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1010895 No. 1010895 ID: 673fe6

|| SOJOURN || NOTE: This will be a NSFW / 18+ only quest!

It is the FOURTH AGE, and now is a time of dire peril and uncertainty; the GREAT KHAN, AZAD KHAZARAD,
has perished at the apex of his ascension ceremony — leaving prophecies in tatters. Once mighty empires
teeter on the precipice of destruction, and the greatest among them, the KHANATE OF KHOR, lies in ruin
beneath a dark and mysterious PALL.

From the heart of the KHANATE, a terrible CURSE has begun to sweep the land, the spreading PALL warping
the very landscape and changing those with the misfortune of its touch in strange and sometimes MONSTROUS
ways. Sages say this is a prelude to the END TIMES: if left unchecked, all may be lost.

Desperate to avert calamity, many have dispatched expeditions or even armies, hoping to quash and forestall
such great perils and open the way to the FATED CITY at the heart of the KHANATE, where it is said answers
may lie. Few have returned, and the realms of man have grown restless -- and those beyond watch with
a growing concern.
Expand all images
No. 1010900 ID: 673fe6
File 163198516795.jpg - (1.41MB , 1661x1199 , sojourn_class.jpg )

You are KAIA, a bold and inquisitive BUUNE. Elusive, reclusive, and
secretive, yours are a people most have rarely seen among the realms
of man -— but the threat of what lies ahead have called for ACTION.
You have a purpose, a calling, and have embarked on a QUEST into the
strange and unfamiliar lands of an empire in collapse.

Our records are unclear in some regards - you must help us to correct them before the tale of your QUEST
can begin…

On the matter of your calling and creed, you assert that you are:

Dame Kaia, First Blade of House Rivello - a skilled martial combatant whose title and reputation
may precede you — for better or worse. An intrepid duelist, fencer and musketeer -- you have been honed
in battle. This expedition requires an adventuress of sure steel and stalwart mettle.

Sister Kaia, Rhiannon of the Briar Spire - a hedge-witch and student of magical arts undeterred in
your study of the occult and esoteric arts -- considered taboo or forbidden by many outside your brethren
of the coven, for the realms of man fear the unknown. An adept versed in cantrips, essence-weaving and
rituals. This expedition requires an adventuress of expertise beyond the mortal ken.

Seeker Kaia, Sentinel of Secrets from the Obsidian Sanctum - an agent of an order dedicated to
safeguarding the realms from the shadows. A cunning rogue versed in intrigue, subterfuge and skulduggery,
you are an able acrobat well familiar with paths less traveled. This expedition requires an adventuress
of a more canny, stealthy approach.

No. 1010902 ID: f6629d

Sister Kaia, Rhiannon of the Briar Spire
No. 1010903 ID: e51896

let's be someone who works behind the shadows, not often we play as a stealthy character. Seeker Kaia
No. 1010904 ID: 11f77a

Sister Kaia, always mess with magic!
No. 1010905 ID: 96c896

Dame Kaia.
No. 1010906 ID: 506f7b

No. 1010907 ID: 9c850e

Sister Kaia
No. 1010909 ID: 8483cf

Seeker Kaia! Stealthy characters are so rare here, it would be cool to play one.
No. 1010910 ID: ede6d0

Seeker! Let's get our stealth on.
No. 1010911 ID: f610a0

Tossing in a vote for Sister Kaia, because magic is fun!
No. 1010912 ID: 15a025

Seeker Kaia
No. 1010913 ID: c92a02

Dame Kaia.
No. 1010915 ID: b6986d

Sister Kaia!
No. 1010916 ID: 51c10d

I'm throwin' in my vote for a seeker. The world deserves a primo-sneaksbee.
No. 1010917 ID: bfbddb

Im tossin my vote for Sister Kaia!!
No. 1010918 ID: 094652

No. 1010919 ID: 6e4236

Dame first and foremost. Seeker if not.
No. 1010920 ID: 92c1dc

Sister Kaia, Rhiannon of the Briar Spire
No. 1010921 ID: 684ae8

No. 1010922 ID: 673fe6

Dame----: ===
Sister--: ========
Seeker--: ========

What an unexpected result - it would seem, then, that our records held two
halves of a whole. Ahh -- now, it grows clearer, to a more cohesive whole.
Let us review the archives...

( A surprisingly vigorous enthusiasm, and neck and neck for two of the three. Already taking things in unexpected directions, but I think I can work with this for both camps: allow me to adjust accordingly - but it seems to me that your desired charge is a blend of magic and stealth... quite useful, then! More to come shortly. )
No. 1010923 ID: 334144

Wow! 19 votes right off the bat. Well done on an amazing start on your quest.
No. 1010924 ID: 673fe6
File 163200873883.jpg - (1.18MB , 1495x1098 , sojourn_covenagent.jpg )

You are Seeker Kaia, Rhiannon of the Briar Spire and Sentinel of the
Obsidian Sanctum - a talented hedge-witch and student of the magical
arts, whose study of the occult and esoteric arts drew the eye of the
Obsidian Order -- willing to overlook their taboo nature in service
of safeguarding the realms. From your sisters of the coven, you became
an adept versed in cantrips and rituals -- while in service of the
Order, you have been trained in subterfuge and discretion.

Elusive, subtle, yet braw and bold enough to seek out forbidden knowledge, feared by the realms of man:
in such trying, perilous times, this expedition requires an adventuress with expertise beyond the mortal
ken -- and a canny, stealthy approach when faced with overwhelming odds.

A witch, a rogue -- an arcane trickster, of sorts, such a background has granted you the weal of magic
through your sisterhood coupled with the nimble, deft efficacy an agent may rely on to evade notice when
desired. Such cross-training is not -quite- so thoroughly effective as a more dedicated path, but together,
these skills may prove invaluable as you venture ahead, alone or otherwise.

You are a Coven Agent. You are able to cast cantrips, perform rituals from grimoires or scrolls, and weave
essence--the spiritual underpinning of the living world. You are also trained in stealth and subterfuge,
and if prohibited from your arcane arts can still prove capable with a light blade at hand.
No. 1010926 ID: 673fe6

On the matter of preparations for your journey, you have readied yourself with many staples for an able
adventuress, safely secured in your satchel and messenger bag. In addition to your personal grimoire,
a set of thieves' tools and a dagger -- these particular trinkets were important to you...

You may pick three starting trinkets to aid you on your journey -- one 'major' trinket, and two 'minor'
trinkets. In the event that there's a lot of tiebreaking going on with the minor trinkets, I'll weigh them
in order of listed preference (so the first trinket you list is a higher priority than the second.)

Major trinkets:
A Spyglass, perfect for observing from a greater distance
A Tinder Ring, handy when a small spark can make a big difference
A Firebomb, a powerful and dangerous explosive fashioned from the alchemy of black powder
A Coin, ancient and mysterious, gifted to you by your mentor; it is always warm to the touch
A Shard of ice which never melts, excellent at cooling one's beverages
A Draught of an imbued healing elixir, potent - but foul-tasting
A Mask of alabaster, smooth and obfuscating, if you wish to hide away your features and face
A Compass, a rare and excellent tool for navigation
A Holy Symbol of Khasma, may she watch over you on your perilous journey

Minor trinkets:
A Portfolio of pressed flowers, keepsakes for when you may feel homesick
A Sizable pouch of deliciously roasted nuts
A Phial of scented oil, a fragrance you deeply enjoy
A Hare brush, your favorite of the lot
A Stack of letters from sweethearts past
A Handkerchief of exceptional quality, given to you by a past admirer
A Translation Guide, an aid for the slang and colloquial phrases found in the realms of man
A Flute, an instrument you are skilled at playing
A Bottle of your favorite brandy

Thanks to your dabbling in the arcane arts, you have an enchanted messenger bag capable of holding more
weight and quantity than one might expect in its various pockets! Not only is it easier for you to retrieve
something you're after in a hurry, but it can make more time for others who might go rummaging about your
belongings in a compromised situation.

No. 1010928 ID: e51896

 Mask of alabaster

A Translation Guide
Portfolio of pressed flowers
No. 1010929 ID: cdbcf8

Mask of alabaster


Handkerchief over the mask, no one will ever know who we are. And we can somehow play a flute with all of it on, was going to pick Translation Guide so we can gp "Ey yo what up bros, it's me, your sneaky girl Kaia." but we can do that later.
No. 1010930 ID: 9c850e

MAJOR: healing elixir
Reason: It only takes a moment to inflict a wound that can last a long time. Having this will allow us to be twice bitten, once shy.

MINOR: stack of letters
Reason: if you ever want to eat ass
No. 1010931 ID: 9c850e

whoops, forgot one MINOR:
phial of fragrance oil
No. 1010932 ID: b6986d


MAJOR: Shard of Brandy Cooling
MINOR: Translation Guide
No. 1010933 ID: b6986d

Additional Minor: Favorite Brandy.
Unmelting ice, brandy, and a translation guide.
No. 1010935 ID: 96c896

A compass

Translation Guide
Bottle of brandy
No. 1010936 ID: ede6d0

Roasted nuts and Brandy!
No. 1010949 ID: afe7de

Major - Mask
Minor - Brush + Brandy

You're an elusive rogue and agent, so the mask of alabaster is your bread and butter for moving unnoticed as your ears do stand out.

The brush is a keepsake, you love it dearly as you shed only a small amount, but it feels nice.

And the brandy... What brandy? Its your brandy. not others... yours.
No. 1010954 ID: 4f8284

Major: Coin - who knows what you can buy with the ancient mystery currency

Minor: A Flute - music has a power all it's own, don't underestimate it
Translation guide - knowledge is power, and a social faux-pas avoided is always good
No. 1010976 ID: f610a0

Major: Compass

Minor: Bottle of Brandy, Translation Guide
No. 1010985 ID: c92a02

A spyglass, your hairbrush, and a flask of brandy.
No. 1010986 ID: bc11b8

Flowers to remind you of the warrens back home.

A pouch of delicious roasted nuts, a snack because you should always stay well nourished.

A holy symbol, to be protected.
No. 1010987 ID: 6e4236

A compass, a flute and a translation guide could help a lot.
No. 1010988 ID: 673fe6
File 163202838163.jpg - (374.89KB , 759x632 , sojourn_bunponder.jpg )

Decisions, decisions...
No. 1010989 ID: 673fe6

Upon further consideration and reflection, and its runaway
lead position for accessories, the Obsidian Order will make
sure the Translation Guide is standard kit for our dear Kaia
given that it may be coming across as too must have. If any
prior picks would like to swap to something else feel free--
otherwise I'll treat them as wildcards probably.

I'll round up tallies and see about our embarking on the morrow
while Kaia daydreams about necessities and niceties as buune
are wont to do!

And on an extra note, many thanks to you all for the wonderful
welcome and interest as things kick off!

No. 1010990 ID: 96c896

Ok, I'll swap that choice out for deez nuts.
No. 1010994 ID: f8fa51


Scented Oil
No. 1010997 ID: 1d4f7b

Major: A Coin, ancient and mysterious, gifted to you by your mentor

Minor: A Bottle of your favorite brandy

You never know when someone needs to be bribed, and now you've got coin and contraband.
No. 1011004 ID: 673fe6

A reflection on your ABILITIES:

You are able to cast cantrips, simple but readily accessible magic
at your fingertips. With a deft touch, murmured phrase and careful
concentration, you are currently able to do the following with only
minimal preparation:

> GLOW - Imbue an object such that it illuminates its surroundings
for a short while. Your focus allows only one such object at a time.
> INVIGORATE - Stir a living thing you touch, encouraging flowering
plants to blossom, fruits to ripen and creatures to rouse in various ways.
> MEND - A clear favorite for a fashionable buune, it is a most
practical tool, repairing damaged garments and minor injuries alike.
> SOOTHE - Relieve the pain of a living thing, comfort and combat
agitation, anxieties or fear -- regrettably, not as effective for yourself.
> COMMUNE - Project your words a short distance for a creature you
can see, or communicate with entities which manifest nearby.

Note: If you are bound or gagged, it substantially affects your ability
to perform cantrips, let alone more involved magical rituals!

You are able to perform rituals, more elaborate or involved magic
accessible through your personal grimoire or other sources, such as found
scrolls or imbued icons. Rituals require reagents or foci -- even with
your imbued bag, your supply for such magics is more limited, requiring
you to keep a weather eye for more. You are currently able to perform
the following rituals:

> BEWITCH - Attempt to ensorcell or charm a living creature, to
sway them towards agreeability and subject them to your influence. It
is not mind control, and likely to fail against hostile targets.

> HEAL - Provide a living thing magical recovery from more serious
injuries, including yourself -- a slow and involved process requiring
concentration and reagents proportional to the wounds involved.

> CURSE - Reserved for targets of your substantial ire, a witch's
curse is no paltry matter -- and yours, in the past, have often been
rather creative. Scope and effects can vary greatly, reliant on the
time and reagents you commit to the task, but the results...

> CLEANSE - Purifying magic to combat corruption, poisons and
other maladies which may extend beyond ordinary injury. Can prove to
be an exhausting ritual.

> SLUMBER - Attempt to lull a living creature to blissful sleep,
provided it is something they are capable of; the effectiveness of this
ritual is relative to preparation, but imbuing fruit as a vector is a
particularly effective approach.

We're not going to get into nitty gritty and specificity over these
elements -- it will remain fairly abstract, mostly beholden to Kaia's
overall supply of components and reagents e.g. ample or low. You'll
find opportunities to try to restock throughout your QUEST, and will
doubtless discover additional rituals which you may be able to pursue.

You are able to weave essence, the spiritual underpinning of the
world and the beings within it. All living creatures possess essence,
and most magic manipulates the properties of such. This talent is a
separate but related aspect of your witchcraft, and primarily allows you
to assess the corruption of your surroundings -- one of the most evident
consequences of the PALL and its CURSE.

You are limited in this ability initially, but your decisions and
experiences may help or hinder its growth throughout your QUEST.

You are trained in stealth and subterfuge, meaning that you
are particularly adept at attempting to remain unseen and avoid notice
when you make an effort to do so -- provided your surroundings allow
for it. You are also able to utilize your tools to attempt to pick locks
and interact with other mechanical obstacles, such as traps.

