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Paladin Quest
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You are Sir Alaric Lener, a newly minted paladin of the Order of Angels.

Orphaned at a young age by an undead horde that ravaged a nearby kingdom, you were raised in their keep's orphanage. Growing up, you prayed that you'd get adopted, but it never happened... As time went on and you went through puberty, you decided that the gods must not want you adopted... so you decided to try and train as a paladin. Eight long years passed under your strict mentor, and father figure, Sir Dorn Graybrook.

You bear a grudge against the undead for what they took from you...You've had nightmares about the rotted faces of your family devouring you alive. You secretly fear that when you finally fight the undead, you'll freeze up. You're also rather stubborn, refusing to give any ground whatsoever.

Finally, you've finished your training, and have been kicked out of Angelis Keep to wander the world and smite evil. How are you equipped? Highest roll decides.
>>
>>70007
Forgot to say, roll a 1d20.
>>
>>70007
Full chainmail
A pair of Nikes
and a two handed mace disguised as a mop.

and a map, always need a map.
>>
Rolled 14 (1d20)

>>70051
A fucking Halberd son.
>>
Rolled 16 (1d20)

>>70097
Forgot to roll, derp.
>>
>>70097
>>70109

There are no Nikes to be had. Other then that, full chainmail and a two-handed mace are just fine, writing it up now.
>>
Rolled 17 (1d20)

>>70007
A short spear, a small hatchet, chainmail, and holy fury.
>>
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>>70180
>17
>>70097
>16
Am I overruled?
>>
Rolled 3 (1d20)

>>70007
Classic Warhammer and heavy ass blessed plate, with a sidearm of a shortish arming sword.
>>
>>70210
oh well fuck me then
>>
You grip the handle of your large, two-handed mace as you take a deep breath. You whisper, "This. This is where it all begins..."

You take out your map and take a look at it... Where will you go first? Will you just start walking? Will you head north, to the safe, backwater of Stonehaard? South, to the seashore? West, to the hill country? East, to the forest? Or will you head to the nation's capital? Highest roll decides.
>>
>>70180
Too bad.
>>70201
Nope.
>>70210
I liked that, too bad.
>>
Rolled 20 (1d20)

>>70239
Wherever needs some mighty fucking blessing!
>>
Rolled 7 (1d20)

>>70239
Let's get to the nation's capital. Any news of a place needing a good smiting will be found there.
>>
Rolled 5 (1d20)

>>70239
As tempting as it is to go the sea and gaze out and contemplate deeply on things, we don't got much of anything to contemplate just yet.

How far away is the nation's capital from where we are? If it's far I say Stonehaard, maybe we can catch some leads on whats going on or at least find out on how to get a horse or a wagon or something.

Plus we'll probably find people more empathetic to the whole paladin thing more likely in towns or cities.

>>70267
>20
Whelp
>>
>>70267
By that do you just mean just walk wherever?
>>70239
And htejrfd typo. Stonegaard, not Stonehaard.
>>
>>70300
As a paladin, can't we sense some nefarious evils? If not, travel to the Capital, stopping by villages to do some labor to at least get the people knowing who we is.
>>
>>70308
You can sense it if it's nearby, within a one mile radius. You just know that it's there, though not where it is.
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>>70300
Don't paladins have some kind of sense evil or increased selective hearing for people in distress? Maybe kneel down in a prayer and see if we can get some divine help in pointing whicha-way the evil is?

Can we get a gist of what are capabilities are from what we learned from Angelis keep or do we need to level up first?
>>
You decide to head to the capital. Always wanted to see it... You heft your pack over your shoulder and start walking. Roll 3d20 for random events.
>>
Rolled 2, 9, 4 = 15 (3d20)

>>70342
i hope we stumble upon a greater daemon or something.
>>
Rolled 16, 5, 13 = 34 (3d20)

>>70342
R-r-r-r-r-r-r-r-r-r-r-r-r-r-rooollin
>>
>>70353
Step 1: Train Paladin
Step 2: Toss said novice Paladin at greater daemon
Step 3: Watch as noob gets eviscerated
Step 4: ???
Step 5: Profit!
>>
Writing
>>
You get moving. Walk, sleep in bedroll, walk again. A simple rhythm that holds you in it's grip for a week and a half on your way to the walled capital city. Until you sense some evil nearby...

It's rainy, and the cobblestone road you're in is cutting through a small forest. You don't even think about whether or not to confront it, and you start hunting around... Roll 1d20.
>>
Rolled 8 (1d20)

>>70457
IT IS TIME!
>>
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Rolled 14 (1d20)

>>70457
What evil lurches forth?
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>>70515
>that pic >that message

>my sides: gone
>>
>>70515
oh gods, that's...
>>
You sally forth, hunting down whatever villains await. You can't seem to find them, however... Then you happen to spy someone in a dark robe shuffling into a bush and disappearing. Person in a dark robe, mysterious disappearances, and evil in the area.

Not hard to put the dots together.

