Mila The Rogue Quest - /qst/ (#6254947) [Archived: 24 hours ago]

Anonymous ID: EYBpY3uf
6/8/2025, 5:59:02 PM No.6254947
rogue
rogue
md5: cfd9d7de93c9ada687bf021a3567af87🔍
You are Mila, the human rogue. Orphaned in the walled city of Terk, you soon learned your craft with the local gangs. After getting in trouble with the authorities one too many times, you decided to hit the road. You heard of a distant port city called Amabel where you could start anew. But the problem is getting there.

***

CHARGEN

Your main stat is DEX. It allows you great proficiency with finesse and ranged weapons, plus a good chance of evasion. You can also do sneak attacks.

You may choose a secondary high attribute, if you pick two dump stats.

Secondary attributes:

STR - your damage with melee weapons is increased. You can do a power attack, and this ability could be used alongside your sneak attack.

CON - you are hard to kill. You get a second wind if you are ever incapacitated. You also have advantage in intimidation checks.

INT - you are good with magic. You get a single cantrip you can use once a day, and you can read magic scrolls without an ability check.

WIS - you have advantage on perception checks and a strong affinity with nature. Choose a common animal as your companion. If it dies, you're sure you could tame another.

CHA - you have advantage on seduction and bargaining checks. On a critical hit when parlaying with a monster, it becomes your henchmen.

DUMP STATS

STR - you're weak. You better do those sneak attacks with a crossbow.

CON - your body can't stand much punishment.

INT - you can't read

WIS - you have poor sense of direction

CHA - you are annoying and people tend to dislike you
Replies: >>6254951 >>6254952
Anonymous ID: K3pZr0Tj
6/8/2025, 6:07:19 PM No.6254951
>>6254947 (OP)
High stats:
>Dex
>Con

Dump Stat:
>Cha
Replies: >>6254953
Anonymous ID: EYBpY3uf
6/8/2025, 6:09:22 PM No.6254952
>>6254947 (OP)

You back still aches from the thirty lashes you got for stealing from the mayor. You're lucky they didn't chop off your head. You had to give back everything you stole and leave town.

You've been moving for a long time until you find a river. You fill up your waterskin but realize the river is too deep and raging to cross safely. You begin looking for a way to cross. After walking for a few hours, you see a stone bridge in the distance. You heard stories about monsters and brigands demanding tolls on bridges before, but from where you are you can't tell if there's someone there. What do you do?

> Approach cautiously
> Observe from afar
> Ignore it and look for another way to cross
> Write in
Replies: >>6254955 >>6254964
Anonymous ID: EYBpY3uf
6/8/2025, 6:10:54 PM No.6254953
>>6254951

You got it wrong, friend. To get a secondary high Stat other than dex, you need to pick two dump stats.

You dont have to if you don't want, though.
Replies: >>6254954 >>6254961
Anonymous ID: qMY8+iFM
6/8/2025, 6:15:48 PM No.6254954
>>6254953
Good stats
Dex
Str
Bad Stats
Int
Wis
Replies: >>6254977
Anonymous ID: qMY8+iFM
6/8/2025, 6:17:13 PM No.6254955
>>6254952
> Observe from afar
Replies: >>6254966
Anonymous ID: K3pZr0Tj
6/8/2025, 6:26:10 PM No.6254961
>>6254953
Oh, woops. Then:

High:
>Dex
>Con

Dump:
>Cha
>Str
Anonymous ID: K3pZr0Tj
6/8/2025, 6:26:57 PM No.6254964
>>6254952
> Approach cautiously
Replies: >>6254966
Anonymous ID: EYBpY3uf
6/8/2025, 6:29:29 PM No.6254966
Rolled 1, 1 = 2 (2d2)

>>6254955 1
>>6254964 2

Rolling to determine stats (first roll) and choices.
Replies: >>6254969
Anonymous ID: EYBpY3uf
6/8/2025, 6:30:48 PM No.6254969
Rolled 2 (1d6)

>>6254966

Finding a place to hide amongst the underbrush, you observe the bridge from afar.

After a few hours, you notice

1 - a brigand moving to take a shit
2 - a Goblin gathering sticks
3 - a troll sniffing the air
4 - a merchant on a wagon approaching
5 - a knight on horseback moving
6 - nothing much happens until nightfall
Replies: >>6254973
Anonymous ID: EYBpY3uf
6/8/2025, 6:33:46 PM No.6254973
>>6254969


The small Green creature skulks around gathering sticks and muttering to itself.

A Goblin! These being are cowards, so you are sure there are more than one nearby.

What do you do?

> Sneak attack
> Parlay
> Avoid it
> Write in

In any case, roll 2d20.
Replies: >>6254978 >>6254981
Anonymous ID: EYBpY3uf
6/8/2025, 6:35:10 PM No.6254977
>>6254954

Your stats are these.
Anonymous ID: K3pZr0Tj
6/8/2025, 6:36:51 PM No.6254978
>>6254973
>Sneak attack
Nonlethal so we can interrogate.
Replies: >>6254986 >>6254987
Anonymous ID: qMY8+iFM
6/8/2025, 6:38:52 PM No.6254981
Rolled 18, 14 = 32 (2d20)

>>6254973
> Avoid it
Replies: >>6254986
Anonymous ID: EYBpY3uf
6/8/2025, 6:43:13 PM No.6254986
>>6254978
>>6254981


You swiftly avoid the Goblin, waiting until it is busy picking a twig to dart noiselessly to the next hiding spot. When he's farther away, you now have to choose how to proceed.

> Follow the Goblin
> Approach the bridge
> Remain hidden
> Write in
Replies: >>6254989
Anonymous ID: EYBpY3uf
6/8/2025, 6:45:06 PM No.6254987
>>6254978

You didn't roll the dice so I picked the other option.
Anonymous ID: 3Kro5YOv
6/8/2025, 6:46:58 PM No.6254989
>>6254986
>Follow the Goblin
Replies: >>6254995
Anonymous ID: EYBpY3uf
6/8/2025, 6:54:51 PM No.6254995
>>6254989

You follow the Goblin. He grabs a massive pile of sticks one by one. Once he can barely carry any more, he starts to make his way back to the bridge. He doesn't cross the bridge, but rather descends through a concealed staircase carved on the rock and disappears inside a small tunnel. You could enter the tunnel if you want, though it is not big enough to allow you to stand.

You notice twilight is at hand. You begin to feel hunger.

You have a dagger and 3 rations in your travel pack (one ration is enough food for one day).

What do you do?

