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/tg/ - Traditional Games


File: OP.png (49 KB, 700x700)
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After your trip into the goblin tribe’s ruins you took some time to sort through the loot you’ve found so far and have given away the useless junk you seem to find everywhere. The goblins have been busy carving up the spider corpses turning their sharp sword like legs into various pieces of chitin weaponry. You’ve even managed to mostly piece together the goblin’s history from the depictions from inside the ruins, not a bad day’s work.

Updated scavenged loot
http://pastebin.com/zbTUX04U


The shaman still tells of two places that you may find of particular note - an old catacomb filled with forgotten and evil magic and a vast sludge lake where the largest crab is known to lurk the depths. You could also try to figure out some more magic or play around with some of the things you’ve found to try and determine just what it is that they do.


> Crab lake
> Forgotten tomb
> Try to tame spiders
> Magic items
> Other


Welcome back to Afterlife Quest!

Twitter: https://twitter.com/ApophisquestsTG
Askfm: http://ask.fm/ApophisTG
Pastebins: http://pastebin.com/u/ApophisTG
>>
>>41707367
> Forgotten tomb
Maybe we'll find more goblin lore
>>
>>41707367
> Forgotten tomb
More likely to get trolls.

And I don't think we're ready for Crab'thulhu yet
>>
>>41707472

I’m pretty sure that got murdered by lizards and is in hell.
>>
Do we want to go back to the ruins to kill the fishbeast boss?
>>
>>41707506
Well, it might have dodged the hell gate, because it was it's smaller incarnation.
And I don't want to take that chance.
>>
>>41707440
>>41707472

Alright looks like the tomb takes it.


On the way to the tomb you have enough time to do something to pass the time

> Learn [searing ray, magic enhancement (difficult) or magic ability (impossibly difficult)]
> examine one of your things (which)
> loot things
>>
>>41707685
> Learn [magic enhancement (difficult)]
>>
>>41707721
>>41707685
My thoughts as well!
Let's do this!
>>
>>41707721
>>41707732

Fair enough, its a bit above your ability so you'll need to 2d10+7.

Pass at least a 15 to not suffer magical backlash.
>>
Rolled 1, 7 + 7 = 15 (2d10 + 7)

>>41707808
Yeah, backlash! Feel the burn!
>>
Rolled 9, 4 + 7 = 20 (2d10 + 7)

>>41707808
Luck be a lady!
>>
Rolled 10, 10 + 7 = 27 (2d10 + 7)

>>41707808
>>
>>41707886


looks like you got it
>>
>>41707836
>>41707855
>>41707886
So, we went from, we didn't learn it, but we didn't kill ourselves, to we learned it, to we know it as well as the back of our hands. Nice
>>
With the ruins thoroughly looted and all the monsters mostly cleared out you ask the shaman to direct the tribe’s caravan to the old tombs. During the trip you sit down and try to read and absorb the magic in your book of spells –

>27 vs dc 23 pass

At first you feel the magic fighting against you and threatening to consume you but then you understand that the magic isn’t actually harming you but rather it is filling your magical reserves pushing them beyond your normal limits.

>Ability gained Wellspring Rank 1
> Complex magics take significant magical reserves to utilize, the wellspring ability was described by your magical book as a method of training to expand one’s natural magic reserves. Each rank in this ability increases your mana by 1.

> Current mana 3/3


When you finish reading significant time has passed and you have arrived at the tomb, the structure is rank with foul magic but the bulk of the structure must lay underground.

> Enter the tomb alone
> Rally goblins to help
> Other


Also, change prepared magic? (current is bless)
> Y (which)
> N
>>
>>41708051
> Rally goblins to help
> N
>>
>>41708120

alright I guess we will do this then

2d10+10 to rally the goblins
>>
Rolled 9, 7 + 10 = 26 (2d10 + 10)

>>41708290
anons left I guess.
>>
Rolled 9, 2 + 10 = 21 (2d10 + 10)

>>41708290
I return! Triumphantly!
>>
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>>41708341
>>41708372


>26

You make a call for goblins to join with you to explore the tomb, encouraged by the success of your last raid many decide to help you.

