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  • File : 1296097366.jpg-(21 KB, 290x400, necromancer-felicia_cano.jpg)
    21 KB Necromancer Quest III Daerth 01/26/11(Wed)22:02 No.13672703  
    You were an apprentice Necromancer until that fateful day that your mentor got murdered by an angry flash mob.
    After preparing yourself that night, you offered your services to investigate the cause of the recent dead.
    You have found a lone varghoul in the attic, and from there hope to retrace the source of the infestation.
    But even with the guidance of the spirit world, not everything is clear as it seems.

    Welcome to Necromancer's Quest

    > You are a Necromancer
    > Your alignement is currently True Neutral
    > You have access to both arcane and divine spells, up to level 3.

    > Your arcane speciality is Necromancy, and your selected domains are Death & Repose
    > You have summoned a raven familiar, and have crafted a Masterwork Clay Golem.
    > You have 2 HD left of Necromancy TBR
    > You have 4g 8s
    >> Daerth 01/26/11(Wed)22:04 No.13672726
         File1296097441.png-(99 KB, 583x651, townmap.png)
    99 KB
    After warning the local clergy of Pelor of a potent undead danger, she rewarded you with 3 bottles of holy water.
    Then you spent some time communing with the spirit world and they localized the monster "somewhere in the wood"
    However you are unsure if your abilities to track and survive in the wild, and thus you're thinking about recruiting help.

    > Town map uploaded
    >> Anonymous 01/26/11(Wed)22:05 No.13672745
    An angry flash mob? So a group of people got together in a public place, started dancing spontaneously with elaborate choreography when a group of minstrels played an all-lute version of "Thriller", then murdered our master?

    Talk about shitty luck.
    >> Daerth 01/26/11(Wed)22:07 No.13672768
         File1296097659.jpg-(14 KB, 500x252, art06.jpg)
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    - Raising Undead FAQ.
    Being a necromancer you can seek help from the spirit world. They can assist you spiritualy or physically.
    Phyiscal interference often take form into undead helpers. They will guard your life until they are no longer needed. Here what can be summoned from your knowledge

    > Basic Skeleton (1+ HD)
    A normal skeleton, without any gears or abilities

    > Skeleton Warrior (3+ HD)
    A humanoid skeleton raised with tattered armor, weapon, and shield.
    The better the armor, the highest the cost.

    > Skeleton Magi (1 HD/Teeth)
    A humanoid skeleton infused with the spirit of a past spellcaster.
    Each HD used for summoning add a single Teeth spell to its arsenal.

    > Zombies
    Rotten, slow, somewhat resistant, easy to raise. And not appreciated by normal folks.
    >> Daerth 01/26/11(Wed)22:09 No.13672786
    Yea - that. With pitches, forks and torches. =P
    >> Anonymous 01/26/11(Wed)22:16 No.13672859
    Why don't we check out the Inn, and see if we can't find ourselves an Outdoorsman. A Hunter, Trapper, Ranger, etc.

    And we should probably be covert about the news of the Flying Vampiric Head...
    >> Anonymous 01/26/11(Wed)22:25 No.13672949
    Can we have our familiar do a cursory fly-over of the woods?

    We should think of a name for it too.
    >> Daerth 01/26/11(Wed)22:31 No.13673014
         File1296099104.gif-(17 KB, 497x486, Inn1.gif)
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    You decide to enter the Bear & Dagger inn. You have an inkling to why it is named such. But for now you try and keep it to business. The first floor is a tavern, built for travelers straying from the roads. The second floor is a inn. They're both managed by the same couple. Its a thriving business, and a lot of adventurers come for a drink here. Not that there's tons of troubles a-brewing in the region usually.

    The orcs living in the plains are usually calm.

    The woods are large. But you take note of it for later.

    Also: Roll 1d20 +4 for Local Knowledge check
    >> Anonymous 01/26/11(Wed)22:36 No.13673066
    rolled 1 + 4 = 5

    Rolling for local knowledge.

    Let's talk to the innkeep, see if he's heard anything from travelers or lumberjacks about something in the woods.
    >> Anonymous 01/26/11(Wed)22:36 No.13673072
    Orcs? Lovely.

    Also, i'm a newfag to this. Someone tell me how to dice roll?
    >> Daerth 01/26/11(Wed)22:45 No.13673208
    You try to remember the story about that rogue who...
    nope, can't remember anything.

    You take a stool and wait for the innskeeper to notice you. Doesn't take too long, in fact.
    "Hello Daerth! What is your poison?"
    > Beer, Ale, Wine (red/white) or Cider?
    "Anything else?"
    "Information. I seek what would be an anomaly in the woods. The local spirits have been troubled lately. Heard anything of worth noting lately?"
    "Trouble in the woods? I haven't heard anything of the sort. But maybe you should check their forest camp. Ask Minx over there, surely she can guide you."

    The innskeeper points to a female half-elf sitting in the east-most table (north on the map).
    >> Anonymous 01/26/11(Wed)22:46 No.13673218
    dice+1d20 goes into the email field
    >> Daerth 01/26/11(Wed)22:47 No.13673221
    dice+1d20 in the email field, I believe.
    >> Daerth 01/26/11(Wed)22:47 No.13673227
    >> Anonymous 01/26/11(Wed)22:48 No.13673229
    Forest Camp? I guess that's what the Campfire is on ye ol'e map...
    >> Anonymous 01/26/11(Wed)22:48 No.13673235
    Let's take cider for ourselves.
    Also, what's Minx drinking? Get her another mug to break the ice. We ARE imposing on her after all.
    >> Anonymous 01/26/11(Wed)22:53 No.13673291
    Cider? Don't you think that might make us look... childish? Weak?