> Enter the hole
> Cross the bridge
> Look for another way to cross
> Hide in the forest and eat your food
> Find a hidden spot to sleep
> Write in
Replies: >>6254996
Anonymous ID: qMY8+iFM
6/8/2025, 6:57:13 PM No.6254996
>>6254995
> Enter the hole
Hehehehehe
Replies: >>6254999
Anonymous ID: EYBpY3uf
6/8/2025, 7:04:49 PM No.6254999
>>6254996

You enter the hole after the Goblin!

You barely go a few feet in, when two goblins notice you - the one you were following and another one with a short spear!

"A human! Grab her!"
The goblins then try to wrestle you into submission!

Roll a strength check against mine (2d20, you have advantage).

If you succeed you can act freely. Otherwise, the goblins immobilized you.

Decide what you wanna do!
> Stab the nearest goblin
> Escape the tunnel
> Grab the Goblin spear and hit the other one with it
> Write in

I any case, roll another 2d20 (for a total of 4d20).
Replies: >>6255000
Anonymous ID: qMY8+iFM
6/8/2025, 7:12:38 PM No.6255000
Rolled 2, 14, 6, 12 = 34 (4d20)

>>6254999
> Grab the Goblin spear and hit the other one with it
Replies: >>6255001
Anonymous ID: EYBpY3uf
6/8/2025, 7:20:42 PM No.6255001
Rolled 10, 5 = 15 (2d20)

>>6255000

I forgot to roll for the goblins.
Replies: >>6255003
Anonymous ID: EYBpY3uf
6/8/2025, 7:24:06 PM No.6255003
>>6255001

Tussling with the goblins, you manage to take hold of the spear and hit the stick picker Goblin with it.

Seeing his fellow Goblin bleeding to death, the other one drops the spear and run deeper into the tunnels screaming for help.

What do you do?
> Follow him deeper
> Get out of the hole and cross the bridge
> Get out of the hole and hide in the forest
> Write in
Replies: >>6255004
Anonymous ID: qMY8+iFM
6/8/2025, 7:25:42 PM No.6255004
>>6255003
> Follow him deeper
Replies: >>6255007
Anonymous ID: EYBpY3uf
6/8/2025, 7:29:55 PM No.6255007
>>6255004

You follow the goblin deeper into the tunnels until you find a bifurcation. Before you can think much about it, you hear a mob of goblins approach from the left tunnel, so you duck and hide in the right tunnel.

There were way too many of them for you to fight hand in hand.

> Follow the left tunnel
> Follow the right tunnel
> Follow after the Goblin mob
> Write in
Replies: >>6255008
Anonymous ID: qMY8+iFM
6/8/2025, 7:35:41 PM No.6255008
>>6255007
> Follow after the Goblin mob
Waku waku
Replies: >>6255019
Anonymous ID: EYBpY3uf
6/8/2025, 7:52:53 PM No.6255019
>>6255008

You follow after the Goblin mob and as you peak your head out of the hole you notice they left the cave and spread around the forest, presumably looking for you!

What do you wanna do now that they seem distracted?
> Cross the bridge
> Return through the cave and take the left tunnel
> Return through the cave and take the right tunnel
> Write in
Replies: >>6255023
Anonymous ID: qMY8+iFM
6/8/2025, 7:58:03 PM No.6255023
>>6255019
> Return through the cave and take the left tunnel
Replies: >>6255028
Anonymous ID: EYBpY3uf
6/8/2025, 8:07:44 PM No.6255028
>>6255023

Taking the left tunnel you find a larger damp area with a bunch of little goblins. They are holding down a pregnant human female and raping her. She's draped in scraps of what was likely a black robe and seems to be barely conscious.

The little goblins don't seem to have noticed you.

There seems to be another way out of this chamber, through a tunnel at the opposite side.

> Kill the little goblins and carry the woman with you
> Sneak past them into the other tunnel
> Return and take the right tunnel
> Write in
Replies: >>6255045
Anonymous ID: qMY8+iFM
6/8/2025, 8:28:47 PM No.6255045
>>6255028

> Kill the little goblins and carry the woman with you
Replies: >>6255055
Anonymous ID: EYBpY3uf
6/8/2025, 8:49:35 PM No.6255055
>>6255045

You murder all the little goblins, who were unarmed and too weak to adequately fight back. Then you grab the woman! Before you can pause to think which path you should take, you hear the mob of goblins returning!

You take the unknown path on the opposite side of the room, the only one available to you.

Luckily, after winding awhile, it leads outside! You realize you are on the opposite side of the river, in an exist concealed by underbrush.

But you also realize soon the goblins will be upon you.

But you are Strong! You simply put the woman on top of your shoulders and run away.

After you put some reasonable distance between you and the bridge, you begin to feel tired and stop to regain your breath.

The woman starts screaming in pain and to your horror she gives birth to half a dozen little goblins, who start skulking about almost immediately.

You murder the little abominations and resume carrying the woman.

You walk most of the night and only dare to stop by dawn.

Exhausted, you look around for some shelter.

You see in the distance the ruins of an old barn, undoubtedly consumed by fire, possibly from a lightning bolt, possibly from raiders.

With no other choice, you bunk there.

Hunger speaks loudly and you begin eating your ration. The smell of the food seems to bring the woman back to her senses. She seems scared at first, but when you offer her your cape and some food, and she realizes there are no goblins nearby, she begins to cry while eating the food.

After crying for a long while, she falls asleep.

You can't help but sleep as well. You hope nothing catches you in your sleep.

When you wake up, she's nowhere to be seen! You search for her, and find her nearby collecting berries.

"My name is Mila. Who are you?"

"I... I am Doris. I was part of a... well... a sorcery cabal. But we were ambushed by the goblins at night. I don't know what happened to the others but they... they've been making... more of themselves... in me..."

She breaks out crying again. You try to calm her down, but it lasts a long time. You share with her the last of your food.

"Do you know this region?"
"No... I'm not from here, I was just traveling. Our group was after some ancient tomes. Our magic was weak, we wanted to make it stronger."

"Can you do magic?"
"Well... with the right components... yes... but I don't have them here."

You ponder. You ran out of food and you're not even sure where you are.

> Forage for some food
> Hunt small woodland creatures
> Continue marching, maybe you will find a village
> Write in
Replies: >>6255062 >>6255065
Anonymous ID: 3Kro5YOv
6/8/2025, 9:05:38 PM No.6255062
>>6255055
>Forage for some food
Replies: >>6255074
Anonymous ID: qMY8+iFM
6/8/2025, 9:08:28 PM No.6255065
>>6255055
> Continue marching, maybe you will find a village

The long updates are better.
Replies: >>6255074
Anonymous ID: EYBpY3uf
6/8/2025, 9:18:25 PM No.6255074
Rolled 1 (1d2)

>>6255062 1
>>6255065 2
Replies: >>6255080
Anonymous ID: EYBpY3uf
6/8/2025, 9:31:46 PM No.6255080
Rolled 1, 1 = 2 (2d3)

>>6255074

You look around, pondering where can you find food. There are some berries here and there.