> 4 big goblins and 63 normal goblins join.

You enter the dark tomb holding your sword aloft to provide light. The corridors of the tomb split two ways, but one is quickly discovered to be a dead end. Deeper you find two doors but the path still continues deeper.

> Enter a door
> Follow corridor
> Split the group up
> Other
>>
>>41708468
For next time, can me make a dedicated team of goblins to join us. Say 50?
> Split the group up
>>
>>41708468
> Split the group up
3 big and 39 normal go down corridor
The rest follow use through the door
>>
>>41708468
Five squads of 12 each, and the remaining three left over will be guarding the entrance
Three squads Down corridor, our squad plus one other through door
>>
>>41708554
This was me.
>>41708578
But I like this idea slightly better. With order that if a squad comes back injured send someone to find us.
>>
>>41708513
>>41708554
>>41708578
>>41708640

Ok then we can split it like that.


Which door do you take
> first
> second
>>
>>41708683
first
>>
>>41708683
Didn't realize there are two doors.
Squad C [(for chief) is us +12 normals] and squad 1 through first door.
Squad 2 through door 2
Squad 3&4 down corridor
>>
File: Tomb_2.png (1.09 MB, 1751x1751)
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You split the goblins into five squads of twelve with each of the big goblins and yourself leading. The remaining three stand guard at the entrance for if they need to call for help.

Squads 2,3,4
The goblins carefully explore the corridor it turns right twice an arch leading into a large room. Three skeletons mindlessly wander about the room.

The skeletons are alerted to the goblin’s presence when squad two opens the door to the room.

> Attack
> Defend
> Flee
> Other


Squads C, 1
Meanwhile you open the first door - a narrow shaft of light falls into the room from above and lizards have been carved into the black stone walls. Four skeletons pace the room when the door is opened they all turn to face your with a rattle of their bones.

> Attack
> Defend
> Flee
> Other
>>
>>41708867
What kind of skeleton do they look like? Human, goblin?
And do they possess any equipment?

Attack, attack. Surround them for superiority.
>>
>>41708867
>> Attack
> Attack
seems like we may find some necromancy magic here.
>>
>>41708867
>>41708932
I agree with this.
Important questions!
>>
Rolled 2, 12, 18, 1, 6, 14, 3 = 56 (7d20)

>>41708932
>>41708969
>>41709006


Human skeletons, armed and armored with various pieces of rusted iron.

If that doesn't change plans need a 2d10+8 for you to attack.
>>
Rolled 7, 1 + 8 = 16 (2d10 + 8)

>>41709028
>>
Rolled 10, 1 + 8 = 19 (2d10 + 8)

>>41709028
Can we even kill skeletons?
>>
Rolled 7, 7 + 8 = 22 (2d10 + 8)

>>41709028
>>
File: Tomb_3.png (2.15 MB, 1751x1751)
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Squads 2,3,4
Squad two freezes in fear of the skeletons, so squads 3 and 4 use them as bait and attack the skeletons. The skeletons manage to kill one of the cowering squad two goblins before falling. The goblins then continue to explore the tomb, they find odd holes in the wall down one corridor that do nothing, a few dead ends and another door.

>Squads status: 3 big, 35 goblins

> Enter door
> Fall back
> Other


Squads C, 1
The goblins you have with you see the skeletons and immediately run away, leaving you alone with the undead.

>22

The skeletons mindlessly wave their weapons about so you are able to easily cut them down. Wrangling the goblins and getting them back on track proves to be much more difficult but in the end you find more dead ends, stairs down, and another door to open.

> Open door
> Go down stairs
> Other
>>
>>41709262
Attempt to inspire your squad to be more loyal and fearless. Remind them that you are the strongest of the tribes, and have slain a giant spider, and even a manticore.