You are a knowledgeable herbalist, able to recognize plants which
are useful as reagents -- or tasty snacks. You are especially versed in
flowers, as fresh flowers are delicious; in theory, you've convinced
yourself that you're going to stop eating so many flowers.
No. 1011011 ID: 673fe6

A reflection on your INVENTORY:

Thanks to your involvement in the arcane arts and the Obsidian Order, you
possess a magically imbued messenger bag able to hold more supplies and
weight than may be outwardly apparent, while allowing you to remain light
on your feet. Very handy for an adventurous buune!

Additionally, this has allowed you to carry twice the trinkets
than originally expected! Two major, and four minor selections have been
added to your INVENTORY.

As you are a professional, you've made a point of preparing for
your QUEST with many of the staples an adventuress would think of. Of
course, there's always a chance you may have forgotten or misplaced a
thing or two, but you've resolved to mostly try to remember your

Currently you possess:
> Your personal travel grimoire
> Your dagger, also suitable as your athame for witchcraft
> Your personal set of thieves' tools, a priceless boon
> A compass, a rare and excellent tool for navigation
> A mask of alabaster, smooth and obfuscating
> A translation guide, to aid in understanding parlay in the realms of man
> A bottle of your favorite brandy, priceless where you're headed
> A flute, an instrument you are skilled at playing
> A sizable pouch of deliciously roasted nuts
> Your favorite hare brush, thank Khasma you remembered to bring it
> A portfolio of pressed flowers, for when you may feel homesick
> 50 feet of sturdy rope (or, approximately 15 meters)
> A grappling hook, every adventurer's favorite rope accessory
> 10 iron pitons, a staple for safe spelunking and climbing
> A small hammer, good for pounding pitons and cracking walnuts
> 3 torches, for when you require fire and light not magical in nature
> A sizable waterskin, to stay hydrated
> A comfortable bedroll
> A concerning number of caltrops
> 10 pieces of chalk, some of them colorful
> A small mirror, important for embarrassing oversights
> A pot for cooking, but not to piss in -- you have standards
> A set of flint and steel, not as handy as a tinder ring, but it'll do
> A change of clothes
> A mess kit for civilized eating, with extra salad forks
> Enough trail rations to feed yourself for another twenty-one days as of
the start of the QUEST.
> An AMPLE supply of reagents and spell components for your rituals.

So there was a tie for the fourth minor trinket as well, but you managed
to squeeze another in rather than bringing even more torches.

No. 1011015 ID: 673fe6
File 163207600549.jpg - (187.78KB , 700x300 , soj_001.jpg )

Prepared for your QUEST ahead, well-supplied and nerves steeled, you
then spent a final evening among your friends and loved ones in good
company -- enjoying the comforts of food, drink and revelry before
the perils which laid ahead. Perhaps, knowing then what you would
later come to discovery, you never would have left. Perhaps, you
would have done so with greater urgency still...


Onward you set from the safety of the bramble veil, the watchful eyes
of the wardens gazing after you as you dwindle into the distant horizon.
Through territory rich with verdant wilderness and familiar groves, out
and beyond to the very cusp of your homeland -- the furthest reaches
tread upon by most of your people.

You have prepared for this day, steeled your resolve as your brethren have
steeped well-wishes and blessings for your difficult trek -- but ready as
you thought yourself to be, there is an irrepressible pang of anxious unease
at the pit of your being when you truly depart to lands unfamiliar, leaving
behind that which is precious to you -- and which may not remain, unchanged,
should you ever return.

For two weeks you stride, as buune are excellent travelers by foot -- each
eve, setting camp to rest beneath the starry sky, embraced by the fleeting
brush of essence upon the breeze and suffused in the life around you. In
such remote spans, you are alone -- following after the aged and dusty
remnants of a road once laid by the mightiest of empires -- at least, until
it had been felled by the GREAT KHAN of generations passed.

By midway through your third week of travel, striding into nightfall, you
stead yourself to make camp as before -- yet as the stars twinkle above,
to yonder skies you spy no such gleaming. At first, it is difficult to
fully ascertain, but soon you arrive at a certainty: you have reached the
present precipice of the PALL, the smothering darkness shrouding everywhere
it reaches.

Among the Obsidian Order, it is said the PALL has wholly consumed KHANATE
and now threatens its neighbors, allies and enemies alike; the realms of man
have bore the brunt of its ceaseless spread -- but left unchecked, it's only
a matter of time...

As you camp this night, you do so knowing that it will be your last certain
gaze to the great cosmos above. Ahead, will your ancestors watch over you
still? Can Khasma's vigil pierce that CURSED veil? You cannot be certain.

Nevertheless, you must not falter.
No. 1011019 ID: e51896

Anything fun we want to do tonight before we head into the unknown tomorrow? It's important to relieve stress so we can stay focused on this serious mission.
No. 1011020 ID: 094652

Inscribe a journal entry on a particularly smooth boulder.

And invigorate yourself.
No. 1011021 ID: 38de5d

Cast invigotate on yourself and have fun.
No. 1011064 ID: c92a02

No. 1011071 ID: 673fe6
File 163209888554.jpg - (1.03MB , 1500x1125 , soj_002xx.jpg )

> Relieve stress and INVIGORATE yourself...

Anxiousness, uncertainty, stress -- much swirls through your thoughts as
you prepare to bed down for the evening. After contemplating amid your
restlessness, you look to a nearby boulder near where you've settled in
-- taking to it as a makeshift journal in a sudden bout of inspiration.
Upon the smooth stone you share the tale of your present undertaking,
that perhaps someday another may happen upon such words -- someone who
knows the eloquent tongue of the buune, at that. If they should not?
Clearly not the right party to make acquaintance with your story.

By the time you have finished, the hour has grown quite late, yet still
anxious energy wells within the pit of your stomach and sets your tail
to twitch and flick of its own accord. Baring yourself beneath the
tranquil starlight, you stow away your things within the tidy confines
of your bag before settling upon your bedroll for a weary stretch.

Some relief, after as with many an evening after a day of stride -- but
it does not quite satisfy the tangle of essence and energy bristling
within you...
No. 1011072 ID: 673fe6
File 163209894038.jpg - (1.03MB , 1500x1125 , soj_003xx.jpg )

...a notion percolates, a solution to your troubles; who could say for
a certainty when next you may happen upon a safe place of respite and
solitude? You've not seen another soul in quite some time, and even
along the old road, what were the odds that one might come traipsing
out to reveal themselves now? Taking a moment of caution, you have a
look about your surroundings, keen ears and eyes attentively searching.

Alone. Well, you're comfortable enough -- and your practice of the
esoteric arts had more nuance than most would ordinarily consider...
No. 1011073 ID: 673fe6
File 163209898684.jpg - (1.03MB , 1500x1125 , soj_004xx.jpg )

A melodic murmur, crooning from your throat -- though here, for your
ears alone; a tingle, blossoming warmth from the pit of your stomach
until it spreads to your fingertips, where there a familiar sensation
builds with each lingering moment as the invigorating essence takes
shape. It is scarcely your first time exercising this particular
discipline of the craft, though oft as not it has been in service of
introducing partners past to an exhilarating peak.

Indulgent, relaxed, your hands drift in the languid press of a lover's
leisure -- smoothing your palms in a slow, methodical knead over each
new inch of short, soft fur and supple flesh -- aching from the day's
rigors. Slender fingers splay and squeeze, focusing your attentions
against the tops of your thighs where you sit as a shiver runs the
length of your spine and your tail begins to tremble in a display of
emphatic delight.

In your mind's eye, you manifest a particularly favored lover from
the past, motions falling to an easy tandem with the flourish of heat
and energy your questing hands bear. A quiet moan slips from your
throat past parted lips as you allow your roaming touch to mirror the
motions of your fondly remembered tryst.

One hand inexorably trails back along your thigh to sweep against the
pliant warmth of your belly -- before fingers slip past the heat of
your mound to ply gingerly at your quim. Dexterous digits flex, twin
fingertips spreading yourself, before shifting to part slick, delicate
petals and slip within before the cool evening air can encroach beyond.

Groans blossom alongside louder, more earnest moans; you shudder as
fond pleasure builds, heightened to dizzying degrees as nimble fingers
work the cantrip's magic as expertly as your own most sensitive forms.
Your head swims, pulse quickened, fingers working a feverish tempo as
your free hand captures and kneads at the supple heft of your breast,
pinching and massaging almost haphazardly to dimple the flesh beneath.

Pent up as you are after forestalling such pleasures for so long, the
act alone would have seen you through to swooning in bliss -- but to
couple as well with your coven's more lurid arts, there's little chance
to resist those growing heights for long. A climax overtakes you,
profound and upending you bodily as your toes tightly curl -- an earnest
cry escaping you as it echoes through the open evening countryside.

Inner thighs trembling, you pant and gasp breathlessly, blinking your
eyes back open once more -- uncertain which among the stars you see
above is there at your own making. Khasma, you are certain, must be
smiling down on you in your carnal reverie -- enough to bring an
impish smirk to your lips before you suckle your own slick fingertips.

Absently, you find yourself teasing still at your figure as you gaze
up at the stars. Perhaps, then, if you will be unseen in the days to
come -- you'd best be sure. With a luxurious stretch, you find a
comfortable position again before the lilting murmurs of the cantrip
are crooned anew...
No. 1011074 ID: 673fe6
File 163209902322.jpg - (2.51MB , 2000x1500 , soj_005.jpg )

In the morning, you feel refreshed and revitalized; the lingering aches
and soreness of your travels have fled your limber legs and the weight
upon your heart feels lighter, if only temporarily. You fix yourself
breakfast and see to your morning affairs before slipping back into
your traveling attire. As you tug and cinch your sandals, your eyes
fall to your journal entry upon the smooth boulder once more as a coy
smile spreads at your lips.

An addendum is added, simple and succinct: that a bold daughter of
Khasma was truly here beneath the stars...

...and that she came and went.
No. 1011075 ID: 673fe6
File 163209908151.jpg - (4.18MB , 3000x1500 , soj_006card.jpg )

No. 1011076 ID: 673fe6
File 163209912191.jpg - (7.11MB , 3000x2662 , soj_007.jpg )

This past day's travel has, at long last, brought you to the very cusp
of the existent PALL in this region -- and by surety of your compass
and the direction of the Order, you are certain now that the KHANATE's
territory lies ahead. As you reach the crest of a steep and craggy
slope, you stand on high overlooking a sweeping valley below.

To the northeast, the dark shores of an unfamiliar sea loom beneath
the gloom of the PALL, abutting a dense, primordial forest. Such
wilderness lay sprawled before the base of a broad mountain range
spanning the horizon ahead as far as you can see.

Flanked by the wilds, an open lowland stretches along the span, its
center cut by a newer, broader road which overtakes your own faded
trail; its path disappears into the western wilds, leaving the way to
the lands of your people long-since disused and forgotten.

Most prominently, you can see a broad, fortified city nestled securely
upon the only observable breach in the mountains yonder; a vast gate
able to host the tread of armies stands at the center of towering
battlements, a formidable bulwark to the lands of the late GREAT KHAN.

Even from such a distance, it is clear to you that much is awry in
the once-grand site: smoke trails skyward from several places beyond
its high walls, while a multitude of tents brightly festooned in red
and gold have been raised a short distance from the city, among the

It is difficult to see precisely what lies among them -- faintly,
you can make out a few disparate figures moving among the encampment.
If there was a grand battle here, it would certainly seem that you
have missed it. The result of such is obvious, however: that
grandiose gate lies open -- and with it, your surest, most direct path
into the KHANATE itself.


A saucy detour! A beginning to the grand undertaking beyond! For
now I'm going to leave the input open ended on how you would like to
proceed, but it seems the old road that you've followed here is at an
end and that its continuation -- used by the realms of man -- lies far
below and beyond.

You are still up rather high at the moment, but you are an agile buune
agent -- and a path down looks relatively accessible, if a bit time
consuming. What you need to decide together is how you'd like to
take your approach once down below; you have seen signs of movement
off in the distance, but cannot say who or what it may be.

From up your high vantage here, you are confident the city fortress
has fallen -- and there does not appear to be anywhere close to a
city's worth of activity beyond its walls.

Kind of a big art blowout for the start of this; with the weekend
closing out, may pivot to some narrative posts for a bit between
the next big art update!

No. 1011079 ID: e51896

I'd say we head to the forest first, hunt some wild animals or monsters, and then we bring the carcasses to the campsite as a meal and gift for those campers to stay on the people's good side and give us easier access to the city, and information. first impressions are important
No. 1011086 ID: 094652

Check the cliff to your left for hidden treasure. There's always some nut who thinks nobody will find their super-secret hiding place in a hard-to-reach location, acting as if OCD adventurers didn't exist.
Did you know that Notepad has a word wrap feature?
No. 1011130 ID: 6e4236

Become permanently asexual.

Also, causiously approach the camp to learn what's going on.
No. 1011136 ID: 7f1c09

Use stealth to sneak unseen and listen in on the campers, see if they are friend or foes.
No. 1011138 ID: 96c896

Once you get down there, try your best not to be seen until you find out what people are like around here. The corruption could have had negative affects on the populace's mental faculties.

You DO want to find someone who knows how to survive in the PALL, though. I'd imagine the plants and animals have changed enough that it's difficult to know what's safe to eat... and you're probably going to want to know what towns are still safe to visit.
No. 1011166 ID: f8fa51

The first thing you should do is attempt to gather information without being seen. Approach cautiously, beware that if this is an army they'll have their own scouts, and just watch for a little while. Figure out who (or what) these figures are and what they might be doing here.
No. 1011179 ID: f610a0

I will reinforce the "Be stealthy and approach the area to learn about the Campers" advice, with a side of "Have a hearty meal and drink before you so much as touch the Pall so you can go as long as possible without possibly tainted food."
No. 1011188 ID: ede6d0

Stealth is most likely your best bet here.
Though, proficiency in stealth tactics mean diddly squat if you're coming at them from an open field, maybe stick to the forests? Should offer a decent amount of cover there until you've figured out if it's safe to approach them or not.
No. 1011196 ID: 673fe6
File 163218738694.jpg - (157.28KB , 700x300 , soj_008.jpg )

From your vantage on high, you decide the most sensible approach is to descend towards the depths of the wilderness, to best avoid detection before you can be sure of the situation at hand. With the road at your back and uncertainty ahead, you situate yourself around the cusp of the cliffside with room enough to prepare a meal: here, before the PALL, while you still have a moment's peace.

