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  • File : 1306174009.jpg-(213 KB, 1024x785, KoyQue - Full Moon 2.jpg)
    213 KB Koyani Quest pt. 6 Katsi !9UacgIKB5g 05/23/11(Mon)14:06 No.15024994  
    We died.

    Fortunately, we were borrowing someone else's body in the first place. Now back in Hell, we've been put on trial for our failure as Ashtoreth's Chosen. Our defense is that this failure was clearly all apart of Ashtoreth's plan, the next step of which is obviously to send us back to try again. The prosecution contends that we're incompetent or else possibly a traitor.

    >Make a closing argument.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)14:18 No.15025071
    >Previous threads,
    >http://suptg.thisisnotatrueending.com/archive/14979882/
    >http://suptg.thisisnotatrueending.com/archive/14987008/
    >http://suptg.thisisnotatrueending.com/archive/14992476/
    >http://suptg.thisisnotatrueending.com/archive/15003212/
    >http://suptg.thisisnotatrueending.com/archive/15013979/
    >> Anonymous 05/23/11(Mon)14:21 No.15025098
    >>15024994
    Going with the only one I could come up with last time.

    "The prosecution has failed to prove that Malapraxis' actions are as disastrous as they make them seem.
    "Also they imply by their accusation that Our Lady would have chosen someone completely unsuited to the task, calling into question Her own abilities."

    Hopefully shifting blame towards the prosecutor will help.
    >> Anonymous 05/23/11(Mon)14:29 No.15025163
    >>15025098
    This clearly makes complete sense

    lets do this
    >> Anonymous 05/23/11(Mon)14:43 No.15025254
    rolled 83 = 83

    connection problems again OP?
    >> Anonymous 05/23/11(Mon)14:59 No.15025361
    >>15025254
    Looks that way.

    Any improvements to the closing statements in >>15025098 ?
    Right now the only way out I can see is to butter up Ashtoreth by flattering her ability to create plans that are unfathomable.
    >> Anonymous 05/23/11(Mon)15:00 No.15025378
    rolled 3 = 3

    >>15025361
    Yeah
    I have nothing to add.

    we'll see how this plays out
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:01 No.15025389
    Apologies, the response dragged on longer than I anticipated.

    You can see Ashtoreth, looking increasingly bored atop her throne, look back and forth between you, Vual, and the prosecution. You're half-convinced she's playing eenie-meenie-miney-moe when she finally delivers the verdict. "The court rules in favor of the defense, and further moves that the prosecution be disbarred for incompetence and," she smiles impishly, "Malpractice, pending investigation on part of the court Internal Corruptions Office."

    "I further decree as Empress of Hell and Demon Goddess that Malpraxis is to be my Chosen. Again." She turns to face you, looking you in the eyes for the first time since you'd returned to Hell, and suddenly you're awash with a curious mixture of awe and dread, every thought fleeing from your mind except a burning longing to win her approval and an overwhelming terror for her wrath. A memory returns of the time just before you'd possessed Ophelia, the last time Ashtoreth had looked you in the eye. You wonder now, as you did then, that maybe there was more to her avoidance of eye contact than just arrogance. "Go, Malapraxis, Lord of Shadow, and drive the Kef back under my yoke. Do not fail me again."

    Her eyes linger on yours for a moment that feels like an hour, until finally she turns away, pulls herself off of her throne, and walks to the door, which opens of its own accord as she approaches. When the door slams shut behind her, the babble of the court room immediately returns, as does your own senses. You notice that at some point, the bars surrounding you retreated back into the ground, leaving you free to go. And also that Ashtoreth never said "case closed and court dismissed."
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:02 No.15025396
    Regardless, the scrying spell on the courtroom floor has focused itself on Artall. It appears as though there's several sacrifices still ready, spread out across three locations. First, three of the four secret fortresses near Veridia (1) still have sacrifices ready to go, and a dream sent by one of the more powerful demons should have them knifed in a few hours. It appears as though Veridia Yellow is the odd village out. Maybe their sacrifice(s) was/were killed in the original attack. Or maybe their hidden fortress was already found and overrun. Or maybe they've had second thoughts about sacrificing to Ashtoreth. Regardless, Marvell evidently has a pair of back-up sacrifices ready. They were Ophelia's friends, before, having been raised together.

    Second, it looks as though both Pallum (4) and Rydis (5) are preparing sacrifices now, hoping for someone to save them from the advancing Kef armies. Pallum and Rydis are the front lines of the conflict, now, with the combined forces of two paladins bearing down on each of them. On the one hand, it'd be a city already able and willing to do as you command. On the other hand, you'd be forced into a pitched battle against a very able foe very early on. The situation in Veridia remains more or less unchanged, except in that you now have even less time before the Kef discover the location of the hidden fortresses, one way or another.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:03 No.15025411
    I can't believe it actually took me thirty minutes to compose that. Hrm.

    Regardless...

    >Where will you go next?
    >> Anonymous 05/23/11(Mon)15:06 No.15025435
    rolled 85 = 85

    you forgot the map

    Regardless, we need to be in a place near Kef village so that we can harvest shit-load of torment before doing anything.

    We are not going to herpaderp charge in again
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:07 No.15025446
         File1306177655.png-(116 KB, 1206x651, Artall.png)
    116 KB
    And I haven't uploaded the map on this thread yet, have I? Allow me to rectify that.
    >> Anonymous 05/23/11(Mon)15:15 No.15025538
    rolled 61 = 61

    So...
    A question

    Those vilalges near (1)
    Who lives there?
    >> Anonymous 05/23/11(Mon)15:17 No.15025550
    rolled 64 = 64

    >>15025538
    actually, the same question for (4) and (5)
    >> Anonymous 05/23/11(Mon)15:24 No.15025612
    rolled 46 = 46

    >>15025538
    >>15025550
    If it is not clear, I want to start near a small Kef settlement to torment the shit out of them
    >> Anonymous 05/23/11(Mon)15:26 No.15025626
    >>15025612
    Kef may be good, but perhaps we should start even lower? A Gerdo outpost perhaps?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:28 No.15025634
    The villages near Veridia(1) are occupied by the Kef. Many of them also have a sizable population of aquatic creatures called Sahuiru in nearby bodies of water. Every village except 1-Y has a hidden fortress nearby, which contains about a hundred Koyani. 1-Y also has a fortress, but no potential sacrifices are there, so it's impossible to say what state it's in right now.

    All potential sacrifices from the villages surrounding Pallum(4) and Rydis(5) have been brought to the cities themselves, so it's impossible to say what the state of these villages is. However, from the memories/thoughts of the sacrifices, the last report is that Pallum-G(reen) and Pallum-V(iolet) were in Kef hands, while Pallum-R, Rydis-R, and Rydis-G are all in Koyani hands.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:30 No.15025649
    >>15025626

    There aren't many Kef in the villages surrounding Veridia, since Veridia is well behind the front lines. You'll find mostly Gerdo there.
    >> Anonymous 05/23/11(Mon)15:31 No.15025653
    rolled 82 = 82

    >>15025626
    Gerbo are dumb muscle of Kef iirc
    they go hand in hand.

    >aquatic creatures called Sahuiru
    What are Sahuiru are they allies with Kef?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:33 No.15025670
    >>15025653
    They're mostly isolationist. It will vary from tribe to tribe, but most of them aren't currently invested on either side of the conflict. They're fairly tough little blighters, though. Probably between a normal Kef and a Heavy Kef in combat prowess.
    >> Anonymous 05/23/11(Mon)15:33 No.15025676
    rolled 39 = 39

    >>15025649
    Gerdo are also enemies, right?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:35 No.15025686
    >>15025676
    Yes. Gerdo aren't native to Artall, so all the Gerdo in the region have been brought by the Kef to serve as cannon fodder. They're short, weak, and unskilled. The only reason they still exist as a species is because they breed like rabbits.
    >> Anonymous 05/23/11(Mon)15:37 No.15025706
    rolled 76 = 76

    >>15025670
    so they wont be a problem if we don't bother them ... good.


    Well, after the trainwreck of the last summoning, I want to play safe. So Veridia as it is not being attacked by an army led by paladin.

    As for the transmutation.
    This time no horns or any of the bullshit.
    We will stay near the appearance of out host, better looking and taller, higher than average male. We will transmute the muscles to make them much, much more denser, the skin hard as iron and have an extra layer of subdermal bone plate... also, hardened bones.

