[LP] DestinyQuest: The Legion of Shadow

Stories about games that you run and/or have played in.

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angelfromanotherpin
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Post by angelfromanotherpin »

Quest: The count's ball

A distant rumble of thunder announces the coming of a storm. As the skies darken towards the evening, you find yourself hurrying along the narrow dirt path that winds through the forest. The patter of cold rain forces you to huddle deeper into your cloak, your mind conjuring up images of hot food and roaring fires. According to local rumor, there is a gypsy camp somewhere nearby. You are hoping that they will welcome a fellow traveler.

Your thoughts are interrupted by the pounding of hooves on the road behind you. You turn, just in time to see a horse-drawn carriage career around the corner of the track, its wheels rattling over the uneven bumps and troughs. The carriage is approaching at such speed that you are forced to throw yourself out of the way, as it hurtles past, missing you by scant inches.

Angrily, you step back onto the track, brushing the dirt and dust from your clothes. The carriage continues down the track for another hundred meters, then veers over to the side, coming to a screeching halt. The door of the riding cabin opens slightly and a white-gloved hand beckons you over.

Determined to give the driver a piece of your mind, you stride over to the carriage. Those horses could have trampled over you if it hadn't been for your quick reflexes. As you step up to the cabin, the door opens a little further – and you are surprised to see a young woman leaning forward on her seat, her face a mask of worry and concern. 'Are you all right?' she asks.

You find yourself lost for words as you gaze into the woman's brilliant blue eyes, framed by golden curls of blonde hair. Her skin is perfect and exquisite, without line or blemish.

'I'm so sorry,' she says. 'I told my driver to pick up the pace. I didn't want to be late for Papa. He... I'm sorry...' She puts a gloved hand oto her bosom, where you see a blood-red gem resting against her pale skin. 'How rude of me. I should introduce myself. I am Lady Roe. My father is the count. Count Kristoe.'

There is a flash of lightning, followed by a deafening peal of thunder.

'Oh, where are my manners,' smiles the woman. 'Papa is having a little get-together this evening. Would you care to join us? It is the least I can do, to make up for my terrible indiscretion.'

• Accept the invitation?
• Ask about Jenlar Cornelius?
• Ask for the location of the gypsy camp?
• Tell her to be more careful?
Some of these look like they might terminate the tree, so I'm not going to just auto-run through them all.
Omegonthesane
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Post by Omegonthesane »

Ask about Jenlar then accept the invitation because we are far too easily swayed.
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 »

Ask about Jenlar, and then the camp if possible (in case we get the chance to visit there later; they might have cool stuff for us). If not, accept the invitation.
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angelfromanotherpin
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Post by angelfromanotherpin »

You tell Lady Roe that you are searching for a man named Jenlar Cornelius. She puts a finger to her chin, her thin brows creasing together.

'Hmm, I am not familiar with the name. But I'm sure Papa would know.' Her eyes flash with a sudden excitement. 'Oh, please come with me. You can meet him and I'm sure he will be more than happy to tell you everything he knows.'

The rain has grown stronger, soaking through your clothes and causing you to shiver. A night in a warm castle has started to sound very appealing.
See, I did not think that choice would terminate the tree.
The moment you step inside the cabin, the driver cracks his whip and the carriage lurches into motion. You find yourself falling into the seat next to Lady Roe, who smiles at you as she pulls the door closed. It may just have been a trick of the light, but you were almost sure you saw fang-like incisors protruding from her gums.

Another lurch forces you to grab hold of your seat. Looking out of the window, you see the forest whipping by in a dark blur, its twisted branches illuminated by the staccato flashes of lightning. The carriage sweeps round the base of a hill, taking a narrower path through the forest. You are soon hemmed in on all sides by the trees, their branches and twigs scratching at the windows.

At last the trees start to thin, as the land rises abruptly towards a set of jagged peaks. And there, standing in isolation on the edge of a black pinnacle of rock, is a castle. It is fashioned from the same black stone as the surrounding mountains, its spindly towers looking like dark fingers clawing at the sky. There is nothing about the place that looks warm or inviting.

'Do you like it?' asks Lady Roe eagerly, her pale features momentarily lit by a flash of lightning.