A portion of pumpernickel with crisp greens whets your appetite, and you afford yourself a delicious roasted nut from your stash -- a candid celebration of your arrival. As you sit contemplating sneaking a bit of brandy as well, your gaze wanders along the nearby rock face before an old hunch tugs at the periphery of your thoughts. These heights at the end of the old road would be a landmark of a sort, what if a wary individual had made a point of its use?

You clamber up to your feet, a cool breeze setting your cloak to billow briefly as you adjust your garb; for a long few moments you study the rockface, nose twitching as you run your fingertips along a deeper series of crevices. A silly musing? But then, your fingers find purchase--a wry smile forming at your lips as you gingerly tug and shift your grasp, unseating a broad and dusty stone and revealing a hollow behind it. You reach inside, scooping free a dusty, weathered leather pouch which had been hidden out of sight from any passerby.

You suppose the denizens here might balk at the cliff's precipice, but you were never really afraid of heights, were you? Hefting the pouch, it jingles with a curiously satisfying clinking; easing it open with nimble fingers, you peruse its contents -- assorted coins of silver and gold emblazoned with a bearded ruffian in profile. Currency of the realms of man, no doubt.

You have gained a Weathered Leather Pouch, along with twenty-seven gold coins and thirty-five silver coins.

Sated in appetite and curiosity alike, you gather your belongings, stow your discovery and begin to plot out your descent in your mind's eye -- setting out soon after as you navigate your way to the wilds below.
No. 1011197 ID: 673fe6
File 163218742759.jpg - (178.90KB , 700x300 , soj_009.jpg )

At the base of the cliffs, you set foot among the darkly verdant wilderness -- ears poised high as your nose sets to task, taking in the great breadth of scents and sounds peppered throughout. It is remarkably dense growth, thick foliage providing ample ground cover while the canopy above offers only the most fleeting glimpses of the darkened sky beyond. Despite the gloom of the PALL looming overhead, you find sure, easy footing as you maneuver among the terrain; much of your childhood had seen wilds as rich as these, and there is a certain comfort to the presence of so many towering trees.

Birches and oaks stand interspersed with an overwhelming number of old pines; the scent of sap hangs thickly on the air, while thick carpets of dry needles have been shed across the ground at your feet with nearly every step you take. Grand boughs sway as bushes and branches rustle -- and you spy in your peripheral vision a glimpse of a doe peering at you in the distance. You consider the creature for a moment -- but elect to remain focused on reconnoitering the camp first and foremost.

You check your compass, affirming your bearing, continuing onward...


It is no trouble catching wind of the camp long before you lay eyes on it -- the sounds of man a curiously bawdy and boisterous affair as they yawp about; this is to say nothing of the smell -- sufficient to make your sensitive nose wrinkle as you catch a particularly odious sampling downwind.

Caution is foremost in your mind -- and well before you near, you take to a mindful silence, stalking your way to a suitable vantage point hidden among the dense wilds. You are, of course, conscious of the prominence of your ears as the camp comes more fully into sight -- but confident in your stealthy positioning, you poise them high to better listen to what transpires before you.
No. 1011219 ID: 673fe6
File 163219437625.jpg - (171.15KB , 700x300 , soj_010.jpg )

Crouched low, you believe you are well-hidden a short distance from the camp's periphery as you settle into a kneel. There are a great many tents populating the lowlands before the fortress city, though you can see now that a number of them appear to have crumpled or collapsed in apparent disuse or neglect. Most of the large tents boast a motif of burgundy with gold -- bars of gold crossed in a symbol that stirs familiarity from your preparation with the Order: the SARKEN, an enemy of the KHOR.

Above, you had nominally suspected it -- but it now seems clear that an opposing force arrived at the city and that a battle must have ensued. As your eyes rove the encampment, flitting to what had been most likely a bivouacked army, you count ten visible denizens outside of tents; they are largely apart from one another, dispersed into smaller gatherings or going about individual business. Not remotely an army by any measure; it is possible the others have moved beyond the fortress, deeper into the KHANATE.

Silently, you observe and take stock of what you can see: near to one of the larger tents, a mat has been laid out with assorted belongings and supplies -- a few valuables noticeable among them. Off in the distance, a pair of individuals sit lethargic across from a guttered out campfire. Near to the gathered loot, a trio gathers before one of the men begins to show off a slender blade of silver with boastful enthusiasm.

Nearest to you, your nose wrinkles as you catch the sharp tang of a man's musk as he relieves himself behind thick foliage; briefly, you wonder at the display as the man sways where he stands -- a smell of alcohol carrying as surely as unkempt flesh. As you listen, you believe you can understand most of the speech you hear, at least the thrust of it: one of the men has been complaining that all of the camp followers have gone.

Most of the figures you've glimpsed boast thick beards in the curious fashion in which such creatures grow hair; several appear to be tall and stout as they bandy about together -- while all of them seem to be in varying states of disheveled irreverence. Some wear leather and chain armor, and while a few display the colors of the SARKEN military, others appear more piecemeal and mismatched; the man showing off the silver sword wears the lamellar befitting a warrior of KHOR -- likely taken from such a source.

Still confident that you are well-hidden, you assess the situation and contemplate your approach.

No. 1011232 ID: c92a02

Once an army, perhaps, now vagrant bandits. Take out their sentries and then their leader, then search his tent for useful information.
No. 1011238 ID: 96c896

You could Bewitch the guy taking a piss, and interrogate him to find out the specifics of what these people do. They could just be looters... After you're done interrogating him, put him to sleep and move on.

I don't really want to fight all of these guys. You could kill a few by stealth, yes, but wiping out all of them seems too risky and none of our spells are particularly suited to direct combat. A half-witch half-rogue isn't really good at combat in general.

Hmm, how far away can you target foodstuffs for a Slumber ritual? If you can hit their alcohol supply, you could just wait for them all to drink and pass out, then take your pick of the loot etc.
No. 1011288 ID: f610a0

First: Put on the MASK OF ALABASTER, to conceal our identity
Second: Attempt to abduct the drunk peeing guy via SLUMBER so you can milk him for information
No. 1011292 ID: b6986d

Mask up, boys!
No. 1011361 ID: 673fe6
File 163234952537.jpg - (164.17KB , 750x300 , soj_011.jpg )

A frown tugs at your lips as you regard the men -- bandits, looters, like as not deserters left behind by whatever force has ventured deeper. Opportunists, picking at the carrion of the city; despite this, they number more than you, and you cannot yet be altogether certain of your safety in engaging them.

One step at a time -- your first order of business is further obfuscation, and reaching among your bag you retrieve your shroud mask, easing it into place over your features before adjusting and securing it into place. It is a snug fit, costing you the full measure of your keener senses and their faculties -- but given the stink prevalent in the camp, you reflect that it is not wholly a loss.

Tucking your ears into your hood in kind, you adjust the clasps of your cloak and cinch it tighter, working to further reduce your profile much as you're able: uncomfortable for a long stretch, but for the task at hand you'll surely be able to endure.

Regardless of whether you ultimately seek to spill blood or avoid violence, you assert a need to glean more information still -- engaging on your present opportunity. If all else fails, you'll have given yourself a chance to remove at least one of the men.

With deft, nimble footfalls you stalk nearer to the wayward fellow, scarcely making a sound as you cover the ground; it would be best to render the man unconscious first, lest his reaction to your more persuasive magics draw unwanted attention so soon.
No. 1011363 ID: 673fe6
File 163234974602.jpg - (212.12KB , 750x300 , soj_012.jpg )

Against your training and preternatural grace, the bearded man fails to notice you until you're upon him, darting your hands outstretched akimbo to slip up beneath his rough-spun tunic -- where fingers can splay in direct contact with warm flesh. Distance and obstruction were not insurmountable things for your witchcraft -- but the more directly and closely you could interact with your target greatly increased the likelihood of its results.

Here, it proves insurmountable for the broad fellow's resilience -- the hushed whispers of your incantation soliciting a numbing flourish from your fingertips which swiftly wreathes his mind, causing the man to collapse unceremoniously into the earth in an ungainly pile. Out cold, soon set to soft snoring -- caught quite literally with his pants down, you have a brief moment to take stock of his bearing up close.

With little time to waste, you do not linger overlong: scooping your hands beneath his arms, you breathe a terse grunt as your legs flex, leaning to leverage his limp weight before you manage to shift him from where he lay. He's large and heavy, but you are blessed in at least his lack of armor as you work you drag him to a more secluded spot.

It's hard work, the feat of hauling a fellow nearly twice your size in some contrast to your travels thus far -- but by all accounts, you seem to have escaped notice in the affair. After some time and great effort, you have moved the man a sufficient distance to be clear from the camp's immediate vicinity -- leaving you with a stinking, hairy, oafish creature snoring away before you.

Lifting him from his slumber can be achieved readily at your whim; he is presently unconscious and helpless.

No. 1011364 ID: 673fe6

RE: Slumber & Alcohol supply, the nature of the various rituals is generally a tradeoff of access vs. cost. The closer / more hands-on you can get with something with as few barriers as possible, the easier it is to pull off and the more potent the potential results. You could conceivably try to affect an alcohol supply from a distance, but that's probably something to consider after you have a bit more information at the moment -- since you're not entirely sure yet where such a supply may be yet. Since the separated fellow was more time-sensitive and had a few nudges towards it, that was the immediate action for now.
No. 1011365 ID: 96c896

Tie him up, wake him up while covering his mouth and with a weapon to his throat. Then you can safely interrogate him, judge by his reaction whether you need to Bewitch him to get any info out of him. Though I guess you could just go ahead and do it anyway if recovering your reagents isn't too much trouble.

First off, tell him you just want some info, and if he cooperates you'll let him return to his group unharmed.
Priority one is asking what stable civilization still remains here. Second priority is finding out what areas to avoid.
No. 1011366 ID: 094652

This, but don't use the knife. Fanatics have a chance of impaling themselves on the blade.
Tie him upside-down to a tree so it's harder for him to escape or break free.
No. 1011367 ID: 1ee277

Given the inebriated state of our captive and the encroachment of our position into their camp, it may be best to leave him to sleep for the time being and see if there is anything to be gleaned from our new proximity. Pay mind to the surroundings, establish a general layout of the camp, their numbers and if they even speak anything that you can understand. If possible, their own ramblings will likely offer more of their temperament and situation than a single drunken fool.
No. 1011379 ID: 3328c7

Let us:

1) Put his pants back on.

2) Perform the Bewitching ritual.

3) Wake him up while taking off our mask.

4) Tell him we are The Rabbit of Good Fortune and that good fortune will befall him if he answers our questions.

No one will believe him afterwards.
No. 1011479 ID: 673fe6
File 163246067551.jpg - (362.57KB , 750x630 , soj_bunponder_II.jpg )

With the SARKEN man slumbering soundly beneath your spell, you are left with a pause -- and begin to consider your options with how best to deal with him and the matter of his fellows. You'd prefer to have more information about the encampment and its occupants, for even if you were to attempt to avoid it and venture into the city itself, you could be exposing your back to trouble. But of all your possible avenues, which would serve you best...?

Do you...
>A) Bind the man, secure him to your advantage and proceed to question him with threat or persuasion.
>B) Bewitch the man, tidying him up before presenting yourself as a benevolent and impressive creature.
>C) Secure the man as your prisoner, but then take advantage of his long sleep to sneak about the camp.

We're fairly divided with different directions this could go, and each of them is a sound one--so let's see if anyone else might want to weigh in for one of these paths to make up our mind! I'm presuming the prior suggestions align with their respective picks from these three, but if you change your mind you can make it known. If we get no other takers, then you'll ultimately trust your whims before too long has passed...!

No. 1011480 ID: 8483cf

Bind and interrogate! We need details.
No. 1011482 ID: 96c896

A. We can do C afterwards.
No. 1011489 ID: b6986d

>B) Bewitch the man, tidying him up before presenting yourself as a benevolent and impressive creature.
We're a magical Buune on a quest to save the world, we ARE an impressive and benevolent creature. We just have to play it up a little bit!
No. 1011493 ID: c92a02

No. 1011494 ID: 8233ee

If A fails we can “rescue” him with B and see if it works out better. Let’s tie him up
No. 1011522 ID: 9c850e

No. 1011538 ID: 673fe6
File 163254969982.jpg - (200.28KB , 300x750 , soj_013.jpg )

Erring on the side of caution, you elect to see to binding the man -- retrieving your rope from your bag before taking dutiful time to truss his arms and legs. Afterwards, you toss the rope over a thick, sturdy branch and quietly thank the tree's presence in foisting so large and heavy a creature from the ground. With some strain and long effort, you flex and pull before tying off your rope--leaving him dangling just a touch above your own height, upside-down. It would serve to disorient him and keep him in a compromised position, just in case.

A part of you still fosters the notion of cultivating your more magical and wondrous image with these creatures, however; it could prove quite fortuitous.

Once you're confident you have your captive secure, you rummage through your reagents and ration out a portion for a bewitching spell; up close, with a slumbering captive, you've ample opportunity for direct contact and muttered murmurs -- feeling the bloom of your essence's influence branching out as the broad and hairy man sways, rope faintly creaking above. A sparing use of your ritual, for now -- but enough, you hope, to keep him from more immediate alarm and drawing unwanted attention too soon.

With that, you dismiss the shroud of slumber from the man, watching through your mask as he stirs groggily from his stupor with a guttural sound. He mutters something you don't quite recognize in searching your knowledge of the 'trade tongue' most commonly favored in the realms of man, but from the look on his face, he appears duly confused and uncertain what to make of the visage before him. Squirming, he tests at his bonds; your rope work suffices.

"El sou hwim ca soo cin co soo," you offer initially, expressing an intent to know what he knows "Ol co flep si su shoonncean?" Unsurprisingly, he appears baffled by your own tongue. You clear your throat, seeking to enunciate for him in a more familiar fashion. "Yow are in the difficult state, but I cahn help with these things..." Better -- understanding registers, though his brow knits in clear consternation. Though your accented trade is not quite fluent, he mutters a gruff acknowledgement before nodding, upside-down as he is. His name, you glean, is 'Rolph.'
No. 1011539 ID: 673fe6
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Between your ensorcellment, his lingering libations and the man's predicament, Rolph proves fortunately and fortuitously forthcoming enough as you proceed to probe him for a better understanding of the situation. By his word, those who remain in the camp had been left to secure passage for messengers or supplies across the border, while most of their number were to hold the city beyond as a limited garrison; one hundred were left to this task.

