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You are Gilderoy Lockhart.

You are eighteen years old, recently graduated from Hogwarts School...
1. Exposition
You are Gilderoy Lockhart.

You are eighteen years old, recently graduated from Hogwarts School of Witchcraft and Wizardry, and you have just realized that the world has gone far too long without recognizing your greatness.

Currently, you're leaving the room at the Leaky Cauldron where you've been staying for the last two weeks. You'd planned to use the time find a job somewhere, but every place you've applied to has turned you down.

It was a bit of a shock. Sure, your housemates often responded to your insights with derision, but hostility is a natural reaction to being overshadowed. This, you don't understand at all. Even if they are too short-sighted to see your unmatched potential at any task you choose to try, your good looks and charming wit should have had them falling over themselves to hire you.

Well, it doesn't matter. You'll show them. You'll show everyone!

After a bit of thought, however, you decide that it's all for the best. A genius mind like yours would have been wasted filling some meaningless entry-level position. Now that your funds have run out, you're finally thinking clearly. You'll be able to take up the role that, at some level, you've always been preparing for:
GILDEROY LOCKHART, WIZARDING ADVENTURER!

You straighten your robes one last time, flash your perfect smile at the mirror, and saunter towards the door.
As you pass it, the mirror murmurs, "You shouldn't be so vain, dear." But that doesn't matter, because in your autobiography, that definitely didn't happen.

As you close the door, you note (for posterity) that your journey has begun. Right now, you don't have much. But as a truly exemplary specimen of humankind, no mere resource difficulty will long stand in your way. Right?

It's time to take the world by storm.

But where to begin?

[] The pub. It's practically tradition for adventurers to start there.
[] The Ministry. They keep track of stuff, right? So they'll know where dangerous creatures or dark wizards or whatever adventurers usually go after would be.
[] Just wander off somewhere, it'll probably work out. And if it doesn't, well, you're Gilderoy Lockhart. You'll make it work out through sheer brilliance.
[] Write-in.

Inventory

-The set of robes you're currently wearing, and a change. (They're really just your old school uniform with the Ravenclaw badge removed, but you're certain no one will be able to tell. Anyway, when you get the time, you'll be able to make it into something better with your unsurpassed skills in wandwork. You're absolutely sure of this.) Edit: actually, how on earth are you carrying this? Eh, magic.
-Your wand (Cherry and dragon heartstring, nine inches, slightly bendy), tucked into a pocket in your robes.
-A slightly singed Hogwarts diploma. (You, ah, may have attempted to set it on fire when the grades it contained in no way matched up to your extraordinary talent. Perhaps luckily, the charm didn't take. Much.)
-Eight bronze knuts. If you don't find some more money soon, you're not going to have a place to sleep tonight. Or anything to eat tomorrow.
-Perfect hair and a fabulous smile.

Index
[1] [2] [3]


Stuff in the books is true for this quest unless I say otherwise.
Stuff elsewhere (interviews, movies, Pottermore, etc.) is not true unless I say otherwise.
Write-ins are always okay unless specifically noted otherwise, though I reserve the right to veto them.
 
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[X] The Ministry. They keep track of stuff, right? So they'll know where dangerous creatures or dark wizards or whatever adventurers usually go after would be.

The quest I did not know I was waiting for has arrived.
 
[X] The Ministry. They keep track of stuff, right? So they'll know where dangerous creatures or dark wizards or whatever adventurers usually go after would be.

"Vegeta, what does the scouter say?"

"The Hype level is over 9000!"
 
Oh ,Lockheart quest,I think we need practice our protection charm a little and then we should be good in every fight with obliviate.
 
[X] The pub. It's practically tradition for adventurers to start there.

Surely the barkeep can point us at those who deserve to share in our greatness!
 
[X] Just wander off somewhere, it'll probably work out. And if it doesn't, well, you're Gilderoy Lockhart. You'll make it work out through sheer brilliance.
 
[X] Just wander off somewhere, it'll probably work out. And if it doesn't, well, you're Gilderoy Lockhart. You'll make it work out through sheer brilliance.
 
[X] Just wander off somewhere, it'll probably work out. And if it doesn't, well, you're Gilderoy Lockhart. You'll make it work out through sheer brilliance.

I eas going to go for the pub, but then I realised that we were Gilderoy Lockhart, and that adventurers were bound to join us just to watch our winning smile.
 
[X] Just wander off somewhere, it'll probably work out. And if it doesn't, well, you're Gilderoy Lockhart. You'll make it work out through sheer brilliance.
 
[X] The Ministry. They keep track of stuff, right? So they'll know where dangerous creatures or dark wizards or whatever adventurers usually go after would be.
 
[X] Just wander off somewhere, it'll probably work out. And if it doesn't, well, you're Gilderoy Lockhart. You'll make it work out through sheer brilliance.
 
[X] The Ministry. They keep track of stuff, right? So they'll know where dangerous creatures or dark wizards or whatever adventurers usually go after would be.

Having a little more information means we're less likely to end up getting the wrong impression of something and making a situation worse.
 
[X] The Ministry. They keep track of stuff, right? So they'll know where dangerous creatures or dark wizards or whatever adventurers usually go after would be.

Admittedly, adventure will finds us, one way or another.
 
[x] The pub. It's practically tradition for adventurers to start there.

Best case there will be some poor sap with a quest hook worst case booze.
 