    I suggest some wine.
    >> Daerth 01/26/11(Wed)22:58 No.13673347
    Not at all! Cider can be strong and yet very refreshing.
    >> Anonymous 01/26/11(Wed)22:59 No.13673359
    Oh? Then pardon my ignorance. I was under a false assumption.

    I second the notion for cider then. Along with a drink for the Half-Elven lass.
    >> Daerth 01/26/11(Wed)23:00 No.13673377
    So. Cider for both, or Wine for you and cider for her?
    >> Anonymous 01/26/11(Wed)23:03 No.13673400
    I agree with the idea of I [the Necromancer] ordering Cider. We don't we ask the barkeep if he knows what the Half-Elf is drinking, before just giving her a random drink.

    But, barring that, I say give her some ale. She seems like a tough la-- Nah, you know what. Scratch that. 2 Ciders sounds better.
    >> Anonymous 01/26/11(Wed)23:11 No.13673466
    2 ciders.
    >> Anonymous 01/26/11(Wed)23:11 No.13673471
    I have watched this quest go on for too long in silence. We are a necromancer. We need to start doing necromancer things such as building an undead army and constructing dark fortresses or towers. Also town folk should be regularly terrorized and killed to grow our armies.
    >> Anonymous 01/26/11(Wed)23:12 No.13673478

    > Your alignement is currently True Neutral

    Necromancer's aren't all evil, bro.
    >> Anonymous 01/26/11(Wed)23:15 No.13673506
    Trust me, Anon. If we don't find out who slaughtered our Master, we might get to the Undead-rising that you wish for so badly.

    But first thing's first. Find out who killed our Master. And for that, we must solve this mystery.

    Also, there is a Half-Elf girl who isn't drunk yet, and we need information from her.
    >> Daerth 01/26/11(Wed)23:16 No.13673522
    You order two glasses of cider (with local reduction, it cost you 1g), thank the barkeep, and walk to the half-elf's table.

    After depositing the glasses on the table and sitting on the chair in front of her, she yawns a bit and tells you she's not "that kind of girl". You reassure her by telling you only came to talk business. You got her attention.

    She takes a good look at you (you're in bone-wrought armor, remember?) and ask what is your profession. You barely replied an answer she has her falchion at the ready. "Not that kind of Necromancer!"
    "Order of the silver flame. Less rising hordes of the undead, more keeping the spiritual world in balance."
    "More likely to hunt down any wild undead terrorizing the county. And that is why I'm here. This is my home village, and there's something in the woods."

    You talk for a few minutes. You press on the emergency of the situation. Describe to her what was lurking in the mayor's house. A var-ghoul. She accepts to guide you - for a price.

    > She wants her meals and night paid in full. And part of the reward once the job is done.
    > You have 3.8g left.
    >> Daerth 01/26/11(Wed)23:18 No.13673546
    You will be rising undead soonish. But not all necros are evil. They just can't be good.
    >> Anonymous 01/26/11(Wed)23:21 No.13673586
    Is there even a reward? Were we able to get that concession out of the mayor?
    >> Daerth 01/26/11(Wed)23:22 No.13673592
    Also, since we're no longer in danger of being hunted down, someone throw 1d20 Local Knowledge
    >> Anonymous 01/26/11(Wed)23:23 No.13673605
    Logically, one would think alignment is irrelevant for necromancer's.

    Lawful good? Using undead in societally beneficial ways, in a region that promotes it. Cheap labor, perhaps.

    Chaotic Good? Using undead as a means to a necessary end. More bodies for the socialist rebellion.

    etc etc
    >> Daerth 01/26/11(Wed)23:23 No.13673607
    Yes - you will be able to negociate for a reward.
    >> Daerth 01/26/11(Wed)23:25 No.13673620
    Myself I see them more hanging near the neutral alignements. Chaotic Neutral, Lawful Neutral, True Neutral and Neutral Evil. Neutral Good would refuse to use raise dead. D:
    >> Anonymous 01/26/11(Wed)23:26 No.13673635
    rolled 17 = 17

    Knowledge Roll.

    Also, dinner and a night at the inn. 10% of the reward, 20% if she'll fight alongside us as well.
    >> Anonymous 01/26/11(Wed)23:28 No.13673653
    A good point, however:
    "Creatures of this alignments see the cosmos as a place where law and chaos are merely tools to use in bringing life, happiness, and prosperity to all deserving creatures. "
    Wherein necromancy could be considered just another such tool. Does necromancy have some form of negative effect on the entity's soul or anything of that nature?
    >> Anonymous 01/26/11(Wed)23:28 No.13673663
    rolled 3 = 3

    Knowledge Roll
    >> Daerth 01/26/11(Wed)23:30 No.13673679
    You offer her 20% of the monetary reward if she fights along you. 10% to guide. She accepts. Minx joins as your cohort - she's a level 4 ranger.