Ahead, an army has ventured deeper into the KHANATE, seemingly accompanied by 'great heroes' if Rolph is to be believed and trailed by a supply chain. However, Rolph indicates that the supply chains dwindled, until it had been weeks without relief; he speaks of 'dishonoring the ancestors' -- harsh treatment grew as the occupying force became more demanding, until it had apparently come to a head. Recently, Rolph claims that nearly everyone who had remained in the city had somehow gone in the night, including the remaining leadership among the SARKEN.

In the ensuing days, Rolph asserts that more of their number have 'vanished' into the night -- you're not entirely clear on whether he means desertion or disappearances, beyond his insistence that behavior has grown worse. Those who remain have been looting what has been left behind and that there is talk of abandoning this place once they have finished; he claims that he has refused to do so himself, and that the 'ancestors' would not forgive for such behavior.

All told, twelve others remain in the camp outside the city walls and another eighteen have remained in the city itself -- but most of them have not been seen for days; he knows only that they had boasted opening the way into the 'HALL OF LORDS' where allegedly hidden riches and RELICS were interred.

You have managed to gain a better understanding of the situation from Rolph, who has proven cooperative.

Currently, you have a few important decisions to make...

>1) What do you want to do with Rolph now?
Bearing in mind that you've currently used your rope tying him up, he is otherwise presently at your mercy and affected by your witchcraft.

>2) How do you want to deal with the camp, if at all?
Whether attempting to sneak around or openly engage the SARKEN there, you may yet be able to find useful supplies or valuables at some risk. It is possible that you could avoid the camp entirely, if you so choose.

>3) If you proceed directly to the city instead...
How do you want to approach it? Its grand gates are wide open, and may be unguarded; you could also seek to scale the battlements -- the walls are high, though crumbling in places and largely unmanned. Or another approach entirely?
No. 1011540 ID: 8483cf

Open engagement is silly. Let's see if we can figure out if it's desertion, or something else poaching their numbers- and if the enemy of our enemy is our friend.

Also, we should put Rolph to sleep (but not upside-down).
No. 1011546 ID: c92a02

Untie him and set him loose into the woods, to eventually wake from his stupor lost and confused. Head directly for the city and scale the walls.
No. 1011569 ID: 3328c7

Tell him to remember this dream well,, and that to keep an eye out for the white rabbit, as she brings aid to those in need.

Then make him sleep again and leave him back in the camp, before moving on to explore the city.
No. 1011668 ID: 9c850e

Leave him tied here while you investigate the camp. If you proceed to the city, DON'T leave him tied up, but wait to let him go until you have searched the area. BIND HIS MOUTH so he cannot reveal your location.

Investigate the camp more closely. Attempt to scare these oafs away using your most dramatic witchcraft. If that succeeds, see if there is any more loot available.

See if you can glean something useful from the camp before proceeding to the city.
No. 1011678 ID: f610a0

ROLPH: Put him to sleep and drench his shirt with alcohol to make him just look like an untrustworthy drunkard.
CAMP: Work our way around the camp stealthily, keeping an eye open for any valuable targets of opportunity while declining direct engagement.
CITY: Once past the camp, find a sturdy-looking unmanned section of wall and prepare to climb.
No. 1011713 ID: 673fe6
File 163272196329.jpg - (188.96KB , 750x300 , soj_015.jpg )

Rolph has proved useful, though you've finished with him here; with a ginger flourish you mutter an incantation -- speaking to him then in a lilting tone as slumber and spell begin to wreath over his senses once more. "Remember this dream." You chime. "Seek the rabbit white, thee aid will come."

Once his eyes have slipped shut and you are confident he is fast asleep, you go about the business of letting the fellow down from his hanging place and reclaim your rope. Drench? You consider your available alcohol. A dousing of just a splash of your precious brandy is a considerable gift, but you commit it to his shirt in service of misdirection...

Stowing your rope -- already contemplating ascending the walls to make your way into the city beyond -- you stalk back through the foliage and make your way back to the campsite.
No. 1011714 ID: 673fe6
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While the city beckons, there is a part of your mind that draws your attention still to the camp; with a better notion of just how many count among its scattered tents and guttering firepits, you move with deft, quiet footfalls to maneuver among the blind spots the tents can lend you. Your senses are more limited with mask and hood, but stealth remains at the forefront of your focus.

You're able to listen in on two of the men for a time as you remain out of sight; it would seem that in the span of your questioning of Rolph, the figure with the silver sword had encouraged others to accompany him back into the city before returning, himself.

Seemingly, the men in the city have been harangued by some 'elusive cur' that they have, as of yet, been unable to successfully confront; they complain of cowardice and injury, with growing desperation. There is uncertainty in those who remain -- something about dwindled supplies in the camp, but a wariness of 'losing their way' in the night if they attempt to leave.

Debating bringing your witchcraft to bear, you're unclear on a best means to frighten the oafs with your present repertoire -- but the thought has given you INSPIRATION to study deeper in your grimoire when next you rest. Creeping about, you attempt to spy a central reserve of alcohol and rations -- concluding that both must be tucked away inside one of the remaining tents, however much there is.

You feel that you have gleaned much as you are likely in a reasonable time from those who remain without exposing yourself further -- but before you slink out for the city walls, there is yet one opportunity of interest...

You've been INSPIRED for developing additional witchcraft when next you have a chance to rest and spend time to yourself.
No. 1011715 ID: 673fe6
File 163272205696.jpg - (162.57KB , 750x300 , soj_017_chestday.jpg )

Carefully screening your surroundings for any onlookers or passerby, you make your way successfully to a collection of goods and valuables the men have laid out over a broad mat beside the more muddy footpath. Set beside one of the larger tents your eyes sweep over a variety of objects, containers and equipment gathered together and left, at least for now, outside of the tents.

Not everything could fit within even your magically imbued bag and lingering too long bears the risk of discovery, but nevertheless you've given yourself an opportunity to abscond with some of what you can only presume to be ill-gotten gains from the SARKEN men.

Quite a smorgasbord of things here to pick over, with a large, heavy chest securely locked on the far end. There are several smaller containers of different weights, lengths and sizes, as well as several sacks and pouches. A bundle of silk has been piled up beside a quiver of arrows.

There is a smaller lockbox, a goblet and what you recognize to be a holy symbol for SEHRAZAT. Some coinage, daggers, a gemstone, pearls and ornate bronze plates with different scenes and images on them. Additionally, a small shield or buckler, a helmet for creatures with much smaller ears, a ring and some gloves.

What do you examine or take, and how far are you willing to push your luck?

No. 1011716 ID: 8483cf

Thank our lucky stars for making it in undetected. Stealth is awesome!

Gemstone and pearls for sure. Silk too. Value/weight ratio is great!

Has the lockbox been opened? Do we feel lucky in being able to get it open ourselves?

Leave the armor and weapons, we're fine as is.
No. 1011717 ID: e51896

got tools to pick the lock of the chest? if so, spend time doing that before deciding on taking anything

otherwise, ring, gloves, goblet, and coinage.
No. 1011718 ID: c92a02

Cool sword! Take that, the ring and gloves. Then scamper!
No. 1011719 ID: 96c896

Spend as little time as possible standing over the loot. This means no opening containers, and not trying to carry off anything too big.

Objects of priority:
holy symbol
lockbox (open it later)
No. 1011721 ID: 673fe6


The smaller lock box has not been opened yet, but it does seem to be locked currently.


You are carrying your personal set of thieves' tools among your belongings, facilitating picking locks or disabling devices.

Both the smaller lock box and the chest seem locked; the largest chest seems to have a more elaborate and hefty lock on it.

There are signs that someone attempted to force it open, but they have not gone far enough to outright bash their way fully through the exterior of the chest yet.
No. 1011739 ID: 1ee277

It's a tender balance: the value:weight ratio is operating on the assumption that there remain bastions of civilization where such rarities will remain desirable outside their practical stores of value. While they are light weight and can be very useful for trading, the opposite is true of the practicum in that they are large, heavy, difficult to conceal and likely outside your skillset.

However, the risk of trying to pick locks in the open could be well worth it. They obviously haven't made efforts to break the strongboxes, or at least not successful ones, and their origin is unknown. Depending on the size of the city, the contents may be important to the KHANATE and could prove useful later. If anything, stow the small box in your bag for later practice and try your hand at the larger box now.
No. 1011764 ID: b6986d

Take anything small that can fit in your bag, and then have a go at opening the chest. Don't suppose we have a spell to pop it open?
No. 1011783 ID: 094652

Grab the daggers, jewelry, gold, silk, and arrows, then scamper. Don't fleece too much or they'll pursue you.
No. 1011864 ID: f610a0

I will throw a vote in for 'no lockbox picking, it'll take too long' and taking the lightweight stuff and scarpering; I will however specify that I think we really should take the holy symbol with us and not just the obvious riches, just in case.
No. 1011913 ID: 673fe6
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After a quick assessment of what lay before you, you swiftly settle into a low crouch and loosen the flap to your bag -- hands darting to deftly snatch up some of the more valuable or immediately useful articles on display. First you scoop up the ring and pearls, careful not to snap the band tucked beneath a heavy sack; the gemstone, a satisfying heft to it in your palm as you shift it atop the silk with one hand, the other grabbing the holy symbol, just in case.

You seize coins in a small fistful, a few errant offerings escaping between your fingers, focus divided to sidelong glances to make certain you've remained undiscovered; the goblet gets tossed against the gloves already resting atop the soft fabric before you gather it up into a bundle, easing the swaddled goods into the broad opening of you bag before it slims again as its enchantment does its work.

Time of the essence, you weigh your remaining options quickly, but carefully -- abscond with too much and it would be all the more obvious, or potentially prompt a more earnest pursuit of whatever thief had visited the camp. Shying away from the helmet, buckler and heavier sacks, you pass over the bronze plates and wooden cases in kind -- but quickly stow the pair of daggers into your bag, then heft the smaller lockbox with a flex of your forearm, feeling its contents jostle mysteriously.

A brief pause, and then you stuff the smaller lockbox into your bag -- feeling it occupy a more significant portion of the magical compartment, about half full you wager. Thoughts flit to the arrows and sword, both longer and more cumbersome by contrast, before you set your sights on the larger chest. No magic for this sort of thing, not yet at least -- but your skill at more delicate handiwork is not insubstantial. You still probably shouldn't...
No. 1011915 ID: 673fe6
File 163289703511.jpg - (118.25KB , 450x300 , soj_019.jpg )

Out comes your kit, gingerly loosening its tether as you unfurl the leather spread of picks, rods and implements; taking another moment to listen intently, catching the faint squelch of mud from footfalls somewhat nearer to your vicinity, pulse quickening. It relents, trailing into one of the tents instead -- and in the quiet thereafter, you swiftly set to work attempting to defeat the sizable lock.

Nimble fingers working with practiced efficacy and a dash of adrenaline pumping through your veins, you work the tool to dance among the lock's mechanism in a succession of probes and tested tension until you arrive at a satisfying click. You angle your wrist to pop the lock open without scraping or knocking the iron unduly -- then ease it away, thumbs sweeping as you leverage the latch and heave the lid to the chest open enough for a peek at its contents.

Layered on top of the contents is a thick white cloth which you pull away, setting aside where the silk had lain -- before your brows rise as you lay eyes on the contents of the chest beneath. A long, thick case, suitable for parchment or scrolls, along with a weighty medallion, a sizable chunk of a light blue crystal resembling topaz and finally a peculiar implement with a cord-wrapped handle and metal prongs.

Your ears prick beneath your hood to stirring sounds -- you'd best be quick.

A bit of a narrow call with some of the split on trying your luck at the larger chest, but fortune favored the bold this time insofar as your skill with the picks proved out. No time for gawking now though -- you've made it boldly off sneakiness this far.

What is your immediate instinct with the contents of the chest before you seek to make yourself scarce?

No. 1011916 ID: 96c896

If you're trying to escape notice you shouldn't take all of the contents. Take half.

No. 1011917 ID: 1ee277

The key and the crystal take priority, the scroll case and pendant can be left.
No. 1011929 ID: b6986d

Take EVERYTHING, put it all in your bag. The key first, pendant second, then crystal, then scroll case.

Then if you still have time, put the cloth back how you found it and close the chest.
No. 1011933 ID: 094652

Now that you've opened the chest, they're going to know they're dealing with a rogue. May as well take all four items. Do not stick around to look for hidden compartments, because once again, they'll hound you if you fleece them.

The sword-key comes first. You know this is either a funny prank or the key to something very important. Either way, the hilt should be worth a pretty penny.
The pendant is easy to carry.
The scroll has information.
Finally, if you can, the crystal. It might be worth the most food to an immediate trader but that is what the guards need right now.
No. 1011946 ID: ec632b

Take the key-sword and leg it!
No. 1012060 ID: 673fe6
File 163303516663.jpg - (163.82KB , 750x300 , soj_020.jpg )

Working deftly, you gather up the peculiar implement -- presumably a key of some sort -- and tuck it away in your bag, next seizing upon the scroll container, fingertips brushing over a smooth stoppered end. As you shove the cylindrical case into your bag, you can hear movement drawing closer to your position, pulse quickening. Nimble digits darting, you snatch up the pendant by its chain and shove it into your bag before easing the lid of the chest back closed. Replacing the lock, you hear a voice carrying nearer -- time to flee, lest you risk discovery.

On nimble footing you move, quickly and quietly to depart from the camp, maneuvering quickly among the periphery tents to obfuscate your presence as best as you're able -- hearing the belated arrival of someone at the spread haul in your wake. You make for the city wall, veering to avoid the main gate until you tuck yourself low beside the foundation of the fortifications. There, you pause for a time further in caution -- but when no SARKEN appear in your pursuit, you still your heart and prepare for a climb.

INVENTORY Updated. You have gained:
> Gold Ring
> Pearl Necklace
> Gemstone
> Holy Symbol of SEHRAZAT
> 28 gold coins, 17 silver coins
> Carved Goblet
> Leather Gloves
> Silk Fabric
> 2x Dagger
> Small Lockbox
> Key-Like Implement
> Wooden Scroll Case
> Bronze Medallion Pendant
No. 1012061 ID: 673fe6
File 163303528633.jpg - (167.32KB , 300x750 , soj_021.jpg )

High battlements prove for a challenging throw for your grappling hook -- requiring a few attempts before you finally hook a secure, stable anchor; after testing the line and re-checking your stowed belongings, you begin the steady ascent of the fortifications, feeling a faint burgeoning burn in your hamstrings and arms as you advance. Climbing towards the PALL above fills the pit of your stomach with an uneasy flutter, as if even so 'slight' a move of proximity could bear ill portents; nevertheless, you pace yourself and steel your resolve, continuing onward.

