[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: Necro.jpg (45 KB, 500x500)
45 KB
45 KB JPG
Volume One: Path to Immortality
Chapter Two
Last time, on Feral Necromancer Quest, you had to flee your tribe, when they were bent on lynching you for practicing necromancy and other indiscretions. You ran deep into the forest to the west. There you found a cave that provided you adequate shelter. After settling in and a successful hunt that brought you, food, supplies and a skeletal elk mount you set out to explore further to the west. You encountered a small group of elves, and even though you tried to communicate peacefully, in the end you had to slaughter them all. Continuing in your exploration you found the camp of the elven tribe, but decided against attacking, after learning that their elder was an illusionist. On your way back you captured a strange dog-like creature, known as a gnoll to you, who swore fealty to you. This is where the first installment ended.

Previous Thread: http://suptg.thisisnotatrueending.com/archive/37166160/
>Housekeeping
>While I was mostly happy with how the first session went, there were a few reasonable suggestions I’ve taken into account.
>With character advancement only occurring at the end of the session and the speed of plot advancement, the game starts to feel a little stale towards the end.
Natural 20s will now often give you training in a skill related to the roll. Natural 1s will often give you training in a skill related to the roll next time you succeed at it.
>Mechanics are too opaque, character advancement is too vague
Some of the mechanics are now in this pastebin, along with character sheet: http://pastebin.com/vBRyBWfK
>The feeling that you need to be aggressive to be successful, diplomacy too easy to fail
Seems to be mostly down to dice rolls. If problem persists I might change something.
>Some minor corrections and clarifications
I forgot you had the diplomacy skill when interacting with the elves. Would still have been a failure, but I’ll not forget again.

(cont.)
>>
I stated that it would be simple to replicate the bows you took from the elves. In fact, without tools it would be an extremely difficult task.
Your undead are a little bit more intelligent than those of other necromancers, as you are apt at communicating with and binding spirits. For now that means that they will follow your orders even if you do not directly control them, but this might provide a more significant advantages later.
You are Vlad Tepish.
Your items and holdings: A well hidden and fortified cave. A simple wooden staff, simple clothes of leather and fur, three simple bows and 30 arrows. Two skulls with bound spirits in them. More meat than you can eat, that will go off in two days. Berries and herbs.
Your Minions: 2 Zombies (human), 2 Zombies (elven), 3 Skeletons (human), 1 Skeleton (elk mount, large, uses two slots). You control 9/20 maximum undead minions. You also have bound an elven spirit to his skull and your will. You have met a gnoll that calls you master, for now. Your former lover, Bathory, despises you with all her heart, and is bound to her skull, but not to your will.
Your control of your minions is absolute.
Stats, Skills , Traits (expanded in the pastebin above): 1 Intelligence, 1 Strength, 1 Stamina, 0 Agility, 0 Charisma, 1 Perception. Necromancy II, Shamanistic Magic I. 1 Hunting and Gathering, 1 Diplomacy, 1 Construction, 1 Stealth.
Spells: Rituals (minutes to days to cast): Desecrate Land, Call Element (Storm, Earthquake). Evocations (up to a minute to cast): Drain Life, Animate Dead.
Current Goals: Achieve Immortality. Find a body for Bathory. Deal with the elves. Deal with the gnoll(s).
>>
Your choices to start off the quest:
>Deal with the gnoll first. Nothing else is as time sensitive.
>Cover your tracks. It was the original plan, and you do not want to be tracked back to your camp by the elves.
>Just go straight to your camp. You have spirits to commune with, gnolls to interrogate, hides to cure.
>Go back to exploring. You are quite tired, but being this unfamiliar with the land will screw you eventually.
>Cast your new spell DESECRATE LAND around your camp. It will let you control more undead in the 1 mile diameter area of effect and penalize living creatures other than you. HOWEVER, it will take 24 hours and you are already tired.
>>
>>37291908
>Back to camp while covering tracks then interrogate gnoll
>>
>>37291908
>Just go straight to your camp. You have spirits to commune with, gnolls to interrogate, hides to cure.
>>
You return keeper of the dead! Huzzah! Now onto buisness

>Cover your tracks.
We can at least make the attempt instead of letting the elf pack and their illusionist elder sneak up on us. Along the way we can grill our little gnoll on what the hell he's doing following us.
>>
>>37291982
>>37292012
>>37292073

The elves are not going to track you tonight. Their camp seemed calm and unaware of their slain comrades. Your priority is to get back to your cave, rest and deal with some chores.

Still, it would not hurt to cover the tracks some. You order the two elven zombies that caught the gnoll to drag it back to the camp, ignoring its yelps and protestations.

You direct the rest of your undead to cover up your tracks behind you. Just in case.

DC 12 tracking check, degrees of success matter.
>>
Rolled 8 (1d20)

>>37292106
>>
Rolled 8 (1d20)

>>37292106
>>
>>37292125
>>37292137
I'd be an ass not to wait for the third roll, so I'll brb real quick.
>>
>>37292289
I'm hoping its another 8 but if we need it I'll take the next roll on.

if its a lucky triple could we count it as a crit success since thats just stupid lucky?

