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File 157021632099.png - (80.20KB , 800x600 , atoaktitle.png )
946455 No. 946455 ID: e7c7d3

It's a little late, but here's a horror-themed quest for October.
Expand all images
>>
No. 946456 ID: e7c7d3
File 157021636817.png - (192.59KB , 800x600 , atoak1.png )
946456

Well, here I am.

The Cursed City

What was once the mighty capital of a mighty kingdom. It was my home just a few years ago. I lived in the Copper District, where steam and blood flowed in equal amounts. Held together with slums and contained by poverty, it was not a place that people would call home if they had a choice. I was among them. Hatched to a pair of kobolds who I may or may not've been related to by blood. I wouldn't have put it past them that they stole my egg. Stealing was just the unofficial currency of the copper district. Just more misery for those who slave away at the coke ovens and boilers. But luck can shine in the strangest places. I was recruited by the Mage-knight Academy and was inducted as a squire-initiate. There I lived and studied and trained until that fateful day.

The day that the black fire fell.

There was no official evacuation, just those noble or calm enough to direct the panicked. The Copper District boiled over. The Sun District fell to abhorrent beasts. The West Hills fell and arose again as the dead. The castle twisted unto itself and the academy sunk into the ground. Bodies littered the streets, burning in foul flame. Creatures not of this world chased and devoured the living. An ichor flowed through the gutters, driving the sane to turn upon themselves. I do not recall where I was or how I escaped.

The kingdom splintered into squabbling duchies while the survivors of my order tried their best to reconnoiter together. But the realm and the order are but shadows of their former selves. And that is why I am here: even though I only recently rose to the rank of squire-adept I feel it is my duty to restore my order. To gather the relics that defined the academy and our mission as an order.

I will not leave this city until I have completed my task.
>>
No. 946457 ID: e7c7d3
File 157021640784.png - (129.64KB , 800x600 , atoak2.png )
946457

Aaaand, I think the gate magically sealed itself behind me. So there's that too.

Alright. No need to panic about that. There are plenty of other exits out of the city. So I'm not stuck in here.

...

Let's do a status check and not think of that!

Let's see:
For gear I've got my treated leather outfit, my kobold-sized kopesh, and my belt pouch containing my storage gems.
In my storage gems I've got about five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

I'm in good health, no sickness or lingering injuries.
Endurance
:3bluesby::3yellowsby::3redsby:
(Endurance represents how much abuse a kobold body can take. Damage to endurance limits the other status bars and may take time to heal. Reaching zero results in death.)

I got a good sleep before hand. It's currently about the middle of the morning.
Stamina
:3bluesby::3yellowsby::3redsby:
(Stamina represents how tired a kobold is. It will slowly decrease over the course of the day and is recharged by sleeping. Reaching zero will damage endurance and cause the Fatigued status.)

I had a decent meal and rested my legs before entering the city.
Energy
:3bluesby::3yellowsby::3redsby:
(Energy represents how much a kobold can do at a given time. Most actions, such as running, attacking, or casting spells, will decrease energy. However, it is easily and quickly recovered from eating, short rests, or even leisurely walking. Reaching zero will damage stamina.)


So I think I'm good to go! I think...
>>
No. 946467 ID: 977456

The wall must have towers or battlements or something. Follow it and find an access point. It should be a good place from which to get the lay of the land.
>>
No. 946470 ID: 9aaeef

Be cautious. What’s the most likely place to find a friendly face?
>>
No. 946472 ID: a9af05

>>946457
Do you know where in the city you're supposed to be looking for whatever it is you're looking for?
>>
No. 946475 ID: 9f5bef

You don't remember where you were or how you escaped? Can you really be sure that you escaped at all? (Then again, you do seem to have memories of the aftermath between that and now, so maybe it was just a while ago.)

I take it your order had holdings in all the major districts, including the palace and academy? What are these relics, specifically, and were there any in the copper district?
>>
No. 946476 ID: 0fae41

You've only got two days to get in, and two to get about, more or less. Get moving through the side streets, as quickly as you can to the academy!
>>
No. 946477 ID: 094652

Make a map based on what you see right now. Plan your raid carefully; max two heists between resting periods.
>>
No. 946489 ID: ad51b8

so what part of the city were you most familiar with? Might not be a bad idea to start their if it's nearby so you're less likely to get lost.
>>
No. 946514 ID: b1b4f3

>>946457
Alright for starters you need to scout around for a safehouse. Somewhere fortified you can retreat to and use as home base.
>>
No. 946586 ID: 41c932

>>946457
Slow and steady, make your way inwards carefully. No point rushing into danger without keeping an eye out.

>>946514
yes, gonna need a home base to rest and recover in head towards one you can think of or look for one.
>>
No. 946616 ID: e7c7d3
File 157039464156.png - (248.77KB , 800x600 , atoak3.png )
946616

>Get a lay of the land
>Make a map

I have a good view of the city up here on the steps of the Forest Gate. Plus, I've ran many an errand along these streets. I know the main thoroughfares by heart and have a good idea of some streets in a couple of the districts. With the sun in the sky I shouldn't get lost even in an alley I've never been in.

The Academy itself is my main target. From here and following the main streets, I should be able to get there in two hours, or more depending on blockage and obstacles. If I was a tallfolk I probably get there much faster. Going through the districts themselves will take longer. The roads are windier and thinner, so they're more susceptible to blockage. Judging from here, There is quite a bit of ruin ever present in the city. So I'd expect a lot of backtracking and dead-ends taking the side paths. However, taking the main streets will leave me right out in the open. I don't know what sort of creatures remain, but they won't be friendly.

>Find and establish a safehouse.

That's a great idea! Big question is where? I don't think my old dorm will be that safe, since last I saw it it was being ripped asunder by the earth. There are plenty of new hidey holes in the city though. I'd be willing to divert myself to a different district to establish a safe place to sleep.
>>
No. 946617 ID: e7c7d3
File 157039469820.png - (193.67KB , 800x600 , Atoak4.png )
946617

>What are you looking for?

There many relics that I could retrieve, but if I'm honest with myself, most of them are just honouring past Mage-Knights. I'm going to refer to these as prizes. Would be great to bring back and could be helpful in the mean time, but are not critical to my mission.

The main three things I must return with are vital to restoring the order.

The first relic is the Arcane Lexicon. I've only seen it once. It looks like a stone chest with an etched, clay drum set into it. The lexicon contains all discovered arcane words, their associated runes, and directions to accessing the proper mana channels to utilize them. It is all the arcane knowledge of the mage-knights have accumulated since the start of the order. It should be in the academy.... somewhere...

The second relic is the Royal Compact. I haven't seen it myself, but it's been described to me as a golden disk with two blood phylacteries set into it. It's a physical contract between the crown and the order, basically about the crown not using the knights for political purposes and the order to keep out of political matters. It's just a symbol, but symbols and tradition are everything to nobles. There's a lot of duchies looking to use the mage_knights as strongmen in their quest for the throne. We need the Compact to keep us out of their fights so that we can focus on establishing a new academy. It should be in the palace somewhere.

Finally, it's not a relic by definition, but I think a Sage Sapling will be required to restart the order. It's leaves can be made into a tincture that's used in many learning rituals. I'll be honest with you, it is a hallucinogenic and many unsavory types use it as a recreational drug. However, we use it a disciplined and supervised manner. It is a vital tool for teaching new recruits in mana flow and their own mana channels. It's also useful for understanding new runes, as some of them practically require you to unlearn things in order to master them. Thankfully, I don't need a sapling per se. The seeds or even a cutting from the adult Witch Pine will do. Some specimens should be at the academy, but I may also find some in the seedier parts of town.