You force a nervous smile as the coach rattles across a narrow bridge and passes into a cobbles courtyard, shrouded in a pale mist.
You step down from the carriage, wincing as the cold wind and rain lashes against your face. Lady Roe seems unperturbed by the stormy elements. She throws back her head, spinning round on the spot with glee.

'Oh, how I love a good storm,' she gasps, lifting her hands to catch the rainwater. 'My dear papa couldn't have asked for better weather.' She starts towards a pair of black-wood doors at the base of one of the towers.

You follow her but are brought up short by the coach driver, who blocks your way. His grizzled features look almost bestial in the flickering storm-light, his long black beard dripping with water.

'Yer can't go thata way,' he says, his rancid breath forcing you to recoil. 'Yer can see Lady Roe later. At the meal.' He stabs a finger in the opposite direction, towards a smaller door set underneath an arch. Outside of it are several barrels and boxes, with piles of rotting leftovers heaped inside. A scraggly dog is currently sniffing at the contents. 'It's the servant's entrance for you,' grins the coach driver.

For a moment, you wonder if a mistake has been made. You turn back, but Lady Roe has already entered the castle – the oaken doors banging closed behind her.

'Come on, move it,' he growls. 'Yer wanna catch yer death out here?'

The driver pushes you towards the other door. You reluctantly oblige, wrinkling your nose as you pass the rotted food. Surely Lady Roe never meant for you to take the servant's entrance, did she? You open the door and step inside.
You find yourself in a kitchen filled with noise and steam as a number of cooks hurry around a set of bubbling pots. Your arm is grabbed by the coach driver, who proceeds to lead you through the hot noisy kitchen into a quieter side passage. You follow it into a small room where a number of chests and boxes are lined up along the walls. A guard in heavy chain mail stands by the far door. He glares at you from beneath his helmet, a halberd held across his chest.

'Your weapons,' says the coach driver, holding out his dirt-stained hands. 'Hand 'em over.'

• Do as the man says?
• Refuse to hand over your weapons?
Omegonthesane
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Post by Omegonthesane »

Cut the crap. And the werewolf, frankly.
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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Ikeren
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Post by Ikeren »

I'll vote for refusing to hand weapons over.
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angelfromanotherpin
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Post by angelfromanotherpin »

The coach driver smirks. 'Look, it's the count's orders. He don't like his guests bringing weapons into the castle. All them dukes and nobles... they each got their petty differences. Would be a blood bath if we let 'em all in one room with weapons to hand.' He nods to his open palms. 'So, come on, stranger. We don't want any trouble now, do we?'

• Hand over your weapons?
• Explain that you are no feuding duke?
• Try and leave the castle?
Omegonthesane
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Post by Omegonthesane »

"I am no feuding duke, I'm a murdering hobo who may or may not be undead."
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 »

Trellis is a lady (I think that's still the plan) but certainly not a feuding duke.
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angelfromanotherpin
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Post by angelfromanotherpin »

'No, you ain't,' sneers the coachman, reaching for the club at his waist. 'You're just some poor lonely traveler that got lost in the woods.'

The guard by the door strides over, his armor jingling. 'Do we have a problem 'ere?' he asks, looking you up and down with contempt. He stabs a finger into your chest. 'Hey, I asked you a question, dumb-dumb.'

• Draw your weapon and attack?
• Hand over your weapons?
• Try to leave?
Omegonthesane
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Post by Omegonthesane »

Yeah, marital-status-unconfirmed Trellis is female.

I think legally the guards just committed suicide. At least that's what the coroner will record when their cause of death is determined to be "tried to separate an adventurer from their weapons".

(I am irritated that colon-capital-P gets me a disgusted face instead of a tongue-sticky-out face like on Skype.)
Last edited by Omegonthesane on Thu Jan 26, 2017 11:53 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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SGamerz
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Post by SGamerz »

Attack
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angelfromanotherpin
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Post by angelfromanotherpin »

In less than a heartbeat, your weapons are in your hands. You swing at the guard, taking him by surprise. A glancing blow knocks him backwards, sending him toppling over one of the chests.