You poke the bush with your mace, and eventually clear it to reveal a small entrance, through which you can go underground... There's something down there, for sure. You jump into the entrance, mail jingling, and swiftly go down the tunnel.

Roll 1d20 for how bad it is down there.
>>
Rolled 5 (1d20)

>>70580
>>
Rolled 3 (1d20)

>>70580
Let's see how fucked we are.
>>
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>>70604
>>70610
>>
Rolled 3 (1d20)

>>70580
It's time to r-r-r-r-roll.
>>
>>70638
>>70610
>>70604
sweet mother mercy
>>
You hit the ground underneath you with a light thump, and quickly take stock of the situation.

About a dozen chanting cultists in dark robes, no obvious weapons. Person on an altar, unconscious. Cultist standing above said person with a knife. Evil circle on the floor. Area lit by flickering candles set around the circle.

You recognize this from your training. Demon summoning... They're trying to summon a gods-damned demon!

You're uncertain about your ability to face a demon, especially since you have no clue what kind of a demon they're summoning, or how powerful it is.

What do you do? Try and rush them? Hang back, wait and see what they summon? Something else?
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>>70658
dice+1d20

wait for the right moment to strike and cause the most panic
>>
>>70688
Put it in the options field, newfriend.
>>
>>70658
This is not difficult. Paladin+Evil Cultist Sumoning= Time to Smite

Lets not forget that ignoring evil tends to make for fallen paladins. Leap in and start 'blessing' heads with your holy mace of smashing. Deus Vult!
>>
Rolled 3 (1d20)

>>70712
ugh. Dice fail
>>
>>70658
Interrupt the ritual, but try to avoid killing anyone. That might be what they need, whether it's suicide or not.
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>>70712
Roll a 1d20, so we can see how well this goes.
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Rolled 7 (1d20)

>>70658
Shit, by chance are we any good at throwing or immitating with our voice? If we can get them to squabble amongst themselves or start a commotion we could do way more and possibly sneak off with the sacrifice or at least have the option to get a good jump on them.

I'll toss a roll just in case we can actually pull something off but this smells like it's going to end in us attempting to make T-balls out of everyone's skulls, either way I vote for making a distraction via voice or a rock maybe to at least draw some of them away.

>>70720
>they need blood
This guy's got a good point.
>>
>>70717
Sweet Mother of Head Splitting. This doesn't bode well.
>>
Rolled 15 (1d20)

>>70728

Time to smash!
>>
>>70739
Praise the gods, Finally something above a 10!
>>
>>70720
Only if they can avoid the distraction of your killing them off and complete the ritual. Also it might have a number constraint, some demons must be summoned by specific numbers of cultists
>>
>>70739
Confirmed, time to write.
>>
You smile. There's only one option. Anything else is unworthy. You don't know why you thought there was anything else.

You heft your mace and charge, letting out your order's battlecry, "An angel is upon you!"

The cultists panic. Some draw daggers, others try to flee. One of the braver ones counter charges you, and gets his brain replaced with your mace for his effort. One of the cultist's robes catches fire from after he got a bit too close to a candle. You gather up your blessed power and smite one of them, sending him down like a sack of potatoes. A dagger digs into your mail from the side, but your mail holds fast. A quick twirl of the mace sends it crashing into the daring cultist's temple, killing him instantly.

The ritual is thrown into chaos. You killed the two bravest ones, and none other are eager to get within range of your mace. The apparent leader, the one about to sacrifice the victim, screams at you. "Do you know what you've done, you fool!? Now whatever comes is out of my control, we'll both die!"

Indeed, something appears to be forming in the center of the circle...

Roll 1d100 to see what is summoned, first to post is what gets summoned.

1-10 is an imp. 11-20 is a random number of hellhounds. 21-30 is a succubus. 31-40 is nothing, the ritual fizzles out harmlessly. 41-50 is the ritual fizzling out explosively. 51-60 is a small squad of soldier demons. 61-70 is a gargoyle. 71-80 has a horrid stink from beyond. 81-90 is multiple imps. 91-100 is a demon lord.
>>
Rolled 38 (1d100)

>>70822
ROLLING FOR DEMON LORD
>>
Rolled 42 (1d100)

>>70822
oh boy oh boy
>>
Smoke billows up from the evil circle as an ominous presence fills the room... Then the smoke starts dissipating, revealing... nothing. At all. An anticlimax, but one you're relieved for. No need to face a demon in your first fight as a paladin!

The remaning cultists have huddled up away from you. A tempting target... You charge into the knot of cultists, swinging your mace in wide arcs. Cries of pain and the crunching of bones reward you as you wade into them. They go down easily, being untrained and armed solely with daggers.

The leader, however, was not among them and was still at the altar. He lets out a cry of rage... He appears to have magical powers, judging by the bolt of lightning he shoots at you. It electrocutes both you and the cultists, heedless of loyalty.