234 enter door
We open door too
>>
Current goal: clear the ruins
>>
>>41709262
>Enter door

>Open door
Clear this floor of enemies, regroup examine points of interest, holes? Then go up or down any stairs.
>>
Rolled 14, 11, 11, 16, 15, 2, 8 = 77 (7d20)

>>41709334
>>41709365

Alright going to clear these ruins, writing.

>>41709359
added
>>
File: Tomb_4.png (3.2 MB, 1751x1751)
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Squads 2,3,4
The squads open the door prepared for another fight only to find – that the north and east walls of the room have been engraved with endless spirals and several pieces of rotten fruit are scattered throughout the room. So they continue exploring, one goblin triggers a net trap but with nothing around to attack them the goblins make their way through it unharmed. All they find in the end is several more dead ends, so they head back to regroup with you.

>Squads status: 3 big, 35 goblins


Squads C, 1

>massive awareness bonus
When you open the door there is a narrow pit covered by iron bars in the north side of the room and a shallow pool of oil lies in the south-west corner of the room. A lone skeleton has its leg caught in the bars of the pit - your goblins destroy it rather quickly. You open the last door and follow the corridor to a dead end - there is a trap in the hallway that causes fire to spew from the walls but you are able to easily avoid it.


> Go down stairs
> Exit the tomb
> Other
>>
>>41709633
Tell the three entrance guards to move to top of stairs. Take all guards downstairs.
>>
>>41709690
Err, all squads.
>>
>>41709633
>> Go down stairs
>>
>>41709633
> Go down stairs
With all squads, and move rear gaurd to stairs
>>
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>>41709690
>>41709712
>>41709715
>>41709814

You have the three guards reposition at the stairs down, and then descend with the goblin squads. Burning torches in iron sconces line the corridors and you quickly find the next set of stairs down. There are two sealed doors, you could leave them alone and continue deeper into the tomb.

> Open the doors
> Go down stairs
> Exit the tomb
> Other
>>
>>41709871
> Open the doors
Leave no tern unstoned
>>
>>41709871
Everyone through one set of doors
>>
>>41709871
>> Open the doors
>>
>>41709907
>>41709917
>>41710023


You prepare a tactical entry, break into the room and find nothing. The entire room is empty other than spirals which are cut into the black stone floor. The room is filled with an eerie calm but sporadic knocking can be heard in the north side of the room.

>Awareness

This entire level of the tomb is empty there are no monsters hidden waiting to ambush you.

> Explore anyways
> Go down the stairs
> Other
>>
>>41710064
Explore anyways. Loot and potential knowledge, man!
>>
>>41710064
>Explore anyways.
Bust down the north wall. WHY IS IT KNOCKING?!
>>
>>41710148
We should ask who's there
>>
>>41710107
>>41710148

I'll need a 2d10+9 to try and control the goblins.
>>
Rolled 10, 7 + 9 = 26 (2d10 + 9)

>>41710291
>>
Rolled 4, 10 + 9 = 23 (2d10 + 9)

>>41710291
>>
Rolled 1, 5 + 9 = 15 (2d10 + 9)

>>41710291
>>
File: Tomb_6.png (3.02 MB, 1751x1751)
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>>41710325
>>41710334
>>41710349

You decide to look around anyways who knows what secrets await. The first room you enter has several alcoves cut into the south and east walls. Someone or something has carved "The walls listen" over and over into the walls. The second room you enter has vast heaps of goblin skulls laying about, either this tomb has been raided many times before or something powerful is still waiting down below.

>26

Down one of the dead end corridors you find a poorly disguised spike pit trap, even the goblins wouldn’t have been tricked by it. Another dead end holds a powerful hidden lightning trap protecting a lone book, dozens of charred bodies litter the area you are unable to find any means of disabling the trap.