    You also remember that you left your life's savings at home in a hurry. Now might be a good time to fetch it.
    >> Anonymous 01/26/11(Wed)23:33 No.13673717
    Okay. Arrange to meet her in the morning, since we'll likely want to be at full power for this.
    Pay for her room and board if we can afford it now, otherwise we'll have to square it with the innkeep tomorrow.
    When we go home, we make sure to get our life savings.
    >> Daerth 01/26/11(Wed)23:34 No.13673727
    For me, its not how you use them, but how you summon them. If you try and rip them from the afterlife unwillingly, and become their master, use them to terrorize, its evil.

    If you seek help from the spirit world, and they're helping you keep balance against wild undeads and demonic hordes, they're neutral.
    >> Anonymous 01/26/11(Wed)23:36 No.13673760
    What, then, if some spirit communicated with you that it wanted you to help summon it to the material plane to further humanity? Like, necromancing the Emperor? Still neutral?
    >> Anonymous 01/26/11(Wed)23:37 No.13673774
    Well one explanation that I've seen used in dnd is that undead are animated using negative energy, and bringing more of it into the material world has a detrimental impact on things animated by positive energy (read: living things). Even if used for good, undead aren't as efficient a tool for good because of the side effects. In dire circumstances they might be worth it, but generally you're better off just recruiting living people, or summoning things that are not negative energy based.
    >> Anonymous 01/26/11(Wed)23:39 No.13673792
    this is only second hand, but I've seen on here before arguments that undead negative energy isn't inherently bad, just opposite. It's only negative in the same way the negative end of a magnet opposes the positive end.

    But I could be wrong.
    >> Daerth 01/26/11(Wed)23:39 No.13673793
    So long its not abused, and it is absolutely necessary.
    Beside an emperor would prefer a ressurection.
    >> Anonymous 01/26/11(Wed)23:42 No.13673830
    Negative energy is "bad" for things animated by positive energy because of it's opposing nature. Negative energy harms living things, there is a reason why it's effects on the living are generally things like inflict spells, harm, ability damage/drain, and the like. Negative energy itself is not necessarily bad, but exposing living things to it is, and by creating undead in the material world you're doing exactly that.
    >> Anonymous 01/26/11(Wed)23:45 No.13673851
    > rampant use of "it's" when I meant "its"
    Damn, I need sleep.
    >> Anonymous 01/26/11(Wed)23:45 No.13673857
    So, heading home to pick up our stash. Can we grab a robe or something? Walking around in the bone armour is probably bad for our PR and any attempt at not sticking out like a kkk guy in a black pride rally
    >> Daerth 01/26/11(Wed)23:46 No.13673869
    You give her rendez-vous near Pelor's altar tomorrow morning. The village should be warded so everyone should be safe. Then you pay her room & board (1.5g) to the innskeeper, before heading home.

    > It is dusk. When the spirit world's connection is strongest with the material plane. You should meditate and study for an hour.
    > That cider was delicious.

    Roll 1d20 +15 Search.
    >> Anonymous 01/26/11(Wed)23:48 No.13673908
    rolled 5 = 5

    +15 Search
    >> Servant of the Emperor 01/26/11(Wed)23:49 No.13673916
    Why pay for a room at the inn? We have a home of our own, the floor is comfy enough so we're fine resting there while she takes the bed.
    >> Anonymous 01/26/11(Wed)23:49 No.13673921
    rolled 7 + 15 = 22

    >> Anonymous 01/26/11(Wed)23:50 No.13673928
    rolled 11 + 15 = 26

    Search roll
    >> Anonymous 01/26/11(Wed)23:51 No.13673930
    was thinking about the cryptic ghost advice from the last thread, if my guess is right the holy water should be super effective against whatever is in the forest
    >> Anonymous 01/26/11(Wed)23:51 No.13673933
    We just meant, that might be a bit awkward to ask of her. Coin keeps this an impersonal business relationship, which is less creepy than suggesting that she comp home with us for the night.
    >> Daerth 01/26/11(Wed)23:54 No.13673964
    It was your mentor's personal armor, that you helped enchant. You should feel proud wearing it. Its the equivalent of chain mail. And you're proficient (being part cleric)
    You waste no time lifting the mattress and grabbing your life savings. (100g)
    You are paying her room, not yours. You are sleeping at home.

    Also, since you have free time, you spend an hour meditating and studying at home. Your link with the spirit world is refreshed.
    >> Anonymous 01/26/11(Wed)23:58 No.13674012
    pride vs. practicality

    one gets you killed and the other does not
    >> Anonymous 01/27/11(Thu)00:03 No.13674067
    Was our raven familiar about to do a quick fly-over of the forest before dark?
    >> Daerth 01/27/11(Thu)00:03 No.13674072
    Walking around unarmored gets you killed faster.
    Let the good deeds do the talking.
    Or the anonymous vote to switch uniform?
    >> Daerth 01/27/11(Thu)00:05 No.13674097
    Not yet, you've decided to wait until you start tracking it.

    Should we fast foward to the next day?
    >> Anonymous 01/27/11(Thu)00:07 No.13674122
    I am fairly sure I said to grab a cloak, not take our armour off. Unless it is the stuipidly pointy villan armour there should be no problem with wearing a cloak over top of it.
    >> Anonymous 01/27/11(Thu)00:08 No.13674139
    Getting a traveling cloak and robe to put on over the bone armor is probably a good idea if we plan on traveling, if Minx's reaction is any indication.