What do you do next? Roll 1d20.
>>
Rolled 13 (1d20)

>>70891
throw the mace at him
>>
Rolled 18 (1d20)

>>70891
Call upon our deity of course. No heathen sorcery will end us when we have our god smiling upon us. Also, what >>70901 said
>>
Rolled 76 (1d100)

>>70822
Shit got distracted, lets see whats behind demon door number 1!
>>
>>70920
Confirmed.
>>
>>70954
heaven yeah
>>
You mutter a quiet prayer, hoping you learned well. "Oh god of nobility and light, let not this blandishment strike down the faithful...," Your instructors were not, apparently, full of shit as a shield of light blocks the sorcery.

You see that the fleeing magic user is beyond your immediate reach, so you try something new. You murmur a hopeful prayer and toss you mace at him.

In a perfect world, the mace would strike the back of his head with ruinous force, spraying blood, skull, brain, and other bodily fluids across the chamber.

This is not a perfect world. You're not trained in how to throw heavy objects, and were unable to muster any form of accuracy. He scrambles up the exit, quickly getting out of sight.

You're surrounded by the failed remains of the ritual, dead and injured cultists, and the unconscious person, who appears to be covered completely in sackcloth. What will you do? Vote for it.
>>
>>70995
Check the uncovered person. Smiting evil is useless if we do not help the innocent.
>>
>>71014
seconded
>>
Rolled 8 (1d20)

>>70995
Now it is time to see if the unconscious figure can be woken, if they are injured maybe we can assist them. Say thankyou to god. Also, fighting makes one hungry, is there anything to eat?
>>
>>70995
Don't these people usually freak out when they wake up to scenes like this? Shouldn't we maybe heft the guy out someplace less, uh... bloody? Guy was probably just minding his own business last thing he remembered, ain't like you get suckered into these things like a timeshare presentation.
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>>71032
this is true, but it is not good to move them if they are injured without assessing the injury first
>>
>>70995
Heal with lite magicks
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>>71045
Use eyeballs of looking on the guy. Maybe he was just bonked unconcious.
>>
Checking person out first confirmed. Now to decide if this person should be important or not...
>>
>>71090
If they ain't important they can at least be a nice introduction and bridge to the initial task we had of heading to the capital or some kind of town.

It's always nice to strut in saying "Hey I saved this guy for you" over just expecting everyone to want to suck your dick for being a paladin.
>>
>>71115
Is that not what a paladin is about?
>>
You start taking off the sack over the person's head... It's a woman, out cold... She doesn't look like anything special, with light blond hair. You start taking off the rest of the sackcloth covering her body, but stop when you realize that's all she's wearing.

Chivalry and your oaths prevent you from taking a peek or taking 'advantage' of this situation.

Wake her up?
>>
>>71150
dont wake her up, she might panic and you dont need that with an evil sorceror on the loose while youre down here
>>
>>71131
Correct, hence why they are called PALadins, and not Fagadins.

>>71150
Add unconscious woman to inventory.
>>
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Also I gotta scoot for the night, I'll mark this thread on my phone and try to keep an eye on it and keep onto it.

Gotta sleep now tho.
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>>71183
sweet dreams birdfriend
>>
Two different opinions, what will you do?
>>
>>71249
Well if she doesn't appear injured except for the unconsciouness I'd say it were safe to remove her from the dank chamber she's in and try to wake her in some nice sunlight so she doesn't panic. Also if we have a long tunic or something offer her something a little better than the sackcloth, you know from your vigil that stuff is itchy as fuck
>>
Writing now.
>>
You decide to carry her outside. A dank, bloodstained place is not a good place to wake up in... you know from experience.

You gently pick her up, briefly debating how to hold her. You decide to carefully place her on your broad shoulders... The trip back up is easy. Fresh air... The sorcerer is nowhere to be found.

Meanwhile, the woman is stirring. "Mmffh... what..?" She looks around. At herself in sackcloth. At the muscular, armored young man holding her. At the unfamiliar surroundings.

"... Are you planning to marry me?"

What do you do?
>>
>>71318
Well. I mean. That wasn't the thought, initially. So probably not. No. Just saving you from cultists trying to sacrifice you.
>>
>>71318
"what do you remember last, lady?" Lets not leap to conclusions, I guess kidnapping brides is a fairly common occurrence among the peasant class for this to be her immediate assumption. Ask if she can walk on her own.
>>
Roll to see how well you keep your composure. Handle it like an ace, or spew spaghetti everywhere?
>>
Rolled 15 (1d20)

>>71358
>>
Rolled 17 (1d20)

>>71358
YOU BEEN HIT BY

YOU BEEN STRUCK BY

A SMOOOOOOOOTH PALADIN
>>
>>71363
>>71365
Dammit, no spaghetti. I wanted that.
>>
>>71399
Aw c'mon man, you gotta know the Angel paladin order maxes out your charisma.
>>
You briefly lose you composure, but quickly regain it. Since she can't see your face, no loss. She doesn't seem panicked...

"No, ma'am. I rescued you from some villains. They intended to do something dark to you."

