your wounds:
'You were lucky to have survived,' states the witchfinder firmly. 'Few, if any, recover from a demon attack—and I think we can both agree, it was not Cernos' intention to leave you alive.'
You scratch at the itchy scales on your shoulder, perturbed when one of them comes off in your fingers. 'What is happening to me? Is this a disease?'
Virgil is silent for some time. It isn't until you press him that he snaps out of his thoughtful reverie. 'No, not a disease,' he replies softly. 'You have a taint. And left unchecked, you will become...' He glances sideways at his companion, who remains silent by the window.
'Become what?' you ask tersely, turning the dark scale over in your fingers.
The witchfinder takes a deep breath, straightening his back and brushing down his grey coat. You can tell this topic has made him uncomfortable. 'We will do what we can,' he says, shifting his gaze to avoid your own. 'But not all wounds can be cured by a medic's tonics and balms.'

What happened to your companions:
The witchfinder frowns, as if the question has caught him off guard. 'You mean the female and the warrior?' He shrugs his shoulders, as if the matter is of no consequence. 'They fled the field of battle, both of them—assumed you were dead I think, and with two demons ripping shreds out of each other, I don't entirely blame them.'
You shake your head, the full weight of what happened suddenly crashing down around you in a jumble of frightening, confusing memories. 'They were hoping to find answers—something to help with their war. They never guessed...' You choke on your words, torn by grief. 'A demon...the forest was a prison. The custodian tried to warn me.' You meet the witchfinder's gaze. 'What will happen now? To Carvel? To the moorlands?'
Virgil brushes your concern away with a nonchalant snort. 'The Church and the Wiccans...that is not a squabble to be solved by the likes of you or I. Besides, we have greater concerns now. Their bickering has only served to put the entire world in danger. By opening up the forest, they have released a most terrible evil—one that must be stopped before it is too late.'

Moving on:
You spot your weapons and belongings in a corner of the room. Wincing against the pain, you slide your legs off the bed, your eyes starting to sting from the incense burning on the nearby table.
'I have to go...' you insist, pulling away the rest of the blankets.
'No,' states Virgil firmly. He looks to his companion. 'Would you leave us, Modoc?'
The tattooed man bows, before crossing the room to the single exit. When he opens the door a blast of sand and dust billows into the room, carried on a hot wind. You glimpse a barren plain, scattered with gorse and weathered rock. Then the man steps out and closes the door behind him.
You look back at the witchfinder uncertainly. 'Are you holding me prisoner?'
He folds his arms. 'I'll get to the point. And I suggest you listen. Cernos has gone south. I can't be sure what his motives are—but he is headed into the Terral Jungle. And that is where I am sending you.'
'Sending me?' you retort angrily.
'I said listen!' snaps the witchfinder. 'There's a connection now, between you and the demon.' He gestures to your scarring. 'And that makes you the perfect demon hunter.'
You start to protest but Virgil halts you with a raised palm. 'Most prophets are also empaths. You are susceptible to the thoughts and impressions of others, picking up on emotions...ideas. I won't deny you have some talent at seeing future events—but what led you to that forest was the demon itself. Like Allam before you—the demon can impress upon you its own thoughts, guiding you, making you see what it wants you to see.' The witchfinder walks over to a desk, where a pile of papers lie scattered next to a leather bag. 'I daresay your own powers resisted it at times...but now, you and the demon have a link. And that will help you find Cernos and discover his intentions.'
Virgil grabs the leather bag, his eyes following on one of the sheets of parchment. 'I have secured you passage on a merchant vessel. It is heading south to Sheril and will be calling at the Emerald Isle on the way—your destination.'
'Don't have I a say in this?' you snap irritably. 'What if I just told you to—'
I wouldn't do that if I was you.' Virgil tosses the leather bag onto the bed. 'You see, part of the demon is inside you now. Given time, you will start to change...to become just like him. A demon.'
Your eyes widen in horror.
'But you can save yourself. Defeat the demon and take its heart. With it, Modoc will be able to do the necessary enchantments to halt the...changes.'
You take the bag and fit it onto your lap. 'And what is this?' you ask, your anger having frayed to a surly resentment.
'Some items to help you on your way. Sadly, I cannot accompany you—I must travel east to the capital and speak with the council. Avian Dale will need to know what happened. Then I will rejoin you, if I can—hopefully with aid.'
'Avian Dale?' The name sounded familiar. 'He was the one who wanted me released. From Durnhollow.'
Virgil nods. 'He's had his eye on you for some time.'
You look up. 'I'm nothing special.'
'Oh really?' he raises an eyebrow. 'Visions of the future don't make you special? Look, Avian is one of the good guys, trust me. A powerful mage—and not someone you want to get on the wrong side of. Understand?'
You glance down at the bag. Opening it up, you discover a purse and a number of leather gourds inside. You have gained 30 gold crowns and may take any/all of the following:

Snakebite shake (1 use) (backpack) Use any time in combat to remove 1 venom effect from your hero
Gourd of healing (1 use) (backpack) Use any time in combat to restore 6 health
Elixir of invisibility (1 use) (backpack) Special ability: vanish (co: 1/combat avoid all damage for 1 round)

You close the bag with a sigh of resignation. 'I don't have a choice in this, do I?'
'No,' replies the witchfinder firmly. 'But remember this—Cernos is weak. The dwarven runes that were branded into his irons will have drained him of much of his power. He'll have gone to ground, regaining his strength, waiting for his moment—and that gives you a chance.' He offers out his hand. 'May the One God protect you.'
You ignore his gesture, pushing yourself off the bed and back onto your unsteady feet. You wait for the pain and nausea to subside before fixing him with a determined stare. 'So, when do I get started?'

After ten days aboard the Angel's Bounty you are grateful to finally sight land. This has been your first experience of sea travel and—you hope—the last. After falling sick on the first day from the constant lurching of the high seas, you have spent most of the journey below decks, lapsing in and out of feverish dreams filled with nightmarish demons.
The air is thick and moist, almost suffocating, as you stagger onto the deck to join the captain. Below you, the glittering turquoise waters break in curls of white foam against the sculptured prow, where a grinning cherub points eagerly towards a green smudge of land. The Emerald Isle. You had been imagining an island, as the name suggested, but you discover it is actually a narrow finger of forest, linked by a hump of sandbanks to the mainland.
The helmsman turns the wheel, guiding the ship around a natural rock wall and into the harbor. Ahead, you see other ships bobbing at anchor—most are ragtag vessels, looking barely sea-worthy, but a few are more imposing, bristling with cannons and mounted crossbows. Military or mercenaries, you cannot tell.
'All hands! All hands!' barks the captain, a weather-beaten ex-soldier forever patting his rotund belly. His crew scurry across the deck, while others clamber the rigging, seizing cables and hauling the sails to the masts.
As you glide into the harbor you see a portly man in a red bandanna scuttling along the pier, shouting similar orders to his scruffy-looking team. Within moments mooring cables are hissing through the air and boat hooks are being raised, to guide and secure the ship in dock.
'Here yer go!' The captain slaps you on the back, a little more forcibly than you would have liked. You squint through the heat haze at the ramshackle buildings that form a line along the shore. They look like they were erected overnight, after a few too many drinks—and are now competing with each other to see which will stay standing the longest. 'Ah, would yer look at her,' sighs the captain wistfully. 'She's paradise—the place dreams are made of.'
You look back at the shabby hovels, competing for space against the encroaching jungle. 'Yeah, paradise,' you nod with a little less conviction.
The gangplank is lowered. After retrieving your paltry belongings you step down onto the wharf, grateful to be finally standing on a surface that isn't rearing and bucking like a wild steed. Of the other passengers on board, you note only one disembarking with you—Quito, a short man with black, straight hair and shifty eyes. He has thankfully kept to himself for most of the journey, cleaning and sharpening his endless supply of daggers.
Quito shoulders his pack, offering you one of his rare and awkward-looking grins. 'Welcome to the jungle, my friend. Just make sure it doesn't eat you.'
Laughing, he starts away down the wooden pier, towards the sorry-looking muddle of buildings. As your eyes stray across the harbor, to the forested mainland, you start to wonder exactly what you have let yourself in for.