>inb4 we make this a rule and later at critical point we roll triple 1s breaking reality
>>
>>37292343
Go ahead, I can get more strict once we have some numbers.
>>
Rolled 4 (1d20)

>>37292426
Right then. Lady luck be kind!
>>
>>37292471
I hate you too you bitch.

This is a GREAT omen of whats to come isn't it? Ah well at least we tried.
>>
>>37292471
>>37292289
>>37292137

8
Straight up failure.

You are fairly certain you did not make it worse, at least. It is nighttime, you can barely see the path ahead, much less what you can and should conceal behind you. You hope you still have some time to come back and try again next morning, but for now your tracks remain as obvious as they have ever been. Perhaps more so. You just can't freaking see anything in this light.

No time to worry about it, for what is essentially a hermit in the woods you have become quite busy. As soon as you reach the cave, the begging and groveling of the gnoll becomes... annoying. The smell does not help much either. You should deal with it soon, one way or another.

The elves do interest you too, at least as a threat and you do have one of their spirits bound. You could learn much from it, perhaps even their language, certainly their attitudes towards your kind of magic.

>Get the gnoll thing over with. You probably cannot sleep like this anyways.
>Ignore the gnoll. Commune with the spirit of the slain elf.
>Kill the gnoll. If it wants to serve you then so it shall.
>Gag the gnoll and go to sleep. Tackle this with a fresh mind.
>Write-in
>>
>>37292610
>Get the gnoll thing over with. You probably cannot sleep like this anyways.
>>
>>37292610
>Gnoll. No items. Talking. Possible raids vs elves who shot at us like dickbags. Final Destination.

Seriously fuck those little bastards. God damn knifeears
>>
File: Gnoll D.jpg (40 KB, 450x450)
40 KB
40 KB JPG
>>37292665
You are a little disgusted to even speak to it, but then a lot of people have been disgusted by your magic in the past. You try to see past its ugly exterior. Maybe there is a heart of gold in there. Probably not.

'Why did you follow me? Speak!'
'Master, big, good at magic. Need help to stab the bigdog of tribe,'

The thing speaks so nearly like a bark that it is hard to understand what it's saying.

'You want me to help kill your elder? Why?'
'Bigdog say I stole from him. Challenge me to duel. But bigdog has much burning magic. Cannot duel. So I run away. Must cut throat at night to be honorable and safe to come back.'

It speaks of honour. Yet at the same time of murder. That is a strange culture they have it seems. You are not one to cast stones, however. Many would call you a murderer.

>'How do I benefit of this arrangement? I do not go into battle for sneaks that just found me.'
>'Sounds good to me, I'll kill your elder for you.' What is one more murder?
>'Tell me more of your tribe.'
>>
>>37292894
>How do I benefit of this arrangement? I do not go into battle for sneaks that just found me.
>'Tell me more of your tribe.'
>>
>>37292894
Killing it and raising it as undead is also, of course an option. In fact assume that is an option in any social scenario.
>>
>>37292610
>Get the gnoll thing over with. You probably cannot sleep like this anyways.
>>
>>37292894
>'How do I benefit of this arrangement? I do not go into battle for sneaks that just found me.'
>'Tell me more of your tribe.'
>>
>>37292894
Going with the flow here since I like it. We need info about how this works for us and what the tribes like before commiting to anything.

or just getting a new corpse... Nah not yet he might be useful somehow.
>>
>>37292936
'And why would I do such a thing for you? A sneak that I only just now first spoke to. One of whose intentions I know nothing.'

'Master, see, who kills bigdog is next bigdog. If I kill him, I get to be boss. And if you're my master and I am boss, you are boss of gnoll pack.'

'Tell me more of this tribe of yours.'

'It's simple. We are a pack of two tens. Dogs and bitches. Does not matter, all fight. Bigdog is strongest boss. Killed last boss with burning.'

'And why would your boss call you a thief?'

'That's cause I stole something from him.'

Interesting.

>If that is how it treats his superiors you have no use of it. Kill him, contact his tribe. Maybe you will get a reward.
>'Interesting. I am guessing I cannot become the boss myself then. I agree.'
>'Why should I not just kill you and all of your tribe and rule you with my magic?'
>'What did you steal?'
>'Tell me about your elder's magic'
>>
>>37293123
>'Interesting. I am guessing I cannot become the boss myself then. I agree.'
>'What did you steal?'
>'Tell me about your elder's magic'
>'Have you ever thought of...Grander things then just being the bigboss of 20 gnoll's?'
>>
>>37293123
>'What did you steal?'
>'Tell me about your elder's magic'
>>
>>37293123
>>'What did you steal?'
>>
>>37293123
Oooo you've given a plothook. interesting.

Lets start with what he stole. Then grill over this "burny" magic he keeps babbling about. Probably pyromancy. It could be worth bringing this runts head and trinket back if the chieftain teaches us fire magic/elemental magic.

Then again he could just try to burn us.
>>
File: p6572154.jpg (37 KB, 640x480)
37 KB
37 KB JPG
>>37293221
'What did you steal?'

He digs into his loincloth and produces an item. Even considering where it came from you consider grabbing for it. You had heard of such tools, your tribe even owned one- although with no way to repair it it was just a chunk of metal on a stick by the time you saw it. It is an axehead made out of bronze. You could BUILD with that thing.

'You say your boss knows magic. Describe it!'

'Is burning fire. Scorches fur and meat. Bad, hot, ruins meat.'