Reaching the bottom of the steps I find myself on Emissary Way. This was where the foreign merchants were allowed to set up stalls and sell their wares. The lack of dead bodies unsettles me a bit. There also seem to be some cloaked figures hanging in the shadows and alleyways. Cultists maybe? Not many sane people come here anymore, let alone live here.

So to my right is the most direct way to the academy. In front of me is the Old Quarry Town. It was a low-income district. Mainly laborers and low-tier craftsmen. Cliff Pass is to my left and South Fields is behind me-ish. Don't see a reason why I would go to either.

But where and how shall I go?
>>
No. 946622 ID: b1b4f3

Looks like some things are in the skies... you're going to want to avoid wide roads, to obscure yourself from the fliers.

If you can approach a cloaked person safely you can ask for tips for surviving here, but honestly you should expect to be attacked by them.
I'd suggest moving through old quarry town to get closer to the academy.
>>
No. 946629 ID: ad51b8

huh, I would have entered the city though Torins' gate near the ocean edge sense it seems to be closer to your goal.

Either way I'd suggest heading through Old quarry town as whatever is flying around in the sky is making me wary to stay out in the open. Plus it will probably give you a good idea on the type of dangers you can expect to run into for the rest of the city and maybe you'll get lucky and find a safe house you could somewhere closer to the academy.
>>
No. 946632 ID: ce39da

Hm... and which districts would you describe as "disreputable?" If Old Quarry Town is one of them, then absolutely go in. I'd avoid approaching anybody in the meantime. If this is a multi-day endeavor, too, then we also need to find a safe-house in here as soon as possible; it sounds like Old Quarry might be one of the more benign districts (at least in comparison).
>>
No. 946636 ID: 977456

How advanced is your training?
I'd suggest cutting through Old Quarry to the intersection of Quarry and Academy, then following Quarry to the curve after Big, then cutting through Sun to reach The Academy from the back. Shouldn't go too far out of your way and if anyone guesses your destination, it'll look like The Castle, and The Academy's service entrances should be quieter, giving you more time to search.
Try to keep an eye out for official stuff. There might be some clues as to where people were sent during the crisis. It is possible that some prizes were sent into hiding, or worn/wielded by groups who were sent to some-or-other situation.
I recommend a shelter in Sun District. It is central and flanked by the major fixtures. Something with full obscurity both visual and scent.
Actually scent is an issue. Kobs don't leave much of a trail normally, but... If you find some smoke-weed it could be used to throw off some of those beasts from Sun district if they try tracking you.
>>
No. 946919 ID: e7c7d3
File 157084431305.png - (251.25KB , 800x600 , atoak5.png )
946919

>Head through Old Quarry Town

Very well, I cross the Way and enter the district. I go by a small path leading northwards. It's the sort of path that leads to the front door for some and the back door for others. Would be a pain if there was any sort of traffic. Almost immediately the path bends westward, putting credit into my fear into how meandering and time wasting going through the district will be. Most of the streets want to flow into the nearest mainway, and right now that's Emissary Way. Thankfully, with a clear sky, I'm well aware of the cardinal directions. Though at times that just leads to frustration as knowing that an alley is turning me around. Lots of rubble in the way, and sometimes it's just easier to skip the roads and cut through a ruined house. Even then though, sometimes these shortcuts lead me to dead-ends or the hopeless situation of completing the loop back is quicker than turning around and retracing ones steps.

But a raptor-like cry from Emissary Way tells me that I chose the more prudent path.

>What's your training?

Like I mentioned, I've recently became a squire-adept. Practically speaking, I know how to use my weapon and how to act in close-combat. I've passed several wilderness and survival classes. However, I'm by no means a martial force. The fact that I'm still a lowly squire attests to that. On the magic side of things, though, I'm excelling much better. Being an adept means that I have mastered nine Arcascients. That is to say, not just the magic pronunciation, but mastering the rune and mana channels as well.
It is best to perceive my arcane knowledge as a matrix:

_Conduct__|__Aspect__|__Element_
_Produce__|___Wild___|___Fire___
__Focus___|__Lasting_|__Wound___
___Seal___|___Far____|__Fungus__

At my skill level all my spells must contain a conduct and an element. Aspects are optional, but it still takes more energy from me and I can handle no more than one aspect per a spell.
>>
No. 946920 ID: e7c7d3
File 157084438517.png - (194.49KB , 800x600 , atoak6.png )
946920

Seeing the road I'm on about to make another C-turn, I cut north through a ruined house. There, I catch my breath and my thoughts a bit more.

>The hooded figures?

Not sure if I should confront them yet or not. If I decide to, it should be easy enough. There always seems to be at least one lurking behind me in some small alley way. I can't tell if there's just a lot of them, or just a few that are tailing me. Sneaking through paths that they know better than I. I know that their are at least two different ones, but under their leathery cloaks they all look the same.

>Safe house?

I've ran into a bit of a problem in finding a safehouse in this district. Most of the buildings are single, partitioned rooms. With all the destruction I've yet to encounter a spot that would be easy to fix up some defenses. At least not without a lot of work and noise. The only exception are cellars, like this house. This one might be too far south still to be useful, but it is one of the few with a solid-looking hatch.

One thing that has been scratching at my mind is the lack of dead bodies about. I don't have many coherent memories of that cataclysmic day, but death was very prominent. I know that some where converted into the undead. Not just from stories from others, but I have seen the occasional zombie hiding in the shadows. Placated but the pure, day-time sun. Sill, there should be corpses and bones littering the rubble, but I'm not sure I've even seen a dried splattering of blood.

At the present, there seems to be a fork in my path.

There's a street that continues on towards the north-east. The direction of the academy, but for how long I cannot say. Then more to the west appears to be a junction of sorts. Shouldn't be too open to expose myself to the skies, and there are probably some road signs. That would help me pinpoint where in the district I currently am and how far off the mark I am.
>>
No. 946921 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_
_Produce__|___Wild___|___Fire___
__Focus___|__Lasting_|__Wound___
___Seal___|__Large___|__Fungus__

Inventory:
Treated leather outfit,kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:3bluesby::3yellowsby::3redsby:
Stamina
:3bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 946922 ID: 0fae41

Head to the junction. If you encounter any zombies, now would be the time to put them to rest.
>>
No. 946924 ID: 977456

I would advocate heading eastwards. There oughtn't be much of anything westwards and the sun stops you from just going in circles, so you'll get out of the district soon enough.

Can you (Focus, Wild, Fire) to redirect the sun into some of those zombies? Or Seal it into a pebble or such to use at night?
>>
No. 946931 ID: ce39da

Yeah, if you head to the junction, it might save a lot of time without being as dangerous as the main thoroughfares.
>>
No. 946937 ID: b1b4f3

>>946920
What do "Focus" and "Seal" do exactly? "Produce" seems obvious.
Go check the junction.
>>
No. 947024 ID: 019b82

Important question: how effective is Seal Wound as a medical treatment?
>>
No. 947047 ID: ad51b8

to the junction.
>>
No. 947163 ID: e7c7d3
File 157116297256.png - (262.56KB , 800x600 , atoak7.png )
947163

>How do focus and seal work?

The conducts can be a bit tricky being vague, but that also makes them versatile. So Seal can mean close, contain, secure or any number of minutely different things based on context. Same with Focus, it could mean concentrate, direct, or intensify. While there first appears to be strict limits on spells based on what arcascients one knows, one can wiggle around those limits by being clever. The main limiter, however, are the elements. They are much harder to interpret in different ways. For example, I can interact with fire with my spells, but not the light it produces because light is a different element.

Seal can be used to treat wounds. They need to be cleaned first, but a spell is much better than stitching for keeping the wound shut. To be clear, the wound is still there, but it'll heal much faster. Learning the arcascient Wound was an uncomfortable affair, but I felt it'd be vital for triage treatments and be useful in self defense too.