A stiff wind buffets over the old stone of the wall beneath your sandals, billowing your cloak and skirt as you brace yourself against the bluster -- hood slipping back as your hair and ears are freed in a moment of almost disorienting sensation. Steady now. Looping your forearm to further secure your grip, you flex your form lower and steady your position until the gust subsides. Faintly, the creak of leather straps reaches your ears, working to hasten up the last span of the wall.

As you reach the rampart battlements, you haul your head high to peer at the vicinity, taking pause to search out any possible sentries; finding the wall-top vacant, you waste little time kipping up and hooking a leg over the top, pulling yourself onto the comforting reprieve of a solid, stable surface once more. Pulling your rope up behind you, you lay back against the cool stones and feel a palpable wave of relief.
No. 1012062 ID: 673fe6
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For a few long moments you lay there catching your breath and steadying your nerves, before gradually pushing yourself up to a low crouch and taking stock of your surroundings. There are signs here of a siege--broken and crumbled stonework in places, patches of scattered scorch marks and overturned braziers -- along with signs of dried, congealed blood in one span. No bodies, however, nor further remnant sign of their passing.

Searching further, there are sconces for torches, along with other low braziers to provide light further down the span; as far as you can tell, no one has manned the wall-top recently. Westward, further down the wall, you have access to the main gatehouse -- presuming you can make passage beyond an iron-reinforced door to the wall-top; the gatehouse appears to be a formidable fortification in its own right.

Opposite and much closer to your position is a doorway into a narrow tower -- though its top appears to have been sheared off by some manner of siege artillery and its upper reaches have partly collapsed. Here, the doorway is partly ajar, a faint scent of timbers and dust wafting free of the gap. You may be able to leverage it open further, or squeeze yourself inside.

Peering back over the parapets whence you came, you check on the camp; it's difficult to tell from such a distance, but you can see some of the men there moving about with more purpose than they had before -- though that may be, in part, because evening approaches, with whatever else that entails.

At last, you turn your attention inward, cautiously peeking past the cover of the wall-top to gaze on the city below. There, you spy a dizzying sprawl of urban structures, sizable in their construction with a great deal of stone and timbers. Many appear to have had their doors staved open or windows shattered, while others deeper in the city smolder from prior fires, or lay in collapse from the fall of siege works which had cleared the walls.

Among the streets and alleys below, you can glimpse a handful of the SARKEN within the city itself, many seeming to have congregated near the vicinity of the main gate itself and the thoroughfare beyond. A dark gloom hangs over the recesses of cramped and winding spaces between buildings and among the alleyways -- and refuse, offal and detritus has been scattered in many places.

Off in the distance, nearer to the heart of the city, a gap in the PALL has lent a column of light over the center of an elaborate ring of pillars and stonework; raised stone dais and broad steps, flanked by braziers, lead to a grand looking stone structure capped with a trio of statues, figures rendered in prolific scale. This, you conclude, must be the HALL OF LORDS Rolph had spoken of.

You decide to...

> A) Make your way to the gatehouse to seek entry, contending with the SARKEN there.
> B) Make your way into the nearby tower, to explore its inner reaches.
> C) Make your way back over the rampart, lowering yourself to the streets below by rope.
> D) _

You are INSPIRED, and can develop yourself further when next you have a chance to rest and spend time to yourself.
No. 1012065 ID: 2aef11

A. The gatehouse will is where the action is, and the more we can learn about what is going on (and what's passing through) the better. Plus it gives us practice breaking in, and potential to leave ot find a backdoor for if we need one in an emergency.
No. 1012067 ID: 9a2966

Sounds good.
No. 1012228 ID: 56d49d

I think the tower would be a good place to rest, and it does seem safer than the other places.
No. 1012230 ID: 9c850e

I vote C, since it looks to be the most furtive. You have been so meticulous about not being spotted in the camp and subduing Rolph before he could report you.

Plus, you demonstrated already that you are a decent rappeller/abseiler

Why reveal yourself on purpose?
No. 1012234 ID: e51896

Agreed with c, we're stealthy after all
No. 1012235 ID: bc11b8

No. 1012254 ID: 673fe6
File 163322725054.jpg - (336.01KB , 450x750 , soj_023.jpg )

You consider making headway into the gatehouse and encountering the SARKEN gathered there, but decide to retain your advantage for now; readying your rope for a descent, you cinch it such that you can retrieve it once you're down. After taking a moment to check and secure you belongings, you leverage yourself over the edge of the ramparts and begin to lower yourself down -- a more swift undertaking than your prior climb. With deft kips and flexes you spring your way expertly down to the city streets below and leaving the high ground behind.
No. 1012255 ID: 673fe6
File 163322732207.jpg - (202.57KB , 750x300 , soj_024.jpg )

Once you're on the ground, you take quick stock of your surroundings before darting past the precipice of the outermost buildings, navigating your way onto a broader side street which curves further into the city; as you had gathered from the ramparts, there is an eerie absence of the inhabitants you would otherwise expect in so prodigious a settlement of towering stone such as this.

Light on your feet, you push onward -- wary at the way your hood muffles your keener hearing with so many blind spots and hiding places to be aware of. Darkened and shuttered windows are nearly everywhere you look, both at street level and above -- while numerous alleyways offer egress and doorways loom with the prospect of plying their interiors. Faintly, voices carry from streets away from your own where figures glimpsed from the wall top still congregate.

With the span of this place, you could easily lose yourself for days if you're not careful -- and it is uncertain what may be found among its reaches. While the PALL oft casts its gloom over the lands beneath it, nightfall will surely deepen the shadows here further -- though you can glimpse the occasional street lamp illuminating pockets of the city.

Of greatest note yet is the HALL OF LORDS, where allegedly hidden riches and RELICS were interred which could prove invaluable for your journey -- and you recall mention of an unknown entity or individual haranguing the remaining SARKEN in the city as well.

You decide to...

> A) Begin seeking entry to building interiors, to search for useful supplies or a more secure place to rest for the night.
> B) Navigate the more narrow alleyways of the city, restricting your maneuvering but lending yourself more opportunities to avoid notice.
> C) Follow the broader streets, affording yourself more opportunity for discovery at a greater risk of discovery yourself.
> D) _

Separate and in addition to the above choices, it's up to you if you'd like to try to utilize the night to your advantage for greater cover of darkness -- but bear in mind Rolph's mentions of strange occurrences after nightfall.
No. 1012256 ID: 8483cf

B. We have enough supplies for now, and fewer opportunities for us to move also means fewer angles to keep track of.
No. 1012257 ID: e51896

A. We probably should look for supplies, and rest up for tomorrow, we did walk a long way to get here after all, we might get too tired to continue on, especially if we get spotted by an enemy. time to rest.
No. 1012260 ID: e51896

Actually, changing my vote to B. we might have already been spotted by someone here >>1012254, so we should probably quickly make some distance from this place before we retire for the night
No. 1012262 ID: 96c896

B, and see if you can find a secure location somewhere. You have to at least examine the loot you just got.
No. 1012310 ID: 1ee277

A is the most viable option especially considering the habits of SARKEN looting toward treasures and relatively intact nature of the city. Further, if would allow for any spotting from scaling and descending the walls to blow over and bring them into a tizzy that would ultimately make any roving patrols more disparate and tired. Even if only for a small while a rest would do us good and give us a tenable position to hold for a time.
No. 1012313 ID: b6986d

> B) Make your way into the nearby tower, to explore its inner reaches.
Maybe we can find some unlooted goodies, or someone off on their own we can interrogate. And if neither of those, it should be a good place to rest.
No. 1012390 ID: 9c850e

voting for 🅱

This continues the stealth path. Are you able to cover up more to "blend in" with passing citygoers? Rather than hiding from view, you could go bundercover
No. 1012458 ID: 673fe6
File 163346623132.jpg - (196.56KB , 450x600 , soj_025.jpg )

Erring on the side of caution, you take to the more narrow and darkened alleyways as you begin to navigate your way deeper into the city, softly padding over cobbled stone and hard-packed earth as you go. An eerie quiet hangs over your surroundings as once populous streets lay largely vacant and empty; though there are few signs of the remaining inhabitants or their SARKEN occupiers, you nevertheless cinch your cloak tight and your hood low -- keen to keep your identity obscure, should you encounter any passerby.

Most of the buildings you surmise to be dwellings of a more closely clustered community -- and though the architecture here looms high with stone masonry and roof tiles of fired clay, you can draw a sense of familiarity with the barrow homes you were raised among as a child. Passing beneath archways, your sandals lend quiet footfalls as you peer past darkened and shuttered windows, seeking to surmise the interiors beyond.

Despite the sacking of the city, you find surprisingly few signs of forced entry as you trail among entryways in the alleys; it is often difficult to discern what lies within a given space, in part due to the limitations your mask imposes on your senses -- but most are unlit as well. Still, you glimpse the occasional windows whose shutters afford a dull gleam, suggesting some still dwell within the city in spite of Rolph's foreboding tales. You take care to avoid lingering unduly where such vantages could observe you, for now.

At last, you come upon the stooped doorway to a promising building to stow yourself for the evening -- catching the faint but enticing scent of bread. Away from the sounds of more regular patrols and with no signs of active neighbors, as long as you keep a low profile and control your lighting you believe it will suffice to avoid detection while you rest. Slipping your tools to the ready, you work at the lock for a few deft moments before gaining entry, swiftly moving inside before you close and lock the way behind yourself.

Within, it is a narrow span nestled between buildings and sharing common walls. On the lower level you find the signs of a bakery, peering into the dark and cramped space of its kitchen and a broad stone oven -- long since cooled. There are sacks of flour among other ingredients, and though you find a few scarce remnants of the bakery's inventory, a cursory sampling finds it to be stale. Edible still in a pinch, though not your first preference.

Past a service counter there is a broad front window, presently shrouded by heavy curtains; you take a peek past the narrow part at the center and spy a continuation of a thoroughfare where more regular foot traffic would pass. No signs of passerby. Content with the privacy it provides for now, you take the time to check that the lower level is locked and secure at the front as well, before making your way up a narrow set of stairs to the upper level, boards creaking faintly underfoot as you ascend...
No. 1012459 ID: 673fe6
File 163346640534.jpg - (286.50KB , 450x650 , soj_026.jpg )

Brushing past a crumbling patch of wall, you reach a short, tight hall -- finding three small rooms: a bedroom, a cluttered bath and a niche alcove which appears to be a shrine for offerings and prayers to SEHRAZAT and other deities. As below, so above -- you check to make sure the windows are latched, shuttered and secured before settling in.

Satisfied, you elect to get situated in the bedroom for the evening, at last shedding your mask, cloak and travel gear beside a surprisingly well-appointed bed -- it even has a stuffed mattress and pillows! You strip down from your attire and proceed to get more comfortable, contemplating how you wish to spend the evening's respite and make preparations for further exploring on the morrow...

* * * * * * * * *

After a bit of adventuring, some closer calls and exploring your capabilities, we've reached our first bit of downtime where you are also INSPIRED! Occasionally you will be able to further develop and expand your adventuring ability in a variety of directions, partly informed by the sorts of choices you've made in encountering and overcoming obstacles. As with many things, the more Kaia puts different skills and abilities to use, the more you can improve them.

With your currently inspiration, you can STUDY the Bramble Grimoire to discover new cantrips or rituals to pick from. These picks will be included alongside the results of your chosen downtime activities. Note: this does not count against the below picks!

Whenever you have a chance to take a 'proper' rest, you'll have an opportunity to examine and review anything you've collected along the way, use any of your supplies, attend to your equipment, etc.; there's a lot that Kaia can do during these opportunities, but limited time, resources and the like -- so it's up to you to decide together where you'd like to focus your efforts.

You won't generally have to worry about the 'essentials' as long as you've still got supplies and an appropriate place to rest (so e.g. eating is 'free' unless you'd specially like to skip it / ration yourself.)

* * * * * * * * *

During your downtime, you decide to...

(Pick three, in order of priority):

> A) Attempt to open the small lock-box and examine its contents
> B) Attempt to open the scroll case and examine its contents
> C) Attempt to sooth-say about _____ (write-in responses, seeking weal / woe insights)
> D) Relax & recuperate (enjoy luxury supplies / creature comforts)
> E) FORAGE for supplies or reagents in your surroundings.
> F) Pray for favor & guidance (To Khasma, or another deity if you so choose.)
> G) STUDY Logenthal's Lines for Lagomorphs and practice your 'trade tongue'
> H) __ (write-in activity not covered by the above.)

You are uninjured, and none of your belongings have been damaged, so there is no need / option to MEND.
You do not currently have spare arcane materials, so there is no option to ENCHANT.
No. 1012462 ID: b320b1

Study the Bramble Grimoire. Maybe you can learn an invisibility cantrip or ritual to make you invisible for a certain amount of time to help with stealth. (Probably one of the drawbacks is that it only works on living things like yourself, not on objects like clothing...)

And lets do A, open that box!
No. 1012463 ID: 96c896

STUDY the grimoire. Seems like that's all we can do atm with the inspiration.

A, B, F.
No. 1012464 ID: a3b25e

Forgot we got three

To add on to my choice of A from my previous post, B: open scroll case, and D: relax (you know what to do ;) )
No. 1012467 ID: 673fe6
File 163347089781.jpg - (195.31KB , 550x350 , soj_disctome.jpg )

Quick addendum / clarification:

STUDY of the grimoire is in addition to / a free pick an activity, and I'll further note (because frankly it's a fine idea) you can submit a suggestion for a possible cantrip / ritual to pick from in the next follow-up. I have a pool I'll be drawing from, but may also include some choice suggestions as options as well.

I'd also planned to give an opportunity to direct additional growth from your inspiration, there was just already a lot there to digest in one post; as I don't want folks to think that the grimoire alone is your option though, I may as well include this extended bit:

There are other sorts of inspiration Kaia can reach as well as you adventure -- as a buune with strong ties to ESSENCE and its flow, you have the potential to discover and unlock wholly new abilities and expertise along your journey -- some of which may be quite unexpected or potent. Other paths will remain surprises for now, but this is a good place to make note that communing, forming BONDS or finding powerful concentrations of ESSENCE can lead to new branches of growth as well!