    Other than that we will look human in appearance.
    >> Anonymous 05/23/11(Mon)15:40 No.15025734
    >>15025634
    appearing in the cities would certainly raise morale..keep the faith strong, and give us a steady supply of torment as they fight in our name.
    >> Anonymous 05/23/11(Mon)15:42 No.15025755
    rolled 1 = 1

    >>15025706
    what? no way, we gotta look the part, tough exoskeleton, claws, spikes..get the look, plus utility, show the people they have not been abandoned!
    >> Anonymous 05/23/11(Mon)15:42 No.15025757
    >>15025706
    Agreed on both location and appearance.
    We need stealth for our first few villages. We need to work fast, too. We've lost several days already, and when the Kef get the locations of the hidden fortresses from the Bishop, we'll be in a very bad spot.

    We'll probably want to start off with attacking an outlying village at night, taking the enemy when they're asleep.
    >> Anonymous 05/23/11(Mon)15:44 No.15025776
    >>15025755
    And it got us nowhere last time. Your sad devotion to cosmetic appearances hasn't helped us gain additional Torment, and actually cost us points when we needed to be stealthy.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:45 No.15025788
    A note on rules: I realized soon after making the adjucation that the deafening field spell would make far more sense under Illusions than under Evocation. I decided to keep it in Evocation for the duration of the castle raid, since it would be unfair to change the rules on you mid-battle, but the spell has now been moved to Illusions.
    >> Anonymous 05/23/11(Mon)15:45 No.15025789
    rolled 93 = 93

    >>15025755
    Holy fuck no!

    Di you not read the freaking trial? We pretended to lull Kef into sense of safety by "letting" kill ourself. How the fuck will that work if we go and appear like a damn demon again?
    >> Anonymous 05/23/11(Mon)15:47 No.15025803
    rolled 68 = 68

    >>15025776
    time for stealth is over.
    this is the time to stand up and take the fight right to them!
    plus, this isn't about cosmetics, it's about utility. being a normal human+muscle means we still need armor and weapons, being an armor plated juggernaut means we ARE a weapon.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)15:49 No.15025813
    >>15025755
    Changing your hosts skin into an exoskeleton would be a drastic enough change to their form that you would be unable to use the body effectively until you'd increased your Transmutation skill to be able to handle it. Your previous form was pushing the limits of what you could handle already (hence your inability to transmute certain parts back to normal).
    >> Anonymous 05/23/11(Mon)15:55 No.15025856
    rolled 28 = 28

    >>15025803
    >time for stealth is over.

    You don't know that.

    We never know when subtlety is in order. When we are powerful enough and comfortable, we might want to transmute ourself to look like a demon behemoth if we feel like it, but not now
    >> Anonymous 05/23/11(Mon)15:57 No.15025866
    >>15025803
    Are you completely unaware of the rules concerning bodily changes and the Torment points required to effectively use them?
    Because it looks like you not only don't know the rules that were laid out in the first session, but also haven't kept track of how "taking the fight to them" got us killed the last time.
    >> Anonymous 05/23/11(Mon)16:03 No.15025916
    rolled 53 = 53

    come on, we made our choice

    safety first
    >> Katsi !9UacgIKB5g 05/23/11(Mon)16:05 No.15025935
    I'm still waiting on you to select a destination, incidentally.
    >> Anonymous 05/23/11(Mon)16:14 No.15026011
    rolled 65 = 65

    Vwridia, I thought we agreed on that
    >> Katsi !9UacgIKB5g 05/23/11(Mon)16:17 No.15026039
    >>15026011

    Very well, then. As you didn't specify which hidden fortress specifically, I'll just assume you're heading back to Veridia-R, since that will save me the trouble of thinking up new NPCs. Feel free to continue discussing a longterm strategy while I write up the current situation of your next host.
    >> Anonymous 05/23/11(Mon)16:21 No.15026081
    rolled 7 = 7

    >>15026039
    OOh, we could have taken ANOTHER hidden fortress?

    Well, I will not inconvenience you now by choosing another one, though I'd prefer that.

    Immediate strategy? Well, take all able-bodied men and capture the nearest, smallest settlement to torment the shit out of them.

    Also, name for host:
    Yarmille or Kalenah (whatever you like more)
    OR if you have your own name, that would be better.
    >> Anonymous 05/23/11(Mon)16:24 No.15026104
    Okay, this time I think we need to go towards the logging village. We can hope to find and kill some Gerdo scout parties along the way to get some Torment built up.
    It might actually work for us if we keep the host's weak appearance, to make the Gerdo patrols more likely to attack us rather than attempting to send a runner back for reinforcements.

    As for the village itself, hopefully some of the Kef and Gerdo will have taken up in the individual houses, rather than staying concentrated in a central barracks.
    If the former, we can sneak in and torture and kill house by house, building up Torment and leveling up as we go.
    I suggest we get a skinning knife for our work.
    >> Anonymous 05/23/11(Mon)16:27 No.15026126
    >>15026081
    So you're suggesting we take a town fully, rather than sneaking in and eliminating them stealthily?
    I suppose that would let us build up Torment more efficiently, but what if our group is spotted before we can attack the town?
    >> Anonymous 05/23/11(Mon)16:33 No.15026173
    rolled 51 = 51

    >>15026126
    I am suggesting to take a town, rather a small village for starters.

    >>15026104
    We must also remember that we get Torment by acts of cruelty done in our name. So catching bunch of Kef and sending them to be tortured by experienced torturer works as well.
    >> Anonymous 05/23/11(Mon)16:34 No.15026180
    rolled 71 = 71

    Also, we are not going without back-up anymore.
    Damn, taking only two followers and no equipment the last time as hella-dumb
    >> Anonymous 05/23/11(Mon)16:34 No.15026189
    rolled 38 = 38

    >>15026173
    >I am suggesting to take a town

    that should be:
    I am NOT suggesting to take a town
    >> Anonymous 05/23/11(Mon)16:36 No.15026200
    >>15026180
    It made sense for a stealth mission; any more and it would have been too hard to sneak in.
    The problem was that we were outmatched far too much and should have turned back earlier to level up before attempting the rescue.
    >> Anonymous 05/23/11(Mon)16:37 No.15026216
    >>15026189
    Okay, yeah, that's a big difference. That I can support. Though we're still going to have to be careful in getting our force to the village without alerting the local Gerdo or Kef patrols.
    >> Anonymous 05/23/11(Mon)16:45 No.15026280
    rolled 95 = 95

    Also, we can use the Torment build up to transmute weapons and armor of the elite Koyani warriors to make them more efficient and resistant to death.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)16:46 No.15026291
    "No sign of them tonight," Molio says, stepping into the chapel where first you were summoned four days ago. "It's four days there and back," he continues, "It's not surprising they may have taken a fifth to prepare once they reached Veridia. Perhaps they'll return in the morning."

    "No," Marvell says, "No, that is not what my dreams have told me."

    "Perhaps that's all they are," Benif says, "Dreams. Dreams of a worried old man."

    "Ophelia was unworthy-" Marvell starts.

    "No she wasn't!" Benif cuts him off. "You raised her since she was born to be exactly what a demon would want from a host, you raised her, and you taught her, and she did everything you said and believed everything you told her and if that's not good enough than what is? What more could a person possibly give?!"
    >> Katsi !9UacgIKB5g 05/23/11(Mon)16:47 No.15026295
    "Benif, we don't have the luxury of easy choices anymore," Marvell says, his voice even but stern. "We're all facing death, now. Even if the Bishop's will holds until his mind is lost, the Kef will find us eventually. They know we're hiding somewhere. We need another sacrifice."

    "You're mad," Benif says, "If they'd waited even one day to prepare, then they would not be back by tonight."

    "Malapraxis left this world yesterday, thus say my visions," Marvell says.

    "Your dreams!" Benif shouts back.

    "I shall meditate on it one night further," Marvell says, finally relenting, "But no more." Before Benif can fully process the response, Marvell has already turned and left the chapel. Molio glares at Benif briefly, and then leaves to follow Marvell.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)16:48 No.15026300
    "Would you like to inform them, or shall I?" Molio asks as the two of them descend the stairs down to the third floor below.

    "I am high priest, it is my duty. Get yourself some rest, Molio. You've been scouting all night," Marvell responds.

    Molio nods, and turns towards the barracks, while Marvell turns towards the quarters of the two remaining sacrifices. The possibility that they may be sacrificed to bring in other demons had always been there. It was well known that demons often brought in allies from Hell to support themselves, as they regularly found mortals unworthy to administer the nations they'd conquered and lead the armies they'd created. But that one of the sacrifices would simply be unworthy was something they had not prepared for at all.