The coach driver gives an animal-like snarl. 'Vermin! Yer really shouldn't have done that!' He tugs a club loose from his belt and then lunges at you, his teeth bared.
SpeedBrawnArmorHealth
Jenkins78530

Pretty hardcore for a coach driver, but no monster lion.
Round 1: Us 8+10+2, Him 10+7; 2+8-5 damage, he's at 25. *DOTs* He's at 23.
Round 2: Us 11+10, Him 4+7; 2+8-5 damage, he's at 18. *DOTs* He's at 15.
Round 3: Us 3+10, Him 5+7; 3+8-5 damage, he's at 9. *DOTs* He's at 5.
Round 4: Us 9+10, Him 7+7; 6+8-5 damage, Jenkins defeated!
Jenkins is dead. You turn to face the guard, who is still struggling back onto his feet, encumbered by his heavy armor.

'Yer killed Jenkins,' he blusters, a tremor of fear in his voice. 'The count will be really mad at yer – he hates good blood going to waste.' He glances down at the dark pool forming around the body.

'Good blood?' you ask quizzically. 'What do you–'

Something strikes you from behind, sending you toppling forward onto your knees. The room spins, as white flashes of pain obscure your vision. You try and turn, to see what hit you... but your muscles are no longer doing what you ask.

'Is this one causing you problems?' says a gruff voice, from somewhere amongst the white haze. 'Well, no matter. They'll get their just desserts soon enough.'

'Ah yeah, desserts,' laughs the guard. 'That's a good one, that is.... desserts... yes... good one.'

The voices fade, replaced by a roaring white noise in your ears. You can feel your limbs stiffening, growing numb. Then, you lose consciousness, falling into a deep dark sleep.
You awake on a pallet bed, your head thumping with pain. Beside you, the wind and rain lash against a window, rattling its shutters. Then lightning flashes, casting a ghoulish glow over your austere surroundings.

You find yourself in a small room, furnished with a simple wooden desk and high-backed chair. Opposite you, next to the door, is another pallet bed. A young man lies face-down on top of it, his clothes sodden with rain water.

You swing your legs off the bed and sit up, wincing as fresh pain shoots across your brow. It is then that you notice the contents of your backpack, scattered across the floor. Quickly, you take stock of your inventory. To your annoyance, you discover that some of your equipment has been taken. (Remove your main hand and off-hand items from your hero sheet. Keep a note as they may be returned to you at a later date.) Thankfully, you still have all your backpack items and your clothing.

• Search the desk?
• Try and wake the other traveler?
• Leave the room?
Name: Trellis
Path: Mage
Career: Alchemist
Speed: +8, Brawn: +1, Magic: +7, Armor: +4
Health: 40
SlotItemSpeedBrawnMagicArmorAbility
HeadHorns of the Bull+1+2Charge
NecklaceBeetle-shell Garland+1Charm
CloakDiaphanous Wings+1+1Haste
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanSap-filled Gland+1Heal
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Gourd of Healing (1 use) Use any time in combat to restore 6 health.
3Spider's Leg
4Ghoul Hair
5Bees' Wax

Rune Key
Money Pouch: 316 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 6:56 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

That's so much of our ability to kill shit gone.

Loot the desk, then kick the other blood bag awake if we can.
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 »

Loot table! We need to recoup our losses!
Last edited by SGamerz on Wed Feb 01, 2017 12:42 pm, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

You search through the drawers, but find little of interest, except for some sheets of blank parchment and two pots of black ink. One item does catch you eye, however. It is an envelope addressed to a Lord Wellsbourne. The seal has already been broken.

You open the envelope and pull out the note. It reads:
My dear Wells,

I hope this letter finds you in good health after your long journey. It pains me to bring you sour news, especially as we both know the significance of the count's interest in the welfare of our estate. I urged you to attend the ball to further our relations with the count, however, in giving you this counsel I fear I may have put you in grave danger.

There is talk of a wytchfinder in Mistwood. Reports say that he is one of the best, a confessor who answers only to the king. I urge you to be on your guard. There is no knowing when and how he might strike. Keep a guard with you at all times. Two or three if you can – we know what wytchfinders are capable of.