    But that's something that can wait.
    Yes, let's timeskip.
    Oh, and converse with our master on tactics to use against var-ghouls, and things we need to be careful of.
    >> Daerth 01/27/11(Thu)00:14 No.13674209
    You said robes, my bad I'm still in MMO-mode lol.

    You wake up in your house the following day, without further accident.
    It is early morning and the village was warded against supernatural threats thanks to you.
    You quickly grab a black cloak from your wardrobe, place it in the backpack, then equip your armor.
    Once you are ready, you head out to Pelor's temple to find Minx ready for you.

    She ask you how you want to proceed.
    > You're gonna use your familiar to scout overhead.
    > You want her to track the varghoul and prevent getting lost.
    > You want to reach the camp base and gather information there.
    > ? Anything else ?
    >> Anonymous 01/27/11(Thu)00:17 No.13674226
    Combine 1 and 3.
    Have our familiar do an aerial sweep of the forest and meet us at the camp.
    Minx will lead us to the camp and we'll gather more information there.
    Our golem should protect our flank.

    Also, does our master have anything to say about var-ghouls? Or the local Pelor cleric?
    >> Anonymous 01/27/11(Thu)00:19 No.13674253
    we also need to watch for any other possible dangers in the forest, there may be creatures more dangerous ahead.
    >> Anonymous 01/27/11(Thu)00:21 No.13674278
    Just throwing it out there, our golem could become a shape that we could ride like a donkey instead of using our legs like a sucker.
    >> Daerth 01/27/11(Thu)00:21 No.13674281
    You ask your mentor for tips.
    He tells you that warding against paralysis can save lives.
    And removing their ability to fly makes fighting var-ghoul much easier.

    Minx asks you if you want to stock at the local store before heading out.
    >> Anonymous 01/27/11(Thu)00:23 No.13674303
    >> Anonymous 01/27/11(Thu)00:25 No.13674335
    Maybe a weighted net, if one is available?
    We could use it to take the var-ghoul down.

    As for preventing paralysis, I don't think we have a spell for that, and items to prevent it are a little out of our current buying power.
    >> Anonymous 01/27/11(Thu)00:27 No.13674365
    also get rope, it is always useful for something
    >> Anonymous 01/27/11(Thu)00:28 No.13674376
    A helmet so we don't get our head ripped off.
    >> Anonymous 01/27/11(Thu)00:30 No.13674399
    Indeed! Charlie Bronson's always got rope.
    >> Anonymous 01/27/11(Thu)00:34 No.13674465
    So, a net, rope, and a helmet?

    I can agree to that. Let's go shopping.
    >> Daerth 01/27/11(Thu)00:36 No.13674487
    You accept the offer and head into the general store.
    You mostly see foodstuffs, a few rusty weapons and items, everyday utilities, and they even expanded into a magic section.

    Here's what the shop has to offer:
    Mundane items:
    *Fishing Net
    *Rope (Hampen)

    Minor Potions
    * Potion of Hide From Animals
    * Potion of Cat's Grace

    Medium Potions
    * Potion of Heroism

    Minor Scroll
    * Arcane: Minor Image (@3rd); Gust of Wind (@3rd); Cat's Grace (@3rd); Magic Mouth (@3rd); Summon Swarm (@3rd); Silent Image (@1st);
    * Arcane: Invisibility (@3rd); Keen Edge (@5th); Open/Close (@1st);

    Minor Rings
    * Protection +2

    Minor Wands
    * Invisibility

    Minor Weapon
    * Battleaxe +1
    * Hand Crossbow +1
    >> Anonymous 01/27/11(Thu)00:38 No.13674514
    do we have boots? fairly sure we have some sort of leg armour but if we will be running around the forest it might be a smart move to get proper foot wear, if nothing else it should make us less likely to sprain an ancle or something like that
    >> Anonymous 01/27/11(Thu)00:39 No.13674523
    With only a 100GP, we can really only get the mundane stuff.

    So a net, rope, and maybe the bedroll just in case?
    >> Anonymous 01/27/11(Thu)00:39 No.13674528
    Rope, shovel.
    >> Anonymous 01/27/11(Thu)00:41 No.13674537
    a fishing net wouldn't be the trap net I think you're imagining I don't think.
    >> Daerth 01/27/11(Thu)00:43 No.13674572
    The village makes its trade with fishing, lumberjacking, and trading. Thats why you're seeing a fishing net here.
    >> Anonymous 01/27/11(Thu)00:46 No.13674610
    quests are not traditional games

    saged, reported.
    >> Anonymous 01/27/11(Thu)00:49 No.13674641
    >quests are not traditional games
    Do you have any idea, any idea at all, how much of a newfag you look like? Even after that sticky that was here for months? This is just pitiful.

    Rope and shovel, and a good pair of boots.
    >> Magus O'Grady 01/27/11(Thu)00:53 No.13674689
    collaborative storytelling is the oldest game of all and for many cultures was the ONLY tradition of any kind. So back off, no-fun-guy.
    >> Magus O'Grady 01/27/11(Thu)00:54 No.13674697
    I agree. rope, shovel, and boots.
    >> Daerth 01/27/11(Thu)00:56 No.13674717
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    is this guy for real?