More and more surprises. Your own master had taught you that fire is not possible to call like the other elements. Then again, you know much that your master would call impossible.

'Have you ever thought of grander things than leading a pack of twenty?'

'Grander? Like three tens?'

>No obvious consensus for agreeing with his terms. Will wait for at least one more vote. In the meantime feel free to write in more questions.
>>
>>37293421
Further options

>Demand the axehead of him as proof of servitude
>Agree with his terms.
>Tell him you will consider it. There is much to be done before you could move out in any case.
>You are not helping this beast. The tribe might be worth investigating, but this creature will betray you as soon as he sees your back.
>>
>>37293654
>Tell him you will consider it. There is much to be done before you could move out in any case.
>>
>>37293654
>Tell him you will consider it. There is much to be done before you could move out in any case.
>>
>>37293704
'It is something to consider. Should you prove trustworthy, I might very well take you up on it.'

'Cannot wait too long, tribe move every five nights. Can I go move around now?'

>Free the creature for now, but keep a closer guard on yourself.
>Keep it restrained. You do not want it sneaking about.

That settled,

>Commune with the spirit of the elf.
>Commune with the spirit of your lover. She said not to talk to her until you can bring her back to true life, but how long can she stay mad, really?
>Demand the axe from the gnoll (DC 12 intimidate)
>Just go to sleep. Morning is wiser than the night.
>write-in
>>
>>37293883
>Free the gnoll. its not like we have anything worth stealing but make sure the damn things asleep before you are and that your minions are watching you.
>Commune with the elf spirit and play 20 questions, they attacked almost outright its high time we learned why.
>>
>>37293883
>Keep it restrained. You do not want it sneaking about.
>Commune with the spirit of the elf.
>>
>>37293883
>Keep it restrained. You do not want it sneaking about.


>Commune with the spirit of the elf.
>>
>>37293995
>>37293981

You never get proper rest. Maybe there should be a saying about how being wicked is hard work. You cannot ignore the elves. They attacked you with barely any provocation and they have a mage of their own that could catch you by surprise in the worst way.

You touch the forehead of the dead elf. You feel its presence.

'Release me, please!'

Well, that is somewhat unlikely.

>Ask it more about the elves
>Ask it why they attacked you
>Ask about the elder and how powerful his magic
>Try to learn the language (DC 15 linguistics +1 from intelligence)
>Ask about the area
>Ask about how long they were expected to be gone
>Ask any other questions
>Write-in further actions
>>
>>37294131
>>37293995

The gnoll is restrained and does not resist much after it knows you probably won't kill it.
>>
>>37294153
>Ask it why they attacked you
>Ask it more about the elves
>Try to learn the language (DC 15 linguistics +1 from intelligence)
>Ask about the area
>>
Rolled 19 + 1 (1d20 + 1)

>>37294153
>Ask it why they attacked you
>Try to learn the language (DC 15 linguistics +1 from intelligence)
>>
Rolled 19 + 1 (1d20 + 1)

>>37294153
>Ask it why they attacked you
>Try to learn the language (DC 15 linguistics +1 from intelligence)
>Ask about the area
>>
>>37294212
>>37294233
We learned the fuck out of Elvish.
We will probably correct them on grammar
>>
>>37294197
>>37294212
'Why did you attack me?'
'You use dark magic. It is not truly forbidden, but when you refused to identify yourself I panicked and let loose the arrow. Then you attacked.'

If you did not know he cannot lie to you, you would feel a little more suspicious about this.

'You are a scout. Tell me more about the area.'

'We came here, because there are ruins of our people to the south somewhere. We were to find them. The area I know is mostly woods like these, more specifically...'

He gives you a lot of detailed information about the area roughly 15 miles diameter around the elven camp. While in that area any rolls that could benefit from knowledge of the area will get a bonus.

Unnatural 20
Great success!

It is impossible to learn a language in one night. That said, you make your best effort. And your best effort is good. Since you can communicate at the literal speed of thought, the language is much faster to learn, so long as you have the mental capacity to learn it. Which you do.

If you met the elves again it is likely you could try to deal with them. So long as they never found out you were the cause for the death of their scouts.
>>
>>37294397
Sounds like we're blaming the gnoll if they track us back
>>
>>37294397
Shit, options

>Tell me more about these ruins you speak of
>What do you mean by dark magic? What exactly do your people think of magic like mine?
>Write-in questions or actions.
>>
>>37294451
>What do you mean by dark magic? What exactly do your people think of magic like mine?
also
>Ask about the area
>Ask how long the scouts were expected to be gone.
>>
>>37294397
>What do you mean by dark magic? What exactly do your people think of magic like mine?
>>
>>37294490
>>37294484

'What do your people think of magic like mine?'

'It is dark, unnatural, against the order of things. But most agree that it is your soul to forfeit if you wish. My people will not like it if you show up with undead in tow, but by the laws of the elders we have no right to attack.'

You think you feel shame in his thoughts.

'How long were you expected to be gone? The scouting party?'

'They should be getting worried tomorrow morning. Maybe a day more until they look for us. Sooner if the hunters find strange tracks.'