As you head along the sea front, you see a group of sailors hoisting bamboo cages onto the largest of the merchant vessels. You edge closer, to try and get a look inside one of the cages, but a bare-chested brute with thick hairy arms shoves you away.
'Move on or I'll be using yer as bait,' he growls. From the unsettling array of knives and pistols at his belt, you decide to heed his warning.
Further along the promenade, one building in particular catches your eye. Its entrance-way is fashioned from a giant turtle shell, raised up on stilts to create a sheltered awning. Behind it a wooden shack extends back into the trees, painted in a gaudy assortment of rainbow-colored hues. Small, pig-like creatures are scurrying around the entrance, snorting and squealing as they nip and chase each other. A sign dangling from the arched-shell reads 'Yootha's Trading Post.'
Next to it is an altogether less flamboyant building—a rickety lodge topped with a sagging roof of palm fronds. An elderly man is sat on its veranda, soaking his feet in a bucket of water. A pirate-hat rests lopsidedly on his balding head. 'Hey there, need somewhere to stay?' calls the man, splashing his feet in the water. 'Only 1 gold crown a night at Bertie's hostel. And the cockroaches come free.'
As you contemplate his special offer, your attention is drawn to a tract of beach, where a collection of cages and baskets are resting on the sand. A young dark-skinned woman with oil-braided hair and sparkling jewelry is pacing in front of her wares—calmly handling the giant snake that rests across her shoulders. 'Looking for something more exotic?' she asks, offering you a playful smile.
'I've told you again and again,' snaps a voice behind you. 'Don't use the mosquito repellent on the parchment. Not the parchment!'
You turn to see a grey-robed man in a straw hat, hurrying along the promenade. He is clutching a number of charts and scroll cases to his chest. A scrawny youth with a tangle of ginger hair is struggling to keep up, his sunburnt face craning around a tall pile of books. 'Hurry up, those are priceless works!' snaps the man, kicking up a dust cloud as he quickens his pace.

Will you:
Visit the trading post?
Visit the hostel?
View the exotic pets?
Talk to the scholar?
Head into the jungle? (leads to the Act 2 map, spoilered below)
Image
Also pick which (if any) items we want to take from Vergil. I assume we want the strict upgrade healing item. Do we want the snakebite shake and/or elixir of invisibility? And if so, what do we want to give up for them?
Name: Mr. Patio
Path: Rogue
Career: Pilgrim
Speed: +7, Brawn: +6, Magic: +2, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadGarland of Sacrifice+1+2Atonement
NecklaceProvidence+1+1Faith
CloakWildfire Weave+1+1Backdraft
Main HandBramble Blade+1+2Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Angelica Wreath (ability: holy protector)
2Gourd of Healing
3Pot of Healing
4Pot of Healing
5Pot of Healing

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
household spirit
Money Pouch: 481 Crowns
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Omegonthesane
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Post by Omegonthesane »

Drop angelica wreath to make room for venom remover, drop a pot of healing to make room for the invisibility thing because in any fight where we start wanting to use healing items we'll likely as not take more than 4 damage in a single attack.

Then visit the trading post.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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angelfromanotherpin
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Post by angelfromanotherpin »

Agreed.
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Darth Rabbitt
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Location: In "In The Trenches," mostly.
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Post by Darth Rabbitt »

You pass through a curtain of beads into a small, stuffy room lined with shelves. As you head towards the counter, you glance at some of the peculiar items on display—a jar containing pickled eels, a monkey-skull candle holder, a snake-skin umbrella, a necklace of curled fingernails...
Behind the counter a tall skinny woman is arranging flowers in an old boot. Her black hair rises up off her narrow brow in a mountainous peak, decorated with beads and shells and scraps of netting. It gives her the appearance of something that was just hauled in on the last fishing boat.
'Ooh, what we got here? You don't look the usual sort,' she smiles, fluttering her long, glittery eyelashes. 'Got a serious air about you, you have. Like someone who means business. She puts her flowers to one side, brushing her hands against her black silk gown. 'So, to business then. I'm Yootha Finsbottom—think of me as your personal shopper. You won't leave here empty-handed or disappointed. That's my rules.'
Your eyes stray to the collection of jars and bottles on the shelves behind her, as well as a wooden trunk wrapped in iron chains. 'If you're going jungle-side then I have a few little Yootha specials to keep you safe and sound. Or if it's a souvenir you're after, then may I suggest a genuine Lamuri artifact? Rare and collectible. I'll cut you a good deal on those. No-one says Yootha isn't fair.'

Will you:
Ask to see Yootha's specials?
Ask to view the Lamuri artifacts?
Ask about the jungle?
Thank Yootha and continue your journey?

Hopefully I'm not assuming anything by just going down these one-by-one.

Yootha's specials:
'You're a bold one—a fighter,' remarks Yootha, her eyes roving over your possessions. 'But fancy weapons and armor don't impress around here.' She reaches for the nearest shelf, taking down two bottles and a small leather pack. 'This is the jungle, honey; you've got the heat and the snakes...not to mention the blood-sucking leeches, the killer ants, the cannibal monkeys, the jaguars, the spiders, the...' She stops herself, putting a hand to her mouth and stifling a horsey-sounding laugh. 'Oh, listen to me. Don't want to get you worried now.' She pushes the bottles and pack in your direction with a sly wink.
You may purchase any of the following items for 25 gold crowns each:
Snakebite shake (1 use) (backpack) Use any time in combat to remove 1 venom effect from your hero
Traveler's tonic (1 use) (backpack) Use any time in combat to restore 6 health
First aid kit (1 use) (backpack) Use any time in combat to remove 1 bleed or delirium effect from your hero