There's a moment of silence. Then, "You don't have to lie, you know." She seems thoroughly convinced you intend her to be your bride... and doesn't seem unhappy with the prospect.

What do you do next? Take her to the nearest village? Find out where she's from? Try and find that sorcerer? Keep walking with her on your shoulders?
>>
>>71417
Ima say, let her walk, take her to the nearest village, see who's missing a girl. make sure it hasn't been taken over by cultists
>>
>>71452
You're the only person left, christ. Alright, I'll continue.
>>
You try to let her off you, but she doesn't seem inclined to get off. You sigh and resolve to carrying her... it's not like you're going to force her off.

You take her to the closest village... whereupon she asks if this is where you live. She doesn't seem familiar with the area at all...

What do you do?
>>
its night time now isnt it? better find a place to sleep and can ask about town if any one knows about a girl missing and or evil things happening
>>
>>71535
Writing
>>
You decide to find an inn, informing her that no, you don't live here. You get some... attention... because of the woman on your shoulders. You enter the inn, resolving to look and find out in the morning.

Morning comes, and it seems nothing's amiss around town, no rumors of missing girls or anything. There IS rumor, however, of some 'odd things' happening to the north. Apparently there's been a greenskin uprising in Stonegaard province.

Nobody recognizes the girl... What do you do next?
>>
>>71574
well looks like we are going to be stuck with this woman as we cant just leave her here as she knows noone so tell her that your going to Stonegaard to put down a greenskin uprising and if she wants to come she is going ot have to make herslfe usefull till your able to find out where she comes from
>>
crap seh till dosnt have any cloths dose she?? better ask around town if theres anything you can do to get her cloths then head off
>>
>>71574
Are we from a mendicant order or can we have gold and stuff to buy things? If the latter, see if we have enough to get her something to wear.
>>
>>71574
I also vote that if she insists on sticking around to train her so she isn't useless and we can have ourselves a shieldmaiden. Because that'd be badass.
>>
>>71910
You have a small pouch of gold.
>>
You decide, in your wisdom, that she needs clothing. Roll 1d20 to see how well you manage to obtain clothes for her.
>>
>>71955
bitchin'. None o' that 'I'm too pure for remuneration' bidness. Obviously we can't ask for too much, but a little help in return is always nice.
>>
Rolled 2 (1d20)

>>71958
>>
>>71961
jeebus crise. Looks like our combat is godly. Our bartering? Less so.
>>
You, while able to get clothing, find that it's little better then the sackcloth she's wearing now. You decide to skip using up some of your precious money on something she already has and doesn't need more of at the moment.

Upon questioning, you find she's from Tsun.

You have no idea where this is, and upon further questioning tells you it's... in the next province over, to the west. She lives over half the country away.

What will you do?
>>
>>71973
Ask her if she was taken at random, or if there is something goin' down in her village. I'm curious as to why the hell the cultists took her so far across country before trying to stick a knife in her. If her hometown is safe and she is agreeable, I say we go kill greenbacks with her in tow, teach her some combat on the way, mebbe some archery or something so she can help but isn't necessarily gonna be in the thick of things. If she is unhappy with the idea, take her to Stonegaard and see if you can afford to put her on a caravan to her home province.
>>
Upon further questioning, you find out that she doesn't even know that she's halfway across the country. She muses, "I was wondering what happened to the hills..."

The western province is hill country, and the people who live there are constantly harassed and attacked by the ogres which infest that land.

What will you do? Head west, drop her off there and fight some ogres? Head north and lend your mace to combating the green menace?
>>
>>71993
Still don't know if she wants to go to Stonegaard with us. Offer the options we thought of, ask her if she wants to go home or follow you for a bit. I say deal with the closer menace of greenskins first, then we can play with the ogres. Also you forgot your name GM
>>
>>72000
Oh, blah.
>>
You pop the question to her, offering to take her along and have her fight with you. She declines, and asks you to take her home. It's dawned on her that you're probably telling the truth... Though she does seem disappointed that you don't intend to wed her.

And so you start traveling. She asks to be carried again, and you decline.

Roll 1d20 for random events.
>>
Rolled 19 (1d20)

>>72009
>>
>>72019
now why the hell couldn't I have that for the clothes? ugh
>>
>>72019
A couple of days into the trip, you sense something and shove the woman aside. She briefly complains, before an enraged roar silences her. A large brown bear, foaming at the mouth, charges out of the woods!

Roll for reflexes!
>>
Rolled 12 (1d20)

>>72024
>>
Writing
>>
You ready your mace, but are bowled over by the aggressive bear. It bites, hard, fangs going through your mailed arm. You mutter a prayer, and smash the bear in the side of his head, as hard as you can. Which, unfortunately, is not hard enough to kill it.

It is, however, stunned... How will you take advantage of this? Roll to see how well your idea goes.
>>
Rolled 20 (1d20)

>>72035
uppercut with the mace right on the jaw.
>>
>>72037
An impressive roll. This post will be the last for the night.
>>
>>72037
>>72035
Son I told you our combat is godly XD
>>
You take the opportunity and smash it on the jaw. Hard. There's a heavy crunch as the jaw shatters, to a bellow of pain. Another smash, to it's already deformed and broken jaw, finishes it as it's own teeth are embedded in it's brain.