>Zombies and light

It's actually a myth that zombies are destroyed by sunlight. Instead, it makes them seek darkness and go into a torpor-like state. Still, it makes them very easy to dispatch while the sun is up. I go out of my way into a house with an intact roof. Sure enough, there's a zombie gently swaying in the shadiest corner. It barely seems to react when I cut it down.

<Action>: Dispatch zombie -1 Energy

Getting rid of the zombies is easy enough, but it would certainly slow me down.
I enter the junction.
>>
No. 947164 ID: e7c7d3
File 157116301490.png - (168.28KB , 800x600 , atoak8-1.png )
947164

The junction looks the same as any other part of the city that I've encountered so far. Ruined buildings and debris about, but still the distinct lack of death. Something must be scavenging the carcasses. There is a well just off center of the intersection. A quick peak shows that it is dry and nothing seems to be living down there. A street sign stands defiantly against the destruction, pointing to various directions with the names of the streets. I have to take a moment to piece together the names, but I think I know where I am.

If I'm right, then I'm far more westward than I want, but still made decent progress northward. Thankfully, I recognize one of the streets: Carpenter's Road. The knights would have us trainees jog down it and through Old Quarry Town with backpacks filled with weights.

Like Most streets here, it is a winding and twisting path, but I should just need to go down this path to reach the north part of the district.

Er, wait, hold on...
>>
No. 947165 ID: e7c7d3
File 157116303984.png - (168.30KB , 800x600 , atoak8-2.png )
947165

This is Carpenter's Road!

Yeah, the morning sun should start shining... straight ahead...

...

I start to get a bad feeling. A sort of vertigo that is moving down into my stomach.

I turn around to the house I came out of.
>>
No. 947166 ID: e7c7d3
File 157116306552.png - (111.74KB , 800x600 , atoak9.png )
947166

It too looks like Carpenter's Road now. All the paths do. Even the sun seems to move along with this illusion.

What do I do? Where do I go?

It is now late morning -1 Stamina
>>
No. 947167 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit,kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:2bluesby::3yellowsby::3redsby:
Stamina
:2bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 947170 ID: ce39da

Is there anything of note down the well? If not, then I guess the only way left to go is forward down Carpenter Road.
>>
No. 947173 ID: b1b4f3

>>947166
Investigate the well. There might be something in it that's creating this illusion.
>>
No. 947174 ID: a9af05

>>947166
Look for slight differences in the illusion to see if you can spot the real Carpenter's Road.

>>947167
Why was the Large aspect replaced by Far? It's the only one that has been changed for some reason.

>>947170
Weren't you paying attention? We're currently in an illusion that makes all of the roads look like Carpenter's Road. We don't know which one is the real road that will take us where we want to go.
>>
No. 947175 ID: e7c7d3

>>947174
Yeah, Far has replaced large. If you look back at the previous update you'll see far in the dialogue as well. In the stats it was still large from before I changed it. Sorry about that.

Also, count how many times I'll forget that the kobold has gloves in the future :P

>>
No. 947203 ID: 91ee5f

>>947166
Check the well.
>>
No. 947210 ID: b1b4f3

OH, does your shadow move with the illusionary sun, too? That could be one way of foiling the trap.
>>
No. 947307 ID: e7c7d3
File 157134250917.png - (290.20KB , 800x600 , atoak10.png )
947307

>Check the well

I once again look into the well. This time actually examining it rather than just acknowledging any potential danger.

As said, it is dry with a small collection of dirt and debris collected at the bottom. I cannot gauge whether it has always been like this or if it dried up during the cataclysm. Little to no moss or algae appear on the bricks of the well's walls. However, a faint, musty smell of mold and decay still reaches my nose. There is a grate down there with it's bars cleanly and deliberately cut. It wasn't opened by a beast looking for shelter. Perhaps the well has been empty for a long while and smugglers had been using it as a means to transport illicit goods. So the tunnel could connect to other wells or an empty aquifer that exits elsewhere.

I move and shift around the well to see if it's part of the illusion. The grate's orientation stays the same. I don't think it's part of this trap.
>>
No. 947309 ID: e7c7d3
File 157134258927.png - (162.90KB , 800x600 , ataok11.png )
947309

>Check your shadow

At first my shadow seems to play along with the suns changing postion. If I approach a path my shadow dutifully is cast behind me, regardless of the direction of the path.

Towards the center of the junction, however, is a different tale. The off-center well a ppears to cast two different shadows corrisponding to the two nearby paths. My own shadow reverts to a specific postion whenever I enter the middle. Possibly pointing true west when I'm too far from any of the paths and their particular illusion of a sun.

Hope pops into my heart, but I temper it with a question: am I in a single, encompassing illusion, or is each path under it's own spell? Either way, if I am to travel above ground I'll follow the path that my shadow says is east.

So, do I follow my shadow or do I enter the grate?
>>
No. 947310 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit,kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:2bluesby::3yellowsby::3redsby:
Stamina
:2bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 947312 ID: b1b4f3

I believe if it was one big illusion then the shadow would not split when off-center, as it does on the well. Each path must have its own illusion. This is also more magically efficient, isn't it? Multiple smaller, simple illusions are cheaper than one giant complex illusion. At this point we must ask: why? The only reasonable answer is that some monster uses the illusions as ambush points.

I think following your shadow's path is fine. However, I am quite curious as to what's in the smuggler's path. I feel like it wouldn't be a place monsters roam during the day since there wouldn't be anything to eat, but it might be a place where nocturnal monsters sleep.
I think exploring the underground is a good idea, if just to be aware of potential escape paths and hiding places.

OH, another possible way to bypass the illusion: are there any rocks you can throw down each path? Or put fungus down them? Every path looks exactly the same or a mirror image of other paths, so I expect if you toss a rock down a path the illusion will either erase it or copy it between the other illusions. You'll need to do this at least twice to confirm the behavior. Worst case is that even the true path is cloaked in an illusion and copies/erases the marker.
>>
No. 947316 ID: 0fae41

Follow your shadow. Watch for an ambushes, and second guess your senses.
>>
No. 947428 ID: ce39da

I'm thinking outdoors is safer during the day, where lots of stuff that are out and about might be groggy, but underground might actually be safer at night since stuff nesting there might leave during the night. Make a mental note of this, but move on using the shadow trick to find the real Carpenter Street. (Even if we did figure out the illusion, there's still the possibility of an ambush. Stay on guard.)
>>
No. 947503 ID: e7c7d3
File 157161276521.png - (160.29KB , 800x600 , atoak12.png )
947503

>Follow shadow

I follow the path that my shadow is being cast from. If I have maintained my senses enough, I believe it is one of the two options that I first pointed to, but I cannot say for certain. With a few tentative steps I enter between the buildings. Nothing shifts or changes. So I take a few more steps. The buildings and road remain the same. Slowly, I venture forward, trying to find signs that this is reality and not an illusion.

If it is one of the illusory paths, it hasn't dropped it's mask yet.
>>
No. 947504 ID: e7c7d3
File 157161280016.png - (190.04KB , 800x600 , atoak12-2.png )
947504

I make quick glances inside the buildings. Perhaps the illusion didn't account for interior details. No, there is nothing suspicious inside. Not even one of those hooded figures. Strangely, I feel slightly alone. A foolish feeling to be sure. Company in this place would most likely be that of a few slavering monsters.

Still, I continue down Carpenter's Road. If there was to be an ambush, I've yet to encounter it.
>>
No. 947505 ID: e7c7d3
File 157161283906.png - (152.84KB , 800x600 , atoak13.png )
947505

And then suddenly there's a brick wall. Honestly, I almost let out a laugh. Both from how strung my nerves have been for the past few meters, and just from the comic thought of a randomly appearing brick wall.