So, beyond your STUDY -- you have also been INSPIRED to...

> 1) Pursue the Path of Shrouds, further honing your stealth and subtlety
> 2) Pursue the Path of Thorns, further improving your handling of martial combat
> 3) Pursue the Path of Stars, further attuning yourself to occultism and sooth-saying
> 4) Pursue the Path of Roots, further developing your form for acrobatics and athletics

Note: available paths may fluctuate / lead to new discoveries / close along the way.

To recap - please pick three downtime activities in order of preference / priority, and one inspiration; you can also optionally suggest a cantrip or ritual, which may or may not end up in the selections available when we see the results next!
No. 1012469 ID: c92a02

Thorns cantrip (or ritual). Pick the lockbox, the scroll, and forage for cool stuff.
No. 1012470 ID: 96c896

I'm gonna say 4. If things go tits up, the best backup plan is running away.
No. 1012488 ID: 094652

Path of Shrouds - you're currently alone, so you need to focus on stealth until you can form an adventuring party. Stealth is also great for scouting ahead and stealing from the strong-yet-stupid.
No. 1012492 ID: bc1608

Path of Shrouds
No. 1012494 ID: 92c1dc

Path of Stars seems like the wise choice. It seems as if our magical gifts are the most useful tools we have at our disposal, and making them more powerful would be a great boon.
No. 1012497 ID: b6986d

Study the BRAMBLE GRIMOIRE and learn a matchstick spell!
> F) Pray for favor & guidance (To Khasma)
> C) Attempt to sooth-say about traps or danger in the lockbox
> A) Attempt to open the small lock-box and examine its contents
No. 1012498 ID: 92c1dc

> C) Attempt to sooth-say about traps or danger in the lockbox
> A) Attempt to open the small lock-box and examine its contents
> G) STUDY Logenthal's Lines for Lagomorphs and practice your 'trade tongue'

I think that we should probably want to open this box, but we could be smart about it. If there is anything worth selling in it, I think practicing the trade tongue would be beneficial!
No. 1012508 ID: f8fa51

B) Scroll Case
E) Forage
A) Lockbox

Path of Shrouds
No. 1012519 ID: f610a0

My votes: A, G, F in that order, and study the Path of Stars. I agree that magic is our best play but I want to keep balance between that and our athleticism; we wanted to be dual-role rollin' so let's keep to that!
No. 1012608 ID: 9c850e

D > G > B

Path of Shrouds
No. 1012630 ID: e0aaa8

Path of Roots.
Gotta unlock those sex positions.
No. 1012636 ID: 094652

No. 1012643 ID: c4817a

A B F sounds nice to me.
And the path of shrouds has taken us this far, so let's keep at it.
No. 1012680 ID: 673fe6
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As you consider your options for the evening ahead, you run your fingertips along the hinged lid of the lock-box and peer with some fascination at how snug a seal it has formed. Curiosity brimming, you can scarcely resist the allure of secured containers with mechanisms; you gather up the lock-box and scroll case along with your tools, seating yourself on the edge of the bed and pulling the small table at its side to use as a workspace.

Before you begin, you take a moment to center yourself and focus on the faint brush of essence threaded around your vicinity; retrieving a pinch of herbs from your reagents, you tuck them into your mouth and lightly chew, closing your eyes and steadying yourself with slow, deep breaths: attempting to search the nudges of fate. Weal... and woe. A vexing result, but not entirely unexpected -- you elect to proceed with caution.

Setting out the lock box and gathering up your tools, you go to work. Carefully, you probe about the conspicuously larger top to the keyhole as you feel out the pins of the lock -- pausing in hesitancy before you begin to test them; with a deft, gradual twist you find a secondary mechanism occupying the space. Woe indeed. Angling the box to one side, you swap tools and tease at the mechanism to better visualize it in your mind's eye -- and with a distinct, satisfying click you cinch it.
No. 1012681 ID: 673fe6
File 163382057360.jpg - (207.61KB , 450x450 , soj_028.jpg )

Satisfied that you have disabled the trap, your handiwork is swift and practiced as you move on to the lock itself -- defeating it after a short span once it is safe. You open the lock box, discovering an exceptional find secured within: a roughly egg-shaped object four inches long, fashioned from smoothly polished kalatite crystal and secured with golden caps. With your knowledge of arcane and the occult, you recognize it to be a VESSEL for ESSENCE -- capable of containing and storing a substantial quantity of such, whatever the source, and making it available for later use.

You can feel a twinge in the pit of your stomach as you run your fingers along its polished surface, seeing faint glimmers of light shimmer and fade from your presence; it is warm to the touch and faintly, you can feel it tugging at your own spirit -- albeit fruitlessly with your present self-control. This is quite a find, though also a somewhat troubling one as it suggests a knowledge of essence weaving among the realms of man.

From what you can discern, there is a faint store of spiritual essence within the vessel already.

You have gained:
> Soul Vessel

With this object, you can potentially store spiritual essence or 'soul' energy from whatever sources you may discover; stored energy can be consumed to significantly augment your arcane abilities, to imbue items with magical properties, or as a means of containing spirits divorced of their own mortal or immortal vessels. You may draw your own implications from this.
No. 1012682 ID: 673fe6
File 163382058583.jpg - (196.03KB , 450x450 , soj_029.jpg )

Stowing the vessel for the time being, you turn your attentions to the scroll case next -- its stoppered ends proving slightly more elaborate than a more straightforward removal; after puzzling out twists and pressure while listening with your keen ears, you are able to determine the correct motion to open the case and retrieve bundled parchment from within. Numerous written documents have been secured within the case, but regrettably they are written in a script you do not presently understand; there are, however, several diagrams included among the writings, some of which you glean to be the designs for intricate traps of a large scale for securing passageways and chambers.

Returning the scrolls to their container and stowing it in turn, you tidy up your belongings and haul before settling in for more lengthy study with your remaining hours. You capitalize on your inspiration to delve deeper into the Bramble Grimoire in poring over extended ritual-work, committing the incantations and foci for reflection while you dream -- and then finish out the evening nibbling rations as you pore over SARKEN segments of your translation guide to better foster your communication.
No. 1012683 ID: 673fe6
File 163382059656.jpg - (246.45KB , 750x350 , soj_030.jpg )

When at last you settle in for slumber, sleep takes you swiftly after the long day's affairs -- ferried off to the depths of your own starry subconscious. There, inspiration helps to guide you as you reflect on your experiences, invigorating your core with the inklings of ancestry and more primordial ebbs and flows. Collectively, this helps you to focus your subconscious to better bolster your conscious expertise.

Your have set your current primary focus to the Path of Shadows, with lesser foci in Stars and Roots.

You have learned a new cantrip:
> KINDLE - Focus your touch or elicit heat with a snap of your fingers and produce a small flame, comparable to a matchstick while concentrating.

You may learn one new ritual:
> A) PHANTASM - Conjure an illusory figment in an attempt to frighten or vex observers with visual and auditory elements. Magnitude and convincing efficacy are dependent on time and reagents invested in preparation, while more detailed or specific phantasms are more difficult to pull off. Interacting directly with a phantasm can allow beings to realize its farce.

> B) SHROUD - Cover yourself in an illusory shroud which provides misdirection for your presence, bending light with a faint shimmer to render yourself nearly invisible. Potent augment for particularly focused stealth, though fast or rigorous movement can hinder its efficacy. Duration dependent on concentration and partly fueled by your own essence.

> C) AUGURY - Divination of a more potent magnitude which augments your sooth-saying capabilities, potentially allowing you to commune on subjects in search of portents of futures which may yet be. Can allow you a glimpse of possible outcomes ahead, or to glean sometimes cryptic omens which have yet to transpire.

> D) WARD - Wreath a measure of magical barrier about an individual or object, providing a degree of added protection; subtly turns or lessens blows, diminishes force and offers a modicum of resistance to the supernatural. Magnitude and duration of wards depend on essence and reagents invested in their creation -- can be applied to yourself, others, or objects.
No. 1012684 ID: 673fe6
File 163382060944.jpg - (228.62KB , 750x390 , soj_031.jpg )

When morning comes, you rouse refreshed and readied; taking advantage of your undisturbed respite, you tidy yourself up and have a good breakfast before donning your gear. Descending from the upper floor of the bakery, you take the time to scrounge around the lower level -- managing to collect a few old baked goods and a container of cinnamon from otherwise threadbare stock.

You have gained:
> 3x Old Baked Goods
> Cinnamon Shaker

Taking stock of the vicinity of the bakery, you see no signs of passerby in the morning -- though you do faintly hear some clamor off to the north. Avoiding the front door, you instead double back into the alleyway before proceeding to follow the narrow pathways further still, arriving at an exit into a broader open square. In the distance, to the northeast you can see light penetrating the PALL still -- a curious anomaly.

Though muffled by your hood, you can also hear what sounds like a commotion off in that same direction beyond what you can currently see; you hear what sounds like a short cheer before it is interrupted by shouting.

Note: Please be sure to also include your vote for the new ritual in addition to your response below!

You decide to...

> 1) Move swiftly and directly, attempting to gain a vantage on what is transpiring with more time to respond to it.
> 2) Follow a more circuitous route, seeking to maximize your position but arrive later.
> 3) _
No. 1012685 ID: e51896

B, shroud, we're in unfamiliar territory, best to have this to spy on others before making major decisions.

1, move swiftly
No. 1012691 ID: 51c10d

I vote B as well. Who needs to know what's coming or not get hit when nothing can see you?

1 as well. Don't want to miss whatever's going on.
No. 1012692 ID: f3efdd

B, for sneaky invisibility fun.

2, circuitous route. Best to make an escape route.

But if we do 1, lets test out our new shroud ritual first to gauge how invisible we'll become, and what parts of us will be invisible. If there are a lot of people over there, there is a large chance someone might turn to see us if we dont use our shroud ritual.
No. 1012705 ID: f610a0

As a veteran D&D player I pick A) because the ways you can apply illusions are infinite and truly sicko. And circuitous route
No. 1012706 ID: 96c896

B, Shroud. Let's lean into our dual-class specialization.

1. Move swiftly.
No. 1012733 ID: b6986d

>Eat a baked goods
If necessary, toast it a bit with our new cantrip to negate the staleness.
No. 1012843 ID: 673fe6
File 163409502871.jpg - (284.56KB , 450x750 , soj_032.jpg )

Intent on seeking the source of the commotion swiftly, you nevertheless take the time to put to practice your new SHROUD ritual -- focusing your spiritual essence as you gesture and shape the force of your will to coax the incantation into being. Having not seen it put to practice before, you're initially startled as the faint glimmers and shimmers blossom about your belongings and being in rippling waves -- leading to the unexpected and somewhat embarrassing predicament of inadvertently baring portions of yourself beneath garments and gear as they grow more translucent.

In turn, you can feel a prickling sensation as the shroud washes over your form in broadening waves, affording you a chance to see through yourself save for a faint shimmering blur, quite a unique experience on reflection...
No. 1012844 ID: 673fe6
File 163409505355.jpg - (250.23KB , 450x750 , soj_033.jpg )

Fortunately, the spell completes its wreathing of your figure after only a few moments -- and as far as you're aware, no one witnessed your temporary arcane wardrobe malfunctions this time. You make a mental note to remind yourself that SHROUD's casting and full effect takes some time to complete, helpful to know in future potential predicaments.

As professed, you are not entirely invisible as a result of the magic hiding your presence -- but it certainly will lend itself to making you even more difficult to discern from a distance and liable to amplify your stealth in dim light or near darkness that much more.

You move with haste then towards the source of the commotion, opting for the swiftest and most direct route to seek a better vantage of what is already underway.
No. 1012845 ID: 673fe6
File 163409510178.jpg - (248.54KB , 550x450 , soj_034.jpg )

Darting deftly among the shadows along the main thoroughfare's buildings and awnings, you maneuver your way to a broad junction of several broader streets; you arrive in time to see six SARKEN men running after a seventh figure in the distance -- most of them with weapons drawn and shouting in clear agitation.

Thanks to brushing up on your translation guide, you're able to readily discern "It's him! Get the bastard!" and "He's fast, don't let him get away!" among a litany of curses.

All you can make out of the pursued figure is a mustard-colored cloak -- and he appears to be quite swift. One of the SARKEN is lightly armed and armored, one of them is heavily armored and the other four wear heavier lamellar and leathers. They do not appear to have noticed your arrival or observation, distracted as they are.

Of interest, the SARKEN have been drawn away from a pair of tall pillars with an overhanging archway leading to similar structures down a more ornately cobbled path. You recognize the path to the HALL OF LORDS from your wall-top vantage.

You decide to...

> 1) Pursue the SARKEN and the mustard-cloaked figure, to see what unfolds and have a chance to get involved.
> 2) Follow the path to the HALL OF LORDS in their absence, a chance to investigate without guards.
> 3) _
No. 1012846 ID: 51c10d

Follow the scene! We've already been granted the powers of not-exactly-invisibility. Sneaking past them again shouldn't pose any issue.
No. 1012847 ID: 8483cf

Hall of Lords! Couldn't have asked for a better distraction.
No. 1012858 ID: 820483

Follow them. As much as getting riches is nice, we can use this opportunity to instead learn more and get an understanding what is going on and who to help and gain an ally, lets not let out invisibility go to waste
No. 1012859 ID: 094652

He'll be fine. Get the loot while you can!
No. 1012864 ID: f57349

Follow, and get your rope ready. All sorts of ways an invisible rope could be used to interfere, and it's a chance to test out the duration. If you go into the hall and start poking at stuff, that risks getting cornered inside when your shroud wears off and the guards come back.
No. 1012866 ID: 1ee277

Given the input of our confidant in Rolph telling us that the SARKEN have been lately harassed by an unknown figure, the relative sanctuary that our cadbury-clad compatriot has provided on the path to the HOUSE OF LORDS and their insistence on defending it, it would be wise to slip inside unnoticed. There must be a reason they linger in this place despite the brigands and the PALL; if you are able to ascertain why and assist them in this moment, you may forge a powerful alliance of them yet. Rogues must stick together!
No. 1012868 ID: b6986d

To the HALL OF LORDS! This is a perfect distraction, and if this is the unknown figure haranguing the SARKEN in the city, it's doubtful they'll catch him now. If we run into him later, we can thank him.
No. 1012921 ID: 673fe6
File 163427244214.jpg - (353.06KB , 750x750 , soj_035_halloflords.jpg )

Weighing the situation, you consider following the men in their pursuit, that you might intervene -- but reflect that the figure is like as not the one Rolph had mentioned haranguing the SARKEN in the city; if so, perhaps they are elusive enough to avoid capture and combat even still. Instead, you decide to capitalize on the distraction offered while your shrouding magic remains, treading down the cobbled path towards the HALL OF LORDS.