The fight over, you take a deep breath, then grit your teeth as you look at your arm. The mail will need repairing at first opportunity, and your arm... it's a bit mangled. You murmur a prayer of healing. "May Her breath wash over the faithful..." Soon a light slowly coats your arm, and when it dissipates, your wound is gone. The blood is still there, though...

The woman seems shocked by these events... you realize you never got her name.

((Off for the night.))
>>
>>72045
Ask her name of course.
>>
And lo, though the spirit of light slumbered, the people had faith that he would awaken one day...

And awaken he did, and the people rejoiced!

Back.
>>
You ask her, and soon you receive an answer. "My name? It's Selora. Selora Oathkeeper." Oathkeeper... that name, it seems familiar. Like you've heard it somewhere before. How odd...

What will you do next?
>>
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>>73995
Birdanon on mobile

Ask her if she knows how to skin a bear or what she did for a living. Let's start working to find out if this girl is from an impressive family/background or if we basically found some random person.

Also is she any good looking btw? There's too much adventuring to be done but if she's gorgeous that could be a hint on her background maybe.
>>
>>74312
Aye, returning a possible noble woman is a quick way to get notoriety and maybe even some cooler armor and weapons. While we're there we could try to coerce some other people to go to Stonegaard to put down the rebellion and maybe even earn some land as thanks.
>>
You decide to make camp here... it's mid afternoon, and you might as well rest. No hurry, right?

You, while sitting at the fire with her, question her. She's moderately pretty, but not gorgeous. Sort of a girl next door type. She appears to be the... daughter of a farmer? She doesn't quite seem to remember... The cultists must have knocked her on the head too hard.

Neither of you have any clue how to skin the bear, so you end up dragging it into the woods, away from the road.

Morning comes... What will you do next? Head to Stonegaard, fight orcs? Take her home to hilly Brelon Province? Something else?
>>
>>74444
As a paladin our duty is for the people, and the closest person is this comely lady, I say go to Brelon, get some gears and head to Stonegaard for some good ol' fashioned rebellion-crushing oppression.
>>
Can I only get one person at a time now? Ah well. Writing.
>>
>>74562
you're so nice. shame this thread don't get the love it deserves
>>
You decide to take her home, to Brelon. She asks to be carried again. You decline.

You'll pass by the capital at this rate... Do you go through or around it?
>>
>>74574
A paladin and a good looking woman in rags, nothing out of the ordinary. I say go through it, say we're on a holy mission and pick up some equipment.
>>
It's only a day and a half until you reach the capital... A large city of stone, with high walls and emplaced siege weapons rises before you, it's gates open. People stream in and out, more people then you've ever known are in front of you. As you walk in, the guards give you a cursory look and nod at each other.

You're accosted by them. "Sir, what's yer business in Centralis?"

How do you respond?
>>
Rolled 36 (1d100)

>>74692
Tell the truth, you're returning this lovely woman to her homelands. Also, flex your holy muscles, rolling for swol.
>>
Rolled 16 (1d100)

>>74721

Seconding
>>
The guards don't seem very impressed by your explanation... but she confirms it cheerily and makes eyes at you. The guards roll their eyes and let you into the big city.

Buildings of stone, people everywhere! You're in Centralis City, and excitement builds in you... You've never been to a proper city before. You're not sure what you're going to do first!

Roll for what you do, highest roll wins.
>>
Rolled 1 (1d20)

>>74847

Check in with our local Temple of course, perhaps they can help get her home
>>
Rolled 7 (1d100)

>>74847
Wat Do: Go to the nearest church and ask for a holy blessing.
Then try to get some new chainmail, maybe some armor plates for your arms and legs and a leather tabbard for your chest
>>
Let me clarify, roll a 1d20.
>>
>>74862
>>74857
the gods do not smile on us, fucking hell our rolls are terrible.
>>
>>74874

You're telling me man, you've got another chance to beat my 1 though, we shall see where the gods favor falls
>>
Go to the church and ask for guidance and blessing
>>
Rolled 18 (1d20)

>>74953
whoops, forgot to roll
>>
>>74962
Choice confirmed.
>>
You decide to head to the local church, surely there's one here, of all places? And boy, are you right... it's no mere chapel, this is a full blown cathedral.

Stained glass windows of gods adorn the cathedral, all of whom you recognize from your training... You recognize the three gods that most paladin orders worship in particular depicted here. Hyjun, God of Justice, Sustia, Goddess of Light, and Zidall, God of Loyalty.

You pray at the grand altar... You pray for blessings. You pray for wisdom. You pray for guidance. You pray for strength...

You pray that Selora makes it home safely.

Your prayers take about a half hour. Afterwards, a priest compliments you on your piety. You smile and nod...