But it probably wasn't random, was it? I check to my sides. The buildings appear to be the same. There's a broken wall to the house to my right that I could enter to get around, if need be. Clearly another illusion, or at least a change in the illusion, I press my hand against the wall. My hand sinks in briefly before I feel rough and solid brick pushing against it. Definitely a fake, but my mind wants it to be real. It's entirely possible to just push through it, but there is a bit of a tax on the mind to do so. It would be easier to just simply go around, but I'm learning that diverting from my path can lead to long detours.

There is also many questions and theories about the nature of these illusions moving about in my head, but I don't think now is the time to dwell on them.
>>
No. 947506 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit,kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:2bluesby::3yellowsby::3redsby:
Stamina
:2bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 947512 ID: b1b4f3

>>947504
I see that.

>>947506
The wall is a distraction. Hostile behind you, on the roof!
>>
No. 947514 ID: ad51b8

their's something behind you on one of the roofs.
>>
No. 947516 ID: 0fae41

I think that thing is the illusion caster. But surely it is casting an illusion of itself? Produce Wild Fire, catch it in an area of effect!
>>
No. 947522 ID: a9af05

>>947505
The wall is to distract you! There's something behind you!
>>
No. 947554 ID: ce39da

>>947516
Agreed; it's closing in, but we can't exactly trust that the approaching form of it isn't a decoy like the fake wall. By the way, when you turn around and cast it, back up from the whole area, and try not to think too hard about what you've just put behind you. "My mind wants to think it's real" likely means that any power the wall actually has is all in the mind.
>>
No. 947813 ID: e7c7d3
File 157204769748.png - (142.32KB , 800x600 , atoak14.png )
947813

>Behind you!

There's something behind me? Even before I turn around, I hear the soft whistle of something piercing the air. No time to think!

<Action>: Dodge -1 Energy

I make a quick jump to the side as something splats on the ground where I was standing. It looks like a mass of webbing was shot at me. before I can turn around to spot my assailant, there is a quick tension on the connecting thread before it goes limp and trails in the air. I can still follow it with my eyes to see where it came from.
>>
No. 947814 ID: e7c7d3
File 157204772839.png - (102.09KB , 800x600 , atoak15.png )
947814

I can't see anything that immediately looks like a threat. The thread lies pathetically on a roof, gently moving at the slightest breeze.

>An illusion caster

I was clearly attacked from this direction, although it should be no surprised that I can't see who shot the webbing. We're dealing with some sort of illusionist. It would make sense that I cannot spot something that can manipulate what I see.

It might be best to go on the offensive.
>>
No. 947815 ID: e7c7d3
File 157204776790.png - (172.86KB , 800x600 , atoak16.png )
947815

>Cast an area of affect

While I can't identify my attacker, I can still try to catch them in a wide attack. If not, it will at least limit as to where than can be.

With an inward breath, I reach into my spirit and begin retracing the memorized channels with my mind. The surface of my soul becoming textured with energy and mana that I guide to my outstretched mind. With my thoughts and power held within my grasp, I begin speaking the associated rune under my breath. Mind, soul, and body become aligned and the tension starts to burn upon my skin. With a snap, I release the spell.

"Produce Wild Fire"

<Action>: Cast aspected spell -2 Energy

With a crack in the silence, orbs and ropes of of magic fire spring forth from my palm. The erratic flames launching vaguely in the direction I aim and land havocly upon the intended roof and nearby surfaces.

I do not know which flame hit my target, but I am greeted by a loud, piercing hiss. Like someone sharply inhaling through their teeth, echoing between the walls of the buildings.

My surroundings begin to shimmer and change as more flames appear and a wave of darkness moves towards me.
>>
No. 947816 ID: e7c7d3
File 157204781317.png - (287.76KB , 800x600 , atoak17.png )
947816

I'm not sure why it chose this sort of illusion. Why does it unsettling me?



Oh dear Tiamat, it's that night...


I think-They're burning
I think it's trying to obscure which of my fires hit it. No, leave him!

The door's blocked
Still, they might beHis gutsaround where I landed the spellWhat's wrong with his guts I could-
They're burning
I could continue the offensive or Where is she?! I could run away. They're burning! No, or I could ignore it and contin-
The door's blockedNO, it's not that night!HIS GUTS I just need to continue on. Where is she? Just move on!

I can do this! What's wrong with his guts? I can do this! I just need to turn around and move on. The door's blocked
That's all I need to do! They're burning! Just turn around and get away. They're burning! No! it's not that night! I have to think. There's a way IWhere is she?can beat this! What's wrong with his guts? I can't beat this! The door is blocked! Help me! Where is she?
What is wrong with his guts!ohHis guts!THEY'RE BURNING!
Where is she?THE DOOR'S BLOCKEDgodsWhereisshe?
HIS GUTS I They're burning Where is shehave
THEYREBURNING!toHIS GUTS! Escape! Where is she?

They're burning
I have to escape.
They're burning

>>
No. 947817 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit,kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:0greysby::2yellowsby::3redsby:
Stamina
:2bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 947819 ID: 977456

Close your eyes. Is there the sound of burning? Don't mention the smell! You endured it then, you have endured to now, you can endure to tomorrow. Hold the blunt facing of your blade before you and move with caution find some cover and revise your senses.
>>
No. 947820 ID: b1b4f3

The illusory wall is probably still behind you. You can't walk through it in this state. Go into the building to the side to get away from the nightmare.

Who is "she"?
>>
No. 947829 ID: 0fae41

>>947820
Not with that attitude! Besides, there wasn't a wall there that day.
>>
No. 947843 ID: a9af05

>>947816
I know it's probably a bad idea to cast a second spell so soon after we already cast one, but I think I've got an idea on what might help.

Try casting Focus Fire to make yourself focus on only the flames you created. Since the flames you created are the only real flames here, focusing on them should hopefully make the illusion fires and the rest of this nightmare fade away!
>>
No. 947900 ID: feecd8

>>947843
I'm not entirely sure that's going to work.
>>
No. 947951 ID: ce39da

>>947900
You're right, in that it probably won't dispel the illusion outright, but if we can use our magic that way, it should make it easier to notice where there's a fire on the move after we hit it with the first spell. I vote for this course of action as well. While possibly incorporating "Wild" if that will ensure we only focus on the previous spell's effects.
>>
No. 947952 ID: b1b4f3

Focus Fire could also make the fires burn stronger on the enemy.
I wonder if Seal Fire would dispel the illusion by quenching the illusionary fire?
>>
No. 948554 ID: e7c7d3
File 157266522965.png - (218.14KB , 800x600 , atoak18.png )
948554

>Focus on fire, focus the fire

I can't do both at the same time, and I don't want to think of fire! I want it to stop! Kill it!

"Focus Fire"

<Action>: Cast spell -1 Energy

I hear that scream again, but I still can't tell where it's coming from. I don't care. Even before all the mana leaves my hand I turn and run. In the corners of my vision, the illusion starts to waver and contract. I don't care. I keep running. My feverish mind not processing a true path, just which direction offers the least resistance.

Down the road.

Blocked.
Through that building.

Over there.
Dead end. over the rubble.

Through this alley.

Up those stairs.
Jump down.

Into this door.
It's quiet.

It's quiet in this ruined house. I've escaped?

I've escaped. My mind still burning with thoughts. But it's calm here. I slouch towards a wall. It's cool to my touch. A quick look around shows that no undead have taken shelter here as well. I slump down. I'm safe.
>>
No. 948555 ID: e7c7d3
File 157266532291.png - (178.70KB , 800x600 , atoak19.png )
948555

>You endured it then, you have to endure now, you can endure tomorrow

No, I'm not safe, but I've escaped. I take a few moments to do some breathing exercises. Now is not a time to fully go into meditation, but I still go through some of the motions to calm my spirit and, hopefully, my mind.