[x] The pub. It's practically tradition for adventurers to start there.

Our natural habitat. If people at the pub don't remember what they did towards the last part of the night chances are they'll write it off to the booze.
 
[X] The Ministry. They keep track of stuff, right? So they'll know where dangerous creatures or dark wizards or whatever adventurers usually go after would be.
 
[X] Just wander off somewhere, it'll probably work out. And if it doesn't, well, you're Gilderoy Lockhart. You'll make it work out through sheer brilliance.
 
Vote tally:
##### 3.19
Vote tally:
##### 3.19
[X] The Forbidden Forest. Forbidden is just a synonym for fame, right?
No. of votes: 1
grassyhyuuga

[X] The Ministry. They keep track of stuff, right? So they'll know where dangerous creatures or dark wizards or whatever adventurers usually go after would be.
No. of votes: 6
racnor, luckybreak91, snake, No-one of Importance, Eurocorp, Crazy7s1

[X] The pub. It's practically tradition for adventurers to start there.
No. of votes: 5
Vesvius, Wzd_JA, drake_azathoth, esran, Deathstorm50

[X] Just wander off somewhere, it'll probably work out. And if it doesn't, well, you're Gilderoy Lockhart. You'll make it work out through sheer brilliance.
No. of votes: 6
veekie, pressea, Omegahugger, modrony, Koden, notmi

[X] The pub. We have to select targets to copy.
No. of votes: 1
Tsjoat


Votes are still open.
 
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2. The Tavern
Was a three-way tie for a while, but the pub wins by one vote. Anyways, Happy New Year!

--
As the person who will one day be known as the greatest adventurer of Europe (you could have said 'the world', but you can be humble when it suits you), you will be a role model to a great many young wizards and witches. A perfect role model.

Not only do you possess innumerable virtues and great talent in every field you turn your hand to, but you are also willing to help out your future protégés by showing them the proper way to start an adventuring career. (Assuming they buy your autobiography, of course.)

Though a part of you wants to just wander off in search of the danger that you know will inevitably find you, your iron core of discipline demands that you take your role as a mentor seriously.

You head to the pub.

Just outside the pub is a message board. You eye it hopefully. Maybe someone's posted a task that needs an adventurer?

LOST – KNEAZLE 6 MO. OLD - Photo:
Name: Lizzie
If fund please floo Arabella Figg!


That's clearly below you. The person can't spell properly, and they don't even list a reward!

Do you want to answer a survey?
If so, please come to
No. 354, Diagon Alley


The address is listed on a dozen slips below the flyer. You're slightly tempted to take one – they'll definitely be surprised by how someone as great as you responds – but you resist. You doubt anyone will even see the results of the survey. It's just not worth it.

LOST – KNEAZLE 11 MO. OLD - Photo:
Name: Midnight
If fund please floo Neomenia Scawfell!


This lost kneazle poster is exactly the same as the other one; handwriting, spelling mistake, and all, except for the different words. Even the kneazle meowing at you from the photo is the same. It's a bit odd.

Midsummer's Day Gala!
At Brocklehurst Mansion!
Open to anyone!


There's a scorch mark in the center of the flyer, as if someone had tried to blast it from the board. The last line has been scratched out and replaced with a poorly written "INVITATION ONLY!!!!" Below that is another half-dozen missing pet posters. None of them are creepy copies of each other, though.

You're a bit disappointed. None of it looks like adventurer material.

There has to be something more interesting inside.

... It's almost empty.

The fact that it's midafternoon might have something to do with it.

Still, there's several heated conversations going on. At the booth closest to the door on the left, four wizards in shabby robes are arguing furiously over a game of cards. Two tables down, a goblin is discussing something with a person entirely covered with a thick black cloak. The person is holding up a pouch, which clinks enticingly. The table in the center of the room is occupied by a pair of witches. As you pass by their table, the word "harpies" catches your ear.

Unfortunately, when you try to listen closer, each conversation dies down. It must be just an unfortunate coincidence; after all, your eavesdropping is quite discreet.

You reach the bar. It's currently only occupied by two men, one telling some sort of story to the other.

The storyteller has bloody gashes down both arms, but his injuries aren't stopping him from gesticulating wildly with his mug. His third mug, you notice. The other two are in front of him, empty.

The other man is Silvanus Kettleburn, your Care of Magical Creatures professor. You remember him being a bit reckless (as evidenced by his missing left arm), and mercilessly unfair. Despite being the best student in the class, you never received a grade above "Exceeds Expectations," and most of the time, not even that!

You're preparing to order something to drink when you remember that you have almost no money.

Pick at least one:
[] You should probably get a meal instead, then. (Cost: 21 knuts)
[] Well, you have to get something. The cheapest beer they have will do. (Cost: 6 knuts)
[] You don't need money! You're going to get the good stuff. Well, the closest thing they have to the good stuff that you can pay for. You've always wanted to try Ogden's Old Firewhisky, anyways. (Cost: 25 knuts)
[] Write-in (You can choose a cost, but I might change it if I don't think it fits)
You currently have 1 sickle (that's 29 knuts)

Also:
[] Listen to the story
  • [] Join their group
  • [] Eavesdrop
[] Join one of the other tables
  • [] Which?
  • [] How?
[] Write-in

--
It's 4 July 1982, if you're curious. A Sunday.
 
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