As you continue to walk through the forest with Doris, you find lots of food - bird eggs, edible roots, mushrooms, wild vegetables, even some honey.

By the end of the day, you stop and cook the food. You two scrounged together a few rations. Then you eat your full. (Rolling 2d3-2 to determine how many you have left after you are done eating.)

"You know... the way we did magic... we had to store magical energies first. To then release them. I know a few rituals. To charge myself with magic. But I need special inks to draw on my body with."

"Can you make those inks?"

"Yes, but it might take many days to find the right pigments out there."

You ponder. Though magic could be useful, you are not sure if you should stick around this region for long. There is probably a road around here somewhere, that you could follow back to civilization.

You don't like your chances sleeping in the wild. At the very least you need some shelter in these cold nights.

> Climb a tree and look for some landmark
> Look for a cave to spend the night
> Walk blindly at night until you're out of the trees
> Write in
Replies: >>6255082 >>6255093
Anonymous ID: EYBpY3uf
6/8/2025, 9:32:48 PM No.6255082
>>6255080

Looks like you only got enough food to feed yourselves for one day. And it ran out already again.
Anonymous ID: 3Kro5YOv
6/8/2025, 9:55:16 PM No.6255093
>>6255080
>Look for a cave to spend the night
Replies: >>6255095
Anonymous ID: BxVJo1X5
6/8/2025, 10:03:03 PM No.6255095
>>6255093

"It will be night soon. Let's find some shelter."

You look for a cave and after walking for about an hour you find one.

But when you enter the place, the hissing of a cougar catches you off guard. You are invading its lair!

What will you do?
> Attack the cougar with your dagger
> Poke the cougar with the short spear
> Light a fire and smoke the cougar out of the cave
> Leave it alone and look for some place else
> Write in
Replies: >>6255101 >>6255106
Anonymous ID: 3Kro5YOv
6/8/2025, 10:10:33 PM No.6255101
>>6255095
>Light a fire and smoke the cougar out of the cave
Replies: >>6255130
Anonymous ID: qMY8+iFM
6/8/2025, 10:14:27 PM No.6255106
>>6255095
> Leave it alone and look for some place else
Replies: >>6255130
Anonymous ID: EYBpY3uf
6/8/2025, 10:51:48 PM No.6255130
Rolled 2 (1d2)

>>6255101 1
>>6255106 2
Replies: >>6255132
Anonymous ID: EYBpY3uf
6/8/2025, 10:54:20 PM No.6255132
Rolled 3 (1d4)

>>6255130

Figuring you would probably be harmed trying to dislodge the cougar, you decided to look elsewhere.

Let's see what you find!

1 - another occupied cave
2 - an empty cave
3 - a structure
4 - you're sleeping outside it seems
Replies: >>6255135
Anonymous ID: EYBpY3uf
6/8/2025, 11:03:49 PM No.6255135
>>6255132

After wandering for awhile, you find a ruined stone temple build atop a small hill.

You make the effort to climb the hill and inspect the temple.

It seems to be a simple shrine, with a ritual well in the middle. Ancient dry blood lines the place, marking this as the site of human sacrifice.

"We studied these places.", says Doris, "An ancient people once sacrificed their enemies at these altars. The well is probably full of bodies. There is ancient magic in this hill, I can feel it. There is probably an entrance concealed at the base of the hill somewhere. Problem is..."

"Problem is?"

"There Could be undead there."

"Un...dead?"

You heard the stories. Corpses brought back to life using powerful dark magic. But they came back wrong... sick... violent... hungry...

"I don't wanna meet no undead."

> Sleep at the shrine
> Look for a hidden entrance
> This place is too spooky, you'd rather sleep in the open
> Write in
Replies: >>6255137
Anonymous ID: qMY8+iFM
6/8/2025, 11:06:22 PM No.6255137
>>6255135
> This place is too spooky, you'd rather sleep in the open
Replies: >>6255139
Anonymous ID: EYBpY3uf
6/8/2025, 11:12:04 PM No.6255139
Rolled 1, 3, 2 = 6 (3d3)

>>6255137

"Let's get out of here, this place is too spooky."

You brave the cold of the night and sleep in the open, nestled in the roots of an ancient tree.

Rolling to see if you get sick, if Doris gets sick, and if something finds you. 1 means a bad outcome.
Replies: >>6255143
Anonymous ID: EYBpY3uf
6/8/2025, 11:21:23 PM No.6255143
>>6255139

Perhaps because Doris was already used to sleeping in damp unpleasant places, the morning finds her perfectly healthy.

You're not that lucky.

A nasty cold is settling upon your body. You can feel your muscles aching and a fever coming.

"Aah, crap.", you say, sneezing.

You will move slower and gonna need rest and lots of liquid for up to a week. Making too much effort will worsen your condition.

What do you want to do next?
> Find a river, you need lots of water
> Look for shelter, you're freezing
> Look for food, you don't wanna starve
> Write in
Replies: >>6255144
Anonymous ID: qMY8+iFM
6/8/2025, 11:25:46 PM No.6255144
>>6255143
> Find a river, you need lots of water
Replies: >>6255148
Anonymous ID: EYBpY3uf
6/8/2025, 11:28:12 PM No.6255148
Rolled 4 (1d6)

>>6255144

Rolling to find water

1 - nascent
2 - shallow
3 - deep river
4 - salty marsh
5,6 - no luck
Replies: >>6255168
Anonymous ID: EYBpY3uf
6/8/2025, 11:45:27 PM No.6255168
Rolled 9, 20, 12, 17, 12, 13 = 83 (6d20)

>>6255148

Wandering around looking for a river, you find a salty marsh.

"The water here is no good.", says Doris, after tasting it. "It's brine. Will leave you parched in no time."

You feel dismayed. You're too tired to keep moving.

"Don't worry, it is bound to rain sooner or later. I will prepare some containers to collect rainwater."

Doris uses a bunch of broad leaves to prepare a water catching system. Then she finds clay, some sticks, molds a few big clay pots and fires it.

After she's done, she leaves the pots ready to collect water and go look for food.

Rolling to see when will it rain. Three rolls per day, on a 1 it rains.

On a 20 something finds you.

If two days elapse and it doesn't rain, Doris will take a big clay hydra she made and will look for water elsewhere.
Replies: >>6255170
Anonymous ID: EYBpY3uf
6/8/2025, 11:47:22 PM No.6255170
Rolled 2 (1d6)

>>6255168
On the first day, there is no sign of rain.