The fire, the spell. That should not have gone as well as it did. I guess since there were no other fires all that the spell could focus was the fire I created, despite me not knowing which fires were mine. The spell could've also been used to focus my mind on my fire, but I do not know if that would have done much against the illusion, and as said, at the time I did not want to think of the fire.

>Who is "she"?

She... sigh...
She was my best friend. I don't think I was hers, but she was mine. There were many kids at the academy when I was brought in. They all had their cliques, and me the scrawny street urchin didn't really belong with any of them. The children from around town knew the reputation of the Copper District and so they avoided me; The noble kids definitely didn't want anything to do with me; and the out-of-towners didn't really interact with the rest of us. She was part of the noble's group. Noble in name only, really. Her family were weavers if I remember correctly. She always had these stunning tunics and sashes. I don't know why she tolerated me, but she was always open to work on homework or do group work with me. At times, when she wasn't with her other friends, I could join her and have just have the best, pointless talks. She always thought that frogs were humorous. I was glad that we ended up in the same bunk room. The others did warm up to me eventually, as the years go by and the walls of the social groups weakened. But she still was the only one that would hang out with me outside of class work. She had ambitions, and I was to help her. She was to be the Arch-Lord of the Mage Knights, and me a loyal captain-arcane. Perhaps that's why she liked me? An obedient follower? I can't say. It didn't matter to me. I may have started getting feelings for her. That I may love her.

Loved.

She is most likely dead. After that time of destruction, everyone who survived tried to regroup. She never showed up. I searched any neighboring cities that refugees ran too, but could not find a clue to her survival. The thought of her being gone... Those tears still hurt though they've long since dried.

...sigh...

That's the end of my thoughts, for now. I just sit there dumbly as my nerves regather themselves.
>>
No. 948556 ID: e7c7d3
File 157266536343.png - (141.87KB , 800x600 , atoak20.png )
948556

It is some time before I can move again.

<Action>: Rest +3 Energy

It is now early afternoon. -1 Stamina

I shuffle out of my temporary sanctuary and start heading down a road of sorts. The high sun makes for little shadows, but there is still enough there to gauge the cardinal directions.

That said, should I try to continue down Carpenter's Road? It will take me a bit of scouting to find it again. Or should I just cut my losses and head towards a main thorough fair, either to the north or east.
>>
No. 948557 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit,kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:1bluesby::3yellowsby::3redsby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 948560 ID: b1b4f3

Cut your losses for now.
...hmm. She was from a rich family... it's possible they tried to gather their valuables before fleeing the city, which either took too long and they died, or was a success and they didn't wind up with the refugees because they could afford to travel somewhere better, or with more style. Or they just had connections somewhere you didn't expect, and fled somewhere you didn't check.

Do you know where she lived? While you are here, you can try to gather information. Confirm her fate, good or bad.
>>
No. 948563 ID: a9af05

>>948555
>She is most likely dead.
You did say that there were some people still living here. Perhaps she survived and is one of the people living here? You might get lucky and find her!

>>948556
Cut your losses and head for the main thorough fair.
>>
No. 948583 ID: ce39da

Head north, wherever that may lead.
>>
No. 949574 ID: e7c7d3
File 157385455567.png - (243.34KB , 800x600 , atoak21.png )
949574

>Cut losses, head North

Very well. I've had enough of this place and the less time spent here the less likely I'll run into another one of those things.

With a quick check of the sun, I start heading northward as directly as I can. Getting out of the district is a lot easier than getting in to it. As I mentioned earlier in the day, all these paths want to turn into a main road. So instead of fighting the streets I am guided by them. Every time the street curves back I simply cut through some ruins. I think I'm getting better at this urban wayfinding, but I shouldn't declare that I'm good at it until I exit the city. Still, it is soon enough that I come across Clay Road, facing the West Hills District.

In prosperous times, the West Hills Was probably the most diverse of the districts. Originally, it was filled with poor but earthy folks. The tunnel and cavern dwellers dug into the hill, crowding out the people who could afford to live somewhere more private. With such cheap housing though, brought in the artists and the students of magic. Giving the district a very eccentric flair. The view from the West Hills was not lost on the wealthy, however, and it was a known axiom that if you can't afford a manse in the Sun District then you built a villa on top the West Hills. The whole district was under-going gentrification, and there was a lot of class tension among the folks there. For myself, I was eyeing a loft within the hills to live in once my time at the academy was done. I'm kind of curious if it's still there.

Now, there are many vivid and conflicting stories about what happened to this city, but one static detail is that the undead came from the West Hills. The arcane of young mages becoming corrupted by the black fire, or a sect of necromancers taking advantage of the chaos, none can really say. With bones being raised on spikes, what ever the case may be, there are definitely necromancers living there now. Or perhaps just mad things that can work with the dead. One problem with necromancer's love of macabre decorations, is that it's impossible to tell if these skeletons are just to mark territory or if they serve a more utility purpose. Perhaps focal points for those who can scry, or alarms when someone passes. I'm afraid I can only guess.

Otherwise, looking down the street eastwards there appears to be little in the way of obstacles. There are more creatures flying in the sky. Presumable they scout these wide roads for prey. They might be able to spot me if I travel parralel to the road amongst the buildings, but it would offer me more protection than the open street.

>She might still be alive.

...

Please, that wound has already started to scar. Don't make me cut it open again with hope...
>>
No. 949575 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit,kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:1bluesby::3yellowsby::3redsby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 949578 ID: 977456

You could try a produce fungus on the thing's face to see if anything reacts. But may as well just try to avoid their line-of-sight.
>>
No. 949579 ID: b1b4f3

>>949574
Necromancer territory? No thanks. How about we just keep moving while in old quarry town. Start moving east, taking cover amongst the buildings alongside the road.
...any chance the necromancers have stolen any of the artifacts you're searching for?
>>
No. 961578 ID: e7c7d3
File 158665395391.png - (196.70KB , 800x600 , atoak22-1.png )
961578

>Produce fungus to see if it reacts.

<action>: Cast spell -1 Energy
I summon a fungus onto the impaled skeleton. An undetermitable species of mushroom sprouts from the the thing's eyesocket. A few tense seconds pass by as I hold my breath.

Nothing seems to happen.

Perhaps it is just decoration after all. Or perhaps something did happen but is merely not reactive on this end. Like a silent alarm. I don't think paranoia is unjustified in a place like this. Still, there is nothing for me to act on and I'd be uncomfortable in waiting around to see if something happens.

>Necromancer stole any artifacts

Most certainly. Under usual circumstances, mage-knights would hunt down and bring necromancers to justice. Our order's versatility in both martial skills and a wider range of the arcane meant that those who disgraced the dead were in no position to offer much resistance. During the chaos of that night, however, there were many opportunities to catch many mage-knights unaware. Any relics that they were trying to escape with would be scavenged by anyone with an iota of sane thought. Whether the necromancers purposely sought out mage-knights for revenge or were merely opportunistic remains to be seen.
>>
No. 961579 ID: e7c7d3
File 158665398442.png - (384.27KB , 800x600 , atoak22-2.png )
961579

>Move east, taking cover

I continue moving through the ruined buildings, going parallel to Clay Road. I try my best to keep the road within my sight. As always though, the ruined buildings and rubble make for a long and tedious obstacle course. It takes me about an hour do make the same distance that would've been 20 minutes on the street. Still, I've just about at the intersection that'll take me north to the academy.