    >Roll 1d3+12. The first two rolls will be the ages of the two remaining sacrifices.
    >> Anonymous 05/23/11(Mon)16:49 No.15026315
    >>15026291
    >What more could a person possibly give?!
    When we appear in our next form, we should answer Benif's question:
    "Their loyalty. Ophelia turned against me, fought me, betrayed her people, and ultimately doomed herself to a wasteful death."
    >> Anonymous 05/23/11(Mon)16:50 No.15026323
    rolled 2 + 12 = 14

    >>15026300
    I hope we get a host that's more useful this time around.
    >> Anonymous 05/23/11(Mon)16:55 No.15026364
    rolled 2 + 12 = 14

    >>15026300
    >> Katsi !9UacgIKB5g 05/23/11(Mon)17:10 No.15026525
    The quarters of the sacrifices are as luxurious as an already poor logging village can manage when driven into hiding. Which is to say, a rug's been thrown on the cold stone floor, and a sheet has been thrown over the piles of moldy hay that serve as their beds. The two stand at opposite ends of the room, about eight feet apart. Both are just fourteen years old. But one is fourteen and a half. She's the one holding the knife. The younger stands perfectly still, with a wooden sphere (mostly spherical, at least) balanced on her head. Apples were traditional, but food was at something of a premium in recent days.

    >What is the name of the elder?
    >And what is the name of the younger?

    I'd recommend keeping with the Shakespeare theme. Cordelia and Juliet, perhaps. But that's just a suggestion.
    >> Anonymous 05/23/11(Mon)17:12 No.15026545
    rolled 1 + 12 = 13

    >>15026525
    >Cordelia and Juliet

    I have absolutely no problem with that.
    >> Anonymous 05/23/11(Mon)17:17 No.15026602
    rolled 3 + 12 = 15

    >>15026525
    >I'd recommend keeping with the Shakespeare theme.
    (also, I have no idea of "Shakespeare theme". So there's that)
    >> Katsi !9UacgIKB5g 05/23/11(Mon)17:27 No.15026682
    August 20th, 726 2A

    Cordelia throws the knife through the air. Juliet closes her eyes, the sphere shifts slightly on her head, and the knife glances off the side, sending knife and sphere both ricocheting across the room. Cordelia ducks in surprise, but Juliet remains perfectly still. After a few seconds, Juliet cracks one eye open and Cordelia slowly stands up. "You flinched," Cordelia says.

    "Sorry," Juliet says.

    "Again," Cordelia says.

    "Well, why don't YOU try it?" Juliet protests.

    "If I could practice with myself, I would," Cordelia says, picking up the knife from off the ground.

    >Which one will be your next host?
    >> Anonymous 05/23/11(Mon)17:35 No.15026751
    rolled 10 = 10

    Which one is taller?

    Other than that, Cordelia.
    >> Anonymous 05/23/11(Mon)17:39 No.15026791
    >>15026682

    Cordelia is worthy.
    >> Anonymous 05/23/11(Mon)17:49 No.15026895
    Cordelia is a worthy host.
    and guys, lets try and not get this one killed, please?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)18:04 No.15027052
    Marvell informs the two of his dreams, and his plans for the next evening if Malapraxis, Veshrik, and Shara haven't returned by then. Juliet tries and fails to keep the worry out of her voice. Cordelia, whose emotions you can now observe, are much more mixed than her outer appearance lets on. Though she feigns stoic obedience very well, she is quietly terrified of what will happen. As the eldest by several months, she knows she is likely to be the next sacrifice. As Ophelia before her, she repeats mantras under her breath, trying to calm her nerves.

    August 21st, 726 2A

    Whatever's become of Shara, she doesn't show up through the next day. Once again, you can hear through the ears and see through the eyes of she who will soon be the host for your demonic magnifence. Molio, Benif, and Marvell are all here once more, Benif looking openly spiteful, but resigned. There's also a fourth, however, one who argued with Molio at the door, demanding to be let in, until Marvell finally granted him entry.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)18:10 No.15027105
    Apparently he's one of Marvell's deacons, about twenty years old. Well, Marvell's only deacon, since the attack on the village. "Let me do it, High Priest, please," he says, "The last time added twenty years to you, this time it will kill you!"

    "Ophelia has already made such a sacrifice, and Cordelia is about to do the same, Alef" Marvell says, "It is hardly fair to say that forty years is too much to ask of me when we demand from them their entire lives."

    "They give their entire lives because someone MUST," Alef says, "But you don't need to die. This is a burden which can spread across many."

    "If I may," Molio says, "Lord Malapraxis may take the fight abroad again as he did before, which will leave us without leadership."

    "You forget, Captain," Benif says, "That our chain of command does not simply go from the Magistrate to the High Priest. I am next in line, and you after me."

    Marvell glances at Benif and then back to Alef, and sighs. "Very well, Alef. You may do the deed."
    >> Katsi !9UacgIKB5g 05/23/11(Mon)18:16 No.15027181
    Marvell hands the knife to Alef, and taking a deep breath, he steps in front of the altar while Cordelia climbs onto it and lays flat. She's begun to repeat her mantras inside of her head again, faster and faster, as though saying them faster will somehow make them more effective. Alef holds the dagger high and plunges it into Cordelia's chest, piercing her through the heart. Once again, your mind melds with that of a mortal, and her form begins to twist out of its original shape.

    >Into what form shall you twist your new body?
    >> Anonymous 05/23/11(Mon)18:19 No.15027205
    >>15027181

    Minimal changes. We'll make her look a little older and taller and stop there.
    >> Anonymous 05/23/11(Mon)18:32 No.15027340
    rolled 28 = 28

    >>15027181
    see
    >>15025706
    >> Anonymous 05/23/11(Mon)18:33 No.15027355
    >>15027340

    Yeah, time to go with a more subtle approach.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)18:34 No.15027365
    >>15027205

    Bones stretch, muscles tear, her skin rips open and then grows back together as her form is altered ever so slightly to match your desires. After a mintue of snapping and stretching and Cordelia screaming inside your head, your new body is complete. Alef, having stepped back during the transformation, steps forward again, placing a hand on the dagger thrust through your chest and looking into a face still recognizably Cordelia's, but now much closer to his own age.

    Well. Right up until he pulls the dagger out and twenty years of life are ripped away from him, leaving him a balding, middle-aged man. Once again, you are loose in the mortal world, now in the form of a young Koyani, pale-skinned and white-haired.

    Combat: 2
    Survival: 1
    Stealth: 1
    Diplomacy: 0

    Binding: 0
    Domination: 0
    Enchanting: 0
    Evocation: 3
    Illusions: 0
    Transmuation: 1

    Health: 13/13
    Torment: 0/10

    Compassion: 0
    Will: 3
    >> Anonymous 05/23/11(Mon)18:35 No.15027368
    rolled 23 = 23

    No cosmetic bullshit
    only thing which will make the body stronger and sturdier
    >> Katsi !9UacgIKB5g 05/23/11(Mon)18:38 No.15027394
    Your memory clouds again. The effect is not as strong now as it was the first time. You can still remember the trial in general, as well as the Abyssal War. Your memories of your past actions on the Material Plane are as crystal clear as ever. But several of the details you once remembered, like why you'd fought in the Abyssal War and who you'd fought alongside, are again lost to you. Hopefully, they'll return in time.
    >> Anonymous 05/23/11(Mon)18:39 No.15027398
    rolled 67 = 67

    >>15027365
    Ah, come the fuck on Katsi
    I leave for a twenty minutes after being here from beginning and you take THID form?!

    We already had agreed to a form take this >>15027340 as much as possible
    Several people even agreed, I dont see why you even needed to ask!

    We need as much as power possible
    FUCK!
    >> Katsi !9UacgIKB5g 05/23/11(Mon)18:39 No.15027403
    >Note: I reserve the right to add more skills and schools of magic to the system if necessary. The system is a work in progress, and various things may change as time goes on.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)18:41 No.15027420
    >>15027398

    Actually. I got the posts mixed up, and reflected the consensus inaccurately. I apologize.

    We're going to pretend that your form ended up looking like >>15025706. Retcon!
    >> Anonymous 05/23/11(Mon)18:47 No.15027469
    rolled 44 = 44

    >>15027420
    Okay
    you will have to give a brief rundown on how the subtle alterations work. We should have gained DR or two as natural armor, better strenght and faster running.

    Anyway, ask the guys here if they have prisoners, criminals or traitors.
    Ask them nearest sighting of Kef camps or small villages.
    Gather a fighting force for capture run
    >> Anonymous 05/23/11(Mon)18:50 No.15027490
    >>15027420
    Did any of the upgrades we were going for work?

    This time, we need to play it safe, and level up a bit before going for the bishop. last time we were also terribly wasteful of victims - just killing them, rather than kidnapping and harvesting their agony over time.