Along the way, you pass beneath stone archways held aloft twixt tall pillars of carved stone, before arriving at a broad central plaza; further pillars stand in a ring connected by further archways, separating the plaza from an encircling pavilion beyond. At the heart of the plaza, broad stone steps lead up twin terraced stone platforms -- the way forward flanked by sizable braziers steeped with ashen embers.

As you ascend the first set of steps and arrive at the base of the second, you turn your gaze skyward and take in the sight of the grand hall's entrance. From above a shaft of light continues to penetrate the PALL beyond, wreathing a faint glow about a trio of towering statues poised overlooking the entrance below -- each depicting a crowned figure you surmise to be a 'lord' by its namesake.

On the left stands a man in heavy armor with an immense kite shield and sword, wearing some manner of lenses over his eyes; at the center, a robed figure supported by a long staff with a bell hung from its hooked top. Lastly, the figure on the right is garbed in a long cloak and holds aloft what appear to be a scepter and sling with a fiery arch between them. You feel as though the statues observe you where you stand; the air feels cold here, but you can still feel slight warmth from the braziers nearby.

Beneath the stone figures and above the entrance lies a broad recessed mural of intricately etched and painted stonework -- though the pain seems to have chipped and faded. A trio of figures stand to the left of the mural, seeming to correspond with the statues above, with a mountainous landscape in the background; on the right of the mural, you see a creature only vaguely resembling a horse made monstrous -- with multitudinous limbs, frightful jaws and a billowing cloud of miasma surging behind it.

Below, flanked by carved pillars in turn, lies the entrance to the HALL OF LORDS: heavy stone doors carved with two of the figures from above hang ajar -- affording access to a darkened span beyond with steps trailing down into the greater structure below the plaza ahead.

Faintly, you can smell the remnants of the SARKEN having lingered here -- and easing your hood, you allow your ears to stand tall to better listen to the path before you. There is a sound, quite faint, reminiscent of wind chimes somewhere in the dark ahead as a breeze filters through the opened entrance.

You still have some of your obscuring magic in effect and neither hear nor see signs of the SARKEN here at this time; you recall from your interrogation of Rolph that the way ahead being opened was an apparently significant and recent development.

INVENTORY as of this post: https://pastebin.com/jCRpvtT0

How do you proceed?

> _

Collectively, you can form a plan of action / approach to proceeding utilizing what you know, what you have, and what you can do according to your suggestions.
No. 1012922 ID: 094652

Light the braziers, set caltrops in the shadow of the entrance, press forward.
No. 1012925 ID: b6986d

Hold the SOUL VESSEL aloft and check for stray magic or spirits it can absorb, before proceeding.
No. 1013092 ID: f6821f

The remains of the responses can be solidified as such: as this is sacred ground, it is best to tread lightly and ensure that those who may yet pursue you do as well. Do both above suggestions in the same order then venture within.
No. 1013165 ID: e51896

try to stay in the shadows if you can, you're not totally invisible
No. 1013290 ID: 51c10d

Lay caltrops at the entrance before descending down the stairs. Hopefully you'll be able to jump them if you need to leave in a hurry!
No. 1013296 ID: 673fe6
File 163478195618.jpg - (361.37KB , 750x750 , soj_036.jpg )

Reasoning that you tread on what may be sacred ground, you consider the braziers and their dwindling heat; though it would doubtless draw more evident sign of your passage from afar, you decide that lighting the path into the HALL OF LORDS may nevertheless prove fortuitous -- for reasons you can't quite crystallize, it feels right to do so. With the aid of your new KINDLE cantrip and a bit of stoking to coax re-lit embers into flames -- you soon have the braziers brightly lit again, the warmth of their light bolstering your determination.

Next, you turn your thoughts towards more corporeal concerns and rummage in your back for your enormous supply of sharp iron caltrops to sprinkle about the entrance to the hall -- with more to spread along the stairs descending when you proceed, affording you more protection from interlopers who may arrive behind you. While you are commit to memory the presence of this deterrent, you feel confident that others are likely to overlook them in any haste to descend as well.

Finally, you take a moment to fish out the SOUL VESSEL and hold it aloft, concentrating and searching for any latent spiritual essence which may be lingering in the vicinity...
No. 1013297 ID: 673fe6
File 163478199454.jpg - (158.43KB , 450x450 , soj_037.jpg )

...perhaps unsurprisingly, you promptly feel a concentration of such spiritual energies clustered within the entryway -- some of it you estimate to be emanating from the structure itself, for ancient places of power could be suffused with essence. You reflect that the source of such an infusion could be the result of ambient gathering ( common for sites revered or paid homage by living beings ) or may otherwise be enriched by purposeful ritual or ceremony ( such as the consecration of sacred ground, or sacrificial forfeiture of the spirit. )

While you find that much of the latent essence here resists the draw of the vessel, so potently tethered to the HALL as it is -- you are still able to search out the spiritual essence of a lingering LESSER SPIRIT, which becomes snared by kalatite crystal before being drawn within it by your coaxing influence. When you have finished, it has grown warmer to the touch and you believe that you have likely captured some manner of entity.

You have CAPTURED:
> LESSER SPIRIT, (Unknown entity)

The faint store of spiritual essence within the vessel has been increased by what latent energy you were able to gather; additionally, the captured entity can also serve as a source of energy to augment your arcane abilities, imbue items with magical properties or interact with other vessels you may discover. You can also COMMUNE with captured entities.
No. 1013298 ID: 673fe6
File 163478223714.jpg - (285.23KB , 750x450 , soj_038.jpg )

Finally, you proceed to descend the steps into the HALL OF LORDS, taking the time to sprinkle caltrops periodically as you go in order to potentially hinder or disable unwary beings who might follow you into the depths. As you venture deeper, your nose is greeted with a prevalent scent of dust and musty ash; you strongly consider removing your mask as you proceed, so as to take full advantage of your keen senses ahead. Though predominately unlit, there is still a bare enough shaft of ambient light cast from above that your eyes are able to adjust without the aid of magical or mundane light sources as of yet.

Treading deeper, you are surprised at just how far beneath the surface of the plaza above the structure seems to extend; you absently count in the back of your mind while you traverse the dark stairway, estimating roughly one hundred steps before at last it levels out into a passage proper. Here, the floor beneath your feet appears to be hewn and worked natural earth and stone, with occasional paving stones laid out. Stone masonry walls stand to a surprising height of ten feet, before extending a further four to the apex of an arched ceiling above.

Three paths are presented to you at this antechamber, while you are also able to faintly make out several torch sconces set into the walls flanking arched doorways. Very faintly, you can still smell what you believe to be the scent of man -- perspiration, grit, and some subtler aromas you can't quite identify. To your left, a detailed bust has been carved over the doorway in what seems to be the image of an armored figure with pauldrons and a hooded cloak presented with a skull for a head. It is very dark in the passage beyond, but you can faintly make out a steady dripping sound somewhere in the gloom and glimpse hazy silhouettes in a broader span at the edge of your vision.

To your right, a similarly detailed bust has been carved in the image of a robed skeletal figure wreathed with flames; for reasons unclear to you, this figure has been fashioned still possessing eyes in its sockets. As before, this passage is also quite dark beyond -- though listening intently you hear a faint crackling akin to a hearth and can just barely make out a ruddy orange glow from beyond a distant bend further down the passage. There are carved bas-relief murals a ways down which you can also faintly discern.

Ahead of you, the largest of the archways has been capped with a carving of what appears to be either a lantern or perhaps the top of a lighthouse, emanating the imagery of gross incandescence. Judging by the scents on the air, you estimate the SARKEN who have been down here may have traversed that passage most recently; despite the imagery over the doorway, you find the further reaches of this passage particularly dark, though it may just be your imagination playing tricks on you.

INVENTORY as of this post: https://pastebin.com/jCRpvtT0
MAGIC as of this post: https://pastebin.com/E8iTCvFQ

How do you proceed?

> _

While the broader vote here is ultimately picking which passage is of first interest to you, I want to also leave this open-ended enough for you to once more help one another to form a collective plan of action with your available knowledge and resources. You can also elect to do more within the antechamber before you proceed, as well.
No. 1013300 ID: f6821f

The purpose of any is only partially discernable given the unknown purpose of this HOUSE or its significance to the SARKEN who once occupied this city. At best guess the halls are of rough analogue to the positions of the figures above the HOUSE: notice the left path features almost exactly the same armor and hood, the left is a catacomb of tombs of the interred LORDS, the right a cloaked figure flanked by fire as a spellcaster of some sort. Of worry is that the center figure has no bearing on the center figure but remains of interest given the darkness, the portrayal of illumination and the statue bearing a bell. Perhaps they are of rough analogue to their roles to the end of the city: the left is a crypt of interred dead, the right some sort of infirmary and the center a hall of worship to 'find' oneself. In the midst of the PALL, such shelter and promise is likely not lost on those who remain.

Given the potential of less than savory figures remaining, slipping to the right to see who if anyone lingers while we are still invisible would be the best choice of action to ensure they can only come from one direction -- or worse, that we only have one way to leave.
No. 1013441 ID: 5c87b4

I guess the lesser spirit we caught is one of the dudes that went down here and got done unto. So first I'd try to COMMUNE with the spirit on anything noteworthy in this place, or ask how it died. We'll probably also need to cast GLOW on one of our items. I also feel we may need to CLEANSE this place, however there is no obvious target for such a ritual yet.

Three lords, three paths. A rather arbitrary choice. Our profession does not match any of these lords - we're not a valiant warrior, a pious priest, or an elemental sorceress. But since the SARKEN that went forward likely found their demise, left or right would be a slightly safer choice and one that I would split my vote on.

If we lit the braziers, we might as well put some torches in the scones here and light them up... well, since we only have 3 torches, use 2 to light the path that we'll be taking.
No. 1013544 ID: 673fe6
File 163510717272.jpg - (231.59KB , 750x450 , soj_039.jpg )

For a few moments you consider which passage to address first, part of you imagining what regular function each might hold and whether the carvings could offer clues to such. Of the three, you regard the right passage first -- taking the time to ignite the torches poised to either side of the archway; fortunately, they are brought to flickering light fairly readily.

With this done, the spirit you snared comes to mind for questioning -- and so you COMMUNE, focusing on the vessel as you cradle it in your grasp and watching as the stirred entity manifests before you. As you suspected, he appears to have been a SARKEN man as the vestigial memory of his garb partly clothes his skeletal visage along faint echoes of long hair and a beard.

"El tlinn co sceath," you offer in customary greeting to the spirit, dipping your head, before you begin to question him. "What can yew tell me off these place?" You gesture broadly. "And how deed yew perish?"

Apparently the spirit is agitated. "What is this--where is Lars?! Egert!" He gestures a skeletal fist towards you. "Who are you--what did you do to me?!" Briefly, a more corporeal facsimile of his form ripples over the remains beneath before swiftly fading. "...perish?" He gawks, looking down -- nothing at all beneath the ethereal apparition's waist. "I heard the snap -- and Lars yelled to jump, but then..." He seems distracted then.

Silent for a long moment, the spirit looks to you with empty sockets. "What of you? Are you a spirit?" You remain partly infused with your SHROUD magic, semi-translucent.

> _
No. 1013546 ID: 51c10d

Explain that you are living and they are a spirit. Hopefully, they won't freak out too much.

Then ask their name! Always polite to ask someone's name.
No. 1013547 ID: 5c87b4

Huh, he only obtained consciousness once you tried to talk to him? What a mindless spirit.

Tell him that you're translucent because, uhh, it's magic and you don't need to explain shit. While touching your tiddy tell him that, see, it's all real.

Anyway, tell him that you came to investigate this place and if he helps you out, in return you'll try to find his body and give it a proper burial. He wouldn't want his body to remain rotting in this place, right?
No. 1013569 ID: f57349

Pretend to be some sort of psychopomp or judge of the dead, but try to avoid saying anything explicitly false. Calm, formal, like this is serious but also just an ordinary job for you.

"Within the Pall, you died. I found you wandering. Now, we speak. You answer my questions, and I answer yours, in balance - as all things must be. Speak truth and I shall aid the next stage of your journey."
No. 1013623 ID: 673fe6
File 163522150932.jpg - (239.70KB , 750x450 , soj_040.jpg )

Though you recall that lingering spirits could grow disoriented and confused in their manifestation, you are surprised at the degree to which this felled fellow has been jarred; perhaps, you reason, he has never seen a buune before -- much less conversed with one such as you. "What eez yew name?" She chimes with an authoritative air: best to assert your position in this exchange. "Gerard." He replies promptly. You nod, before laying a hand at your breast so that he can clearly see that you are nevertheless a corporeal woman, despite the air of magic about you.

"Gerard. Yew have perished in the Pall, but I cahn help yew to wander no more. I have come seeking answers and now we speek: if yew help me, then I will try to help yew on thee next stage of your journey." Calm, crisp, an air of formality -- you feel that you make for a rather convincing psychopomp and spiritual guide.

Gerard seems quite taken by your offer, despite a gape and grimace of skeletal jaws you presume to be anguished acceptance. "You--you'll get me out of here, then? I've been lost..."

You nod to this, lifting your chin. "Speek truth to me, and I will seek your body for a burial."

With a wafting bob, the skeletal apparition stiffens (not that you imagine a being of mostly ectoplasmic bones could do much else) before floating attentively. "I would be grateful for this." He asserts. "What would you know?"

"Do yew recall how you died?" It seems the most prompt and obvious thing to ask first.

Concentrating for a moment, Gerard nods slowly. "Lars, Egert, Oswald and I were the first to enter and explore. We carried torches and headed down the main passage, checking for any treasures we could find -- we were sure the Khor had hidden valuables here." He shakes his skull then. "The others started to retrieve things to take to the surface, while the four of us found a large room with an opening in the floor, down to a chamber which glittered. Lars lowered me down, and I saw something beautiful..."