    Allright. Two votes for rope and shovel. And some leather boots. Thats 3g. You also take a bedroll just in case. Also, the potions are affordable.

    > You have 99g left.
    > You have bought a shovel, rope, and some nice boots.
    >> Anonymous 01/27/11(Thu)00:59 No.13674761
    I don't know, guys. Do you think we might need the Potion of Heroism?
    It's only one var-ghoul (we think), and we have effectively 3 combat-ready party members.

    But we have no clerics or paladins with us, either.
    >> Daerth 01/27/11(Thu)01:04 No.13674812
    We're kinda half-ish cleric. Think Mystic Theurge.
    You, Minx, and Gumby, right?

    Also the shop's list was randomly rolled. :)
    > captcha: Pokémon ncients
    >> Anonymous 01/27/11(Thu)01:09 No.13674850
    Can we detect and mark for future reference any interesting corpses we come across? E.g. wolves (forest floor scouting), squirrels (treetops), eagles (in case the var-things try to fly too high up).
    >> Anonymous 01/27/11(Thu)01:14 No.13674898
    I'm for buying the Potion of Heroism. We don't know if the var-ghoul is just one, and our party is small enough that I'm worried.
    >> Daerth 01/27/11(Thu)01:15 No.13674911
    With Detect Undead, yes.
    Using your skull totem add 30 ft to the range.
    >> Daerth 01/27/11(Thu)01:23 No.13674976
    One vote for heroism, need second to confirm. (50g)

    I want you guys to check this map, and map a route.
    Starting spot is west of the inn. Then you will roll a dice for each sector.
    >> Anonymous 01/27/11(Thu)01:30 No.13675016
    Seconding heroism
    >> Anonymous 01/27/11(Thu)01:36 No.13675065
         File1296110166.png-(140 KB, 583x651, 1296097441526.png)
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    Here's my project path to the camp.
    >> Anonymous 01/27/11(Thu)01:39 No.13675090
    I am incredibly frustrated by the difficulty in just posting a picture and give up, but I am seconding this absolutely.
    >> Anonymous 01/27/11(Thu)02:02 No.13675269
         File1296111746.png-(140 KB, 583x651, forest route 2.png)
    140 KB
    Here's the corrected route, since we're supposed to start west of the inn.
    >> Anonymous 01/27/11(Thu)02:03 No.13675284
    rolled 19, 12, 6, 3 = 40

    So I think that's 4 sectors.
    I assume it's a d20.
    >> Anonymous 01/27/11(Thu)02:12 No.13675364
    did Daerth die? d'aww
    >> Anonymous 01/27/11(Thu)02:15 No.13675401
    Maybe a ban?
    Or just fell asleep at the keyboard?
    >> Daerth 01/27/11(Thu)02:56 No.13675757
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    My ISP died
    we're back online guys
    >> Daerth 01/27/11(Thu)02:59 No.13675776
    Gonna need another 4d20.
    >> Anonymous 01/27/11(Thu)03:00 No.13675789
    rolled 13, 11, 13, 19 = 56

    hope this works
    >> Anonymous 01/27/11(Thu)03:00 No.13675792
    rolled 18, 8, 6, 16 = 48

    >> Daerth 01/27/11(Thu)03:09 No.13675860
    Splendid. You've bought the heroism potion for 50g. It is added to your inventory.
    > You get: Heroism potion

    Then Minx guides you into the woods, avoiding the beaten path. After an half-hour the woods get thicker, and you got lost. It takes another half-hour to notice you went astray, and find the woodsmen camp.

    The forest camp is located inside a rocky clearing, hidden deep within the forest. Long grass and rocks litter the fields around 30 feet in radius. The woodsmen has raised tents, there is animal skins drying, wood logs pilled into stack, and you can see the rest of a campfire. A burly man with a red beard greats the group.
    "Ahoy! New arrivals!"
    >> Daerth 01/27/11(Thu)03:15 No.13675893
    Also, what part of the map did you want the familiar to check?
    >> Daerth 01/27/11(Thu)03:24 No.13675976
    trying to revive thread?
    >> Anonymous 01/27/11(Thu)03:24 No.13675979
    The raven should check the forest area north of the mayors house
    >> Magus O'Grady 01/27/11(Thu)03:27 No.13676017
    Raven should scope out the woods north of the Mayor's house, and occasionally wing over the cemetery for a peak there.
    >> Anonymous 01/27/11(Thu)03:28 No.13676023
         File1296116910.png-(146 KB, 583x651, area.png)
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    by which I mean this.
    Respond with hail fellow well met and ask about any strange sightings/foreboding shadows
    >> Daerth 01/27/11(Thu)03:32 No.13676057
    There is four humans, 3 males and 1 female, working in the woodsmen's camp. The red-head bearded one seems to be the leader of the group. Minx is greeting him and presenting you. He ask you: "What can I do for ya!"
    >> Anonymous 01/27/11(Thu)03:37 No.13676111
    Sir, I am investigating a murder in town. It is imperitive that you tell me of *any* strange sightings you or any of your fellows have noticed in these here woods."
    >> Daerth 01/27/11(Thu)03:37 No.13676114
    Roxar informs you that the camp was pretty peaceful lately. However he did notice an increased sighting of what he call creepers north east of the village. Bears and other wildlife are also common around here.