    We should find out about local villages, and prey on them for a while.
    >> Anonymous 05/23/11(Mon)18:56 No.15027544
    rolled 72 = 72

    Also, we should psycologically mend Cordelia to lower her will.

    talk to her "Are you worthy?"
    "You say so, but Orphelia said that too but in the end she betrayed her race, her family ... you"
    "SO, ARE YOU WORTHY?!"
    "Will you trun against your destiny as your predecessor did? Will yoi whore yourself out to Kef?"
    "Do. You. Comply. With. MY. WILL?"
    "OR WILL YOU GO WITH MISPLACED PRIDE AND RESIST JUST TO BE UNDONE!? JUST LIKE ORPHELIA WHO IS UNDERGOING ENDLESS TORMENT IN THE DEEPEST OF ABBYSS RIGHT THIS MOMNET!?"

    "SO
    ARE YOU WORTHY TO BE MY HOST!?"
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:01 No.15027594
    >>15027469

    The Kef are all in the logging village, except for those who accompany Gerdo on patrols. No such patrols are nearby that Molio knows of, but you can always go looking.

    The village has a garrison of about a dozen Kef and maybe forty Gerdo. The Koyani here in the fortress have about a dozen men able and willing to serve as soldiers, and twenty more too young, too old, or too female* to traditionally be drafted, but desperate times call for desperate measures. The Koyani actually stand decent odds of taking the village back on their own, but their forces would be decimated in the attempt, and it'd be a matter of days before the garrison at Veridia marched in to annihilate them.

    Concerning your new form, transmuting yourself such that you gain DR1 natural armor is actually the listed example of a level one transmutation spell. So, yes, you get that. Multiple suits of armor do not stack with each other, but worn armor does stack with natural armor. However, any effect which grants natural armor doesn't stack with other natural armor-granting effects.

    Your running speed, jumping distance, etc. etc. has also been increased to the limit of human ability.

    *The oppression of one sex over another and the justifications for doing so vary from one nation to another. Ashtoreth doesn't really care about the details so long as it's done in her name so that she gets the Torment from it.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:08 No.15027669
    >>15027544

    And if she doesn't answer each question as you predict?
    >> Anonymous 05/23/11(Mon)19:08 No.15027672
    rolled 32 = 32

    How big are patrols?
    we should capture a bunch of dudes alive for tormenting
    I guess there arw no prisoners here?

    Go and get best possible armor and weapons, get a massive warhammer to battle against heavily armored foes and a bastardsword against the rest .... or maybe a huge two-handed sword, Guts style

    actually what kind of weapons and equipment is availible to us?
    >> Anonymous 05/23/11(Mon)19:09 No.15027685
    >>15027594

    Well. A large number of victims available in the village then. A small settlement like this probably only has one well. What we should do is poison the water with something that causes agonising, debilitating pain, and then sit back and soak up the Torment as it gradually arrives, and as we top out, upgrade ourselves. Eventually, they'll break, and run.

    Then, you should set upon the weakened survivors, and hunt them all down. The idea is that no word gets out, and the group of kef just fall off the face of the world.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:11 No.15027698
    >>15027672

    No prisoners, no. They can't afford to spare supplies to keep them alive, so they kill all their enemies as well as anyone caught breaking any laws.

    Weapons available are swords, maces, and axes, all one-handed. Also, chainmail. And all of it of fairly poor quality.

    Patrols are typically four or twelve Gerdo.
    >> Anonymous 05/23/11(Mon)19:13 No.15027721
    rolled 50 = 50

    >>15027669
    I dont know
    Improvise

    those were more guidelnes than exact lines anyway.

    We need to play her will to protect her race and family, we need to make Orphelia an unworthy traitor who is being punished for her crimes, we need to make her believe that all we do has a higher purpose


    also we need to make her more compassionate. I dont know how to do that though
    >> Anonymous 05/23/11(Mon)19:18 No.15027771
    rolled 85 = 85

    >>15027685
    Good idea
    though I think we will need couple of torment to engineer such specific poisom so we need to capture a gerdo patrol.
    Gather a hunting party of half a dozen men and lets capture some gerdo!

    >>15027698
    Okay
    can you give us stats of those weapons?
    Also, shields?

    Order the blacksmith to make a very heavy plate armor for you, tell him to make it utilarian and pay no attention to appearance
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:33 No.15027933
    >>15027771

    As a general rule, swords are quick: They do not affect or sometimes increase your combat roll. These swords have no effect on the combat roll and deal 1d6-1 damage, because they're of poor quality. Your fists will always deal 1 damage, while a sub-par weapon like a dagger or a shortbow will deal 1d3 damage.

    The axes and maces both add a -1 to your combat rolls (so you'd roll 2d6+1 instead of 2d6+2). Axes deal +1 damage. Maces have 2 Armor Piercing(AP).

    The chainmail gives you DR1 on top of your natural armor, but it's crude, which gives it a -1 to your combat rolls while wearing it.

    Apologies for delayed response: Briefly considered changing how combat works to try and add deeper strategy, but soon realized my changes would result in a much more complex game that I don't currently have time to create. Maybe later.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:35 No.15027957
    Oh, also, shields allow you to roll a second combat roll every round, adding your combat and the shield modifier (in this case, 1, so a total of 2d6+3). If your enemy's combat roll is higher than yours, but your shield roll is higher than his, no one hits anyone that round.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:36 No.15027971
    Paladin Quest is now competing for my audience. Ain't that ironic?
    >> Anonymous 05/23/11(Mon)19:39 No.15028007
    rolled 67 = 67

    Do we have shields?

    Take a mace and an axe and the mail.

    Give the blacksmith the order.

    gather your best men, outfit them and go to capture a small patrol. Then we can transmute our equipment to make it a bit better.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:46 No.15028075
    >>15027721

    "Are you worthy?" you ask.

    "I was literally born for this," she says.

    "Ophelia said the same," you say, "But she betrayed her race and her destiny."

    "That sounds like her problem."

    "So, are you worthy?" you say.

    "You tell me. It wasn't me who picked you," she says.

    Somehow, you can feel her raising an eyebrow at you.

    >>15028007

    No, there are no shields, but the armorer can hammer some straps to some spare metal to make you a crude one. It won't add anything to your shield roll, but it'll allow you to MAKE a shield roll, so that's something. So, your finished stats are:

    Combat+0, DR2, damage 1d6 OR Combat+0, DR2, damage 1d6-1, AP2

    You've also got Molio and his four best men assembled. The others will stay behind to guard the fortress.

    >Is this acceptable?
    >> Anonymous 05/23/11(Mon)19:46 No.15028083
    rolled 26 = 26

    >>15027971
    hah!
    you should have called this "Demon Lord Quest", that would have caught attention od people more
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:51 No.15028140
         File1306194675.jpg-(76 KB, 864x602, KoyQue - Waning Half.jpg)
    76 KB
    >>15028083

    Well. Eventually, when you start dropping the brothers -ael, the moon phases will start changing. The image for Waning Half should draw some attention.
    >> Anonymous 05/23/11(Mon)19:53 No.15028161
    rolled 76 = 76

    >>15028075
    "Perhaps the time will tell if you will join your peredecessor in hell"
    Hey, this one seems to be more evil inclined than Orphelia, I can sense it. Probably wont get much compassion out of her after all.

    Yes, get a quick shield and the party is good enough. Do we have a hunter or a tracker who will help us ambush the patrols?

    question:
    using transmutation, can we take 2 medium armors and fuse them into one heavy armor? Same with weapons: 2 one handed to 1 two handed
    >> Katsi !9UacgIKB5g 05/23/11(Mon)19:58 No.15028221
    >>15028161

    Well, there is Veshrik, our village's best hun-Oh, wait. Never mind.

    Nope, all we've got left are lumberjacks and carpenters. And Molio, but he's a guard.

    The rules for magic is that you can do anything you want with it, and I adjucate which school it falls under and how much Torment it costs based on some guidelines. So, what exactly did you have in mind?
    >> Anonymous 05/23/11(Mon)20:00 No.15028230
    rolled 4 = 4

    Wait a second
    we have the maximum strenght possible for human being. Are you telling me that it should not give a point or to to damage rolls? Imagine the strongest possible musclehouse of a man, now imagine him punching with all his might, would you say that he will do the same damage as an average person?

    And high speed should give us bonus on evasion too, no?
    >> Anonymous 05/23/11(Mon)20:04 No.15028268
    rolled 29 = 29

    >>15028221
    Like I said, 2 suits of chanmail into a heavy plate.

    Anyway, get yer shield done. Gather men.

    Hmm, you know what. We were just too pussy ass last time.
    Lets non-leathelly torture couple of civillians of our race, non military, just to gathet some torment. Explain your actions to the old man so that they dont freak out, we need that shit to improve our stuff
    >> Katsi !9UacgIKB5g 05/23/11(Mon)20:04 No.15028276
    Connection is getting rocky. Thread archived here: http://suptg.thisisnotatrueending.com/archive/15024994/

    I'll try to stay on longer, but if I suddenly stop responding, you'll know why.
    >> Anonymous 05/23/11(Mon)20:08 No.15028318
    rolled 65 = 65

    alright
    >> Katsi !9UacgIKB5g 05/23/11(Mon)20:11 No.15028347
    rolled 5, 6 = 11

    >>15028268

    Um. I'm sorry, but I don't think I quite get what you're trying to do. How can you fuse two suits of chainmail together and get plate? Unless you just mean using them as raw materials in order to transmute them into a completely different item, which would require more Transmutation than you currently know.

