[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 »

The clothier offers you a polite smile. 'Well I can't just fashion them from thin air, my dear. I need materials to work with. Bring me the following, and I will be able to create some fine clothing.'

• Do you have ragged boots and spindlesilk?
• Do you have a ragged cloak and spindlesilk?
• Do you have bat leather and crocodile skin?

• Otherwise, you promise to return at a later date. √
We do not got the mats.

Effective options are:
• Buy something(s) at the stalls?
• Go back to the bar and gamble some more?
• Visit the well for a blue quest?
• Leave to the overland map and pick a new location?
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Darth Rabbitt
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Post by Darth Rabbitt »

Check out the well.
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 »

Quest: Down the well

At the top of the hill, a crowd is gathered around the stone well. You see that several of the villagers are peering over the side, their faces looking both concerned and horrified. The rest are currently drawing lengths of straw from an elderly man in white robes. He turns as you approach.

'May the One God have mercy,' he says. 'Are you a sword for hire? Will you help us? Our well has dried up - first time in a hundred years. I sent my son down there, to see if it needed repairs. Then we heard... we heard...' The man puts a hand to his mouth, trembling. After taking a deep breath, he continues. 'We heard screaming... terrible screams and then just silence. I fear something terrible has happened. Would you go down there and investigate? Please?'

The other villagers are looking at you, nodding their heads eagerly. You notice one man, who clearly drew the short straw, nodding more enthusiastically than the others.

• Agree to help the villagers?
• Ask the elderly man who he is?
• Ask if there will be a reward?
Omegonthesane
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Post by Omegonthesane »

Take the quest gambling that they'll be more grateful when we didn't make it about money beforehand.
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 »

While one of the men winds up the bucket, the white-robed man walks over to your side. 'You will need a light, my friend,' he says. 'Edward, some wood, please.'

One of the villagers, a boy of around thirteen, runs over and places a length of wood in the man's outstretched hand. Holding it aloft, the priest utters a short prayer. Suddenly, the end of the wood ignites, becoming a blazing torch. He eyes it with a smile of satisfaction.

You swing yourself over the side of the well and clamber into the water bucket. The priest hands you the torch, then slowly you are lowered inch-by-inch into the cold, murky darkness. Make a note of the word torch on your hero sheet.
For what seems like an age, you are lowered deeper and deeper into the well. At last, your flickering torchlight illuminates what appears to be the bottom of the shaft. You step out of the bucket, your boots sinking into the wet soggy mud.

It is immediately apparent what has caused the well to dry up. One of the walls has crumbled inwards, revealing an earthen tunnel stretching away into darkness. With one hand resting on your weapon, you edge past the rubble and enter the tunnel.

After several yards, you come across a body lying against the tunnel wall. As you step closer, you realize that it must be the priest's son - or what is left of him. His body is covered in a glistening white slime, which has eaten through most of his leather clothing, exposing charred skin and bone.

You notice traces of the same glistening acid on the smooth tunnel walls. Curious as to what could have made the tunnel, you follow it deeper into the musty dark earth. Soon, you arrive at a junction.

• Take the east tunnel?
• Take the west tunnel?
All that text, and none of it makes this not a blind choice. Slow clap.
Omegonthesane
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Post by Omegonthesane »

West for no reason.

EDIT: Apparently the board filters that shitty reference.
Last edited by Omegonthesane on Sun Oct 09, 2016 8:52 am, 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
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angelfromanotherpin
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Post by angelfromanotherpin »

You make your way carefully down the passage, avoiding the deadly puddles of white gooey acid. After several minutes, you come to a junction - the passageway splitting into tunnels to the north and south. To the north there has evidently been a cave-in, as the tunnel is blocked by rubble and stone. To the south, you notice the tunnel walls are glistening with big fresh dollops of white goo. As the north tunnel is impassable, you decide to head south.
At the end of the tunnel is a giant maggot, its bloated body almost filling the passageway. The creature appears to be chomping its way through the earth, using the acid that drips from its gaping maw to burn through the rock and stone.