What will you do next? Head out of the city? Check it out more? Procure lodgings for the night? Something else?
>>
>>75043
We've been marching for a day and a half. Let's get some meat in our belly.
>>
You decide that food would be a good idea, and Selora agrees with you. You search out a decent tavern, not too expensive or bad, and order some food. Pretty basic, but good fare.

You realize this is how adventures stereotypically start, with adventurers meeting n a tavern or inn by happenstance...

Roll 1d20 to see if any other warriors, odd looking people, or other such folk are in the tavern.
>>
Also, something's come up. Have to leave for now, try and keep the thread alive.
>>
Rolled 16 (1d20)

>>75163
rolllin
>>
Back, let the thread continue.
>>
You see a shifty looking man sitting in the corner, picking his teeth with a knife. A boisterous man in hide 'armor' is guzzling down beer like a madman, and a man in an ornate dress robe. You idly muse that there's an adventuring party in the making here... What do you do?
>>
Rolled 2 (1d20)

>>76456

Stand up and shout "Who wants to undertake dangerous jobs with no guarantee of personal safety but you might end up with a ton of loot?"
>>
Rolled 18 (1d20)

>>76456
Stand up, flex, let the light shine down upon our glorious bod, in hopes that all are charmed into joining us with the spectacle that shows how amazing we are
>>
>>76480
... Only one poster. And he suggests this. Gods have mercy.
>>
>>76570
Seems I was mistaken, we'll be doing this.
>>
You get an idea, that might result in one of the 'parties' of legend, that you were raised on.

You look around for a good light source. You find one, and stand in front of it. "Who here wants to join in on a quest for glory, fame, and righteousness?"

Your slightly mangled mail shines in the light, and you cut quite a heroic figure. You've definitely got some attention, it seems... Roll 1d20 to see how well your tactic works.
>>
Rolled 17 (1d20)

>>76607
FLEEEEXXXXX
>>
Rolled 20 (1d20)

>>76607
*put on some shades*
>>
Writing
>>
The barbarian hefts his large sword and laughs. "Come on, lads! To adventure!" The Wizard looks down, teeth gritted. "I cannot." The Rogue looks intrigued, but says nothing...

At least you weren't laughed at. Selora looks at you strangely...

You have at least one companion, on your quest to return her home. You have eaten, and are ready for... something.

When will you set out? Today? Tomorrow?
>>
>>76742
The food and companion joining us has invigorated our spirit! No need to rest when glory awaits us!
>>
>>76742
Tomorrow, hanging out with our new companion. Getting to know him before he turns out to be a skellington in disguise.
>>
Tomorrow. Hang around town a bit more.
>>
>>76864
>>76887
Actually, these guys are right. Let's chill for a bit.
>>
>>76864
>>76887
>>76900
Alright, confirmed.
>>
You decide, and tell him that since it's getting late, you'll leave tomorrow. He rolls his eyes and accepts that with a minimum amount of grumbling. You make plans to meet the next day at the west gate.

Belly full, and with a small amount of alcohol in your system, you leave the tavern. What will you do next? Wander around? Seek a smith to fix your mail? Something else?
>>
Rolled 15 (1d20)

Rolling for random encounter on the way to the smith.
>>
>>76949
Rolling for the smithy, can't walk around with busted chainmail now can we
>>
>>76983
>>77024
Confirmed.
>>
You decide now is as good as ever to get your mail repaired. You set out towards the closest smith, catching directions from a random guard.

On your way, however... you suddenly feel the presence of evil.

What do you do? Try and seek it out? Keep moving? Alert a guard? Something else?
>>
>>77078
Seek the source of the evil aura! We must not falter in our cause!
>>
>>77078
As a paladin we have no choice but to smite this evil presence.
DEUS VULT
>>
You stop, and start looking around. Selora looks at you. "What?" She's confused... You can feel the evil, intense...

Some scouting around reveals that it's centered around an old, abandoned looking house...

Will you charge in? Ask around about the house? Something else?
>>
>>77198
Burn it. Force whatever evil is in there to fight in the Light of the Lord
>>
Rolled 18 (1d20)

>>76949
FOR HONOR. Break down door and confront the evil while brandishing your mace
>>
>>77272

This. Make sure Selora doesn't follow you in though.
>>
>>77370
Why can't we make her a female paladin?
There's a term for them but...
Keep exposing her to the abyss and try to groom her for combat on the way to her homeland.
>>
Writing confirmed.
>>
>>77380

Bringing her in at this stage just begs whatever's inside to use her as a hostage or something. We'd be a roll away from losing a potential heroine.
>>
You decide something needs to be done. You think about burning the house down... which you reject for two good reasons.

The first is that, like most buildings in Centralis, the house is made of stone.

The second is that it wouldn't be wise, at all, to starts a fire in one of the biggest cities in the known world.

You heft your mace, and tell Selora to stay put. There's smiting to be done. You take a few, then severa, steps back... then charge, smashing your mace against the wooden door. It breaks, being rather rotted, and you make a dramatic entrance, setting sun shining behind you.