> Try to get the book
> Send goblins for book
> Go down the stairs, you can get the book later
>Other
>>
>>41710474
Toss a rock towards the trap to see if it sets it off. It might be set to work only on living things.
If it sets it off, Go downstairs. If it does not set it off, try to construct a makeshift hook and try to fish for the book at a distance. Try using something rubbery for gripping the line just in case
>>
>>41710474
> Try to get the book
>>
>>41710542

The trap seems to be magical in nature and activates based on anything attempting to come close to the book. The trigger appears to be five feet away from the book, but the trap itself fills an area from the book’s location to about twenty feet away.
>>
>>41710554
Sure
>>
Ok lets get a book.

Do you want to use bless to help you not get zapped?
> Y
> N


2d10+6 (8) to avoid lightning.

Any more write-ins for your attempt to help lower the DC?
>>
Rolled 1, 7 + 6 = 14 (2d10 + 6)

>>41710830
Nah.
Zig zag, with a mad dash!
>>
Rolled 6, 10 + 6 = 22 (2d10 + 6)

>>41710830
Place metal objects within twenty feet to try to attract the zaps away from you. Copper is the most suggested. Gold works too.
Remove all metal items from ourself, too. And wipe off any sweat.
>>
Rolled 3, 4 + 6 = 13 (2d10 + 6)

>>41710830
Last bit
>>
Rolled 1, 2 + 6 = 9 (2d10 + 6)

>>41710830
>N
Do we still have that one time magic absorbing shield? If we can't get it the first time maybe use that.
>>
>>41711074

You do, would you like to use the shield to try and absorb the trap's lightning?

> Y
> N
>>
>>41711090
N
>>
>>41711090
>No
If we survive the first unsuccessful attempt, then maybe.
>>
>>41711234
The plan seems solid and we got a 22, i think we might succeed
>>
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>no shield

>22 vs unknown dc


You resolve to acquire the book at any cost, so you direct the goblins to begin stacking all the metal things they can find within the traps radius. With anything conductive striped off you prepare to grab the book. With a dash you recall the advice you got during your secret agent training, so you serpentine like a mad man. The trap triggers and you grab the book, lightning fills the hallway with a cacophonous crash. You try your best to avoid the arcs of lighting that shoot between the conductors you set up, but in the end before you are able to dive out of the area of effect you are struck.

> Current hp: 4/6

With the book removed from its stand there is a mournful howl from below. Three massive pulses of evil pass through the tomb causing some of the goblins to flee altogether.

>Goblin status: 2 big, 25 goblins, suffering from fear.


> Go down the stairs
> Leave the tomb
>Other
>>
>>41711278
Return topside to hand the book off to the shaman for safekeeping and examination. Ask if he sees the source of the odd pulses.
>>
>>41711305
The pulses of evil are from the angry boss down below, the shaman won’t know anything about them.
>>
>>41711440
While we're up there handing the book off so it can be looked over, can we try to recruit more gobs since most ran away? Maybe give our current ones time to settle down too.
>>
>>41711468

You could but who knows what will happen down below if you wait too long.
>>
>>41711278
>> Go down the stairs
>>
I doubt everyone is too hyped for the debates to vote, let’s try and break the tie at least.
>>
>>41711278
>down the stairs, keep the book close by.
>>
>>41711601
Eh, godown the stairs.
>>
>>41711601
I'm just excited to see Trump interrupting everyone.
I hope he tries to fire the moderator.
>>
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You backtrack to the stairs down preparing to face whatever evil is waiting. Down the stairs is along empty hallway lined with columns carved with strange symbols – the symbols pulse with blood red light. At the end of hall an ornate door opens unbidden as a dry voice emanates from within, “Return the book and you will die quickly.”

A skeletal figure in a decaying robe directs two heavily armored skeletons and a strange skeletal beast to attack you.