>Ask more questions
>Sleep
>Pretty much your options, unless a clever write-in
>>
>>37294629
>Sleep
>>
>>37294629
>>Sleep
>>
>>37294629
>Sleep
>>
>>37294629
>Sleep
>>
>>37294721
It is only a few hours until sunrise you realize. You are barely keeping your eyes open, you realize soon after. You sleep without dreaming, and the sun is well and truly risen by the time the new day dawns. This gives you new options.

>Take the axehead of the gnoll, make an axe and try to improve your cave further, now that you have tools.
>It is light and you do not have much time. Go back to the scene of battle and try to cover up your tracks.
>These ruins sound interesting. You would certainly find useful tools, maybe even weapons if you go south.
>The gnolls need to be dealt with one way or another. Go north to find the tribe (take the gnoll with you Y/N)
>You have been thinking of a new spell that could make the area safer for you and your minions. Cast the desecrate land ritual.
>Talk more to either of your prisoners
>Your food is unlikely to last more than a day, day and a half, unless you are willing to risk eating rancid meat. Hunt.
>Talk more to your prisoners
>write-in

You got stuff to do, son.
>>
We should help the gnoll and then get his clan to assassinate the illusory elf elder. We can just start collecting skulls/souls of magic users.
>>
>>37294896
>>You have been thinking of a new spell that could make the area safer for you and your minions. Cast the desecrate land ritual.

Didn't we smoke the meat in the first session? If I remember wrong then lets try and preserve our meat
>>
>>37294896
>Cast desecrate land
>>
>>37294896
How about we help the gnoll win leadership of the tribe (maybe get him to give us the axe head afterwards) then use the gnoll tribe and one of the elf zombies to make the elves think the gnolls killed the scouts?
>>
>>37294984
This will take the entire day, likely leaving your tracks from the elven camp clear for them to find. Repeat your vote to confirm, going with this at three votes.

Doing something about the gnolls is clearly also popular, so vote for that instead if you don't want to cast desecrate yet.

I cannot remember smoking the meat, and cannot find it on suptg. Don't think we did that.

DC 12 hunting and gathering check to make sure you do it properly. Either way your cave will be too smoky to use for the day while you do it. You are not familiar with smoking techniques beyond 'fill the room with shitton of smoke'.
>>
>>37295136
Hey, uh, how about we don't get a nice big plume of smoke pointing out our (barely) secret lair.
>>
>>37295136
ok nevermind then. Lets go to the gnolls so we have a scapegoat for when the elves come.
>>
>>37295136
hrrm, I really want that defence bonus, but I also don't want to be interrupted mid ritual.

How long does it take to cast Call Element (Storm)? We could summon hurricane level rain and go take that gnoll chief while his fire magic is hindered.
>>
>>37295290
>>37295249
Go to the gnolls seems to be the leading option, going with that. Calling the elements usually takes a few hours. You could do it in about twenty minutes with exceptional rolls.

The gnoll tribe seems to provide most benefit to your situation right now. More minions are always useful, but more than that, if you had the much more monstrous looking gnolls to blame for the attack on the elves, you feel you might be able to deal with them as well.

You call your elk and your minions to you, mount up and get ready to set out north.

>Take the gnoll with you as a prisoner.
>Take the gnoll with you as a companion
>Hunt or gather on the road (will leave you more vulnerable to ambushes)
>Go north in a roundabout way, see what else you can find to the north.
>write-in
>>
>>37295430
>Take the gnoll with you as a prisoner.
>>
Since our undead are more intelligent, can they swing an axe? If so, we should get an elf zombie to kill the leader.
>>
>>37295450
You order two of your zombies to hold the gnoll as you set out. It follows willingly at first, but when it realizes that you are taking it towards the gnoll camp as a prisoner it panics and starts screaming and begging once more. You had grown quite used to not having to hear its screams.

Other than that, your progress is fairly reasonable. No wild animals dare approach your undead minions, and no sentient beings intercept you. You are quite obvious with the panicking gnoll at the back of your party.

>Try to silence it by convincing it is a part of your plan to kill the elder gnoll.
>Try to silence it by intimidating (DC 14 charisma)
>Ignore it. If someone hears you, you can worry about spinning a story then.
>Free it, assure it that you will go along with his plan to kill his elder.
>write-in
>>
>>37295708
>Try to silence it by convincing it is a part of your plan to kill the elder gnoll.
>>
>>37295679
Even the basic undead could use weapons. Yours could even become somewhat skilled at it, and would benefit a little from drills. Much less than truly sentient beings, but they would never get tired.
>>
>>37295708
>>Try to silence it by convincing it is a part of your plan to kill the elder gnoll.
>>
>>37295737
'Silence! We cannot simply approach your tribe holding hands. We need to get close enough to your boss to strike.'

DC 10 Charisma, cannot critfail, even failure will only cause suspicion. Not like the gnoll can do anything but go along with it and hope for the best.
>>
Rolled 3 (1d20)

>>37295844
>>
Rolled 19 (1d20)

>>37295759
Oh, cool. We should get on that as soon as possible. Have them drill while we're asleep.

Rolling.
>>
Rolled 18 (1d20)

>>37295844
>>
Rolled 5 (1d20)

>>37295844
>>
>>37295884
>>37295923
>>37295943

19
Great Success

'Yes! Master too clever! Too wicked clever for poor stupid Spot. Thank you for goodclever plan!'