As you approach, the maggot suddenly stops its activity and turns round to face you. With a series of squelching noises, the eyeless creature starts to wriggle and squirm in your direction, its wide mouth hanging open to reveal row upon row of diamond-sharp teeth. Quickly, you prepare to defend yourself:
SpeedBrawnArmorHealth
Burrower Wurm44320

Special Abilities
- Acid: The burrower's mouth drips with a deadly corrosive acid. Roll a die at the start of each combat round. If you roll a 1 or a 2, you automatically take 2 damage from the acid. This ability ignores armor.
We're obviously totally doomed, but I'm going to roll it out anyway.
Round 1: No acid. Us: 8, Wurm: 8+4; 3+4 damage, we're at 23.
Round 2: No acid. Us: 5, Wurm: 6+4; 5+4 damage, we're at 14.
Round 3: Acid! Us: 4, Wurm: 6+4; 2+4 damage, we're at 6.
Round 4: No acid. Us: 9, Wurm: 8+4; 2+4 damage, we're defeated.
Yeah, when they said blue quests were hard, they didn't mean easy. I think that's the first time in these LPs that an enemy has flawless'd us. We totally need better gear before taking that thing on.

Defeat bounces us back to the overland map.
Image
Map Key:
The House (6) is a town, safe area, shops, source of info.
Green swords (10, 15, 22) are easy quests.
Orange swords (4, 66) are average quests.
Blue swords (25, 111) are hard quests.
Red swords (87) are hardest quests.
Spiders (18, 29) are legendary monsters, entirely optional, hard to beat, sweet rewards.
The skull (97) is the boss monster; defeating it will move you to the next Act.
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Darth Rabbitt
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Post by Darth Rabbitt »

I didn't realize they'd be -that- hard.

Anyhow, go to the town and challenge the gambler. Bet 6 this time, so we have a chance of purchasing two nice pieces of gear.
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 »

Agreed.
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 »

Town Entrance
...
Tavern Main
...
Card Player
...
The man nods and starts dealing out two hands of cards. He asks you how much you wish to gamble. (Choose how many gold crowns you would like to bet. These are placed in the middle of the table. The man then matches your bet with the same number of gold crowns.) Once the cards are dealt, the gambler explains the rules of his game. You pick up your cards and begin playing.

Roll a die:
• If the result is 1...
• If the result is 2...
• If the result is 3...
• If the result is 4...
• If the result is 5...
• If the result is 6...
The bet is 6, the roll is 2.
You are at a stalemate. To proceed further with the game you must put more money on the table. Decide how much gold you will add - and the gambler automatically adds the same amount. You must bet at least one extra gold crown. (If you have no more money than you have lost and lose all your gold.) Then roll a die.
• If the result is 2 or less...
• If the result is 3 or more...
How much do you raise?
Omegonthesane
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Post by Omegonthesane »

Raise by one.
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 »

The roll is 1.
You have an excellent hand and beat the gambler. You may take back double the amount of gold that you have bet.

• Bet again?
• Leave the table?
Hm, the odds were apparently against us there. You now have 20 crowns.

• Gamble more?
• Buy stuff?
• Go take on a quest?
SGamerz
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Post by SGamerz »

I think we've seen everything here, and unless we keep getting lucky in the bets, I think the most straightforward way to earning more money and Eq is to start doing the easy quests.

I vote for 10 (on the overhead map) for a green quest.
Omegonthesane
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Post by Omegonthesane »

Agreed, goto 10 since we have no way of determining what's the hardest green quest.
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 »

Quest: Scarlet in the Woods

In Tithebury, idle gossip travels fast. It isn't long before reports of a missing child reach your ears. Sensing an opportunity for some paid work, you head to the edge of the Tithebury woods, where a small wood cabin rests on a grassy knoll. A grizzled old man sits outside the building, sharpening the blade of his long sword with a notched stone. He looks up as you approach and offers a mumbled greeting. You notice that the man's right leg is heavily bandaged. A pair of crutches rest beside his stool.

You explain that you have heard news of a missing child. The man shakes his head, and looks away for a moment, his jaw clenching and unclenching.

'Yeah, my daughter,' he says at last, shaking his head. 'A spirited thing. Not seen hide nor hair of her for three days. Gave her some of my best brandy to take to her poorly grandma - lives right across the other side of the valley.' The man lowers his gaze to his injured leg. 'I fear the worst, stranger. Goblins have moved into those woods. I tried my best to find her... I did.' He reaches out, gripping your arm tightly. 'Please, I have no gold or treasures to offer – but I still have a father's love for his daughter. Please, will you find her and bring her home safe?'