Unfortunately it's wasted, as there's nothing of real note inside the first room. Whatever's inside is aware of you now.

There's two doors... one straight in front, at the end of the hall, and one to the left. Where will you go?
>>
>>77480
Understood, so I guess softly bringing her in? Intentionally find ways to slow progress to her home, but don't outright lie.
>>
>>77509
Halls are evil. go straight for the hall
>>
>>77524
You started this mini-dungeon in the hall.
>>
>>77509

End of the hall. They'd want to hide as far away as they can. No point tiptoeing either, dash in!
>>
You decide that whatever's in here is probably hiding as far in the house as possible, and so you storm ahead, forcing the door ahead open. Inside is what looks to be a once-comfortable living room. There's an archway leading to what seems to be an abandoned kitchen ahead and two doors, one on either side of the room. The whole area has a general pallor, a feeling of neglect.

Which way do you go?
>>
>>77769
Kitchen.
Find food for our heroine in training so she can git /fit/
>>
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>>77769
>>77810
Seconding rummaging through an old dilapidated kitchen.

>>77810
maybe there's still some protein powder there
>>
>>77769

Look for a trapdoor or the entrance to the basement. Even if no one's there, there might be shit that went down below.
>>
>>77810
>>77857
Confirmed.
>>
You decide to search the kitchen, in vague hope of finding something. The kitchen is old, worn, run-down... there's some old, rusty knives inside... some rotten food... nothing of real interest inside it. Other then the archway out, there's no exits from it.

You leave the empty kitchen and go back to the living room. Go to the right or left?
>>
>>78046
A living room with nobody living in it?
CLEARLY IT MUST BE UNDEAD WHO WERE NOT-LIVING IN THE ROOM.

No can we sense evil or detect where the evil might be or is it coming from all around?

If not I say we go left.
>>
>>78046
left
>>
>>78085
Your 'detect evil' has already been used to it's full extent. You know something evil is here, but you don't know where.

>>78221
Left confirmed.
>>
>>78046

Find the basement! There's always something evil there. If you can't really spot anything I guess left is fine.
>>
You decide to venture left. Opening the door, you find a small hall, with two doors, one to your left and close, one to the right.

The one to the left, upon peeking into, bears a small bathroom.

Go to the right, or back up and go the other way from the living room?
>>
>>78265
since we are here lets lookin the rgight door, cant ave thing sneaking up on us, can we roll to pary for the ight to show us the way?
>>
>>78265
>Indoor bathroom

What is this sorcery? I say investigate further.
>>
>>78294
Try again, use the arcane art known as 'spelling'.
>>
>>78350
i naver leraned that spell:(
>>
>>78350
cheack out the door on the right as we cant leave any place unlooked at, also pray for the light to show us the unclean we are looking for
>>
Right confirmed.
>>
You go to check the room on the right... it appears to be a small, dilapidated bedroom.

There's a small, rotten chest near the bed! Score!

Roll to try and open/what's inside.
>>
>>78471
>>
shit how do i do the rolling thing?
>>
>>78518
Put 'dice+1d100" into the options field and post
>>
>>78543
*dice+1d20

FTFY
>>
Rolled 11 (1d100)

>>78543
thanks
i just have 1d+20
now leets see whats in that cheast
>>
Rolled 16 (1d20)

>>78569
are we doingg out of 100 or 20?
>>
>>78585
Almost always 100 unless specified otherwise. It gives the GM/Narrator freedom of outcome as opposed to only 20 results.
>>
>>78597
ok good to know
now would someone eils roll as my one was shit
>>
Rolled 14 (1d20)

>>78471
Rolling for LUUT
>>
Rolled 56 (1d100)

>>78471
big money big money big money
>>
>>78597
I prefer 1d20 rather then 1d100. Personal preference, but sometimes I will use 1d100.
>>
You open the chest with your foot, and crouch down to search it.

Rotten children's clothes, mostly, a few Marks, dated looking, and a small kid's journal.

You take the scattered coins, and debate whether you should read the journal.
>>
>>78787
read the journal as it could tell us what has happened and wha we are looking for
and whats up with all the store fronts i have to look for in captcha
>>
>>78787
Read it, again, nice get.
>>
>>78827
thanks nice dubs
>>
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>>78787
As long as it's a journal and not a diary we need not fear the ethical concerns of it.
[spoilers] maybe cooties tho [/spoiler]
>>
>>78879
noice dubs
>>
Reading it confirmed.
>>
You flip open the journal... It starts with childish writing, scribbled and a bit hard to read. What you can read is more or less the things the little boy who used to live in this room experienced. Then it starts getting darker, about how his dad got sick and mom started frowning all the time.

The last entry details how devastated he is by his father's gruesome death by illness...

What do you do now?
>>
>>78924
Lay down on the floor, try not to cry, cry.
>>
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>>78924
Shit, wonder what the kid's old man caught. Anyway, I'd say hold onto it just in case we need to rip out a piece of paper or if there might be something else we can use it for, maybe find a writing tool as we go.