Then I hear the sound I've been dreading the entire time. A raspy, piercing cry, like a faulty steam-whistle, rings above the broken roofs. I see one of the flying creatures circling above me and is shortly joined by another. Their screams echoing each other as they try to pin my movements down. For my part, I give them little chance. Diving into cover whenever they approach into a dive. They let out a frustrating rasp each time they have to return to their circling and I take advantage to maneuver to the next bit of ruins.
>>
No. 961580 ID: e7c7d3
File 158665401356.png - (277.05KB , 800x600 , atoak22.png )
961580

Unfortunately, I could only throw them off for so long. I move into a rubbled alley way when one of the creatures commits to a dive towards me. Still, the terrain is on my side and I jolt into a broken house, moving against it's momentum.

<Action>: Feint -1 Energy

The bizarre thing crashes into a wall, breaking the weak plaster and dazing the creature. A nauseating amount of dust mixed with loose hair and skinflakes is churned up in the creature's thrashing. I'm able to put what used to be rooms between us when a cry from above reminds me that there is a second one waiting to strike.

I have mere moments before the first re-orientates itself or the second one takes the chance. Currently, I'm standing in a room with no roof but little debris. I have a clear opening to move towards the street. I cannot say for sure, but the next ruin appears to have a plastered roof. Certainly nothing that would hold up if these things decide to get more aggressive. I am but three buildings away from the intersection of the main streets. Moving more back into the district is also an option, it'd offer more cover but dangers also lurk there.

How should I deal with these things?
>>
No. 961581 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit, kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:0greysby::2yellowsby::3redsby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 961612 ID: b1b4f3

>>961580
I kindof want to Produce Lasting Fire on the dazed one. Maybe the second one will realize that you're too dangerous to attack and will leave after that show of force?
Melee combat seems unwise due to how long their beaks are. Keep moving. May as well head into the street again, since you're already getting attacked by the fliers. Dash into cover again as soon as the one up above tries to dive towards you.
>>
No. 961644 ID: 470289

Could you use 'Seal (Lasting) Fire' to catch one or both of them and escape while they're stuck?
>>
No. 961646 ID: 977456

>>961612
Seems fair
>>
No. 963289 ID: e7c7d3
File 158767916179.png - (172.56KB , 800x600 , atoak23wip.png )
963289

>Produce Lasting Fire on the dazed one

As the creature in the building orientates itself, I alight it with arcane fire.

<Action>: Cast aspected spell -2 energy

It let's out a grating screech as fire engulfs it's sickly skin. In a panic it claws out of the walls of the broken building and tries to to take flight on crackling wings. To no surprise, it quickly crashes into the street. The ever burning flames refusing to abate as the thing crawls pitifully on the ground. Not a merciful death, but I doubt it would have given me one.

>May as well head into the street again

While it turns to to ash, I move to the street as well. Cover is all well and good, but mobility is better.
>>
No. 963291 ID: e7c7d3
File 158767919570.png - (266.75KB , 800x600 , atoak24.png )
963291

As if on cue, I hear the other creature let out a cry as I see it plunging towards me. The speed of it's dive giving me little time to react.

>Casting seal lasting fire on the creatures

The creatures would need to be closer in order for a spell to affect both of them. At least for this particular spell. Since I'm sure of the demise of the other one, I focus my magic at the more immediate threat.

<Action>: Cast aspected spell -2 energy

A large sphere of fire encompasses the monster. Unfortunately, the momentum from it's dive is enough to break through the flame barrier. Flash-fried from the heat, it continues to barrel towards me. I quickly roll out of the way before it crashes into me and I manuever back into the ruins.

<Action>: dodge -1 energy.
>>
No. 963292 ID: e7c7d3
File 158767922789.png - (190.50KB , 800x600 , atoak25.png )
963292

Winded, I lean behind a door frame and assess the situation. The creature lashes about, seemingly using it's tongue to try to sense me. Perhaps the fire has blinded it. It's strange that it doesn't seem to be retreating, instead is determined to seek me out. It's not acting like a normal animal, but then again, it clearly is not an normal animal. While it thrashes about, I hear the cries of the other creature choke out as the sticky smell of burnt fat fills the air.

The sphere of fire still lingers in the air, thanks to the Lasting aspect. I can guide it around without casting another spell, but to move it at a useful, combative speed would still take effort on my part.

Despite what must be considerable pain, the creature seems to have calmed down a bit. It moves it's tongue in a more deliberate manner, taking tentative steps forwards. Seems I don't have a much time to catch my breath before I should act.
>>
No. 963293 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit, kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:0greysby::0greysby::0greysby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:

Note: Another action that takes energy will deplete a point of stamina, and the energy bar will be refilled.

Note: While the energy bar is empty any defensive actions cannot be taken and the enemy's attack will damage Endurance directly instead.
>>
No. 963295 ID: b1b4f3

>>963292
Guide the fireball onto it!
>>
No. 963301 ID: 977456

Retreat your feet to meet the heat(of your mobile fireball).
>>
No. 963433 ID: 470289

Guide the fire to the window and push it through advancing toward the creature. If you can hit it, great, but if it comes at you through the doorway head first, you can maybe behead it.

This may set the building on fire and possibly burn this place to the ground, but worst case scenario you can dip into your stamina and cast 'Seal Fire' on it. But i mean, if it burns so what, this place seems pretty shitty anyway.
>>
No. 965322 ID: e7c7d3
File 158874869347.png - (238.01KB , 800x600 , atoak26.png )
965322

>Move the fireball onto the creature

I lean out of my cover and start directing the blaze towards the wretched thing. By now it is facing me, and sends a few flicks of it's tongue in my direction. Oblivious to the growing source of heat nearby, the creature starts to move forward at me. I keep my stance, trying to manuever the flame to intercept its advance. The monster still moves forward deliberately, ignorant to the fire that surely must be felt by now. I retreat back into the building before it reaches the door frame. It once again searches with it's tongue, as the flame sphere starts to engulf it once more.

It stares at me.
It stares at me with blind eyes and all I can do is stare back. The fire descends and enwraps the creature like a lethargic cloak. boils of pus and fat form and burst upon it's skin as it's slowly consumed

And it stares at me.
>>
No. 965323 ID: e7c7d3
File 158874873078.png - (202.72KB , 800x600 , atoak27.png )
965323

Any noises it makes in it's final gasps are muffled by the searing flames. Finally, it collapses on the ground and I am released from my mesmerized state.

>The fire may burn the building

Yes, you are correct. The fire starts to spread to the wooden frames of the structure. You are also correct that it may matter not. This building no doubt was already ravaged by fire, so the flames from my spell are likely to do little. Still, I don't not wait around, and climb over a broken wall to once again take to the street.
>>
No. 965324 ID: e7c7d3
File 158874875648.png - (229.80KB , 800x600 , atoak28.png )
965324

In short order I arrive to the junction of Clay Road and Academy Street. A wide lane in front of me leads into the southern part of the Sun District. The street North will lead me directly to the Academy. South will take me past Old Quarry Town and the Sun District to the rest of the city.

There is a strange, rancid smell in the air, though my sense are tainted by the sticky scent of burnt flesh and I cannot fathom where the smell is coming from. At this South-eastern most point of the West Hills, the necromancers seem to have demolished a building an in it's place erected a morbid monument of sorts. The skies are currently clear of anymore of those flying beasts, but I could not say for how long.

If I were to keep to the main street, I could arrive at the Academy in roughly an hour. Plus, I can catch my breath a bit taking a path that doesn't require me to climb of debris. However, there are many large shops present at this location, there is sure to be one or two with intact and secure rooms. Perhaps now would be a good opportunity to find a place of sanctuary. Whether to set up a place of operations or just for a place to rest for now.
>>
No. 965325 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit, kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:0greysby::0greysby::0greysby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:

Note: Another action that takes energy will deplete a point of stamina, and the energy bar will be refilled.