But something finds you.

1 - lizardmen
2 - a dragon turtle
3 - poachers
4 - a hag
5 - an old fisherman
6 - salt merchants
Replies: >>6255176
Anonymous ID: EYBpY3uf
6/8/2025, 11:55:15 PM No.6255176
Rolled 9, 19, 4, 4, 17, 16, 9, 7, 14, 13, 1, 14 = 127 (12d20)

>>6255170

At first you don't believe your eyes. A massive turtle shows up.

But it isn't a common turtle. It looks at you with understanding eyes and says.

"What brings two humans to my swamp?"

"We are... lost. My friend is sick. We need water."
"Hmmm... I will take you two to the nearest river. Climb up."

You climb on top of the dragon turtle. Doris brings the pile of clay pots she made.

The dragon turtle is surprisingly fast.

When it finds a deep river, it leaves us there.

Then it enters the river and returns with a big fish. It lays the fish in front of you.

"Be careful, humans. These lands are cursed. Don't stay here too long."

Then the dragon turtle turns to go away.

Do you want to ask something to the dragon turtle?
> Write in

You drink a lot of water and Doris makes some fish soup.

All this downtime might catch unwanted attention.

Rolling 12d20.

On a 1 something finds you.
Replies: >>6255178 >>6255180 >>6255206
Anonymous ID: qMY8+iFM
6/8/2025, 11:58:03 PM No.6255178
>>6255176

>Do you want to ask something to the dragon turtle?
Nearest human settlement or refuge
Anonymous ID: EYBpY3uf
6/9/2025, 12:03:22 AM No.6255180
Rolled 3 (1d6)

>>6255176

You ask about the nearest human settlement.

"There is a human village following this river downstream. Humans usually settle near rivers and near the sea."

You rest and recover. There is a small cave nearby, full of ancient drawings. Doris spends her time spindling some fiber to make cloth. She manages to make some very simple clothing for herself and is working on a cloak or blanket, you're not too sure.

Once you're pretty much recovered, something else finds you!

1- kobolds
2 - fishermen
3 - sahuagin
4 - a lost adventurer
5 - a cultist
6 - salt merchants
Replies: >>6255187
Anonymous ID: EYBpY3uf
6/9/2025, 12:06:34 AM No.6255187
Rolled 12, 16 = 28 (2d20)

>>6255180

A sahuagin emerges from the water!

It is alone! Must be a scout. Or a renegade.

What will you do?
> Attack the sahuagin
> Abandon your small camp and run inland, it probably won't follow
> Parley with the Sahuagin
> Write in

In any case, roll 2d20.
Replies: >>6255192 >>6255194
Anonymous ID: qMY8+iFM
6/9/2025, 12:12:06 AM No.6255192
Rolled 13, 5 = 18 (2d20)

>>6255187
> Attack the sahuagin
Replies: >>6255199
Anonymous ID: Ng0h7GwT
6/9/2025, 12:12:28 AM No.6255194
Rolled 3, 2, 3, 3, 1, 1, 1, 3, 2 = 19 (9d3)

>>6255187
I'm gonna roll to see if you have any food left to carry with you.

Doris foraged for the first 5 days, and you helped in the other two.

You ate between 7-14 rations. If I roll more than 14 you have food left.
Anonymous ID: 5BUJKOAX
6/9/2025, 12:22:13 AM No.6255199
>>6255192

You shank the sahuagin with your dagger. The sahuagin kicks you and hisses.

You fall on top of a bunch of pottery, breaking it.

The sahuagin grabs a piece of wood. As it was about to deliver a powerful blow with his new club, Doris grabs the short spear and shanks it again.

Bleeding a purple blood, it retreats, hissing, and disappears into the waters.

"Cmon, we must leave. This place is no longer safe.", says Doris, propping you up.

The two of you follow the river downstream from a safe distance.

After a couple days, you see a small village in the distance. From the amount of houses, you imagine that less than 300 souls live there. They have a small palisade.


You have recovered from your cold.

You only have 1 ration left.

What will you do?
> Approach the village
> Wait until someone leaves the village and rob them
> Draw attention to see who will come
> Write in
Replies: >>6255203 >>6255208
Anonymous ID: qMY8+iFM
6/9/2025, 12:27:51 AM No.6255203
>>6255199
> Draw attention to see who will come
Replies: >>6255210
Anonymous ID: AiGsnoRE
6/9/2025, 12:37:54 AM No.6255206
>>6255176
Nearest human settlement that isn't Terk, and which way to Arnabel.
Replies: >>6255208
Anonymous ID: AiGsnoRE
6/9/2025, 12:39:42 AM No.6255208
>>6255206
I'm too slow.
>>6255199
> Approach the village
Replies: >>6255210
Anonymous ID: EYBpY3uf
6/9/2025, 12:42:34 AM No.6255210
Rolled 2 (1d2)

>>6255203 1
>>6255208 2
Replies: >>6255215
Anonymous ID: EYBpY3uf
6/9/2025, 12:57:18 AM No.6255215
>>6255210

You approach the village. When you're getting near, a bunch of men armed with clubs and spears come running your way.

"Hags! Quick, get them!"

"Hey, we're not hags."

"That's what hags would say!"

When you realize they aren't stopping, you and Doris start running from them.

'We're not hags! We're not hags! Aaaah!"

Eventually they catch up with you and tackle you to the ground.

They beat you up with clubs and you lose your consciousness.

When you wake up, you are inside a tent. There is an old woman taking care of your wounds.

"My apologies.", says an old man, "But we've had... hag problems... for quite some time. There is no way to know if someone is a hag or not unless we beat them until they are unconscious. When it happens, if the person is a hag, they will revert to their monstrous form and we will kill them."

"Way to welcome strangers.", you say, your head still hurting.

"Accept our hospitality for however long you need as an apology."

You decide to stay in their village for awhile. You recover in about a week. In the meantime, you get to ask lots of questions to the locals.

You learn the village is called Palmfern.

It is a fishing village by the river of Nulk.

This region is sparsely inhabitted because it is very cursed. Hags, undeads, cultists, dragons. All kinds of nasty creatures.

Upstream there used to be a village, but they lost contact months ago. Sahuagin, they believe. There is a small tribe around here somewhere. They must have attacked the mining village to steal their metal tools. They are interested in very few other things from the surface.

Many people in this village have lost relatives to the hags. They come disguised, steal things, kill people, and then escape. Sometimes monsters tag along. But they have killed them, more than once.