The loyalty of Spot has increased.

He directs you now to the area where the gnoll tribe had camped, and he seems fairly certain it is still there. Sure enough, after a few more hours of riding you see a clearing, with many more gnolls rummaging around in the dirt. None seem to have noticed you yet.

Roll DC 14 +1 perception check to see what they are digging up.

>Approach openly. Ask for their leader
>Approach discreetly, speak when spoken to
>Straight up attack.
>Write-in
>>
File: 052.jpg (906 KB, 1032x1362)
906 KB
906 KB JPG
If we get in trouble with those elves, I want a scene like this, minus that bottom row.
>>
Rolled 6 + 1 (1d20 + 1)

>>37296053
>Approach discreetly
>>
Rolled 17 + 1 (1d20 + 1)

>>37296053
>Approach discreetly, speak when spoken to
>>
Rolled 20 + 1 (1d20 + 1)

Get as close as possible and cast Element Storm.
And then walk in.
>>
>>37296141
Nat 20
Success!
You have gained Awareness 1

You. Could. Laugh. Cackle even. This is definitely the right occasion for cackling. The gnolls are digging up an old graveyard. There must be twenty, thirty corpses in the ground, now uncovered by the gnolls. If you raised them all you would straight up outnumber them. You might not be able to control them, but you wouldn't need to.

You are quite close to the digsite, but the gnolls have not noticed you yet, as you see the patrols of their guards clearly and avoid their gaze easily until you are just outside the clearing.

>Raise the dead to make an entrance (up to your max control)
>Raise the dead to kill them all.
>Hold off raising the dead, it will be your ace in the hole.
>Ask Spot which one is the boss and try to sneak even closer to it.
>Confirm casting storm before doing anything else.
>>
>>37296174
>Ask Spot which one is the boss just to know.
How long does it take to animate the dead? Is it feasible to do in combat?
>>
>>37296284
>Hold off raising the dead, it will be your ace in the hole.
>Ask Spot which one is the boss and try to sneak even closer to it.
>>
>>37296284
> Hold off on raising the dead.
> Ask Spot which one is the leader.
>>
>>37296341
>>37296352
Animate Dead takes a few seconds, plus a few more for the dead to actually stand up and start attacking.

'Spot, which one is your boss?'

'Bigdog there, walking about with firestaff, scorch you if not work hard enough.'

It is not a great position for an ambush, he is a few hundred feet away from the nearest treeline, but if you were lucky and quick you could possibly take him out even before he could cast his magic.

The two elven zombies and one of your skeletons are armed with bows. They are far from proficient, but if they hit from the cover of the treeline, you would gain the initiative.

Or you could rely on your tongue and the ruse of bringing Spot to the elder as a prisoner.

>Try for famed zombie archery
>Try for a melee ambush
>Announce your presence
>write-in

>captcha: yeded. I am sure you will roll fine either way.
>>
>>37296530
Ask our gnoll if he thinks he could take out the boss with a bow. If not
>Try for famed zombie archery
and claim it was our gnoll that killed him.
>>
Rolled 18 (1d20)

>>37295844
>>
>>37296530
>Try for famed zombie archery
>>
>>37296530
>Announce your presence
Ok, so here we have a choice of taking this guy out to replace him with a former servant of his who betrayed him. Assuming we succeed, he'll have an entire tribe of gnolls and no real reason to keep obeying us. On the other hand, if we return him and the bronze axehead as a show of good faith, we could get an actual ally in the fire mage leader. We might also be able to learn some fire magic. So I'm voting to just turn the guy over.
>>
>>37296603
>>37296596
>>37296581
I'd like a consensus, or at least a clear majority. I'll give you some time to argue, while I go for a smoke.
>>
Rolled 8 (1d20)

>>37296603
But I wanted a new staaaaaff.
Eh, alright. Set the archers on the perimeter and announce our presence.
>>
>>37296603 here
I really don't think Spot is trustworthy, and fire magic could be one of the best things for us to learn, seeing as how we've believed it was impossible up until now. We could get some major breakthroughs.
>>
>>37296769
>>37296771
>>37296596
Since you are not necessarily betraying Spot quite yet,

'My name is Vlad Tepish! This vermin admitted to stealing from your leader. I have brought you to him as prisoner.'

Surprised eyes turn to you from every gnoll within earshot, which with your best baritone is all of them. They stay silent and turn their gaze to their leader. You hear it laugh. It is a rather disturbing sound, but then again, you are a rather disturbing individual, and not very bothered by such things.

The elder gnoll approaches you. When you see it up close it is clear it really is old. Its fur is all but thoroughly grey and it manages to look even more diseased and sinister than Spot.

'He he he, what have we here. I didn't hope to ever see you again. Oh your fat will burn from the inside. Give him to me!'