Note: While the energy bar is empty any defensive actions cannot be taken and the enemy's attack will damage Endurance directly instead.
>>
No. 965329 ID: b1b4f3

>>965325
Well we learned something. These flying creatures are blind and don't feel pain. They seem to hunt by smell and sound. Which means it doesn't MATTER if you're out in the open or not.

Go into the main street, start looking into buildings. There's the possibility of a safe location sure, but you could also find supplies.
>>
No. 965348 ID: 9c48ac

>>965322
>All I can do is stare back
... Like a train wreck, or like a basilisk?

Anyway, I'd say really the main road, but stick close to the side away from the necromancers. Hopefully it'll make you harder to spot, but more importantly you'll have cover to duck into when needed.
>>
No. 965360 ID: d63ea8

I'd say that we try our luck with one of the shops here.
Certain rooms would've been reinforced to thwart burglars, the longer was take out here the greater risk we run of getting into a fight we can't easily solve.
>>
No. 965468 ID: e7c7d3
File 158881668225.png - (168.09KB , 800x600 , atoak29.png )
965468

>Check the buildings
>Keep away from the necromancer side

A prudent thought. I keep to the side of the Sun District. I gauge the sturdiness of various structures as a slowly walk up the street. Occasionally taking a quick glance inside a shop to assess it. While these buildings were clearly built to be sturdier than the ones in Old Quarry Town, they still suffered extensive damage. Most places i check have some sort of security flaw that makes me uncomfortable. Worse still, most of the shops dealt in things too delicate to survive a catastrophe: glassware, pastries, fashion, art and the like. Still, I continue on at a leisurely pace.

<Action>: non-strenuous activity +1 energy

The wind changes and my senses are cleared of foul smells as a sting of salt drifts in from the ocean. When the breeze dies down, however, the rancid scent returns and for a brief moment nausea returns to me. Finally though, I find a potential shop to search. The roof has caved in but seems to be held by the second floor. There are no large breaches in the walls, either. This seems to have once sold expensive wines. As far as I can tell, none of the stock behind the counter survived. However, if there was ever a place to have a secure cellar, this is it. There is double-edge of the building being intact though. Very little light is reaching in, and the back room is even darker.

Should I investigate this place, or move on?
>>
No. 965469 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit, kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:0greysby::0greysby::1redsby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 965470 ID: b1b4f3

Can you make a torch? Produce Fire to light it. Or heck, could you Produce Fire to create an orb of fire which you could then control like a floating orb of light? Just gotta keep it away from flammables.
>>
No. 965474 ID: d63ea8

>>965470
Support.

But first maybe take a good couple of moments to listen to your surroundings. We might need that fire to defend ourselves if this place turns out to be occupied.
>>
No. 965552 ID: 9c48ac

>>965470
Better yet, would Seal (Lasting) Fire allow you to create a ball of flame that doesn't emit heat?
>>
No. 965681 ID: 470289

Investigate. if the cellar is there and safe, we should look into making sure we have a back way out, just in case.
>>
No. 966053 ID: e7c7d3
File 158907755549.png - (239.97KB , 800x600 , atoak30.png )
966053

>Produce Fire to create an orb of fire for light

I certainly can do that. With a moment of concentration and a tensing of my fingers, I produce a small flame to light my way.

<Action>: cast spell -1 energy

The fire hovers above my fingers. The heat soaks into my gloves but doesn't become unbearable. A simple light like this is easy enough to maintain and move around with. It will persist as long as I keep my concentration, and not get shocked or lose my nerves. No more attention needed than holding an oddly slippery candle, really.

>Seal Fire to manage heat.

Perhaps not directly. I could possibly seal the fire into an object to manage the heat, but that might also affect the light of the fire as well. To manage the heat directly, I would need other arcane words at my disposal. Something like Subdue Fire maybe, or Seal Hot Fire.

>Investigate
>Be cautious

I take a moment to gauge for any hidden threats. No sounds seem to come from within, and no movement in reaction to me creating a light. Slowly, I make my way to the back room. The light of my flame dances across a mess that flickers the light back. Glass shards from hundreds of broken bottles line the floor sparkle dark stains and collapsed shelving. A concerning trail of gouge marks and parted broken glass lead to the door I'm standing in. However, there are no apparent threats. My intuition says that this would be a perfect place for the undead to congregate during the day. Perhaps I'm just lucky that this place is empty, but the lack of zombies and the like leaves a feeling of unease at the back of my heart.

Still, I search around.
>>
No. 966054 ID: e7c7d3
File 158907758263.png - (207.93KB , 800x600 , atoak31.png )
966054

I almost immediately come across a trap door. It's wood is swollen and warped from what I presume is spilt wine. A swift tug opens it easily enough. A silence greets me from below after the creaking pop of the door. Nothing stirs. Looking in, I see a step-ladder down and a corpse to the side of it. I move my flame back and forth to see if it reacts. It's non-responsiveness tells me that it is truly dead, just a remnant of sloughed flesh and stained clothes. Poor sod must've fell off the ladder and broke their neck when the disaster struck. Not a dignified way to go, but definitely one of the most peaceful, considering the circumstances at the time.

I climb down and take stock of the cellar.

The air is stale, musty, and various flavours of rot drift about. There is a distinct lack of the tart smell of alcohol. Thankfully so, as I glance at my flame. The walls of the basement appear to be solid stone, with any cracks or corners further sealed to keep out rats and moisture. The majority of the cellar is taken up by large barrels of what I presume to be wine. Dates are burnt onto their lids, and the two barrels closest to the stairs are tapped. On the far wall, shelves of cheese line the stone. Several packages have turned to blocks of mould, and any soft cheese are just piles of grime at this point. Still, there appear to be several wheels sealed in wax that seem to have remained preserved. There also seems to be a few smaller barrels marked to show that they contain pickles of a variety of vegetables. For myself, I cannot say whether or not they are still edible though.

This side journey seems to have borne some fruit. Should I rest here or take what I can and leave?
>>
No. 966055 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit, kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:0greysby::0greysby::0greysby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 966062 ID: b1b4f3

>>966054
Rest for a little bit while you examine the body and get a closer look at what's down here. Hmm, does your magical flame consume oxygen?
>>
No. 966068 ID: d63ea8

>>966062
Support.
>>
No. 966125 ID: 470289

Doublecheck that you have an escape route, or barring that set up some kind of signal so if monsters come you get warning. Could be as simple as twine across the entrance and a brick thatll fall if the twine gets pulled.

Also question, could you 'Seal Fire' into your blade, and if you did would it be at all useful to have a fire-hot sword/ I figure it'd cauterize wounds when you cut, but that might actually be a bad thing in a fight?
>>
No. 966678 ID: e7c7d3
File 158951226464.png - (127.94KB , 800x600 , atoak32.png )
966678

>Does flame consume oxygen?

It does require air, as with regular fire. It also doesn't work underwater unless you're willing to put your life at risk by brute forcing arcane energy into it. For the current circumstances, however, there should be enough air to sustain a light. While the floor and walls have sealing, the room is not airtight. Especially considering the wooden boards making for the ceiling.

>Set up an alarm

This does feel like a prudent thing to do. I move a broken table top and lean it up against the backroom door frame. Then, out of sight, I balance a solid piece of debris on the edge of the table top. Fairly rudimentary, but most things would have to move the board to get inside, pretty much guaranteeing that the chunk of debris will fall and alert me.