    He ask you why. You reply there was an attack on the village, and you suspect the creature is hiding in the woods.

    Roll Spot or Survival check.
    >> Anonymous 01/27/11(Thu)03:40 No.13676144
    rolled 17, 1 = 18

    Spot and Survival. Ask what "creepers" are.
    >> Anonymous 01/27/11(Thu)03:40 No.13676150
    rolled 14, 4 = 18

    >> Magus O'Grady 01/27/11(Thu)03:43 No.13676187
    rolled 1, 6 = 7

    rolling spot and survival
    >> Magus O'Grady 01/27/11(Thu)03:45 No.13676201
    yeah, i'm just going to not roll from now on.
    >> Daerth 01/27/11(Thu)03:53 No.13676289
         File1296118423.png-(273 KB, 500x661, creeper.png)
    273 KB
    Roxar shifts nervously when you ask him what creepers supposed to be. He describe them as horrors in the wood, human-sized abominations with soulless black eyes that stalk those who walk into their domain. He pauses, and adds that even the best trackers have a hard time spotting and hearing them approach in the woods, so stealthy they are. A true nightmare for honest woodcutters and hunters.

    You spot your familiar flying back toward the camp.
    It is a cloudy day. There will probably rain today.
    >> Anonymous 01/27/11(Thu)03:59 No.13676343
    recieve familiar. Stay in camp until rain is over, and check with the other woodsmen.
    >> Magus O'Grady 01/27/11(Thu)04:03 No.13676376
    I agree, but with an addendum: Place Alarm spells around camp. No sense in letting 'creepers' get the drop on us.
    >> Anonymous 01/27/11(Thu)04:05 No.13676387

    Additional addendum: flirt with Minx.
    >> Daerth 01/27/11(Thu)04:05 No.13676389
         File1296119149.png-(112 KB, 583x651, townmap3.png)
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    Moments later your familiar lands on your shoulder.
    You mentally ask him of a resume of the region. From the raven's memory, he saw bears north of the woods, a hawk building his nest near the mayor's house, foxes near the village, and something akin to walking moss nearby the graveyard. Also, there was an eerie silence in the thickest forest, about half an hour north from the mayor's house.

    You nod.
    >> Anonymous 01/27/11(Thu)04:06 No.13676391
    We have a shovel, we can just dig a hole and box ourselves in dirt for the night....
    >> Anonymous 01/27/11(Thu)04:08 No.13676409
    >> Anonymous 01/27/11(Thu)04:10 No.13676427
    Ask our totem for some input. Investigating eerie silences seems a bit desperate.
    >> Magus O'Grady 01/27/11(Thu)04:11 No.13676432
    short term benefit. Better to ingratiate ourselves to the woodsmen with the assurance of an early warning system, however temporary, so they'll be willing to assist us in the future.
    >> Daerth 01/27/11(Thu)04:12 No.13676438
    And suffocate? Its not even night-time yet.
    You thank Roxar and check out with the other woodsmen. They tell you more of the same but with one extra tidbit: Leeroy has been missing for a couple days now.
    I will need a pick-up line, and a time to place it.
    >> Anonymous 01/27/11(Thu)04:15 No.13676469
    "That isn't Rigor Mortis. . . "
    >> Anonymous 01/27/11(Thu)04:15 No.13676470
    She's probably heard every possible play on her name, so let's avoid that.
    >> Anonymous 01/27/11(Thu)04:17 No.13676482
    That's awful.

    Maybe we should stick to simple compliments if we're that bad at pick up lines and innuendo.
    >> Anonymous 01/27/11(Thu)04:19 No.13676499
    >Leeroy has been missing
    This is a better lead. Ask about where exactly he was working, any strange behaviour. Maybe Minx will be able to track his trail.
    >> Anonymous 01/27/11(Thu)04:21 No.13676519
    Also, tell her we need her help to find us a man.
    >> Anonymous 01/27/11(Thu)04:22 No.13676522
    > Leeroy has been missing

    Probably ran in first and got shredded by all the rookery whelps he pulled.
    >> Anonymous 01/27/11(Thu)04:23 No.13676538
         File1296120231.jpg-(342 KB, 900x1444, 3987.jpg)
    342 KB
    > Also, tell her we need her help to find us a man.
    >> Anonymous 01/27/11(Thu)04:24 No.13676540
    Thinking the same thing
    >> Daerth 01/27/11(Thu)04:25 No.13676553
    oh god, I laughed.

    Very well. You pick a tiny bell, attach a silver string to it. You inform Roxas you're gonna ward the area with an alarm as a reward for helping. You infuse the bell with silver light, and hand it over.
    "Anything within 50 feet should trigger it. Unfortunately it only last 10 hours, but its better than nothing. The password is creeper."

    You ask further information about Leeroy. He is the local hunter, as well as a good skinner. Kind of reckless, but good at spotting creepers.
    Usually he hunt near the elven northwoods, but he is known to hunt for days near the mayor's house thickwood.
    >> Anonymous 01/27/11(Thu)04:26 No.13676564
    Heh, this is a pretty good one.