>Oblige.
>Ask for what your reward will be/ ask for a specific reward
>Wait for him to get close enough, then attack
>write-in
>>
>>37296935
>Wait for him to get close enough, then attack
>>
>>37296935
>Oblige.
>>
>>37296935
> Ask him for a reward before you turn Spot over. After you obtain your reward, kill him.
>>
>>37296935
>Wait for him to get close enough, then attack

Afterwards we kill spot as well. If he betrayed that chief who's to say he won't betray us as well?
>>
>>37296980
Seconded
>>
Damn, I wanted that fire magic.
>>
>>37296935
How about we claim that we found spot trying to steal from us, and want to watch when he tortures him, then when he is vulnerable, kill him and bind him to his skull, also grabbing that staff?
>>
>>37296935
>Wait for him to get close enough, then attack
I don't like him already
>>37296981
I say keep him for now, have some of the undead keep an eye on him one alip up and he's dead
>>
File: bronz_dyka.jpg (146 KB, 800x520)
146 KB
146 KB JPG
>>37296981
>>37296980
>>37296965
>>37297020

'Hold on a moment. I have traveled far to give you this thing. What will you give in return?'

'Grrrr. Fine, either take any one of my gnolls as slave in return for this one, or... shiny,' he pulls something from his sleeve. You have never seen such a tool, but the uses are obvious.

>Take the knife then attack
>I suppose there is no point in taking a slave, unless you change your mind about attacking.

Attack options:
>First things first, raise nearby skeletons to fight for you
>Try for a quick cheapshot with your drain life spell
>Command your minions to fire (famed zombie archery, ho!)
>Further strategerizing write-in
>>
>Take the knife then attack
>Command your minions to fire (famed zombie archery, ho!)

And should we cut Spot loose? He might help us. And if not, we're probably gonna kill him anyway.
>>
>>37297159
>Ask if he could teach us fire magic.

If I get outvoted and we do end up attacking:
>First things first, raise nearby skeletons to fight for you
and fall back to safety.
>>
>>37297159
I should note that you are much closer to the treeline now than you would've been with a straight-up ambush. The zombies might actually hit.
>>
>>37297159
>Take the knife then attack
>Try for a quick cheapshot with your drain life spell
>>
>>37297159
>Take the knife then attack
then retreat behind the
>First things first, raise nearby skeletons to fight for you
then go for the
>Famed zombie archery
>>
>>37297257
There might be other ways to learn fire magic in this thread. That is all I shall say on the topic.

Roll 1d20 +1(intelligence as these are all magicalish attacks) for combat, DC depends on which option you choose, highest of first three wins as usual.
>>
>>37297159
>Take the knife then attack

>Command your minions to fire (famed zombie archery, ho!)
then go to the tree lines were it's safe to
>First things first, raise nearby skeletons to fight for you
>>
>>37297271
well that changes things I'll go with
>Take the knife then attack
>Command your minions to fire (famed zombie archery, ho!)
>>
Rolled 3 + 1 (1d20 + 1)

>>37297346
already cast my vote, rolling
>>
Rolled 13 + 1 (1d20 + 1)

>>37297346
rollin for >>37297245
>>
Rolled 20 + 1 (1d20 + 1)

>>37297346
Skeleton archers ahoy!
>>
>>37297395
You glorious son of a bitch.
>>
>>37297395
Oh boy
He got drained out completly
>>
File: I like it.jpg (49 KB, 378x363)
49 KB
49 KB JPG
>>37297395
Oh....
>>
File: 1418231709386.gif (1.12 MB, 330x248)
1.12 MB
1.12 MB GIF
>>37297395
This is going to be fun
>>
>>37297395
>>37297394
>>37297391
Someone has been making the proper sacrifices to the dice gods

Nat 20! You have gained Tactics 1

You feel a strong connection to your zombies, stronger than even before. You move their arms in direct control, pinpointing the exact trajectories to hit the boss in the most damaging areas. Even with the simple wooden arrows the big dog is fatally wounded. As a last desperate effort he throws some fire at you, but it is barely strong enough to singe your eyebrows. He was not expecting this in any way, and is dying on the ground rapidly, arrows sticking out of his chest, neck and left eye.

>Give the dagger to Spot, let him kill the elder fulfill your contract.
>Kill the elder yourself, raise undead. It might be against tradition, but you killed their leader in a fair ambush. Intimidate them into joining. DC 14 +2 for ZOMBIE ARCHERS ARE EVERYWHERE, RUN TO THE HILLS! Spot will probably not like this.
>Let him bleed out on the ground, see what happens next.

Options for dealing with the body after this choice.
>>
>>37297607
>Give the dagger to Spot, let him kill the elder fulfill your contract
>>
>>37297607
>Give the dagger to Spot, let him kill the elder fulfill your contract.
>>
Rolled 7 (1d20)

>>37297607
> Give the dagger to spot. Let him kill the elder.

Here's to hoping he doesn't turn on us.
>>
If we raise the elder as a zombie can we still talk to his soul to learn fire magic? If so, I go for that.
If not, give the dagger to spot.
>>
>>37297607
>Give the dagger to Spot, let him kill the elder fulfill your contract.
>>
>>37297709
No, he can only retain knowledge if we bind he soul to an inanimate object.
>>
>>37297607
>Give the dagger to Spot, let him kill the elder fulfill your contract.
>>
>>37297731
>>37297707
>>37297693
>>37297676


Just because you are not the most ethical person in the world does not mean you should not hold up your end of a bargain. Besides, while these gnolls could make good allies you do not want to micromanage their every action.

You give Spot the bronze dagger, and he is shocked with glee as he understands what that means. He stabs the elder gnoll repeatedly, cheerfully and with laughter of his own. The entire tribe sees this, and accepts the elder's death as fair trickery.