The village doesn't produce much other than food - some basic cloth articles, and that's about it. It basically made the food for the mining village and sent it to them in exchange of metal. It also produces salt in the nearby marshes, which is used to preserve their food.

Adventurers sometimes pass around here, looking for treasure in the cursed lands.

They rarely come back.

You also speak with Doris. She says she's grateful you brought her back to a safe location. She could use your help gathering components for her spells, if you're so inclined, but otherwise she's just going to stay here.

What do you want to do?
> Ask them if they could give you some food as a parting gift
> Ask if there is something you could do for them
> Go look for components with Doris
> Write in
Replies: >>6255222 >>6255231 >>6255237
Anonymous ID: 3Kro5YOv
6/9/2025, 1:03:47 AM No.6255222
>>6255215
>Ask if there is something you could do for them
Replies: >>6255238 >>6255246
Anonymous ID: AiGsnoRE
6/9/2025, 1:10:27 AM No.6255231
>>6255215
> Ask them if they could give you some food as a parting gift
>Ask the way to Arnabel

They have nothing to offer us beyond food. This area is too dangerous to go thieving or dungeon diving in. Just go to Arnabel where we can steal stuff.
Replies: >>6255238 >>6255246
Anonymous ID: qMY8+iFM
6/9/2025, 1:18:30 AM No.6255237
>>6255215
> Go look for components with Doris
Replies: >>6255238 >>6255246
Anonymous ID: EYBpY3uf
6/9/2025, 1:20:34 AM No.6255238
Rolled 1 (1d3)

>>6255222 1
>>6255231 2
>>6255237 3
Replies: >>6255246
Anonymous ID: EYBpY3uf
6/9/2025, 1:29:50 AM No.6255246
>>6255222
>>6255231
>>6255237
>>6255238


You ask the people of Palmfern if there is something you could do for them.

The local leaders say that in the hag infested forests there are many rare herbs, if you would be willing to help escort a large group of gatherers to go get them they could give you a small cut.

A local salt merchant named Kurtus says that he got a highly valuable cargo that he wouldn't risk sending by boat. He knows the way to the city of Narn, which is sort of the nearest trade hub. But the way there is very treacherous, going through gnoll territory.

A young pregnant woman says the father of her child is an adventurer that came into the village a few months ago. He should have returned from his quest by now. He went to investigate the Undead Mounds, as they're called, with a small group. She doesn't have much, but she could give you some of the gold the guy gave her, if you bring him back alive.

> Brave the hag infested forest
> Brave the gnoll infested trails
> Brave the undead infested ruins
> Write in
Replies: >>6255248 >>6255249 >>6255251
Anonymous ID: 3Kro5YOv
6/9/2025, 1:31:49 AM No.6255248
>>6255246
> Ask them if they could give you some food as a parting gift
>Ask the way to Arnabel
Replies: >>6255249 >>6255256
Anonymous ID: AiGsnoRE
6/9/2025, 1:34:12 AM No.6255249
>>6255246
Support >>6255248
Replies: >>6255256
Anonymous ID: qMY8+iFM
6/9/2025, 1:37:26 AM No.6255251
>>6255246
> Brave the gnoll infested trails
Replies: >>6255256
Anonymous ID: EYBpY3uf
6/9/2025, 1:43:55 AM No.6255256
Rolled 1, 1 = 2 (2d2)

>>6255248
>>6255249
>>6255251

All the "honest work" the people proposed to you seemed way too suicidal.

So you just asked them the way to Arnabel and whether they could give you some food.

Rolling to determine if they will give you food and if they know the way. 1 is good outcome.
Replies: >>6255268
Anonymous ID: EYBpY3uf
6/9/2025, 1:57:05 AM No.6255268
>>6255256

Kurtus the merchant seems disappointed when you decline the mission to escort him and his precious cargo to Narn. But when you mention Arnabel he gets pensive for awhile. Then he lights up.

"Ah! Arnabel! Of course! I recall it now. You just need to cross the river and follow north for a couple weeks. The problem is there is no good trail. The only roads that lead there go around the forest, lengthening the trip by at least a month. It is the largest port in this continent, past the forest all the villages and small towns send their good to be traded there. Narn is in the opposite direction, though it is much closer."

You talk to the people that you have business there, and they praise your determination. They offer to give you a boat ride to the other side and a full backpack of dry food to help on your journey.

Seems like these people really liked you. Or maybe they're ashamed for having almost killed you for no reason.

Either way, they ferry you in a boat to the other side of the river and give you a large backpack with 10 rations worth of salted food.

Now as well equipped as you'll probably will be from this small village that barely produces anything other than food, you decide to go on your way.

However, as you're walking around, you notice someone skulking by. At first you think it is a monster, but you soon realize what is going on. One of the kids from the village must have followed you.

"Come out, kid. I know you're there."

A boy with an oversized backpack shows up from behind the bushes. You spooke to him before, but you can't quite recall his name. He's barely in his teens.

"I'm Zack.", he says, as if reading your mind, "We talked in the village. Let me travel with you!"

"Do you even have a weapon?"

"No, but... I thought you'd have a spare..."

A spare? Well, you do have a short spear...

"Why would I take you with me?"

"I have food, see?"

He opens his backpack and shows you tons of salted and dried goods. At least 30 rations! You wonder how the boy is even carrying that much.

> Tell the boy to go back or else
> Confiscate his food and tell him to go back
> Give the boy the short spear and let him tag along
> Let the boy tag along and kill him in his sleep to get his food
> Write in
Replies: >>6255282
Anonymous ID: AiGsnoRE
6/9/2025, 2:25:11 AM No.6255282
>>6255268
> Give the boy the short spear and let him tag along

With the boy as our pack mule, we could afford to take the long way around. Either way, we'll need his food to make the journey, long or short.
Replies: >>6255294
Anonymous ID: EYBpY3uf
6/9/2025, 2:46:38 AM No.6255294
>>6255282

"Alright, you can tag along, but you better wise up or you'll be monster food in no time. Here, have this.", you hand him the short spear.

He seems elated for a moment as his hand grasps the weapon, but you just turn around and start marching. He notices and starts walking at a brisk pace after you.

"You see, I always wanted to see the world. I was born in that village. They don't even let us go outside the palisade alone. Fearing the hags and... well, everything else."

The boy then rambles on and on about his life and his village and lots of boring things he has done and weird delusions he has about adventuring life.

You finally get fed up and tell him to shut up.

"Did you hear something?", he asks in too loud a whisper.

"Just... shut up."

And you continue walking. But he doesn't shut up at all. You're beginning to think he talks too much because he's nervous.

After a long day marching with the boy yapping nonstop, you finally decide to stop. You take out your backpack, find a good spot under a tall tree and tell the boy.