    Regardless, the hunt is on! Make a survival check of 2d6+1.
    >> Anonymous 05/23/11(Mon)20:19 No.15028418
    rolled 6, 3 + 1 = 10

    Rolling then.
    >> Anonymous 05/23/11(Mon)20:20 No.15028431
    rolled 2, 5 + 1 = 8

    >>15028268
    Also, another thing. How do you plan to fuse them with magic anyways when we currently have 0 torment?
    >> Anonymous 05/23/11(Mon)20:20 No.15028441
    rolled 21 = 21

    >>15028347
    wait

    no torture of our own people for a lil bit torment?
    I was going to suggest
    "You speak mighty but let me see your true self" and torture Juliet for a bit.


    Dunno, seemed kind of plausible.
    >> Anonymous 05/23/11(Mon)20:22 No.15028450
    rolled 59 = 59

    >>15028431
    I wasn't
    I just wanted to know if it is possible
    >> Anonymous 05/23/11(Mon)20:27 No.15028507
    >>15028450
    Ah. Well that makes more sense.
    >> Anonymous 05/23/11(Mon)20:27 No.15028515
    I'd say get Someone close to a victim to torture them, say a father torturing his daughter or something, that would give us torment from both sides at the cost of only torturing one of our people.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)20:30 No.15028541
    >>15028441

    There didn't seem to be a consensus for it.

    >>15028418

    As your war party makes its way towards the village, you spot a patrol of four Gerdo conversing with a Dryad. Dryads are tree spirits which, through the magics of the Kef, have been granted the ability to manifest themselves outside of their own trees, typically as vaguely feminine humanoid figures made up of swirling leaves and twigs. The Gerdo is speaking with one, apparently in a bit of awe over her existence. The Kef must have summoned several of them in order to act as sentries in the forests.

    This one whips her head around as your war party draws near. She's spotted you, and the Gerdo instantly lower their glaives, ready for an attack!
    >> Anonymous 05/23/11(Mon)20:31 No.15028550
    rolled 5 = 5

    >>15028515
    That works too
    >> Katsi !9UacgIKB5g 05/23/11(Mon)20:36 No.15028589
    >What do you do?
    >> Anonymous 05/23/11(Mon)20:39 No.15028624
    rolled 93 = 93

    Well, since I was replacing my earlier suggestions with torture, there would have been.... but I should have specified

    Dryads are non-combatants right?

    There are only 4 of them. And more of us, surround them and try to capture at least 2 alive.
    Actually, make that plan B.
    Gerdo arent the smartest if the buch so we can easily lead them to a trap. Order your mento tak eambush positions and use self as a bait to lure them in. Then attack from all directions

    Since I DID specify that we are going gor a capture run, I hope we packet a few nets with us?

    An we did take the shield, right?
    >> Anonymous 05/23/11(Mon)20:49 No.15028738
    >>15028624
    The plan sounds okay.
    Just make sure that 2 men are tasked with prevent any of the Gerdo from escaping; we don't want to raise an alarm yet.

    Also, Katsi, can we get confirmation that the Dryad is a noncombatant? Is she in constant telepathic communication with her sisters? What do we know about these creatures? And most importantly, how much Torment can we wring out of one?
    >> Anonymous 05/23/11(Mon)20:55 No.15028778
    rolled 67 = 67

    But seriously, answer this >>15028230
    there was a reason why we increased strenght and speed
    >> Anonymous 05/23/11(Mon)20:56 No.15028794
    rolled 1 = 1

    Also can we magically enchant our equipment? And what kind of magic school would that be?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)20:57 No.15028808
    >>15028624

    Dryads aren't non-combatants, but they're very easily slain. Yes, you have a shield. And sure, you have nets.

    The Molio and the four Koyani hide nearby while the Gerdo charge you. Hindered as you are by your cumbersome chainmail axe, even the Gerdo prove to be formidable foes, particularly being that all four of them are attacking you at once. Their glaives slice and jab at you, opening up minor sounds on your arms and legs, but then the Koyani spring from ambush. They catch two of the Gerdo in nets, effectively removing the already clumsy creatures from the fight, and quickly hack apart the two still free. The Koyani guards then pull out their bows to kill the Dryad before she can send a warning. Slaying the creatures is a matter of hitting their magical core in the center of their being, a floating bundle of sticks with runes inscribed upon them by their summoner. It's a tricky shot, but while most of the Koyani's arrows fly wide, Molio's accuracy is perfect. The leaves comprising the Dryad's body fall to the ground, her wooden heart pinned to a tree by Molio's arrow.

    >>15028778

    The system doesn't go into that much detail. Deal with it.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)20:59 No.15028823
    >>15028794

    Yes. That would be Enchantment, which covers the creation of pretty much any permanent magical effect in an inanimate object. Enchanting weapons, magical items, constructs, etc. etc.
    >> Anonymous 05/23/11(Mon)21:04 No.15028881
    rolled 59 = 59

    >>15028808
    Oh well, good to know that a frail woman who can barely lift a warhammer can hit with the same power as buff lumberjack


    Anyway. Time for getting some torment out of these things. Torturous death for these poor guys.

    Also, what kind of equipmnet did they have? The quality of it?
    >> Anonymous 05/23/11(Mon)21:05 No.15028889
    >>15028808
    Alright, let's cover up the ambush site, get rid of the evidence of the battle.

    I've been giving Torment production some thought.
    Would forcing Koyani to eat the flesh of other sentients cause Torment in them? If so, we could deal with some of our supply problems and Torment issues in one go.

    Also, since we need to torture the Gerdo, let's do it away from here, and have one watch as we skin the other one alive.
    >> Anonymous 05/23/11(Mon)21:13 No.15028967
    rolled 86 = 86

    And have our people to scout immediate area for more targets.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)21:14 No.15028973
    >>15028889

    No. It would certainly engender a feeling of mild discomfort which, on a large enough scale, might cause a bit of Torment. But on an individual basis, no, you won't be getting any Torment from it. Also, you're already in the middle of the woods. I don't see how you could get more remote than here.

    >>15028881

    The Gerdo have no armor, and their weapons are glaives of normal quality. Glaives are polearms, which give a +1 to your combat roll and deal 1d6 damage, but you can't wield a shield at the same time as you're using a glaive.
    >> Anonymous 05/23/11(Mon)21:17 No.15029016
    rolled 62 = 62

    >>15028973
    How about the guys with us
    would they benefit from glaives?
    >> Anonymous 05/23/11(Mon)21:18 No.15029024
    >>15028973
    Well, I suppose we should distribute the weapons amongst our war party if they happen to be upgrades.

    Also, what's our health looking at right now? I'm torn between inflicting some torture now, and looking for another group to ambush and capture before this patrol is reported missing. Though I suppose we might be remote enough that they wouldn't be reported as missing for a day or two.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)21:31 No.15029141
    You clear away evidence of the battle, send a pair of your men out scouting, and then force one Gerdo to watch while you skin the other. It's not as effective as you might hope, unfortunately. Gerdo are barely sentient creatures and there's only so much Torment to be had from them. Still, you manage to get a single Torment from each of them, and one of them is still alive, whimpering with fear. It's fortunate that you gagged the two of them, or else their shouts might alert nearby patrols.

    It's been close to an hour and your two scouts still haven't returned.

    >What do you do?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)21:32 No.15029164
    >>15029024

    Health: 8/13
    Torment: 2/10
    >> Anonymous 05/23/11(Mon)21:35 No.15029203
    rolled 24 = 24

    We did ask them to scout only in nearby area.
    Okay, painfully kill the last Gerdo.
    Use the torment to transmute your axe and chainmail into mastercraft equipment and leave 1 torment as a back up.

    Go to search for more patrols and your scouts.
    >> Anonymous 05/23/11(Mon)21:37 No.15029226
    >>15029141
    >>15029164
    8 health...We'll have to bear with it for now. We need to build up a lot more Torment so we can level up.

    Let's cautiously begin looking for our missing scouts. Something tells me they got caught, and the Kef may be laying an ambush for us.
    >> Anonymous 05/23/11(Mon)21:38 No.15029243
    >>15029226
    Oh, right, gotta kill the last Gerdo.
    Keep it gagged, then cut open its stomach and choke it with its own intestines.
    >> Anonymous 05/23/11(Mon)21:40 No.15029262
    >>15029203
    Yeah, if we can get 1 more point of Torment out of the Gerdo, then I agree. We're still pretty vulnerable, and hopefully transmuting our equipment will give us much needed bonuses.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)21:42 No.15029280
    >>15029203

    Indeed, they weren't supposed to go far. Which is why it's so troubling that it's taken them this long to get back.