>Rest

With that bit of security in place, I return to the cellar. I'm sure to close the trap door behind me as well. Even should the first trap fail, there's no possible way to open the cellar door quietly. I locate a candle and light it with my flame. I will no longer be able to control it, but it's definitely easier this way. Returning to the shelves of cheese, I take stock of my options. Most of the fancy stuff that I wouldn't have recognized have long since gone rancid. I grab a small wheel of old cheddar and I gauge what's available when it comes to the pickles. Taking one of the small barrels that seems to have remained sealed, I open it and am immediately struck by the strong tartness of brine and vinegar. It appears to be a container of pickled carrots. I'm still not sure how to tell if they're still viable or not, but pickling is a way of preserving food and I've definitely taken bigger risks as a student. With a bit of water from my supplies, I sit down to enjoy my simple meal.

<Action>: rest with non-ration meal +6 energy, +1 stamina

It is now the middle of the afternoon. -1 stamina

>Examine the body

I'm not fond of the idea of searching through rotted, former flesh, but after I finish my food I-

*Thunk*

Something made the debris drop. It is quickly followed by the sound of the broken table falling and cracking on glass shards. What ever is up there is not being subtle. I hear multiple footsteps moving about, crushing glass in their wake. They stop and start in unison. The same creature? I pick up my blade.

What should I do?
>>
No. 966679 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit, kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:0greysby::3yellowsby::3redsby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 966682 ID: b1b4f3

Uhh, hmm. Can you open the trap door a crack to see what's up there? Might want to move the candle so it doesn't shed light onto the trap door, first.
>>
No. 966691 ID: d63ea8

I say that we take cover behind something and then full on snuff the candle.
There should be enough light coming in from the trapdoor if it's opened to illuminate the intruder if they come this way.

Avoiding a conflict would be the best outcome, otherwise we will use surprise to our advantage.
>>
No. 966693 ID: 977456

Moving in unison implies a single controller. One creature is sensible, so is commanded undead, or trained subordinates. With the necromancers about, I would bet on the undead.
>>
No. 966704 ID: 470289

Can you use Seal Fungus on the trap door to make sure it stays shut? that could trap you inside though. Probably should have tried to disguise the trap door first, damn.

if there's any way light could leave the room you'll want to snuff that candle out though, and hide. maybe when they come to check it out you can sneak back out, or at last get a surprise round.
>>
No. 968280 ID: e7c7d3
File 159068879660.png - (129.63KB , 800x600 , atoak33wip.png )
968280

>Snuff candle

In a split second I jump up and pinch the wick of the candle. The cellar is immediately consumed in darkness and there is a brief pause in the shuffling upstairs. The movement returns, searching about in the room above. I reach and pick up my kopesh while slowly moving into a defensive position. I move to the wall behind the step ladder, stepping softly and catching myself holding my breath. I silently chide myself and resume to regulate my breathing while whatever is above starts scratching at the floor.

>Seal fungus on the trap door

That certainly is doable. In my past experiences, the strength of the seal depends on the amount of surface area the fungi have. However, the problem with that plan is as such as you've mentioned. Sealing the enemy out would also trap me in.

>Sneak open the trap door for a peak

Unfortunately, the trap door is too warped to open it silently. I thought it would be a boon, alerting me to anything that tried to sneak in, but it turned around into a detriment. Speaking of, whatever is up there has started scratching at the trap door now, putting to rest any thoughts of opening it stealthily. Strangely, I don't hear the ring handle being moved. Instead, the scratching seems to be at the edges of the door. i prepare myself for when it opens, but that moment doesn't come. The scratching stops, and in a brief moment the footsteps start to recede away.

I wait a moment. I am once again accompanied by silence.
>>
No. 968281 ID: e7c7d3
File 159068882417.png - (245.91KB , 800x600 , atoak34.png )
968281

I wait a moment more before I climb the cellar ladder and placed my hand on the trap door. Caution makes me wait for a noise once more. Still silence. I take a deep breath and push on the wood. My entire body tenses as the panel opens with what seems like the loudest creak in the world. My wince lasts for several seconds before I exhale and take a peek into the back room.

The room is thankfully empty. It's hard to say what's changed, as it remains a mess. There is a faint new smell though. Kind of smells like... urine? It's an unpleasant, lingering thing at the edge of my senses and seems to be all over the room. I fully climb out of the basement, avoiding stepping on the broken glass myself. At closer look, I notice some of the larger shards have a dark, dull fluid on them. Whatever moved through here really was as careless as they sounded. My thick sole scales can withstand the majority of the broken slivers of glass, but it would be foolish even for me to step on these thumb sized blades.

I step into the store proper. It is unchanged from before. Motes of dust floating in the air and otherwise the stillness of death. I move to the entrance and scan the street. To the south where I came from, I see some skittering movement past the skeleton monument. Moving back to where I burnt those flying monsters. Curiosity scratches at the back of my mind, but I'm not going to chase down an unknown threat to satisfy it. I turn to look northward up the street. It's still clear and I move on.
>>
No. 968282 ID: e7c7d3
File 159068885109.png - (234.84KB , 800x600 , atoak35.png )
968282

Finally, I have arrived at the academy.

<Action>: easy walk +1 energy

It once towered over the other buildings. It's splendour only passed by the castle proper. But now this bastion of discipline and learning is nought but a sunken ruin. During the night of black fire, the very ground seemed to have decided to swallow the academy up. Plumes of dust joined in with the ash and smoke as the halls and the rooms descended into the earth.

I was in the dorms at the time. I once again feel the dirt and grime caked on me, glued to my skin with sweat and blood.

Sweat and blood...

I shake my thoughts. The traditional entrances to the academy are blocked deep under ground, but the destruction has opened up new ones. A large hole in the roof of the main building seems to be the primary way in. My target, the Arcane Lexicon, is most likely in there, somewhere. I'll be entering into the study hall, if I choose to go that way. There would be several stairwells that would lead to the rest of the structure, but which passage ways or clear or obscured I can only guess.

It seems that something has burrowed and unearthed a way into the dorms as well. While my main objective shouldn't be in there, there's sure to be supplies. The building itself also had a lot more redundant corridors than the main halls. I can't even guess how far down I'll need to go, but the dorms are more likely to have an open, if meandering, path down. There were three points that the dorms connected to the main building. Hopefully one will still be there.

From here, I cannot see the sparring grounds or the Witch Pine grove. I will also need a seed, cutting or sapling for my quest. However, I don't have much hope that the exposed trees were able to survive the calamity. I also can't imagine that there'd be a way from the open grounds into the sunken buildings. Checking the area out is still an option though.
>>
No. 968283 ID: e7c7d3

Spells:
_Conduct__|__Aspect__|__Element_ _Produce__|___Wild___|___Fire___ __Focus___|__Lasting_|__Wound___ ___Seal___|___Far____|__Fungus__

Inventory:
Treated leather outfit, kobold-sized kopesh, and belt pouch containing storage gems.
Storage gems: five days of rations and five days of water, a bedroll, a medical kit and lab, and four empty gems.

Health:
Energy
:1bluesby::3yellowsby::3redsby:
Stamina
:1bluesby::3yellowsby::3redsby:
Endurance
:3bluesby::3yellowsby::3redsby:
>>
No. 968285 ID: d63ea8

The academy's roof should make for a good vantage point, try and survey the surrounding area and see if you can spot the Witch Pine grove before heading into the study hall.
>>
No. 968288 ID: b1b4f3

>>968281
>urine smell
So, some kind of wild animal visited your shelter and marked it as their territory. That confirms it wasn't undead, at least. Unfortunately it might take issue to you returning to the same location.

>>968282
Head into the dorms first for supplies, as that could make retrieving the lexicon easier.
>>
No. 968289 ID: d63ea8

>>968288
Actually yeah, better idea.
>>
No. 968572 ID: 470289

Scout the surrounding area for like an hour, to make sure when you exit you're not going to run into a surprise, especially if you're making a loud exit. Not just if there's anything around but if there's any signs of things that could come back later.
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