"Keep watch. Scream if something shows up, I'll wake up. Otherwise, just... shut up. For real. Or something could jump from the darkness and eat your face. Now, gimme some food."

He hands you his pack and you grab some food. The boy finally shuts up. Maybe the darkness put some fear into him. Maybe he remembered some story from his people.

You wake up well rested, but it seems the boy didn't close his eyes all night. Good.

He was about to go to sleep, when he notices you start walking again.

"Hey, wait for me.", he says, as he starts walking with you.

Throughout the day you notice he is very tired and no longer yapping so much. Nothing like a sleepless night and a forced march to shut someone up.

By the second day you start to ponder if it is really a good idea to push him that far.

> Keep pushing the boy, it will be good for him
> Rotate watches. You don't really need to sleep all night every night after all.
> Wait for the boy to fall asleep, steal his pack and move away under cover of darkness
> Write in
Replies: >>6255302
Anonymous ID: AiGsnoRE
6/9/2025, 2:56:09 AM No.6255302
>>6255294
> Rotate watches. You don't really need to sleep all night every night after all.

He seemed reliable the first time. Though we could drop the annoying noise hazard and save his life in one go by stealing the food, he's close enough to the village to make it back.
Replies: >>6255324
Anonymous ID: EYBpY3uf
6/9/2025, 3:33:07 AM No.6255324
Rolled 13, 7, 7, 19, 1, 14, 13, 15, 3, 12, 8, 18, 11, 3, 1, 4, 15, 8, 9 = 181 (19d20)

>>6255302

You start to rotate watches with the boy.

You decide to cover as much ground as possible so you walk all day everyday.

You have a total of 38 rations left, so I'll roll 19 days of movement.

1,2,3 - a monster attacks

20 - finds something interesting

Since you have no sense of direction, only EVEN rolls advance you towards your destination.
Replies: >>6255326
Anonymous ID: EYBpY3uf
6/9/2025, 3:36:43 AM No.6255326
Rolled 2, 2 = 4 (2d6)

>>6255324


It is the fifth day since you departed. The boy is far less annoying now. You are almost used to him.

You don't think you advanced much though. The trees look way too familiar, and you've noticed a marking you made on an old oak for the fifth time.

Then it finds you!

Rolling to determine time of encounter and what you see.

1 - past midnight
2 - dawn
3 - morning
4- noon
5 - afternoon
6 - night


1 - something weirder
2 - hags
3 - undeads
4 - cultists
5 - dragon
6 - bandits
Replies: >>6255330
Anonymous ID: EYBpY3uf
6/9/2025, 3:43:40 AM No.6255330
>>6255326

They came with the dawn.

A group of three women. Stunning. Scantily garbed.

When they see you, they start cackling.

"Well, well, well, what do we have here! Two lovebirds having a picnic in the forest! Don't you think he's too young, miss?"

"Back off, hags! I know about you."

The boy wakes up and grabs the spear.

The hags surround you two, circling slowly, chin down, body inclined forward, hands open, gazing at you like you are prey.

"Good, then we don't need to pretend! Hand us the boy and we'll let you go."

> Let the hags keep the boy
> Attack the hags alongside the boy
> Tell the boy to drop everything and run away so you can face the hags alone
> Write in
Replies: >>6255331
Anonymous ID: AiGsnoRE
6/9/2025, 3:48:38 AM No.6255331
>>6255330
> Tell the boy to drop everything and run away so you can face the hags alone
>Wait until he is out of earshot, say "He's all yours.", take his dropped rations and leave.

The idea is that they are hopefully just after the boy. So they all go after him, or at least split up. If they still want to do something with us, we can fight if there is just one, otherwise we can run.
Replies: >>6255343
Anonymous ID: EYBpY3uf
6/9/2025, 4:16:50 AM No.6255343
Rolled 9, 5, 1, 3, 8, 6, 14, 5, 6, 13, 6, 16, 16, 5, 14, 14, 18, 4, 11, 15, 15, 17, 14, 11, 16 = 262 (25d20)

>>6255331

"Drop everything and run, boy! I'll hold them back!"

The boy drops the heavy bag and runs away. He doesn't actually drop the spear though.

"He's all yours.", you tell the hags.

They look at you for a moment, cackle very loudly and run away aftert the boy.

"Come here, sweetie, we have some candy for you!"

You grab the boy's pack and move away from that place.

You now have about 28 rations.

I'll roll a few more days. Same rules.

1,2,3 - a monster attacks

20 - finds something interesting

Since you have no sense of direction, only EVEN rolls advance you towards your destination.
Replies: >>6255346
Anonymous ID: EYBpY3uf
6/9/2025, 4:17:51 AM No.6255346
Rolled 5, 3 = 8 (2d6)

>>6255343


It is three more days walking in circles.

Down to 25 rations.

Then it finds you!

Rolling to determine time of encounter and what you see.

1 - past midnight
2 - dawn
3 - morning
4- noon
5 - afternoon
6 - night


1 - something weirder
2 - hags
3 - undeads
4 - cultists
5 - dragon
6 - bandits
Replies: >>6255349
Anonymous ID: EYBpY3uf
6/9/2025, 4:21:08 AM No.6255349
Rolled 2, 7 = 9 (2d20)

>>6255346

You were just passing by the same giant oak for who knows how many times already when something grabs your ankle!

You trip and fall!

It's an undead! It is half buried! It grabbed your foot and is trying to bite you!

What do you do?
> Stomp its head until it stops moving
> Grab your dagger and finish the damn thing
> Free yourself from its grasp and run away
> Write in

In any case, roll 2d20.
Replies: >>6255350
Anonymous ID: AiGsnoRE
6/9/2025, 4:22:53 AM No.6255350
Rolled 5, 1 = 6 (2d20)

>>6255349
> Stomp its head until it stops moving
Replies: >>6255354
Anonymous ID: EYBpY3uf
6/9/2025, 4:29:50 AM No.6255354
Rolled 18, 5, 18, 16, 19, 11, 12, 6, 13, 6, 14, 17, 11, 4, 12, 19, 7, 4, 3, 9, 18, 18, 4, 18, 7 = 289 (25d20)

>>6255350

You stomp on the goblin's head until it stops moving. It takes longer than you expected. But when you're about to go away, it starts moving again!

Whatahell?

You continue to stomp on its head until it is reduced to a disgusting paste. It grabs you a couple times and almos bites you.

When it finally stops moving for real, you just sit down by the oak and cry.

You have no idea how you're going to get out of this place, you keep getting lost.

You end up falling asleep right there for the night after you're done crying.

The next morning you continue your march.

25 food.