• Agree to help?
• Ask about the woods?
• Politely refuse? (return to the main map)
Omegonthesane
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Post by Omegonthesane »

Ask about the woods, but take the job regardless, since it doesn't appear we can swear to take it then ask about the woods before entering them.
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 »

Ask for info.
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angelfromanotherpin
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Post by angelfromanotherpin »

'The woods have always been safe if you stick to the path. Liselle always knew that - can handle herself that girl, I tell you; always visiting her kind old grandma.' The man runsa finger along the edge of his sharpened blade. 'It's been three days now and not a word. She should have been back by now. Liselle knows I would be worrying. She's all I got now, see.' the man's steely eyes settle on your own. 'I'll wager she's still with her grandma. that old woman's a glutton for fanciful stories; fills my dear Liselle's head full of 'em. I daresay she may have tarried there. But goblins...' He sniffs at the air like a wizened old wolf. 'Their taint is on the breeze. If goblins have taken her, I fear the worst.' He looks down at the crutches, resting next to his stool. 'If i wasn't crippled so, I'd be out there now, scouring every inch of that blasted wood.'

• Agree to help?
• Ask about his injury?
• Politely refuse.
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Darth Rabbitt
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Post by Darth Rabbitt »

Ask about his injury.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by SGamerz »

More exposition
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angelfromanotherpin
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Post by angelfromanotherpin »

'Got jumped by goblins. Three of the vermin – and fierce fighters too. I was lucky to escape with my life.' The woodsman raises his sword, the polished blade reflecting the afternoon sunlight. 'I've seen a fair bit of action in my time. I know how to handle myself. But those goblins... they're something else. Never seen their likes in these parts before. It's a bad sign. A very bad sign.

• Agree to help? √
• Politely refuse?
Quest's already Easy, chickening out isn't really viable.
The man offers you a grim smile. 'Thank you,' he says. 'And remember, be on your guard. Those goblins are cowardly creatures, but they're smart - smarter than they look.' He pats his bandaged leg, as if to drive home the point. 'Never underestimate them.'

The woodsman leans forward, and points to a small break in the nearby trees.

'You can find the path there; it will take you straight through to the other side of the valley if you want. Keep to the path and only stray if you have to... no telling what you might find in those woods.'

After thanking the woodsman, you shoulder your backpack and head out into the Tithebury woods.
After listening to the woodsman's gloomy warnings, you are initially surprised by the pleasant and inviting woodland. The path is easy to follow, leading you past gentle tree-lined hills and picturesque meadows of wildflowers. The sun casts dappled patterns over the leafy clearings, ringing with birdsong. You can't imagine these woods hiding any deadly monsters...

Half an hour later and you find yourself grudgingly eating your words. Almost without warning, the trees have closed in on all sides, swallowing the sunlight and replacing the gentle sound of birdsong with the eerie rustle of leaves and creaking boughs. The path has narrowed, becoming little more than a game trail littered with rocks and wandering tree-roots. Picking your way carefully along the dark trail, you keep an anxious eye on the tangled knot of trees to either side. This is prime territory for an ambush.

The trail leads you along the crest of a hill, then plunges down into a wooded valley. The sound of a chuckling stream can be heard from somewhere off to your right, where the ground rises steeply into rocky hills. You are considering whether to leave the trail and refill your water skin, when a scream from up ahead shatters the silence. It sounds like a young girl.

Drawing your weapon, you break into a sprint, racing along the narrow winding trail. after a few minutes, you skid to a halt, ears pricked for any further clues to the girl's whereabouts. Then you hear another scream, coming from the trees to your left. You leave the trail and plunge into the undergrowth.
Bursting out of the woods, you find yourself in a clearing, dominated by a large gnarly tree. A young girl is dangling upside-down from one of its branches, her feet tangled in a rope. She is dressed in boyish breeches and a tunic with a thick red shawl hanging loosely off her shoulders.