    Regardless, your axe and chainmail are now fine steel mastercraft items, giving you a damage of 1d6+3 and DR4, and you're no longer taking a combat roll penalty from wearing unwieldly armor.

    You search the woods for another hour and spot a patrol of twelve Gerdo, examining the corpses of another Gerdo and a Kef. They aren't from you, and the living Gerdo haven't spotted you yet.

    >What do you do?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)21:43 No.15029293
    >>15029243

    Ah, yes. You get another Torment from that.

    Health: 8/13
    Torment: 2/10
    >> Anonymous 05/23/11(Mon)21:47 No.15029342
    rolled 71 = 71

    12?

    Too much

    keep hidden and observe, perhaps this was done by our scouts.
    Maybe the gerdo will split up and we will have a chance to het them.
    >> Anonymous 05/23/11(Mon)21:49 No.15029359
    >>15029280
    12 Gerdo?
    How many men do we have with us, and amongst them, how many archers?

    I think if we have enough, we can start with a volley of arrows, and then take them out using an encirclement pattern to keep them pinned while the archers do their work.
    >> Anonymous 05/23/11(Mon)21:50 No.15029379
    rolled 77 = 77

    >>15029293
    Oh, transmute our shield then.

    Also, can we transmute once transmuted equipment? Like our mastercraft chaimail? Or do we need to upgrade transmutation first?
    >> Anonymous 05/23/11(Mon)21:51 No.15029382
    >>15029280
    A dozen Gerdo? Even if they are scrubs, our measly band of 6 is still no match for them. Fade back into the forest, observe them for a while, and hope that they split up into smaller groups.
    >> Anonymous 05/23/11(Mon)21:52 No.15029405
    >>15029379
    Before we spend a Torment on transmuting the shield, what bonuses will it give us? Would a masterwork version give us extra DR, or bonuses to our shield roll?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)21:55 No.15029427
    Yes, you can transmute already transmuted equipment, but it doesn't stack. Transmuting changes one thing into another thing, it doesn't just give you bonuses from nowhere. You've already changed your equipment into the best versions of what it can be, and changing its shape dramatically requires more Transmutation than you know.

    Your shield is transmuted into fine steel, but because it's just a hunk of metal attached to straps, it can't be transmuted into masterwork unless you can significantly alter its shape, which requires higher Transmutation. It now provides a +1 bonus on its defense roll, though.

    Remember your band is currently down by two, by the way. Everyone has a bow except for you.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)21:55 No.15029443
    >>15029405

    I assumed you transmuted it along with the rest of your armor.
    >> Anonymous 05/23/11(Mon)22:03 No.15029534
    >>15029427
    >group down by 2
    Yeah, stay in the shadows and observe the Gerdo for now. Wait about 20 minutes; if they don't break into smaller, easier to handle groups, then we'll fade into the forest and continue looking for our missing scouts.
    >> Anonymous 05/23/11(Mon)22:07 No.15029565
    rolled 87 = 87

    >>15029427
    Like I said
    Just lie in and wait.

    Maybe make a disteaction by throwing a rock to oplosite direction from you

    Hmm.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)22:07 No.15029569
    After several minutes, the Gerdo split into four groups of three. One stays behind to guard the area near the corpses, while the other three begin roaming about through the nearby woods. They're always within shouting distance of each other.
    >> Anonymous 05/23/11(Mon)22:09 No.15029590
    Oh hey! It looks we're going down the same path of derpderpderp as last time! Sure, let's go raid villages and promptly get swarmed AGAIN when the Kef realize there is an organized force large enough to wipe out a settlement.

    Do you think they won't retaliate?

    Oh but it gets better. We're going to the SAME area we failed miserably the first time. Do you think they won't dispatch someone to investigate a god damn demon springing up in the middle of bumfuck nowhere?

    I bet you're all thinking "Evil always wins because good is DUMB". I guess that explains why the Koyani are winning the wa- oh wait.

    No, what we should be doing is taking a page from Sauron. From any half-competent villain, really. You're all obsessed with "oh we have to get TORMENT! we need TORMENT!"

    That's not our job.

    Nevermind the fact that we can get all the damn torment we want from our henchmen doing deeds in our name. Our job is to salvage the remnants of the Koyani. Leave raiding to the mooks and start organizing a proper fucking army or escape plan.

    So sure, go ahead. Let's raid this town for now since everyone has their mind set to it but you best unfuck yourselves.
    >> Anonymous 05/23/11(Mon)22:13 No.15029629
    >>15029590
    Really, you have a better idea? Let's hear it.
    How will you turn about 30 or so Koyani into a fighting force before the other fortresses are found and breached?
    >> Anonymous 05/23/11(Mon)22:13 No.15029639
    rolled 67 = 67

    >>15029590
    Please suggest a better course of action, we are all ears.
    And no, we are not going to same place. That place was several days of travel and is (8) on the map iirc.


    Anyway.

    Look at the pattern of one of the groups and ambush them.
    Priority: kill them fast and without hem rasing alarm. Shooting them from distance is good too.
    >> Anonymous 05/23/11(Mon)22:14 No.15029648
    >>15029569
    I don't like these odds. Let's fade away and look for our missing 2 scouts. Malapraxis isn't strong enough yet, and our group isn't well-equipped or trained enough to be able to take on these numbers.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)22:18 No.15029673
    >>15029639

    Veridia is (1) on the map: The area you're in is about two days away, and is the red dot attached to (1).

    (8) is the occupied capital, where Uriel is administering the war. Going there would be bad.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)22:24 No.15029745
    Also, the vote appears to be split on running away or ambushing one of the smaller groups.
    >> Anonymous 05/23/11(Mon)22:24 No.15029749
    rolled 60 = 60

    Ah
    alright

    We need to get to other fortresses
    do we know the location of at least one of them?
    >> Anonymous 05/23/11(Mon)22:25 No.15029769
    >>15029749
    We only know of the one, the bishop is held prisoner in Veridia, knows the locations of all of them.
    >> Anonymous 05/23/11(Mon)22:28 No.15029791
    >>15029745
    We only have Molio and 2 Koyani with us. Molio we could depend on hitting a target, but I'm not sure about the other two.
    >> Anonymous 05/23/11(Mon)22:28 No.15029794
    rolled 61 = 61

    I think they are going to find our scouts if we dont do something.

    So ambush for the kill.

    Have all of our men climb on the trees, they will snipe the partrol when it gets into killing area, other patrol notices and comes forh help, they will have hard time getting them on the trees.
    >> Anonymous 05/23/11(Mon)22:31 No.15029831
    >>15029794
    So our mooks snipe from the trees, while we do hit and run on the ground?

    Kind of risky.
    >> Anonymous 05/23/11(Mon)22:36 No.15029890
    rolled 47 = 47

    >>15029831
    Okay
    then we hide on the ground an wait till one or two are dead to finnish the stragglers and then we hine again
    >> Anonymous 05/23/11(Mon)22:41 No.15029946
    >>15029890
    That might work for two patrols, but there are 4 groups, remember. All of them within shouting distance.
    I'm still voting against attacking them now, and finding an easier target later.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)22:44 No.15029979
    One of the patrols calls to the others. He's found something! The four patrols gather together in a clump of twelve again. It's another Gerdo corpse.
    >> Anonymous 05/23/11(Mon)22:44 No.15029987
    Or how about we run the fuck away for once. Forget the scouts. They're dead or taken prisoner. Either way, this whole thing is compromised.

    What we SHOULD be doing is gathering up what we can to haul ass out of here.

    Here's a novel idea. How about we try and call on the services of our demon friends to y'know WARN the not-so secret bastions to get the fuck out of Dodge. If Marvell can get a dream saying "hey, we fucked up." What's stopping others from getting "hey, meet up with us here."
    >> Anonymous 05/23/11(Mon)22:45 No.15030002
    rolled 98 = 98

    >>15029946
    Okay

    then lets keep an eye out for our scouts
    >> Anonymous 05/23/11(Mon)22:47 No.15030036
    rolled 1 = 1

    >>15029987
    You forget that Malapraxis has lost his memory for now.