I'll roll a few more days. Same rules.

1,2,3 - a monster attacks

20 - finds something interesting

Since you have no sense of direction, only EVEN rolls advance you towards your destination.
Replies: >>6255356
Anonymous ID: EYBpY3uf
6/9/2025, 4:34:25 AM No.6255356
Rolled 5, 3 = 8 (2d6)

>>6255354

You walk for 19 days. You feel you made good progress. At least you're not seeing that damn oak again and again.

(10 days of progress)

You're down to 6 rations.

Then it finds you!

Rolling to determine time of encounter and what you see.

1 - past midnight
2 - dawn
3 - morning
4- noon
5 - afternoon
6 - night


1 - something weirder
2 - displacer beast
3 - undead
4 - dryad
5 - owlbear
6 - bandits
Replies: >>6255358
Anonymous ID: EYBpY3uf
6/9/2025, 4:38:35 AM No.6255358
Rolled 15, 19 = 34 (2d20)

>>6255356

It is the afternoon. You hear a piercing wail. It chills your bones.

You wonder what is that.

Not too long after that, you see a girl crying sitting on top of a stone.

Wary that it might be another hag, you stay put, watching it from afar.

At some point, she gets up and starts moving.

But she's not walking, she's floating around!

She's some kind of spooky ghost!

She notices you and gazes at you. Then screams as if she got scared from seeing you.

Her shriek pierces your soul!

What do you do?
> Attack her with your dagger
> Run away as fast as you can
> Parley with the weird ghost
> Write in

In any case, roll 4d20 (2d20 to resist, 2d20 to interact)
Replies: >>6255361
Anonymous ID: AiGsnoRE
6/9/2025, 4:41:22 AM No.6255361
Rolled 1, 7, 4, 2 = 14 (4d20)

>>6255358
> Parley with the weird ghost
Replies: >>6255371
Anonymous ID: EYBpY3uf
6/9/2025, 4:51:36 AM No.6255371
Rolled 10, 10 = 20 (2d20)

>>6255361

The piercing shriek of the ghost incapacitates you. You fall to the ground, bleeding from your ears, eyes and mouth!

"Please...", you say to the ghost, spitting out blood.

"She stops wailing and approaches you."

"Will you be my friend?", she asks, in a chilling voice.

"Anything... just... don't wail again..."

"Come, I'll show you around!"

She grabs your hand. You feel an intense cold, but there is nothing you can do.

She drags you by the hand for many miles, singing some bone chilling tune, until you arrive at a cemetery.

"Here is my home. I'll show you to the others!"

By now you recovered a little bit of your strength. What are you going to do?

> Run away. She will probably shriek again.
> Tell her you're shy and don't want to meet anyone else but her because only you two are friends
> Grab your dagger and do your best attack at her
> Write in

In any case, roll 2d20.
Replies: >>6255374 >>6255491
Anonymous ID: AiGsnoRE
6/9/2025, 4:52:46 AM No.6255374
Rolled 9, 16 = 25 (2d20)

>>6255371
> Tell her you're shy and don't want to meet anyone else but her because only you two are friends
Replies: >>6255514
Anonymous ID: yrjDYX1b
6/9/2025, 10:27:59 AM No.6255491
Rolled 14, 11 = 25 (2d20)

>>6255371
>Tell her you're shy and don't want to meet anyone else but her because only you two are friends
Replies: >>6255514
Anonymous ID: EYBpY3uf
6/9/2025, 11:53:31 AM No.6255514
Rolled 8, 19 = 27 (2d20)

>>6255374
>>6255491

"I'm shy, I don't want to meet anyone else but you, because only the two of us are friends."

"You really mean it?"

"Of course!"

"Then let's play a game! Do you like games?"

"Err..."

"We will guess each other's name! Whoever gets it right first wins!"

"Uh... alright."

The little ghost moves through you, you feel the heat leave your body.

"But we must whisper the name into each other's ears! We don't want everyone to know our names!"

"Will you give me clues?"

"Of course! My name starts with L. What about yours?"

> Lie to her
> Tell her the truth
> Just start guessing her name like crazy
> Stab her right in the eye when she's distracted
> Write in

In any case, roll 2d20.
Replies: >>6255535 >>6255587
Anonymous ID: 3Kro5YOv
6/9/2025, 12:28:38 PM No.6255535
Rolled 5, 6 = 11 (2d20)

>>6255514
>Lie to her
Replies: >>6255625
Anonymous ID: yrjDYX1b
6/9/2025, 2:49:40 PM No.6255587
Rolled 11, 10 = 21 (2d20)

>>6255514
>Lie to her
Replies: >>6255625
Anonymous ID: EYBpY3uf
6/9/2025, 4:34:24 PM No.6255625
>>6255535
>>6255587


"My name starts with B.", you lie.

"Let's start the game!", she moves around. "I start! You run and I'll go after you to whisper the name in your ear! If I get it wrong, then I run and you come after me! Now run!"

You don't wait twice and start running. You hear the ghost's giggles as it pursues you. This goes on for a few minutes, until you feel a chill and hear a name whispered into your ear.

"Bridgit!"

You feel dizzy. This is obviously the wrong name, but what will you say to her?

> You got it wrong, it is my turn, now you run!
> You're very close, keep trying!
> You got it right! Now what?
> Write in
Replies: >>6255657
Anonymous ID: AiGsnoRE
6/9/2025, 7:47:38 PM No.6255657
>>6255625
> You got it wrong, it is my turn, now you run!
Replies: >>6257417
Anonymous ID: EYBpY3uf
6/13/2025, 2:14:20 AM No.6257417
Rolled 10, 16, 12, 14, 5, 2 = 59 (6d20)

>>6255657

You tell the weird girl ghost:

"You got my name wrong! It is my turn now, start running!"

"Alright!", she says, and with a creepy giggle she starts to move away.

You dart in the opposite direction!

After running for about an hour, you figure you're out of the ghost's grasp. You wonder at what point she noticed you ran away. You hope she's not out there looking for you...

Down to 6 rations, you continue your trip!

1,2,3 - a monster attacks

20 - finds something interesting

Since you have no sense of direction, only EVEN rolls advance you towards your destination.
Replies: >>6257422
Anonymous ID: EYBpY3uf
6/13/2025, 2:23:02 AM No.6257422
Arnabel
Arnabel
md5: 35c8dfbb9720e5a859b3a467baa7fe75🔍
>>6257417


On the dawn of the fourth day, you arrive at Arnabel!

You take in the sight. the city is a marvel. You never saw a city quite this big. You can see walls within walls, and endless houses and marketplaces thriving behind them. Farmland around the city stretches out for miles, and there is an endless stream of caravans coming in and out the main gates.