If we are clever, the king's meddling could work in our favor. If the count is removed from play, then baron Greylock would be the rightful heir to Castle Crookhollow. Yes, my beloved – we both know he has shown a keen interest in our fair Gwendolyn. His rise to power would be a most advantageous situation... for the both of us.

Feed well, my darling, and raise your glass high, a toast to the wealth and power that will soon be ours.

Your true love, J.
The note makes little sense to you; it sounds like the typical plotting and back-stabbing that is commonplace among the nobles. However, the mention of the witchfinder piques your interest. Perhaps he is already in the castle – and if so, that might make him a valuable ally.

• Examine the sleeping man? √
• Leave the room?
You walk over and shake the sleeping man. To your surprise, you discover that he is dead. Blood has congealed on one side of his head, where an ugly gash is visible through his lank wet hair. You guess that someone was hoping to knock him unconscious, but did a better job of it than they were probably intending. You search the body for some signs of who the traveler might have been. Sadly, there is nothing much of interest – just a purse containing 10 gold crowns and the following items:
Wayfarer's Ring (ring) +1 brawn, +1 armor, Ability: charm
Silver cross (necklace) +1 speed, +1 magic, Ability: heal
As the traveler no longer has any use for these items, you may take them if you wish. After you have made your choices, you turn back to view your surroundings.

• Search the desk?
• Leave the room? √
The door opens out onto a steep spiral staircase. You follow it down into a torch-lined passageway.
You approach a door on your left. From the other side you can hear a multitude of voices, all seemingly talking at once. It sounds like a large gathering of people. With little to lose, you carefully lift up the door latch and push open the door.

As you predicted, the room is full to bursting point. But where you had been expecting richly-dressed nobles, instead you are presented with a rag-tag crowd of commoners. Some are dressed in little more than peasant's clothing, others look like travelers, their cloaks and boots stained with mud and dirt. A family huddle together in one corner, the mother and father gazing at their opulent surroundings with the same wide-eyed amazement as their two young children.

You move around the room warily, listening to snatches of conversation. One woman is gleefully telling her attentive listeners of how she was specially invited to the meal by the count himself.

'I met him on the road, only today. I was so honored when he asked me, I just didn't know what to say.'

Another gentleman is explaining how his cart was set upon by wolves: '...then the count came and the wolves just left me alone. It was quite a relief, I can tell you. Thought I was a goner to be sure. Then he asked me to attend his ball. Well, I was so surprised I jsut nodded like a fool.'

It appears that all these people are guests, like yourself – and each has a tale to tell of how they met the count or one of his family, who invited them to the evening meal at a moment's notice.

As you ponder the situation, you notice a boy weaving between the crowd. He is tall and skinny, his movements looking stiff and awkward in the heavy black coat he is wearing. You notice that he is stopping by some of the guests and whispering something to them, then moving on through the crowd.

When he catches your eye, the boy walks over. 'Listen,' he says, dropping his voie so he isn't overheard. 'Join me by the statue. We don't have much time.'

Then he moves away again. Several of the other people are already making their way to the far corner of the room, where a black onyx statue of an angel stands in a torchlit alcove. Intrigued as to what is transpiring, you cross the room to join them.
From glancing at the other people gathered around the statue, it is clear that the boy is cherry-picking those from the group who look like they can handle themselves. The man opposite you has the appearance of a blacksmith, with broad shoulders and thick muscular arms. Next to him is a stern-faced woman, dressed in a thick riding cloak and leather armor. You see an empty scabbard and knife-holder hanging from her belt.

The boy suddenly appears, sweating heavily. You imagine it must be hot underneath the thick black coat he is wearing. 'Listen,' he says, leaning in towards the group. 'Now don't show alarm to the others. We can't have any... panic. Do you understand?'

A few uncertain looks are passed around the circle, then everyone nods.

'Good.' The boy proceeds to unfasten his coat, then, with a flourish, he holds it open. To your surprise, you see a veritable armory of items tied into the lining of the coat. 'I want you all to take what you need. What we are going up against... well, you'll soon see.'

'What possible use are these?' asks the blacksmith, wrinkling his brow. He points to a string of garlic. The boy gives him a wry smile – suddenly looking much older than his years.