    Also
    our scouts being taken prisoners is a bad thing
    >> Anonymous 05/23/11(Mon)22:48 No.15030047
    >>15029987
    <sarcasm>An excellent idea!</sarcasm> And where shall we go, pray tell, considering that this is one of the last places not completely overrun by the Kef? If you're about to suggest the cities to the north, they're currently under siege by the main armies of the Kef and Uriel.
    >> Anonymous 05/23/11(Mon)22:50 No.15030065
    >>15029979
    Use this opportunity to get out and search for the missing scouts and a smaller patrol of Gerdo.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)22:53 No.15030107
    Alright. Survival check (2d6+1) to find the scouts. Since no one's directly opposing this action, I'm giving it the standard target number of 8.
    >> Anonymous 05/23/11(Mon)22:56 No.15030133
    rolled 4, 3 + 1 = 8

    >>15030107
    Here's to finding the scouts.
    >> Anonymous 05/23/11(Mon)22:58 No.15030169
    rolled 10 = 10

    >>15030107
    >>15030133
    wow
    Barely made it
    >> Katsi !9UacgIKB5g 05/23/11(Mon)23:04 No.15030249
    >>15030133

    You leave and begin to search for your scouts again. It's a few more hours before you run into anything interesting. You find a patrol of four Gerdo, but before you can even begin to try and formulate a plan, a pair of arrows flies from the trees nearby, wounding two of the Gerdo. The Gerdo begin to charge in the direction of the arrows, when two of them are caught in nets. Your scouts drop from the trees to capture the Gerdo, while a pair of Koyani not in your original war party finishes off the wounded Gerdo.

    When you greet the scouts, they inform you that they encountered a pair of Dryads, who apparently have the ability to mesmerise people. They were led off into the forest until a pair of Koyani, once imprisoned in the village and now having escaped, found them and snapped them out of the trance. The scouts quickly dispatched the Dryads, recruited the Koyani (a middle-aged couple), and set off looking for you.

    Apparently, after executing all the soldiers, the Kef kept some of the remaining Koyani locked in the town's "dungeon," which is basically a basement in the guardhouse with a locked door. They haven't been used for any kind of labor or interrogated, so the Koyani aren't sure why they're being held at all. There's about twenty Koyani being held there, all older adults. No children, and certainly nobody that'd be considered able bodied in better times.

    They're still good shots, though.
    >> Anonymous 05/23/11(Mon)23:08 No.15030295
    >>15030249
    Good. This tactic that they developed should prove useful.
    Let's look for another small patrol of 4 or less, and implement this trap that they've developed to capture some more Gerdo, or even a Kef, for torturing.
    >> Anonymous 05/23/11(Mon)23:09 No.15030312
    rolled 26 = 26

    What town?
    How many Kef are there?

    and now to these Gerdo, torture + painfully murder them, use the same trick as before.

    The combine your forces and keep hunting rabbits... gerdo
    >> Katsi !9UacgIKB5g 05/23/11(Mon)23:12 No.15030348
    >>15030312

    The logging village. The Koyani themselves have no idea how many Kef are there. They were in a cellar, and didn't spend much time scouting on their way out. Molio's reports suggest about a dozen Kef and forty Gerdo, including patrols.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)23:15 No.15030394
    Health: 8/13
    Torment: 5/10
    >> Anonymous 05/23/11(Mon)23:17 No.15030416
    >>15030394
    We're halfway to leveling up. I think it safest if we spend a point of Torment now to heal up fully, and then go and find another small (5 or smaller) Gerdo patrol to ambush, capture, and torture.
    >> Anonymous 05/23/11(Mon)23:17 No.15030422
    rolled 100 = 100

    >>15030348
    They cant all be soldiers, right?
    >> Katsi !9UacgIKB5g 05/23/11(Mon)23:19 No.15030438
    >>15030422

    They're an occupying force, not settlers. So they are indeed all soldiers.
    >> Anonymous 05/23/11(Mon)23:24 No.15030499
    rolled 92 = 92

    >>15030416
    No
    dont heal

    there are nine of us now
    we are not in any kind if danger.

    I say we pick up all of the patrols, one by one till there are no partrols left around the logging town
    >> Anonymous 05/23/11(Mon)23:26 No.15030522
    >>15030499
    Alright, I concede the healing. The tactic of using snipers in trees and nets should keep us safe enough.
    Though your count is wrong; there are now 8 of us in total.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)23:35 No.15030620
    >>15030522

    Alright. Give me a few minutes to calculate the results of the next few battles. I'll bring you up to speed to the point where either 1) You're actually threatened with death, or 2) You've hit max Torment.
    >> Katsi !9UacgIKB5g 05/23/11(Mon)23:39 No.15030669
    >>15030620

    Or you could fling eight nets at four Gerdo and catch all of them in one go. Which is exactly what happens, after you track them down and get the jump on them.

    Skinning the one Gerdo (one Torment from him) gets the other three properly petrified (one Torment a piece), such that once you torture the second, you're at 10/10 Torment with two Gerdo to spare, just before sunset. Cordelia seems rather unshakable, but maybe that's just because it's been all Gerdo.

    Health: 8/13
    Torment: 10/10

    A word of warning: Leveling up will consume all ten of your Torment. It's not necessarily a bad idea, but it'll leave you at zero again (though you'll be able to immediately harvest another two from the Gerdo you've still got on hand).
    >> Anonymous 05/23/11(Mon)23:43 No.15030705
    rolled 39 = 39

    >>15030669
    Yeah
    but we do have to use it, like it or not

    so yeah, level up man
    give us options
    >> Anonymous 05/23/11(Mon)23:45 No.15030725
    rolled 13 = 13

    >>15030669
    Heh
    Cordelia is proper evil
    that is good
    shame for no compassion though
    >> Anonymous 05/23/11(Mon)23:47 No.15030746
    >>15030669
    Let's see what our leveling options are.
    We're at our limit for Torment anyway.
    >> Katsi !9UacgIKB5g 05/24/11(Tue)00:00 No.15030903
    Note: You CAN go over the limit for Torment, but doing so risks some nasty backlash.

    Firstly, roll 1d6+2 (your current Combat level) extra HP. Secondly, Torment cap raised to 30. Thirdly, skill points. Increasing a mundane skill requires skill points equal to the skill level you're upgrading to. So, to increase combat from 2 back to 3 would require three points.

    Increasing magical skills is a bit less simple, and goes according to the following table:

    1: 1 pt.
    2: 2 pts.
    3: 4 pts.
    4: 7 pts.
    5: 10 pts.
    6+: +5 pts.

    Because you are recovering from having the bulk of your power drained from possessing someone for the first time (well, probably, well over a century of your life is a mystery to you), your skill points will return slowly at first. You only get one skill point at level two, you will get more in future levels.

    More perks to leveling up following in a bit...
    >> Anonymous 05/24/11(Tue)00:04 No.15030952
    rolled 2 + 2 = 4

    >>15030903

    Rolling for HP.
    >> Anonymous 05/24/11(Tue)00:04 No.15030955
    >>15030903
    Can we save up skill points, or do we have to use them up at leveling time?
    Also, we need 30 Torment for the next level?
    >> Anonymous 05/24/11(Tue)00:05 No.15030967
    rolled 2 + 2 = 4

    roll
    >> Katsi !9UacgIKB5g 05/24/11(Tue)00:08 No.15030997
    Every even-numbered level, your host's Will increases by 1. Your will increases by 1 every level. Every level, you can increase OR decrease your host's Compassion by 1. It should be noted that every time you increase her Compassion, you increase the odds she'll react poorly to your torturing of others, which gives you Torment from her...But also makes her more likely to rebel. This can lead to a snowball effect if you're not careful.

    Every odd-numbered level, the amount of Torment you can harvest from a single being decreases slightly, so that isn't an issue for now, but eventually you're going to need to set up a steady income.

    Every level, you recover some of your memories, until they're fully restored at level 10. There are three levels of detail available each for three different periods of your life: Childhood, adolescence, and adulthood. However, since you went to trial, you've already recovered the general notes on your adult life until now. Everything you could remember at the trial, you can remember again. This information is probably FAR more useful than you've yet realized. Try to figure out why.
    >> Katsi !9UacgIKB5g 05/24/11(Tue)00:12 No.15031038
    >>15030955

    I forgot to mention: You can spend a skill point on a skill even if it won't level the skill up, in which case the spare skill points dedicated to that skill are listed in parentheses next to their number on the character sheet. Your skills, by the way:

    Combat: 2
    Survival: 1
    Stealth: 1
    Diplomacy: 0

    Binding: 0
    Domination: 0
    Enchantment: 0
    Evocation: 3
    Illusions: 0
    Transmutation: 1

    Yes, you must spend all skill points during a single level, but you don't have to have all your skill levels even.