You have 2 Rations.

What do you want to do?

> Approach the city through the main gates
> Look for another way in
> Stay in the outskirts
> Write in
Replies: >>6257515 >>6257959
Anonymous ID: AiGsnoRE
6/13/2025, 6:04:01 AM No.6257515
>>6257422
> Look for another way in

Finally!
Replies: >>6258210 >>6258219
Anonymous ID: 3Kro5YOv
6/14/2025, 4:43:53 AM No.6257959
>>6257422
>Approach the city through the main gates
Replies: >>6258210 >>6258219
Anonymous ID: EYBpY3uf
6/14/2025, 8:45:24 PM No.6258210
Rolled 1 (1d2)

>>6257515 1
>>6257959 2
Replies: >>6258219
Anonymous ID: EYBpY3uf
6/14/2025, 8:52:43 PM No.6258219
>>6257515
>>6257959
>>6258210


You wander throughout the outskirt of the town, looking for another way in. There are many houses outside the walls, mostly farmhouses and barns, but also some slums. You bet some of those people know a way in that doesn't involve the main gates.

You also check the river. You're pretty sure a city this size puts metal grates on the river to prevent access through underwater means. Still, under cover of night, you could try to make your way on a small dugout boat. There are a bunch of those strew across the length of the rivers.

You could take your time looking for secret entrances. A city of this size certainly has secret tunnels into the heart of the city proper, probably around the nearby woods.

You could hide underneath one of the many wagons going into the city. There is a small chance of detection.

Or you could take the boldest approach and simply climb the walls at night. Wouldn't be your first wall climbing, but there is always the chance of being detected.

> Ask the people at the outside slums if they know another way in
> Try a dugout boat through the main river
> Look for secret entrances in the woods
> Hide under a wagon entering the city
> Climb the walls at night
> Write in
Replies: >>6258227
Anonymous ID: AiGsnoRE
6/14/2025, 9:09:18 PM No.6258227
>>6258219
> Hide under a wagon entering the city
Replies: >>6260754
Anonymous ID: EYBpY3uf
6/18/2025, 10:50:52 PM No.6260754
fanfarre
fanfarre
md5: ef94035aa8b19841f8a793d5cc00a73e🔍
>>6258227


You hide under a wagon and make your way into the city!

Once there, unknown to the authorities, the world is your oyster - you can steal and engage in crime freely! Unless there is a thieves guild... but you will discover whether or not there is one sooner or later.

Civilization, at last!

END OF CHAPTER ONE

Besides thieving, think about what kind of goals you have.

Wha do you want to do in this big city?

> Get as rich as possible
> Start or join a thieves guild
> Open some legit businesses
> Find an adventuring party to join
> Write in


Your choices will determine the direction of the quest from now on. I'm gonna wait awhile so anyone interested can chime in.
Replies: >>6260920
Anonymous ID: AiGsnoRE
6/19/2025, 2:09:14 AM No.6260920
>>6260754
> Get as rich as possible
> Find an adventuring party to join

Remember, we are stupid (low INT and WIS). We aren't starting any organizations. If we try anyways, it'll be other smart people running things while make broad, vague directives from the top. We'd have to ensure loyalty by using the things we are actually good at to essentially rescue some loyal lieutenants, or providing start up cash, so there's no dispute as to the founder of any shop or guild we create. Just get rich by stealing, or go on some adventures. We can't wander outside the walls without a friend to guide us because we are directionally challenged.
Replies: >>6262150
Anonymous ID: EYBpY3uf
6/21/2025, 12:41:49 AM No.6262150
Rolled 7, 1 = 8 (2d20)

>>6260920

You steal a few coin purses and then you start to draw attention.

A shady guy gets in contact with you at the inn you've been sleeping.

He says he knows that you've been stealing and is in town illegally.

He says you will be tossed in jail for a long time if the authorities discover it!

He tries to blackmail you into... sleeping with him!

What do you do?

> Tell him to fuck off, change inns just to be safer
> Knock his teeth out for being a pervert and a smartass
> Pretend to agree, choke him to death when you go do the deed
> Surrender to the authorities, invent some excuse why you entered town illegally
> Write in

In any case, roll 2d20 for success.
Replies: >>6262280
Anonymous ID: AiGsnoRE
6/21/2025, 4:02:28 AM No.6262280
Rolled 3, 5 = 8 (2d20)

>>6262150
> Knock his teeth out for being a pervert and a smartass
Replies: >>6262636
Anonymous ID: EYBpY3uf
6/21/2025, 5:16:19 PM No.6262636
>>6262280

You decide to knock his teeth out for being a pervert and a smartass!

He manage to dodge most of your attacks and run away screaming you will regret it, and although you do land a punch on him you doubt it broke any teeth.

A brawl breaks out in the inn, and before the guard arrives you slip away.

You steal a few more coin purses and find another inn in a different part of the city.

This inn is fancier, and you see a table with a group of adventurers pouring over a map planning some grand quest.

It is two male human warriors and a female cleric.

> Approach them and offer your services as a rogue
> Listen to them for awhile before committing
> You're not really interested, resume pilfering coin
> Write in
Replies: >>6262649
Anonymous ID: AiGsnoRE
6/21/2025, 5:41:55 PM No.6262649
>>6262636
> Listen to them for awhile before committing
Replies: >>6262679
Anonymous ID: EYBpY3uf
6/21/2025, 6:33:58 PM No.6262679
>>6262649

"...so if we head through the swamp, we'll get to the temple faster, you see! We'll have to carry less supplies!", says one of the warriors.

"You fool! That swamp is haunted! If we go there we might get lost!", says teh cleric.

"Not if we find a local guide!"

"And where are we going to find one?"

"There must be a village in the outskirts of the swamp..."

"Possibly. But wouldn't it be better if we went Around the swamp? The Temple is in a forest after all, there is no need to swamp dive..."

"Well, I'd be convinced, if that didn't require us to buy two months worth of food for each of us. If we go through the swamp it just a couple weeks."

"C'mon, we'll find loot in the temple!"

"How can you be so sure?", asks the cleric

"Because those places always have a lot of loot! Gems, gold, silver..."

"Well, can't argue with that. Old temples usually have it."

"Great! The cultists in there must be wimps, since they need to hide so far away from civilization."

"Agreed. But what if there are traps?"

> Offer your services as a rogue
> You're not really interested, resume pilfering coin
> Look for a different group of adventurers, a city this size must have lots of them
> Write in
Replies: >>6263210
Anonymous ID: AiGsnoRE
6/22/2025, 6:34:30 AM No.6263210
>>6262679
> Offer your services as a rogue