'You don't get it, do you? The count is no ordinary man. And his–'

The boy is interrupted by the creak of the double doors at the end of the room. Two servants enter. One is holding a small brass gong, which he proceeds to hit. The room echoes with the resonating boom.

'Ladies and gentlemen,' the other servant announces, 'the Count Kristoe cordially invites you all to his banquet.'

A wave of excitement washes across the crowd as people start to make their way through the double doors. The boy turns back to your group, his face looking panicked.

'Come on, there isn't much time. Arm yourselves and keep them hidden from view. You'll know when the time is right to use them.'

One by one, the other members of the gathering choose from the odd assortment of items in the boy's coat. At last, it is your turn to choose.
'Hurry,' says the boy, looking back over his shoulder. Most of the crowd have already left the room. 'Take what you need and let's go.'

You may select a main-hand and a left-hand item from the selection on offer:
Crucifix (main hand) +1 speed, Ability: heal
Stake (main hand) +2 brawn, Ability: stake (If enemy is vampire, you win combat if they start a round with 10 or less health.)
Garlic (left hand) reduces enemy brawn by 1.
Magic mirror (left hand) +1 speed, Ability: reflect (If enemy is vampire, 1/combat they take damage they would have dealt to you.)
Let me know what you want before we proceed.

edit: minor formatting stuff.
Last edited by angelfromanotherpin on Wed Feb 01, 2017 2:34 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Assuming we can alchemise these items for our real weapons when the day comes, take Crucifix and Magic Mirror, because SPEED ALL THE SPEED and I wouldn't count 100% on these people actually being vampires after the witch twist so don't want to commit to Stake.
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 »

Omegonthesane wrote:Assuming we can alchemise these items for our real weapons when the day comes, take Crucifix and Magic Mirror, because SPEED ALL THE SPEED and I wouldn't count 100% on these people actually being vampires after the witch twist so don't want to commit to Stake.
This.

ed: also alchemize the beetle shell garland for the silver cross. 30 Gold, +1 Magic and Heal seems like a decent tradeoff for the Charm.
Last edited by Darth Rabbitt on Fri Feb 03, 2017 12:43 am, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

You quickly conceal the items about your person and then join the back of the crowd. Passing through the double doors, you are led down a wide corridor lined with paintings and tapestries. Ahead of you is a golden archway, beyond which you can hear the sound of music and revelry.

You notice the boy walking at your side. His face is grim-set, his hands stuffed in his pockets. 'Who are you?' you whisper to him.

He looks at you and smiles proudly. 'Why, I'm Spink. Apprentice to the great Eldias Falks.'

You shrug, giving him a confused expression. The name doesn't sound familiar, but then so much seems unfamiliar these days. As you start to frame your next question, you find yourself passing beneath the golden arch.
The count's great hall stretches out before you, its long tables groaning with a succulent array of wild meats and fruit. The diners, all dressed in extraordinary finery, are laughing and joking with each other – drinking wine and mead from large golden goblets. High above teir heads, colorful banners and ribbons hang down from the ceiling, swaying back and forth like hypnotic pendulums.

On a stage in one corner of the room, a group of magicians are playing to an attentive audience. Elsewhere, a jester is capering madly around the tables, his face covered in white paint and rouge. He laughs and giggles as he juggles a set of knives with practiced ease.

You scan the room for Lady Roe. At last you spot her, seated at the top table with several other gentlemen and ladies. Next to her sits a regal-looking man in a high-collared black cloak. His thin gaunt face is partly concealed behind a golden mask. On seeing your group enter the hall, he stands and clasps his hands together.

Immediately, a hush falls over the room. The musicians stop playing – a few discordant notes hanging in the air – and the jester freezes in mid-step. All the diners put down their knives, forks, and goblets, and rise to their feet. You notice that they are all looking at you and the other members of your group with an intense interest.

'Distinguished guests,' says the count, his deep voice carrying the full length of the room. 'I promised you a night to remember.'

Your hands go to your concealed weapons as you quickly eye up the nearby tables. The diners standing around them all look tensed, as if awaiting a command.

'Now is the time, my dear friends.' The count raises his arms into the air. 'I give to you... dessert!'