Below her, two spindly goblins are hunched over the girl's basket, rumaging through its contents. As you approach, one of them looks up, its black glassy eyes glinting in the dappled sunlight. The creature gives two hooting cries, then scurries towards you, pulling a rusty sword from its belt. The other goblin slides a knife from its boot and hurries to join the battle. You must fight the goblins as a single enemy:
SpeedBrawnArmorHealth
Goblin poachers01020*

*Once the goblins have been reduced to 10 health or less...
Yeah, that's a much more reasonable opposition statline.
Round 1: Us 9, Them 7; 4+1 damage, Gobs at 15.
Round 2: Us 8, Them 11; 6+1 damage, Us at 24.
Round 3: Us 8, Them 6; 5+1 damage, Gobs at 9, defeated!
Despite being short and ungainly, the goblins prove to be accomplished fighters. It takes all your skill just to fend off their frenzied attacks. At last, just as you are starting to tire, a sudden opening presents itself – allowing you to deliver a fatal blow. With a gurgling cry, one of the goblins topples to the ground dead. On seeing its companion fall, the other goblin gives a cowardly whimper, then turns and starts running for the nearby trees.

You start to follow, when a voice brings you up short. 'Hey! Hey! Excuse me!' The young girl is glaring at you angrily from her upside-down vantage point. 'Well, don't just stand there, gawping like the village idiot,' she snaps. 'Cut me down from this tree, this instant!'

• Pursue the fleeing goblin?
• Cut the girl down from the tree?
Omegonthesane
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Post by Omegonthesane »

We're here to rescue a kidnapped child, not murder goblins, and we have no in-world reason to assume that she's secretly going to eat us. Cut her down.
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 »

You cut the girl loose, taking a small degree of satisfaction as she drops to the ground with a thud.

'Ouch,' she cries. 'You could have done that a little more graciously.' She gets to her feet, brushing the leaves and twigs from her clothes. 'All day I've been up that bloomin' tree, and not a single sign of him. Not a single sign.' She wanders over and picks up her basket. 'I was sure that handsome huntsman would come and save me. I screamed and screamed until I was hoarse. Oh, that would have been so perfect - for him to find me here, a maiden in distress.' She gives a long wistful sigh.

• Ask about the huntsman?
• Ask about the goblins?
• Demand that she go home?
Omegonthesane
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Post by Omegonthesane »

Ask about the goblins, then the huntsman that she was crushing on.

The "go home" demand is oddly worded, it makes me think of sending her on her way rather than escorting her as you'd expect from a rescue mission.
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 »

'Those vile things,' says the girl, wrinkling her nose. 'I fell foul of one of their silly traps while I was picking mushrooms. I could have been a goner I suppose, but in my heart of hearts I always knew that my handsome huntsman would find me eventually.'

She pauses, looking you up and down like a dirty piece of laundry. 'Shame you came along and spoiled everything. You don't even look like a hero. Not the ones in the storybooks - not like my gorgeous huntsman.'

• Ask about the huntsman? √
• Demand she go home immediately?
The girl claps her hands in delight. 'Oh, he is so wonderful,' she gasps breathlessly. 'Not like the simple village boys. No, he's a traveling man, one of the gypsies. I don't think there's anywhere he hasn't been – the mountains to the east, the deserts of the south... Gosh, he has such exciting stories to tell, of adventure and lost treasures, and battles. It's so exciting!'

You nod your head, trying to look interested, but other more important things are starting to occupy your thoughts... like the paidly fading sunlight. You decide it is time that the girl was taken home to her father.
'Home? I'm not going home!' snaps the girl, stamping her feet. 'I can't go home!' When you demand to know why, she lifts up her basket, revealing the freshly-picked mushrooms inside. 'I'm making a potion,' she says. 'A love potion. The witch gave me the recipe – all I need now is some findlewort, then I'll have everything I need!'

She stomps off across the clearing, heading towards a tangled line of trees. You hurry after her, explaining that there isn't time for making potions. The sunlight is fading fast - it will be dark soon and the goblins could be back; not to mention her worried father waiting for her at home.

But the girl does not appear remotely bothered by your concerns. 'I'm not going home,' she declares. 'With the potion, I will get exactly what I want. The huntsman will fall in love with me and we will be together forever! Now,' she stops abruptly, pointing a finger under your nose,' are you going to make yourself useful and help me find some findlewort, or what?'

• Agree to help?
• Tell her she is acting like a selfish brat?
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