    Your HP is now 12/17.
    >> Anonymous 05/24/11(Tue)00:15 No.15031066
    >>15031038
    Would a 1 in Binding allow us to call up and bind to a host (dead or alive) one of the minor demons that served us in the great war in Hell?
    >> Katsi !9UacgIKB5g 05/24/11(Tue)00:19 No.15031102
    >>15031066

    Nobody served you in the Abyssal War. But binding will allow you to bind minor demons, yes. A bound demon is compelled to do whatever you say. It's generally understood that every now and again a minor demon will get bound by a greater one who's found his way to the Material Plane and there's just nothing he can do about it. Typically, none of them hold an eternal grudge over it.

    You will need to provide a body for the demon in question. Keep in mind that the capabilities of the host have little impact on the capabilities of the summoned demon. A minor demon won't be powerful enough to make full use of a mortal body anyway, so any inanimate object with enough joints to be mobile will do fine.
    >> Anonymous 05/24/11(Tue)00:23 No.15031136
    >>15031102
    How effective in battle would such a bound demon be?
    I'm thinking either putting a point into Binding so we can start summoning demons for our army, or Enchanting so we can magically enhance our own equipment and make our existing troops more effective.
    >> Katsi !9UacgIKB5g 05/24/11(Tue)00:33 No.15031244
    Here's the sample first level spells from each magical school, by the way. You can do anything that's roughly in the same range as these spells at level one.


    Binding
    Familiar: Summons an imp's spirit into any available body. Familiar can speak regardless of vocal chords on the creature. Health determined by the body. Combat(1), Survival(1), Stealth(2), Diplomacy(2)

    Domination
    Charm: Becomes friendly, but won't do anything dangerous

    Enchantment
    Charm: Increases a single ability of an existing item by 1 (i.e. +1 damage)

    Evocation
    Frost: Deals 1d6 damage at range to one target

    Illusions
    Mirage: Creates a mirage, with no sound

    Transmutation
    Stoneskin: Skin transmuted to be thicker and more resistant (but not literally stone), bones hardened, etc. etc., DR1 Natural
    >> Katsi !9UacgIKB5g 05/24/11(Tue)00:36 No.15031272
    >>15031136
    For reference, combat skills of assorted enemies:

    Gerdo: 1
    Kef: 2
    Heavy Kef: 3
    Elite Kef: 4

    So, how effective would a bound familiar-level demon be? Not very. But you don't have to use the sample spell exactly, just something that's closer in power to that than the level 2 Binding spell (which is called Minions and summons 1d3+3 of Gerdo-level minions).
    >> Anonymous 05/24/11(Tue)00:43 No.15031331
    >>15031244
    Okay, one more question:
    Say we take a sword, and use Transmutation to make it into masterwork sword that has +2 damage (to negate the -2 DR of Kef plate). Could we then cast a +1 Enchantment on it, so it has a total of +3 damage?

    Also, Evocation is currently at level 3; do Evocation spells ignore DR?

    Right now, I'm leaning towards putting the point in Binding.
    >> Katsi !9UacgIKB5g 05/24/11(Tue)00:51 No.15031402
    >>15031331
    Yes, enchanted bonuses stack with masterwork and fine steel bonuses, but they don't stack with other enchantment bonuses, so if you find a well that gives a +1 damage bonus to all weapons dipped in it, and your weapon already has a +1 damage bonus from your own magic, the well will do nothing for you. But it's free enchantments for your troops, so still extremely valuable.

    Evocation spells do not ignore DR unless there's a good reason for it. For example, a fireball spell works by burning people alive, so wearing chainmail isn't going to help you much against them. Getting creative with both your own Evocation spells and your defenses against enemy Evocation spells is going to be important once you start fighting paladins and other, more powerful enemies.

    You can only bind a single demon at first level Binding. This wasn't made clear in the original description, for which I apologize. Allowing you to bind as many demons as you can find Torment for would make level 1 Binding way more useful than any other level 1 magic.
    >> Anonymous 05/24/11(Tue)00:58 No.15031457
    >>15031402
    >can't bind as many demons as we have Torment
    Okay, that does make a difference. Does Minions (lvl2 Binding) have a time-limit, or is it also a permanent binding?
    Enchantment doesn't seem as useful right now, since our current Transmutation can already provide a +2. I'm sure if we invested points into it, we could make some pretty powerful weapons and armor, but that'll require a significant investment.

    I can see Illusion being easy to use immediately, as a means of hiding in plain sight (hide against a wall, and create the illusion of the wall in front of us, make us look like a tree in a forest).
    What's the 2nd level transmutation spells like?
    >> Katsi !9UacgIKB5g 05/24/11(Tue)01:01 No.15031489
    >>15031457

    The sample spell for level 2 Transmutation is called Wings. Generally speaking, level 2 Transmutation allows you to manipulate organic material of another being at the same rate as your own (so healing others now costs only one Torment, just like healing yourself), changing inanimate material into a radically different shape, and grow or remove appendages from your own body. The most dramatic manifestation of this is giving yourself wings, which you can use to fly, physics be damned.
    >> Anonymous 05/24/11(Tue)01:07 No.15031549
    >>15031489
    You say the ability to manipulate other organic matter.
    Could I, for instance, cause an Elite Kef's skin to grow over his own eyes, nose, ears, and mouth to simultaneously blind and suffocate him? Would I need to be in contact with bare skin for that to work?

    I'm trying to balance what will be immediately useful in getting us more Torment, and what we'll need when we take on the village, and eventually Veridia.
    >> Katsi !9UacgIKB5g 05/24/11(Tue)01:10 No.15031579
    >>15031549
    For two Torment, you can actually do that now, but you do need skin-to-skin contact.
    >> Anonymous 05/24/11(Tue)01:14 No.15031625
    >>15031579
    The skin-to-skin contact part is the problem. I'm trying to think of way to get past the armor on those Elite Kef, and I keep coming back to either Fireballs, Lightning, or fusing their armor into a single unmoving piece.
    >> Anonymous 05/24/11(Tue)01:20 No.15031676
    How much Torment to Bind a familiar?
    If it's only 1 Torment, that's a bargain to get a Gerdo equivalent fighter that's expendable.
    >> Anonymous 05/24/11(Tue)01:25 No.15031709
    >>15031676
    Other ideas for familiar: Bind to rat, poison Kef food and water supplies, attack when they are weakened.
    Also good as a scout.
    >> Katsi !9UacgIKB5g 05/24/11(Tue)01:25 No.15031714
    >>15031625

    Elite Kef have leather armor. You're thinking of Heavy Kef. Incidentally, two things concerning Evocation. First, I'll probably be expanding it to a school called Conjuration, since that's basically what it already is, the ability to conjure energy or material from nothing.

    Second, Evocation/Conjuration generally works in combat as 1d6 per Torment spent, up to your Conjuration level (so, 3d6 is the current maximum maximum and requires you spend three Torment). You can sacrifice 1d6 in exchange for giving the attack 5 points of armor penetration, a +2 odds to hit, or expanding the range by ten feet.

    At Conjuration 3, you can cast a fireball that deals 2d6 damage (7 average) to a 10' radius that ignores all armor that isn't specifically heat-resistant (read: not chainmail), or a lightning bolt that deals 3d6 damage (10.5 average) to a single target and ignores metal armor unless it's specifically built to be lightning-proofed (read: not plate). Regular Kef have 6 HP. Heavy Kef have 10 HP. Three points of Torment into a Conjuration effect is pretty much an instant-win button against army grunts.

    >>15031676
    Generally speaking, a spell costs as much as Torment as the skill level required to cast it. So, yes, one Torment to bind a Familiar, as it's a level one spell.
    >> Anonymous 05/24/11(Tue)01:30 No.15031751
    >>15031714
    Okay, I have to go soon.
    My vote is for Binding; with our low manpower as it is, an expendable soldier should be useful.
    Let's see what others think.
    >> Katsi !9UacgIKB5g 05/24/11(Tue)01:32 No.15031778
    >>15031751
    Looks like this might be the end of the thread for tonight. I'll stick around for another twenty minutes or so to see if anyone else picks it up. Otherwise, archive is here: http://suptg.thisisnotatrueending.com/archive/15024994/
    >> Anonymous 05/24/11(Tue)01:34 No.15031800
    >>15031778
    Admittedly we've got more done this time around. We seem more focused now that we know the limits of our mortal host, and just how freaking dangerous combat can be.
    >> Katsi !9UacgIKB5g 05/24/11(Tue)02:08 No.15032109
    >>15031800
    Yes, I'm pleased with the direction this quest is moving in.
    >> Anonymous 05/24/11(Tue)02:17 No.15032198
    yup, this quest shows a whole lot of promise in my eyes. think i've participated more in this one than i have in many. quests involving evil characters always seem to do good on /tg/...
    >> Anonymous 05/24/11(Tue)10:41 No.15035704
    >>15032198
    >quests involving evil characters always seem to do good on /tg/
    that's too bad
    I mean I don't have anything against Koyani Quest in particular, but I'd love to play a good protagonist sometimes.



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