There is a howl and then a scream. Before you can register what is happening, you see the count's diners descending on your group like a pack of wild animals. There are snapping fangs and claws... a jet of crimson arcs through the air. More screams follow. Then a woman's face swings into view, her fanged incisors dripping with blood. It is then that you realize the shocking truth – the count's diners are all vampires!

'This is it,' says Spink, drawing a stake. 'This is war!'

You watch dumbfounded as he races towards the nearest diner, expertly staking the man through the heart. The vampire screeches in pain before exploding in a cloud of black dust.

Then you are hit by something. You are flung into a table, knocking over plates and food. Desperately, you snatch up a nearby knife, as a vampire duke attempts to bite your neck. You wrestle free, sinking your knife into its leg. But the vampire isn't registering any pain. Of course, these items can only be harmed by the items that Spink gave you.

You draw out your concealed weapons, just as the vampire gives a shriek of pain. It falls forward, landing on top of you, the back of its head a smoldering ruin. As you push him away, you see a man in a black coat and hat sliding down one of the banners. In one of his hands is a smoking flint-lock pistol.

Before you can thank your mysterious rescuer, you are swung round to face a fresh adversary.
To your surprise, you find yourself face to face with the jester. His painted lips pull back, revealing long white fangs. As he reaches forward to bite your neck, you lift up the items that Spink gave you. The Jester draws back, emitting a chilling high-pitched laughter.

'Oh, so you want to play, do you?' he cackles.
SpeedBrawnArmorHealth
Jester76440

Special Abilities
- Itchy and Scratchy: At the start of each combat round, roll a die. On a result of 1, the jester sprinkles itching powder on you, reducing your speed by 1 for that combat round.
- Vampire: Vulnerable to stake and reflect.
Annoying.
Round 1: 6, no itch. Us 10+10+2, Him 10+7; 6+9-4 damage, he's at 29. *Thorns* He's at 28.
Round 2: 1, itch! Us 9+9, Him 2+7; 1+9-4 damage, he's at 22. *Thorns* He's at 21.
Round 3: 3, no itch. Us 4+10, Him 7+7. *Thorns* He's at 20.
Round 4: 5, no itch. Us 9+10, Him 7+7; 4+9-4 damage, he's at 11. *Thorns* He's at 10.
Round 5: 5, no itch. (Haste'd) 11+10, Him 4+7; 6+9-4 damage, Jester defeated!
(Note: you do not heal after this combat. You must continue this quest with the health that you have remaining. You may use potions and abilities to heal lost health while you are in combat.
The undead jester has been defeated, his body crumbling into a fine black dust. You may now help yourself to one of the following items:
Jester's cap (head) +1 speed, +1 brawn, Ability: last laugh (1/combat, re-roll an enemy's dice)
Patchwork jerkin (chest) +1 speed, +1 brawn, Ability: evade (1/combat, negate an enemy's damage roll)
All around you, you see the panicked faces of men, women, and children, struggling to defend themselves from the blood-hungry vampires.

A scream draws your attention to the near wall. You see the blacksmith trying to defend himself from two vampires. Behind him, the family that you saw in the entrance hall are huddled against the wall. It was the mother who screamed, her children's faces buried in her dress. The blacksmith is trying to protect them, but he is wounded and needs help.

Then, over to your right, you see Spink dodging between the slashing claws and biting teeth of a crowd of vampires. He is headed for a big cauldron of soup positioned between two of the tables. Reaching into his coat pocket he produces a bottle. Suddenly, two vampires pounce on top of him, knocking him to the ground. The bottle skitters across the floor.