    "I need you to help find me a man. Wait. What I meant to say, I mean, I'm not... Stop laughing!"
    >> Magus O'Grady 01/27/11(Thu)04:27 No.13676569
    I'm assuming Minx knows we're a Necromancer.

    Pickup technique: Keep rubbing our temples as if we have a headache. Look at her briefly. Mumble under our breath, sound a little annoyed. When she asks what's wrong, tell her "the ghost of our dead grandfather won't shut up about us asking her out on a date, and she's clearly too good for any of the crappy pickup lines he keeps shouting at us. Family. What'cha gonna do?"
    >> Anonymous 01/27/11(Thu)04:31 No.13676593
    > I'm assuming Minx knows we're a Necromancer.

    She does. And I think we can go pretty easily do both your idea and >>13676564
    >> Daerth 01/27/11(Thu)04:31 No.13676598
    Now this, will gives you a +10 to the roll.
    Want to wait until you're alone in the woods to send it?
    >> Anonymous 01/27/11(Thu)04:31 No.13676599
         File1296120709.png-(145 KB, 583x651, exploring.png)
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    Again trouble in the mayor's northwoods. We have some exploring to do I guess. Over the top to avoid creepers
    >> Anonymous 01/27/11(Thu)04:33 No.13676609
    Sounds good.
    >> Daerth 01/27/11(Thu)04:36 No.13676619
    Okay. You pack up your things with a destination in mind. I want you guys to roll 3d20 on Survival Check.
    >> Anonymous 01/27/11(Thu)04:36 No.13676623
    rolled 3, 19, 14 = 36

    >> Anonymous 01/27/11(Thu)04:37 No.13676625
    rolled 19, 19, 12 = 50

    How can this go wrong?
    >> Anonymous 01/27/11(Thu)04:39 No.13676631
    Damn, really wish you had posted just a little bit sooner.
    >> Daerth 01/27/11(Thu)04:45 No.13676656
    Okay... I'm going to need a spot check and a listen check.
    >> Anonymous 01/27/11(Thu)04:47 No.13676661
    rolled 18, 3 = 21

    spot, listen, go!
    >> Daerth 01/27/11(Thu)04:51 No.13676686
         File1296121913.jpg-(15 KB, 120x328, forest1..jpg)
    15 KB
    You spot perched on a tree a miniature housecat-sized dragon with fine indigo scales, sharp horns and a tail tipped with a barbed stinger. It looks fairly intelligent, and watch you with interest.

    Minx informs you the creature as a pseudodragon. Its fairly inoffensive as long you do not provoke it.
    >> Anonymous 01/27/11(Thu)04:55 No.13676705
    Hmm, though we already have a familiar, pseudo dragons are decently useful. Let it follow us if it wants to.
    >> Anonymous 01/27/11(Thu)04:55 No.13676707
    Intelligent enough to speak? Open dialogue concerning th e wood's inhabitant. Offer it some rations as an opening gift on Minx's approval.
    >> Anonymous 01/27/11(Thu)05:00 No.13676726
    I think they are, but like most draconic creatures it's rather arrogant and will want to approach on its own terms I think.

    Not sure, ask Minx.
    >> Daerth 01/27/11(Thu)05:00 No.13676732
         File1296122455.jpg-(100 KB, 500x567, femelfranger.jpg)
    100 KB
    You keep following Minx in the woods, leaving the Pseudodragons behind. A quick idea germinate in your mind and you groan loudly, rubbing your template as if you had a headache. "Rigor Mortis, really?" Minx ask you what's wrong...

    "The ghost of our dead grandfather won't shut up about us asking her out on a date, and she's clearly too good for any of the crappy pickup lines he keeps shouting at us. Family. What'cha gonna do?"

    Diplomacy roll.
    (Also: Spot)
    >> Anonymous 01/27/11(Thu)05:01 No.13676736
    Pseudodragons are intelligent, though they can't speak common due to physical limitations. They can, however, communicate telepathically.
    >> Anonymous 01/27/11(Thu)05:02 No.13676743
    rolled 6, 17 = 23

    Diplomacy and spot coming right up.
    >> Anonymous 01/27/11(Thu)05:03 No.13676752
    As intelligent as a human, extremely loyal, cunning. . .

    Basically, think of a small intelligent creature with the personallity of a housecat.
    >> Anonymous 01/27/11(Thu)05:03 No.13676754
    Well, you never specified which one was which...

    17 diplomacy?

    Yeah, we probably can't get away with that. Oh well.
    >> Anonymous 01/27/11(Thu)05:06 No.13676766
    We should've made friends with the pseudodragon. We should not the position come back in this direction if it is convieneient.
    >> Daerth 01/27/11(Thu)05:07 No.13676769
    > She rolled high on sense motive, you rolled low. Even with your best pick up line, she saw right into the bluff.

    It wasn't for nothing tho, you received a smile.
    (Listen Check!)
    >> Anonymous 01/27/11(Thu)05:30 No.13676772
    rolled 17 = 17

    What is in my ears?
    >> Anonymous 01/27/11(Thu)05:30 No.13676773
    rolled 6 = 6

    >> Daerth 01/27/11(Thu)05:42 No.13676800
         File1296124925.jpg-(75 KB, 400x225, creeper3.jpg)
    75 KB
    A terrible hiss from behind.