Lamuri artifacts:
Yootha crouches down beside the chest. Removing a pin from her hair, she places it inside the lock. After a series of quick prods and twists, the chains fall away onto the floor. 'Come round and have a look, lovey,' she says, flipping back the lid. 'These aren't the fakes you'd put a fortune for back home; these are straight from the Lamuri city itself. Means you can pay me a fortune instead.' She titters herself, then playfully flicks her wrist at you. 'Just a little Yootha joke. I said I'd do you a deal. Three hundred gold each—and that's just giving them away.'
You peruse the objects: a feathered spear with a bronze head, a cloak of coarse black hair and a collection of dried, crusty parchment bound in crocodile skin. You may purchase any of the following for 300 gold crowns:
Wangimbo (main hand: spear) +2 speed +2 brawn ability: impale (requirement: warrior)
Chibacha (cloak) +1 speed +2 health ability: gorilla rage (mo: Each time you play a combat ability, roll a die. On a 6 result you may raise your brawn/magic by 1 for the duration of the combat.)
Abracabamba (main hand: spell book) +2 speed +2 magic ability: blink (requirement: mage)

The jungle:
'My late husband was an historian,' explains Yootha, scrutinizing her painted nails. 'I never had time for such pursuits myself, of course, but I did like the tales he used to bring home—of exotic lands and daring adventure. That's how he won me over and convinced me to come here. The Terral Jungle, of all places! He was always very persuasive, my Stan. A man you could trust.'
The woman sniffs, dabbing at the corners of her eyes. 'Sorry, where was I? Oh yes, the jungle. Stan became quite obsessed with it and the Lamuri. Found out about their lost city when studying the Dwarves. Apparently, they had close relations in times past—shared their ways, their magic. And some say, the gift of immortality.' Yootha rolls her eyes. 'Such nonsense. The Lamuri city is a cobwebbed ruin, given over to the jungle. Didn't stop my beloved Stan though. He believed in the myth, that somewhere in those ruins lies the secret of ever-lasting life.'
'You said "late" husband,' you state carefully. 'I take it...he wasn't successful?'
Yootha distracts herself by adjusting her flower display. 'Things live. They die. That's the natural order of the world. Go looking for anything different and you're a fool. Now, did you want to buy something? (Mr. Patio does not have the word restless on his hero sheet.)

Will you:
Visit the trading post?
Visit the hostel?
View the exotic pets?
Talk to the scholar?
Head into the jungle? (also pick a location on the Act 2 map in this case.)

Also specify if you want to buy anything from Yootha, and if so, what.
Name: Mr. Patio
Path: Rogue
Career: Pilgrim
Speed: +7, Brawn: +6, Magic: +2, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadGarland of Sacrifice+1+2Atonement
NecklaceProvidence+1+1Faith
CloakWildfire Weave+1+1Backdraft
Main HandBramble Blade+1+2Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Snakebite Shake
2Elixir of Invisibility
3Gourd of Healing
4Pot of Healing
5Pot of Healing

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
household spirit
Money Pouch: 481 Crowns
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

None of those things look that good. Show me the pets.
Omegonthesane
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Post by Omegonthesane »

Agreed, nothing she's selling excites.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Darth Rabbitt
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Posts: 8870
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

'This is Baba,' smiles the girl, raising her arm so that you can get a better look at the purple-scaled serpent. 'Look Baba, we have a customer.' The serpent's wedge-shaped head twists around, regarding you with black, glassy eyes. Then it lunges forwards with a sharp hiss, its fanged jaws stretched wide. You step away, hands raised defensively.
'Oh, don't be frightened,' giggles the girl. 'I think she likes you.'
'Really?' you splutter, maintaining your distance.
'Well, she's been a little bad-tempered today; she gets that from her mother.' The girl kneels beside one of the larger baskets, carefully putting the agitated snake back inside. 'Perhaps one of the others will be more to your liking.' She pauses, studying you thoughtfully. 'Yes, the fer-de-lance—or even the monarch. Hmm, we've got some options to play with. If you have the time, that is.'
(Mr. Patio is not a venommancer.) You swiftly decline the offer and resume your journey.

Will you:
Visit the trading post?
Visit the hostel?
View the exotic pets?
Talk to the scholar?
Head into the jungle? (also pick a location on the Act 2 map in this case.)
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

Scholar me!
Omegonthesane
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Post by Omegonthesane »

Sure why not.

Are the safehouse items lost for the duration of Act 2? I assume the fact we even bother to keep track of them implies they aren't lost forever and ever.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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