Gerard seems to strain to recall or grow distracted for a long moment then. "...I had to climb to reach it. I heard a snap and Lars yelled to jump -- but I was struck and fell, could not feel my legs..." Craning to look down, he gestures a bony hand below. "Perhaps they are still there, with the treasures. There are traps here, I am sure; can you warn my brothers for me?"

> _

You are free to ask Gerard whatever you'd like, or act upon this information; the spirit is bound to the vessel you carry.
No. 1013633 ID: 094652

"Any family I should notify of your death? I cannot guarantee the message.
Though it is not my duty, any information you have about the curse and how it might be thwarted would be appreciated. Less future workload if I help the heroes save this world."
No. 1013640 ID: 5c87b4

There are several passageways here. Does he know anything of them? Which one is the one that leads to the room with the floor opening?

Ugh. It would be a lot of work to lift a body from a deep hole. And his brothers... it's been many days since he fell. Either they left the place, are dead, or are trapped somewhere. If there was anything to warn them of, it's already too late.

So this place is, unsurprisingly, trapped. Tell him that for now he should come with you. He can scout in front of you for traps. I'm unsure if it's possible, but casting GLOW on him would assist with this task. He may also come in handy later, to scare off anyone else coming down to these halls.
No. 1013651 ID: b6986d

Ask the SPIRIT what traps he encountered before his death, and what treasures were removed. Worst comes to worst, we might have a Pirates of the Caribbean situation here.
No. 1014119 ID: 9c850e

Show him the lesser spirit that you encased in kalatite.
No. 1014342 ID: 673fe6
File 163617025050.jpg - (320.56KB , 750x450 , soj_041.jpg )

"Any family yew would wish I inform?" You offer, with the caveat-- "Though, I cannot gwaruntee thee message. Any knowledge yew can speek of the Curse, to thwart it--that I help others...?"

Gerard nods to this solemnly, his skeletal visage seeming to gleam in the flicker of torchlight despite his incorporeal manifestation. "Hildegart, she is my sister; if any should know of my demise, be it her." He asserts hopefully to you. "And the others, my brothers -- if you can help to spare them such fates with these thrice-damned Khor..." He mutters, tone taking a harsher edge.

After a moment, Gerard recomposes himself. "They have loosed this Curse, the Khor -- I am sure of it. Though I have fallen, I am certain the Empress will succeed in seizing the seat of the Great Khan and ending his blight." Gerard gestures as if he might spit at the mention of the Khan, but lacks the faculties to do so.

You suspect that Gerard is simply unacquainted with the particulars of the Curse, and may be a poor source of information beyond a zealous faith in the SARKEN EMPRESS. "What can yew tell me of what traps befell you, and where?" You ply further in more immediate concerns.
No. 1014344 ID: 673fe6
File 163617034079.jpg - (260.04KB , 750x450 , soj_042.jpg )

Gerard recounts for you in surprising detail a plethora of hazards he and his fellows had discovered within this place -- tiles giving way to covered pits of spikes, recesses in the wall sprouting swinging blades threatening to cleave a man in twain and even hidden niches launching darts at the unwary. Most treacherous, however, seems to be the darkness itself: Gerard claims that down the central passageway, carried torches barely seemed to push back the gloom even with several at hand.

It was down the central passage he seems to have met his own end, and it is there that the opening was discovered in the larger chamber where apparent treasures laid. He does not know for sure if his brothers managed to recover what else was down there, as his awareness ceased in any clarity until you COMMUNED with his spirit.

Though he did not accompany them down the other passages, Gerard recounts that the other SARKEN were given pause down the left passageway by a 'frightening adversary' and that their progress down the right -- your present course -- was halted after they had failed to discover or avoid traps along the way, the suffered casualties leading to hesitation while they sought 'expendable' scouts instead.

Gerard and the other SARKEN seem to be under the impression that there are KHOR hiding down here trying to scare them off -- but even from their initial exploration of the left and central passage they recovered a large chest and other strongboxes to haul back to their camp. He has difficulty remembering what he saw that lured him to his death beyond that it was 'beautiful' and gleamed from somewhere higher up in the chamber.

Possible foe or foes to the west, seemingly supernatural darkness to the north and a higher concentration of traps to the east, it seems. You suspect you currently possess some of the treasures they've looted from this place.
No. 1014345 ID: 673fe6
File 163617042146.jpg - (265.26KB , 450x750 , soj_043.jpg )

You reflect on how difficult it would likely be to actually recover and transport Gerard's mortal remains from in this place, especially if he perished from a deeper hole. Gerard has no choice in the matter of accompanying you at this time, for you have bound his spirit to the kalatite vessel; however, using your magic to COMMUNE only provides an incorporeal manifesting of the spirit and he is unable to physically interact with his surroundings or venture far from the vessel itself. Nevertheless, he could prove useful just the same.

At last, you consider the other presence you had felt within the vessel and decide to present it to Gerard: channeling more of your essence through the kalatite you can feel a tingling flourish as you coax the other entity to surface. With a billowing flourish of hazy shadow, the vague upper half of a decidedly more canine being manifests from its tether in your grasp -- with dark eyes and a sizable snout, the spirit looses an emphatic bark which echoes down the passageway.

"What is this?!" Gerard gawks; the spirit seems very interested in his bony manifestation.

You're not -quite- sure what this lesser spirit actually is, but it seems energetic and canine in some measure. With two spirits manifested, you feel a mild strain on your concentration, though nothing too severe when you're not also doing something else.

Perhaps you can name this second spirit?

You decide to...

> _
No. 1014346 ID: e7c7d3

Looks like a Rascal to me
No. 1014351 ID: c92a02

Looks like a dog, silly. I'm gonna call him Soot.
No. 1014370 ID: b73e3a

It's only correct to name this dog Pylar the Proctrix. Or Pie for short. Perhaps her night vision can help us.

So, the two possibilities of treasure are the unexplored east, and "something beautiful" to the north. I feel we should change our direction and head towards the north first then.
No. 1014394 ID: f6821f

Canines are known for the acuity of their senses, perhaps this one will serve as a boon as we sneak about, provided she doesn't bark and reveal our positions. Pylar the Proctrix, Pie for short, shall aid us in the quest for TRUTH in the ENDLESS DARK of the PALL!

For now, we ought to settle Pie back to her slumber and give venture to the remainder of the hall. With Gerald's insight and your own light footedness, the remainder of the traps should be traversed with ease.
No. 1014563 ID: 9c850e

Crystal Crumpsy
No. 1014648 ID: 92c1dc

Sir Snoutsley
No. 1014649 ID: 00ffb0

No. 1014685 ID: e2f5cc

No. 1014983 ID: 673fe6
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Contemplating with great gravitas, you consider a suitable moniker for your newly discovered 'polterpooch' -- a woof-o-the-wisp by classification, you wager. Something about the gleam in those shining eyes strikes a chord with you, and you settle on a stroke of serendipitous inspiration: Crystal Crumpsy, the woof-o-the-wisp. You do consider if she might enjoy some pie, should you happen upon such a confection in your explorations.

Nevertheless, both spirits are returned to their kalatite resting place as you turn your focus back whence you came: intent on venturing northward over the span the SARKEN had tread before subjecting yourself to whatever possible traps or hazards may lie further eastward.

Thanks to Gerard's detailed recount and your own keen eyes, you are able to avoid several missteps while you maneuver your way down the central passageway from the entry antechamber. A smell of soot joins the lingering aroma of ash as you ply against the darkness therein -- and true to Gerard's word, it proves to be particularly resistant to light against its seemingly supernatural gloom. Still, you continue lighting sconces as you go, the better to retrace your steps later if need be.

You arrive at the chamber Gerard spoke of -- or at least, its upper approach. Squarely in the center of the broader chamber is an enormous opening in the floor, while at the far end of the span you spy a sizable double-door with some sort of bas-relief carved into its surface. A high arched ceiling looms above you overhead -- and though much of the chamber stands vacant, you glimpse several places where you suspect chests and other containers had rested previously, judging by disturbed dust.

Embedded into the cracks of the heavy stone tile of the floor to the right of the open drop are a pair of pitons, though presently bereft of rope; you reflect that this may have been how Gerard and his fellows descended in their own exploration here.
No. 1014984 ID: 673fe6
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Taking to a low, careful position you brace yourself and peer over the precipice of the broad opening in the floor. Far below, there is another large chamber shrouded in heavy darkness -- with four immense columns supporting the corners of the pit above. An eye-catching glow draws your attention behind the far pillar on the right -- and there you spy grisly remains beside a slender shard casting light about its vicinity.

Close to the corpse, you can make out what you suspect may be a sizable stone sarcophagus or container of some kind -- its nearest surface detailed with a carved relief you can barely make out as a figure in a circle or dome. It is difficult to make out much else about the chamber below, its periphery veritably pitch black save for the space near to the shard. You can smell the coppery tang of blood and viscera even from your perch on high.

You estimate the descent to be roughly thirty feet (or nine meters.)

INVENTORY as of this post: https://pastebin.com/vm1qgRj7
MAGIC as of this post: https://pastebin.com/E8iTCvFQ

How do you proceed?

> _
No. 1014985 ID: 92c1dc

Crystal Crumpsy, the woof-o-the-wisp has quite the snout. Could we ask this entity if it is within their power to sniff out any traps that await us in the area below?
No. 1014986 ID: 96c896

Use the rope on the pitons so you can go down there. Seems like Gerard was trying to climb up the wall? Now you know there are traps, but you know he got near the sarcophagus safely, at least.
No. 1015005 ID: b73e3a

So Gerard was cut in half. The height of the cut seems around one meter above the ground. Should be easy to evade, either by ducking or jumping.

Let's go down and light up the room. Take the shiny next to Gerard's body.
No. 1015742 ID: 673fe6
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Before you proceed down into the chamber below yourself, you ply the kalatite vessel once more -- manifesting C.C. to leap down into the darkened span below to scout it out. Darting to and fro with swift, bristling energy -- the ethereal canine sets to earnestly sniffing about the different corners of the chamber. Your long ears catch the airy whuffs and rumbles of the wispy creature, eyes following her movements as you observe from above.

When she has finished, she whisks back into the vessel whence she came with a tingly crackle of essence and energy that warms your fingertips -- and you become aware of the result of her reconnoitering, having spied no active creatures or threats that she could recognize among the dark recesses of the chamber. You are again alerted to the remains of the man, which you yet presume to be Gerard's -- but you can see them from on high as well.

Hurrah! Animation!
No. 1015743 ID: 673fe6
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Gathering yourself up, you make your way over to the pitons and retrieve what has proven to be a most trusty length of rope from your bag; securing it to that anchorage, you give a few firm testing tugs of the line with your weight to assuage concerns -- and then ease yourself over the edge, lowering down into the gloomy darkness of large span beneath you. Cool air chills your limbs as you gingerly descend the rope, the quiet creak of its taut fibers the only discernible sound to reach your ears.

Once your feet are on the ground, you breathe a terse sigh of relief -- your mask partly muffling the scents of the chamber to a degree, but even then scarcely suppressing the unmistakable smell of blood and viscera left to linger unattended for some time. Your eyes faintly water from the odor of it all and it would seem whomever had been with Gerard abandoned any notion of recovering his remains.
No. 1015744 ID: 673fe6
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You retrieve the source of the glow, finding it to be a small smooth shard of white crystal -- the likes of which you have never seen before. It emits a soft and almost chilly light naturally, yet you can feel from the faint stirrings of awareness that it responds to your mental focus as an arcane implement might. You suspect that you could utilize the shard as a lens through which to express your magic, GLOW coming to mind for obvious reasons -- but it is likely that other cantrips and rites could also be amplified or modified when cast through it.

While you found mundane torchlight left wanting against whatever strange supernatural gloom seems to cling to your surroundings, you follow your intent to illuminate the space by channeling your GLOW cantrip through the crystal shard -- and find that this seems to much more readily combat what may be magical darkness. In the process, you glean a clear vantage of where Gerard had found the object -- having apparently been part of some sort of large carved mural in the chamber's wall.

An enormous depiction of one of the figures you spied among the statues and other imagery you've passed spans much of the high wall before you: a crowned and armored man wearing lenses over his eyes holds an arm outstretched, as if he might be carrying a lantern or other object. Where such would be, instead a niche recess has been carved into the wall with a small shelf, presently occupied with a bronze bowl; you glimpse what appear to be other crystals and objects in the bowl, though it's a bit high up for you to discern more clearly from your present vantage.

Beneath the depiction lies what is either an altar or some sort of sarcophagus, the front of which also sports a carved mural of a sort. Here, too, you spy a figure wearing curious lenses, surrounded by a nimbus of light with arms outstretched -- and a delineation that suggests they may be shielding themselves from something beyond. To the right of this heavy stone construct lie the dismembered remnants of a SARKEN man, with dried gore splattered in arcs down along the wall and onto the mural above.

> _
No. 1015750 ID: 8483cf

Try and find the source of the "snap" that killed Gerard.
No. 1015752 ID: 96c896

>C.C works like a remote dog nose
Damn that's incredibly useful. Can anyone else see your spirits?

Well, the trap is likely a blade of some sort that comes out of that groove. See if you can figure out what activates it- wave something expendable in front of the groove, for instance.
Maybe you can knock down the bowl with a stick?

Examine the sarcophagus, but don't try to open it. I'd imagine it's trapped to deter grave robbers... it might be too heavy to lift the lid anyway.
No. 1015839 ID: e79fc8

A "boob"y trap
Whatever is in that bowl is of sufficient value that someone designed a lethal mechanism to protect it...

If the wall groove is horizontal, stay below that level as you approach the fixture beneath the mural. Remember your ears!

If you are nervous to do this, see if you can grab some of the Sarken remains to set off the trap and gain an idea of its behavior
No. 1015979 ID: f57349

Judging by position of the body I'm guessing the blade moves from left to right. Could you pry up a flagstone out of the floor and use that to block the trap mechanism?
No. 1016194 ID: ab862d

I think it would be interesting if we could COMMUNE with the dead king that lies here, however, the spell doesn't seem designed to do that.
I dunno. Maybe if we used the crystal shard to improve it, it might work. But I suppose simply shining an improved GLOW onto the sarcophagus could rouse something.

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