The loyalty of Spot has increased. (No, I am not going to tell you what it was before, or what it is now.)

You have gained allies- a gnoll tribe of 19 people!

There is still the matter of the elder. You have never bound the spirit of a magic user, but at the least you believe you might learn some theory of magic from it. Fire could be really very useful. You will not be able to learn even the basics overnight, but it certainly is something to consider. Besides, the graves are still all around you, and you are fairly certain that the elder could not use magic as a zombie. To retain so much of its mind, while retaining control over it is beyond your skill for now.

>Raise the elder as a zombie for some elf-related deception
>Bind the spirit of the elder, see what happens (choose object from dagger, your staff, his own skull)
>I see no reason not to raise skeletons up to your maximum control, but if you want to go above maximum vote specifics.
>>
>>37297978
>Bind the spirit of the elder, see what happens (choose object from dagger, your staff, his own skull)
Staff
>>
>>37297978
>Bind the spirit of the elder, see what happens (dagger)
we can convince any old gnoll to do the elf deception.
>>
>>37297978
>Bind the spirit of the elder, see what happens (choose object from dagger, your staff, his own skull)
His skull
Don't go over maximum
Grab a gnoll slave from Spot to blame for the elves.
>>
>>37297978
>Bind the spirit of the elder, see what happens
>staff
>>
>>37297978
>>Bind the spirit of the elder, see what happens (his own skull)
We're collecting skulls anons
>>
>>37297978
>Bind the spirit of the elder, see what happens (choose object from dagger, your staff, his own skull)
Staff
>>
>>37298096
>>37298080
>>37298013
Quadies.
Hell, maybe he could channel magic through it still?
>>
>>37298086
>>37298080
>>37298062
>>37298013
Comboing those two

Hah, why choose! With your new dagger decapitations are much easier. You saw off the head of the elder gnoll and stick it on the end of your staff. You will have to tie it down later somehow, but for now it is functional.

You bind the spirit and... it is strange. You feel much more resistance than usual. It is not beyond your skill to easily bind it, but usually newly dead spirits are confused, easily dominated. It takes a little effort, but once it's done...

>You have learned a new effect of your Bind Spirit spell!
Whenever you bind the spirit of a caster to an object, you can force it to channel one of its simpler spells through the object. In this case,

>You have gained a Staff of Scorching. You can throw small blasts of flame over a fair distance using this staff. You have three combat-strength castings a day, and can use it as a source of fire whenever you like.

The usual benefits of a bound spirit are also present.

You raise skeletons from the graves to the shock and awe of the gnolls gathered. You control 20/20 minions, 14 of which are skeletons.

>Talk to Spot about your arrangement and rewards
>Return, you want to talk to the elder as soon as possible.
>Plot on how to overthrow all the elves everywhere
>Write-in
>>
>>37298241
By the way, if it ever comes up, the spirit is technically bound to the skull, the staff is still just a length of wood, now holding a skull on top.
>>
>>37298241
>Talk to Spot about your arrangement and rewards
>general loyalty
>fool elves
>axe head?
>>
>Talk to Spot about your arrangement and rewards
>Return, you want to talk to the elder as soon as possible.

Does this mean we need souls to enchant or use magic items? Or does the person's soul enchant things?

>>37298285
Okay. Das cool.

We still need that chief's head, though. I want his magic as well.
>>
>>37298241
>Return, you want to talk to the elder as soon as possible.
>Plot on how to get a qt elf girl to let Bathory possess
>>
>>37298327
Technically, it is the spirit under your absolute control still maintaining some of its spellcasting abilities. Gonna start writing a chat with Spot, unless stuff changes in the minute I'm gone.
>>
>>37298241
>Talk to Spot about your arrangement and rewards
>Return, you want to talk to the elder as soon as possible

>>37298285
All right so long as we can pick his brain for knowledge on how to manipulate fire on our own.
>>
>>37298327
second
>>
>>37298371
>>37298288
>>37298327

Spot is on top of the world right now. From a lowly sneak to the big dog of his pack. He is currently pissing on the corpse of the deceased elder.

'Master! You not betray Spot! I don't believe! Pack will come if you call!'

>Ask Spot to join you and your undead in a raid against the elves. You outnumber them by more than two to one now.
>Ask Spot to send one of his people with you as a scapegoat to the elves.
>Ask Spot for the axehead.
>Ask Spot something else.
>Write-in other action
>>
>>37298582
>Ask Spot for the Axehead.

We can make an axe for one of our more intelligent zombies later on.
>>
>>37298582
>Ask Spot to join you and your undead in a raid against the elves. You outnumber them by more than two to one now.
>>
>Ask Spot where they got the bronze
>Ask Spot to gather up all of the skeletons in the graveyard.
We might not control them but if we dump them in the elf village we can still raise them.
>>
>>37298582
>Ask Spot to send one of his people with you as a scapegoat to the elves.

If he was a lowly sneak there's surely someone else he didn't like.
>>
>>37298582
>Ask Spot for the axehead.
>Write in
we need to make the elves believe that a gnoll killed their scouts, preferably in a way that does not need us there, how about we order a gnoll to bury the elf corpse somewhere we know the elves will be?
>>
>>37298371
Yes you can, all bound spirits retain their knowledge. Learning a new school of magic will be difficult, however and involve a fair amount of rolls, as well as spending experience.