• Help Spink to recover the bottle?
• Help the blacksmith and the family?
Oo, that's a nice dilemma.
Name: Trellis
Path: Mage
Career: Alchemist
Speed: +10, Brawn: +1, Magic: +8, Armor: +4
Health: 40
SlotItemSpeedBrawnMagicArmorAbility
HeadHorns of the Bull+1+2Charge
NecklaceSilver Cross+1+1Heal
CloakDiaphanous Wings+1+1Haste
Main HandCrucifix+1Heal
Left HandMagic Mirror+1Reflect
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanSap-filled Gland+1Heal
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Gourd of Healing (1 use) Use any time in combat to restore 6 health.
3Spider's Leg
4Ghoul Hair
5Bees' Wax

Rune Key
Money Pouch: 356 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 6:57 pm, edited 1 time in total.
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Spink can take care of himself. That's not stupid hero syndrome, that's observation of his vampire murdering abilities.
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
Ikeren
Knight-Baron
Posts: 849
Joined: Sat Jan 08, 2011 8:07 pm

Post by Ikeren »

Helping the blacksmith seems like the good option, so I'll vote for that.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

The blacksmith is relieved when he sees you running over to help. One of his adversaries turns and launches itself at you, its spindly body flying through the air. This time you are ready for it, and dodge aside as the creature goes crashing into a table. The blacksmith quickly dispatches the other vampire, driving a stake into its heart.

'Take them to the stables,' shouts the blacksmith. He nods towards the family, who are standing by the wall, paralyzed by their fear. 'It's through that archway and down that hall. Hurry!'

You are about to insist that he comes with you, but then you see another group of vampires racing towards you. The blacksmith heads them off, raising his crucifix. 'Go!' he shouts. 'I can handle these!'

As more screams echo through the hall, you hurry over to the panic-stricken family. The husband looks at you, his face drained of all color. 'Wha... what's happening?' he gasps.

You grab him by the shoulder and shake him. 'Come on! We're moving. All of you come on!' You push the man and his wife towards the archway, their young children clinging to their mother's dress. You follow them into the passageway.
You hurry along the hallway, towards an open doorway that leads you out into the lashing rain. A flash of lightning illuminates the castle stables, situated at the far side of the cobbled yard. You can hear the horses whinnying and snorting nervously in their stalls.

Seeing their chance to escape, the family pick up their pace, sprinting towards the stables. You are about to follow when you feel something cold and icy wrapping around your leg.

'Not so fast,' crows a voice.

You are thrown off balance, falling to your knees. Twisting around, you see a woman watching you from the shadows. A black thread of mist extends from her outstretched fingers and is now curling around your leg. You try and tear it away, but your efforts prove futile – the coil of mist simply tightens its grip, biting through your armor and into your flesh.

The woman gives an insane cackle of delight. For a brief moment, a flash of lightning illuminates her gaunt features. She is tall, dressed in a long trailing gown of midnight black. Curtains of dark hair frame her pale face, shot through with a single lock of white.

To buy the family time to escape, you must fight this powerful undead witch:
SpeedMagicArmorHealth
Elvera76535

Special Abilities
- Black coils: The witch's black magic coils around you. At the end of every combat round, you must automatically lose 2 health. This ability ignores armor.
- Vampire: Vulnerable to stake and reflect.
Round 1: Us 11+10+2, Her 7+7; 5+9-5 damage, she's at 26. *DOTS* We're at 38, she's at 25.
Round 2: Us (haste'd) 13+10, Her 8+7; 6+9-5 damage, she's at 15. *DOTs* We're at 36, she's at 14.
Round 3: Us 9+10, Her 9+7; 4+9-5 damage, she's at 6. *DOTs* We're at 34, she's at 5.
Round 4: Us 7+10, Her 6+7; 5+9-5 damage, she's defeated! *Coils* We're at 32.
(Note: You cannot heal after this combat. You must contine this quest with the health that you have remaining. You may use potions and abilities to heal lost health while you are in combat.)
The undead witch crumbles into a black powdery dust, which is blown away by the howling wind. You may now help yourself to one of the following items:
Book of Black Deeds (left hand: spell book) +2 speed, +2 magic (requirement: Mage)
Gown of midnight (chest) +1 speed, +2 magic, Ability: evade
Gourd of healing (backpack) 1 use, any time in combat, restore 6 health.
The stable doors are flung open as two mounted horses gallop out into the courtyard. On the back of each horse, a small child clings desperately around their parent, their rain-slick faces still trembling with fear. The husband reins in his horse next to you.

'Thank you, traveler,' he says. 'There are more horses in the stables, I suggest you leave this cursed place while you still can.' He shivers as he looks up at the tall dark spires of the castle. 'Judah's light protect us.'