I don't suppose there's anything else left of interest left in the room? If not I say lets get to checking on that other room.
>>
>>78984
head back the the livingroom and head the other way which i think is right?
and keep the book
>>
>>78984
>>79098
Confirmed.
>>
You bite back tears and stash the book away in your small pack, and briefly look around the room. Other then a few bits of wood that might have been toys, there's nothing.

You go back the other way, and you get a feeling of dread as you enter the hall to the right... There's two doors there, one of which is missing.

Basement or master bedroom?
>>
>>79179
Master Bedroom for some potentially kinky demons.
>>
>>79179
which one has the missing door?
head down into the bassement as thats where all the bad things happen in
>>
>>79246
Basement door is missing.
>>
>>79179
>feeling of dread
https://www.youtube.com/watch?v=5_8UyMzms10

....Investigate missing door, see if you can see what the cause of it was, magic, human hands... scratches

ps this song gives me chills every time
>>
Check out the basement confirmed.
>>
You decide to check out the basement... the missing door simply appears to be gone, no indication... you feel a sense of trepidation as you walk in, going down the thankfully non-creaky stone stairs. It's dark, and with a quick prayer, you light your mace up to serve as a torch.

The basement is small and... empty. Nothing of real note, no place to hide.

What will you do next?
>>
>>79457
Something stinks, glance back at the stairway just to make sure we're not falling for a trick, then scrutinize the surroundings a bit more. Check the walls and the floor, doors don't just up and fucking leave.


Also I'm punching out for the night I'll see you tomorrow though if you'll be writing Lightguy
>>
>>79457
dammit well off to kinky demons'
probs a ghost of the child or the mum
bedroom
>>
>>79499
true mybe a srecit door???
>>
>>79499
>>79521
Confirmed
>>
You decide that, since the basement is the most likely place for something evil to lurk, to search more carefully... However, you are unable to find anything secret or lying in wait.

What will you do next?

Also, taking a break.
>>
>>79731
Bedroom next. Sure there ain't any hollow walls or such? I'm concerned with the lack of door. Cellars and basements have doors. It's a thing.
>>
>>80095
This.
Quick question, I can't find the options box in Clover, it's starting to really piss me off. does Clover not have it? It seems like it should be really obvious.
>>
>>80286
I'm on Clover and I can't find it either.
>>
Back.
>>
>>80095
>>80286
Confirmed
>>
After one last test, to see if there are any hollow walls (there's not), you head back upstairs... You grip the bedroom's doorhandle, anticipation growing in your gut. You know you're on the right track...

How will you do this? Roll 1d20
>>
Rolled 5 (1d20)

Door handle? I think we're a bit above using such trivial things to get through doors when we have our MACE. Rolling to crash through the wall if its wood, if stone the door meets its end today
>>
>>80286
>>80307
Found it, don't use "quick reply." Tap the speech box icon in the top right and paste the post you want to reply to. You will see "Name" and "Options" on the top.

Not trying to take this off track, just letting my fellow Clover users know so they can participate if they'd like. Enjoying the story so far.
>>
>>80785
Put our mace next to the door, grab the small book in one hand and open with the other.
Say: I come with the light and salvation. I have read what happened. Be ready to grab mace and smite the evil.
>>
Rolled 5 (1d20)

>>81017
dice this time?
>>
>>80874
>>81024
Tie in rolls. Reroll
>>
Rolled 9 (1d20)

Our intrepid hero knows not of "caution". Smash that door and let the light flow through!
>>
>>81072
Confirmed
>>
You shed your fears, murmuring a quick prayer. You light up your mace, and smash the door down, shining with light...

Unfortunately, what's inside is not intimidated.

Standing on the bed is a tall, emaciated figure... one wearing a strange mask. It's curved into a vaguely beaklike shape, appears to be made of wood, and has a bloodred 'X' on each cheek.

The figure seems shriveled, with leathery skin... It stands there, body limp, and it stares at you. Silent. Unmoving...

What do you do?
>>
Rolled 4 (1d20)

>>81088
Order the vile creature to submit to our holy will or be smote!
>>
>>81102
I just have terrible luck with rolls, especially at the most inopportune moments.
>>
Come one, come all, to the Paladin Quest!
>>
Rolled 3 (1d20)

>>81088
smite evil first, ask questions later
>>
>>81102
>>81481
Alright, a vote for each of these. Now quick, choose one.
>>
>>81102
Submit, foul thing
>>
>>81680
Confirmed
>>
You decide that you should just try and yell at it. And so you give a manly roar of, "SUBMIT, VILE THING!" Unsurprisingly, it doesn't work.

Before you can say anything else, you... hear? Feel? .. a horrific scream, that mentally paralyzes you. You can't move. You can't scream. Not until you manage to shake it off...

Roll 1d20.
>>
>>81702
>>81702
>>
Rolled 18 (1d20)

>>81702
Thread replies: 255
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