>>37298693
>>37298676

Using a gnoll as a scapegoat in a very marginal lead. Vote within next few minutes if you are strongly opposed.
>>
Oh yeah are you sticking to one level up per session? I remember last time you were going to consider switching to multiple times.
>>
>>37298808
I'd rather just keep it at the end, lets us get more done in the thread.
>>
>>37298672
'Spot, where do you get the bronze?'

'The what, master?'

'The shiny rock these tools are made of.'

'Oh, find shiny tools in graves sometimes. Old old graves, bones too rotten to eat, but good because good, shiny tools and weapons.'

'First, I will be taking the axehead. It is a trinket in comparison to a whole tribe. Second, I will be taking one of your people. They would be very unlikely to return.'

'Take her, she liked old bigdog. Want to kill me now.'

He points at a gnoll. You certainly cannot tell their genders apart. He also gives you the axehead, much more reluctantly.

>Take both, the gnoll as a slave, leave.
>Take both, let the gnoll come freely, make her believe it is a secret mission or something
>Do more stuff in the gnoll dig.

>>37298808
The bonus skills at critical rolls were supposed to give some advancement during play. I think full levelups are cumbersome and take a bit too long during play, but if you feel it's still too slow on the advancement side, I'll think about it a bit more before next session.
>>
>>37298884
>Take both, let the gnoll come freely, make her believe it is a secret mission or something
>>
>>37298884
>Take both, let the gnoll come freely, make her believe it is a secret mission or something
I still think they should collect the rest of the bones, though.

And no, I think it's good as it is. I was just curious, thanks though.
>>
>>37298884
>Take both, let the gnoll come freely, make her believe it is a secret mission or something
>>
File: 1419054678691.jpg (30 KB, 458x319)
30 KB
30 KB JPG
>>37298884
>Take both, let the gnoll come freely, make her believe it is a secret mission or something
Her face is going to be priceless
>>
>>37298884
>Take both, the gnoll as a slave, leave.
>>
>>37298939
You speak to the gnoll Spot pointed out.

'Come with me, your leader has assigned you to a dangerous task, that will strike a great blow to the elven tribe to the South-West.' Technically you are not lying. She comes with you, suspiciously and without speaking.

'Oh and Spot, could you send some of your people to bring these bones with you, whenever you're passing by my way?'

'Nrr, sure, master.'

It didn't SOUND aggressive.

You set out back South to your camp. The journey back is uneventful, boring even. You get back while it is still light. You are looking about, trying to notice anything out of place. You are less than a mile away from your cave when you notice two elven hunters, closely looking at something on the ground.

And with that, Feral Necromancer Quest II concludes.

You seem to not be able to stop GETTING SHIT DONE. Once more you gain 3 exp. Refer to http://pastebin.com/vBRyBWfK for mechanics for leveling up.

Also feel free to upvote http://suptg.thisisnotatrueending.com/archive.html?searchall=feral+necromancer it's good for my ego.

Now that university has started back up, I can't exactly afford going to sleep at 5AM, so the next session will be next Saturday at 10PM GMT, (Brit time).

I'll be around for 30-40 more minutes for Q&A and leveling.
>>
>>37299172
Necromancy and Charisma Boost
>>
>>37299172
seconding >>37299221
>>
>>37299172
Thanks for the thread my friend, hope I can join the next one.
>>
Looking forward to next time. I had a lot of time.

Necromancy and Stamina.
>>
>>37299221
Third
>>
>>37299337
I wish incorrectly using names was a permabanable offence.
>>
>>37299221
>>37299245
>>37299337
Once more Necromancy seems unanimous. Both Necromancy and Stamina cost 2 points, so you cannot get both at this time. Charisma is currently in the lead for the remaining point.

Banking is a decent option at this point, but having no Charisma when you're just about to start diplomacising could be a bad thing.

Either way, seems Necromancy is clearly winning again, and so:

You have reached rank 3 in Necromancy.

Your maximum number of undead minions increases to 30.

The maximum minions you can control in a trance increases to 45, making it a viable option in larger-scale battles, so long as you have the corpses lying around.

You have learned the spell: Inflict Disease-

Much like beasts and men you have learned that diseases are alive and that they die. And what is dead you can raise. A much more subtle evocation than Drain Life, you can cast it on someone and they would not know it until they fell over dead. It inflicts a dire illness that few can survive in the long term. A skilled mage or healer might figure out the magical nature of the affliction, but by then it would likely be too late.
>>
>>37299536
Nice, feels like we're getting closer to curses now.
>>
>>37299414
While namefagging outside of running quests ain't my kinda thing, it's not like he's hurting anyone or the game. Please keep it civil, if you would.
>>
Oh, right. I forgot Stamina increased.
This bodes well. We could cast Inflict Disease when we meet.

>>37299607
>>37299414
Another quest runner requested we use them. I didn't want to cut and paste each post.
>>
And I'm off to sleep. I'll probably have a twitter set up for the game by the next session, and might increase the frequency of games then.

To reiterate, next game is going to be 10PM GMT, 4PM CST.
>>
>>37299803
Next Saturday.
>>
>>37299898
Thanks for running!
>>
>>37299898
Thank's for running Dead I'm lookin forward to the next one!



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.