He kicks his horse's flanks and races out of the courtyard. His wife follows, her head bowed to the wind and rain.

• Saddle up a horse and leave the castle?
• Return to the great hall to help the others?
Also, pick a loot.
Name: Trellis
Path: Mage
Career: Alchemist
Speed: +10, Brawn: +1, Magic: +8, Armor: +4
Health: 32/40
SlotItemSpeedBrawnMagicArmorAbility
HeadHorns of the Bull+1+2Charge
NecklaceSilver Cross+1+1Heal
CloakDiaphanous Wings+1+1Haste
Main HandCrucifix+1Heal
Left HandMagic Mirror+1Reflect
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanSap-filled Gland+1Heal
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Gourd of Healing (1 use) Use any time in combat to restore 6 health.
3Spider's Leg
4Ghoul Hair
5Bees' Wax

Rune Key
Money Pouch: 356 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 6:58 pm, edited 1 time in total.
Ikeren
Knight-Baron
Posts: 849
Joined: Sat Jan 08, 2011 8:07 pm

Post by Ikeren »

Suggest alchemizing the Magic Mirror for the Book of Black Deeds; 2 speed and 2 magic is a 2/2 for our primary stats. Unless we think we need the magic mirror to kill vampires, but it seems like the crucifix will handle that.

Edit: Also a vote for going back into the castle and killing some more vampires.
Last edited by Ikeren on Sat Feb 04, 2017 9:45 pm, edited 1 time in total.
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Do 1/combat abilities explicitly not refresh during this sequence? 'Cause otherwise we should have the benefit of having Healed with the crucifix in the first turn where we're hurt enough to get the full benefit. Unless I've misremembered how good Heal is.

Yes alchemise mirror for Book of Bad Latin.

Mrs Trellis does not give up while there are enemies to kill innocents to save.
Last edited by Omegonthesane on Sat Feb 04, 2017 8:45 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
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Good point re: healing. In fact we have enough reusable heals to have cleared all but the very last Dark Coils, and that only due to timing. I had my head in the 'save it for when needed' space, but the altered circumstances don't warrant that. Retcon'd!
When you re-enter the hall, you find yourself confronted by a scene of chaos. Bodies lie everywhere, sprawled like rag-dolls over broken tables and chairs. Fights still continue in small pockets around the room as the last of the vampires seek to destroy the remnants of the resistance.

You see the man in the black coat and hat weaving dextrously through their ranks, spinning twin swords in an elaborate pattern of swirling blades. Wherever he moves, vampires are cut down, reduced to dust the moment they come into contact with his magical swords. Behind him, Spink follows, a flint-lock pistol in one hand and a crucifix in the other.

You hurry to join the fight but skid to a halt when you see two vampires striding purposefully towards you. One you recognize instantly. It is the Lady Roe, her long white gown splattered with blood. Next to her walks a tall barrel-chested man. A thick fur cloak is flung back across his shoulders, making them appear even wider than they already are. In his massive hands he carries a double-headed axe.

Suddenly, the black-coated stranger appears at your side. 'I'm Eldias Falks,' he says, his eyes twinkling beneath the brim of his hat. 'Glad you could make the party.' He watches as the two vampires approach, bowing to them with exaggerated flourish. 'Ah, the Lady Roe and Baron Greylock. An honor to make your acquaintance. A shame it will be such a brief meeting.'

• Attack Lady Roe?
• Attack Baron Greylock?
Name: Trellis
Path: Mage
Career: Alchemist
Speed: +11, Brawn: +1, Magic: +10, Armor: +4
Health: 38/40
SlotItemSpeedBrawnMagicArmorAbility
HeadHorns of the Bull+1+2Charge
NecklaceSilver Cross+1+1Heal
CloakDiaphanous Wings+1+1Haste
Main HandCrucifix+1Heal
Left HandBook of Black Deeds+2+2
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanSap-filled Gland+1Heal
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Gourd of Healing (1 use) Use any time in combat to restore 6 health.
3Spider's Leg
4Ghoul Hair
5Bees' Wax

Rune Key
Money Pouch: 386 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 6:58 pm, edited 1 time in total.
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