    Roll for reflex save
    >> Anonymous 01/27/11(Thu)05:42 No.13676802
    rolled 7 = 7

    >> Daerth 01/27/11(Thu)05:43 No.13676807
    rolled 3, 1, 1, 5 = 10

    Dice roll for damage
    >> Anonymous 01/27/11(Thu)05:47 No.13676815
    Well, thankfully the dice seem to hate EVERYONE.
    >> Daerth 01/27/11(Thu)05:47 No.13676816
    You haven't even had time to react that the creature self-destructed into a large bang. You barely had a side-glance, and the resulting explosion left a nice crater in the brush. Both of you were caught unaware, but at least you're still breathing.

    Those must be the creepers.
    >> Anonymous 01/27/11(Thu)05:50 No.13676825
    Before anything else, scan for anymore instant threats. Then count up our healing capabilities.
    >> Daerth 01/27/11(Thu)06:02 No.13676865
    You check around if there's any immediate threat, willing as a closer guard. You find nothing in the vicinity. You make a mental note as to be more aware of your surroundings.

    You two were afflicted with minor burns and deep scratch from the explosion. You may call upon the spirit world to heal, but they have little healing power.

    You notice Minx unclogging a medium healing potion she took from her belt. You sign her to wait... you should be able to heal light wounds with ease.
    >> Anonymous 01/27/11(Thu)06:04 No.13676874
    If the immediate danger is passed, apologize to Minx for distracting her and hitting on her when we should have been on the lookout for threats.
    >> Anonymous 01/27/11(Thu)06:04 No.13676875
    Where's our golem? Dude needs to be watching our backs.
    >> Anonymous 01/27/11(Thu)06:07 No.13676891
    Sstart with the cure light wounds. Make sure the golem didn't break.
    >> Anonymous 01/27/11(Thu)06:08 No.13676894
    Also, isn't our raven back now?

    Speaking of which, does it need a name?
    >> Anonymous 01/27/11(Thu)06:09 No.13676897
    I vote for Corvus.
    >> Anonymous 01/27/11(Thu)06:10 No.13676908
    We should call him Kabrok.
    >> Anonymous 01/27/11(Thu)06:10 No.13676911
    I vote for Corvil
    >> Anonymous 01/27/11(Thu)06:13 No.13676925
         File1296126794.jpg-(66 KB, 800x600, screen_artwork_corbeau.jpg)
    66 KB
    > raven
    > name him Kabrok

    What you did there.
    I see it.
    >> Daerth 01/27/11(Thu)06:15 No.13676942
    rolled 1, 4 = 5

    Gumby is stuck walking head-first against a trunk. A glitch in the Golem's Intelligence. You find it hilarious.
    He was unaffected by the blast, the tree took most of it.

    You restore most of the wounds with ease. Minx raises an eyebrow at you. You explain that the living and the death shares a thin, ethereal bond and you've learned to mend that path.

    You also apologize for distracting her.
    >> Anonymous 01/27/11(Thu)06:20 No.13676973
    Adjust pants. Exhale. Take a drink of water. Continue journey.
    >> Daerth 01/27/11(Thu)06:28 No.13677019
    Allright guys. It is 6:30. Lets wrap this up.
    4d20 please.
    >> Anonymous 01/27/11(Thu)06:29 No.13677026
    rolled 4, 9, 6, 18 = 37

    >> Anonymous 01/27/11(Thu)06:30 No.13677032

    >> Daerth 01/27/11(Thu)06:32 No.13677038
    Spot Check. Now.
    >> Anonymous 01/27/11(Thu)06:32 No.13677041
    rolled 15 = 15

    >> Daerth 01/27/11(Thu)06:35 No.13677057
         File1296128132.png-(184 KB, 363x454, minecraft_sketch1.png)
    184 KB
    You won't get caught by the same thing twice. You clearly see the creature, camouflaged near bush. Its a creeper, its ugly, and its looking at you. It is about 30 feet away, and you have the initiative this time around.

    Time to get even.
    >> Anonymous 01/27/11(Thu)06:37 No.13677067
    Open fire with bone teeth.
    We should remember to pick up any sulfur it drops
    >> Daerth 01/27/11(Thu)06:46 No.13677108
    You will your clay golem into an intercept course, while summoning ivory teeth to strike your opponent. Minx draws an arrow and let it loose upon the abomination with terrible precision. The creeper started hissing its deadly charge when your golem slammed all his weight on its side...
    >> Daerth 01/27/11(Thu)06:51 No.13677119
    3d6 → [5,6,6] = (17)

    The assault was too much for the creature and that hiss was its last. It drops dead on the side, and in its death throw its mass seems to wither to nothingness, but if a few lumps of solid gray mulch. And it smells like sulfur.comp

    Arcane Knowledge roll
    >> Anonymous 01/27/11(Thu)06:52 No.13677129
    rolled 7 = 7

    >> Daerth 01/27/11(Thu)06:58 No.13677157
         File1296129483.png-(112 KB, 583x651, townmap4.png)
    112 KB
    The remains are probably spell component. You pick up what you can.
    > You get 3x creeper parts.

    Well guys, that's it for tonight. See you tomorrow for this chapter's conclusion.
    >> Anonymous 01/27/11(Thu)06:58 No.13677159
    rolled 3 = 3


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