You:
> Attack (who)
> Throw (what)
> Grapple (who)
> Flee
> Other

Use bless
> Y
> N

Goblins:
> Attack (who)
> Defend
> Distraction (who)
> Flee
> Other
>>
>>41711832
"And if I don't?"
Take out the robed figure, attack that bitch.
Use bless, yes.
Goblins Distract the rest of the enemies.
>>
>>41711832
>>41711918
This seems solid. I say we go with this.
>>
>>41711832
>> Attack (who)
Robed figure.
Use bless.
Ignite weapon.
Goblins keep busy but focus on beast.
>>
Rolled 9, 6, 12, 2, 19, 14 = 62 (6d20)

>>41711918
>>41711966

Ok lets use this plan to keep things moving along.
Need 2d10+10 to attack.
>>
Rolled 9, 4 + 10 = 23 (2d10 + 10)

>>41712025
Please be good!
>>
Rolled 6, 1 + 10 = 17 (2d10 + 10)

>>41712025
>>
Rolled 9, 1 + 10 = 20 (2d10 + 10)

>>41712025
I believe in the Chief!
>>
>>41712053
>>41712070
>>41712098


>23
You work your magic to counteract the oppressive evil in this place and then rush past the guards to attack the robed skeleton. The evil skeletal mage casts some foul magic on the two armored brutes, but is then too slow to escape from you. With a quick slash you sever one of the skeleton’s arms causing its magic staff to clatter to the ground.


Your goblin backup tries to distract the armored skeletons but to no avail - the armored brutes just smash and cleave their way through the goblins without trouble. In better news the strange skeletal monstrosity just flexes and clatters its bones about, your quick decent has apparently not given the necromantic magic time to fully waken creature. Now however the creature looks fully animated and ready to fight.


> Bless 2/3 turns remain.
> Your status: 4/6 hp
>Goblin status: 2 big, 15 goblins, suffering from fear,


> Lich Status: Arm lost, staff lost.
>Death knight status: 2 unharmed, unknown buff
> Skeleton Monster status: unharmed

You:
> Keep attacking
> Switch targets (who)
> Flee
> Other

Goblins:
> Attack (who)
> Defend
> Keep trying to distract
> Flee
> Other
>>
>>41712260
Use shield to brutally smash, smash, SMASH the lich's skull. Maybe itll absorb some undead magic?

Goblins Begin to defend.
>>
>>41712260
>Keep attacking the Lich, attempt to decapitate.

Gobs
>fight defensively
>>
Rolled 2, 12, 7, 1, 19, 17 = 58 (6d20)

>>41712312
>>41712408

goblins go defensive and

2d10+10 for lich head shot.
>>
Rolled 9, 6 + 10 = 25 (2d10 + 10)

>>41712485
>>
Rolled 3, 5 + 10 = 18 (2d10 + 10)

>>41712543
Nice
>>
>>41712260
> Keep attacking
Cut this bitch down to size

> Attack (who)
The deathknights
Big gobbos toss the little gobbos.
We Pikmin now.

I just realized how similar Pikmin and overlord are.
>>
Rolled 4, 3 + 10 = 17 (2d10 + 10)

>>41712485
Chop chop MUTHAFUCKAS.
>>
>>41712543
>>41712566
>>41712613


>25
The goblins take up a defensive line against the skeletal beast and are able to harass it enough to prevent it from doing much of anything. However this leaves them open once again to the armored skeletons and so they are hacked apart. Nearly all of the goblins have been killed by now, it may be better to just fight these things yourself.

The robed skeleton tries to cast something but with a quick shield bash you stagger it. Then with an overhead slash you bisect the skeleton and it falls to the ground unmoving.

> Bless 1/3 turns remain.
> Your status: 4/6 hp – 2/3 mana
>Goblin status: 1 big, 10 goblins, suffering from fear


> Lich Status: dead
>Death knight status: 2 unharmed, unknown buff
> Skeleton Monster status: unharmed

You:
> Attack (who)
> Flee
> Other

Goblins:
> Keep Defending
> Flee
> Other
>>
>>41712666
Assault the death knights while they focus on the gobs!
Goblins, swarm and try to climb upon the monster.
>>
Rolled 7, 16, 9, 9, 10, 18 = 69 (6d20)

>>41712734
Ok we can do this then

Another 2d10+10 to attack the death knights.
>>
>>41712666
>> Attack
Cast light
To weaken the evil monstosities.
Let the goblins try and defend.

Once we get out of here, we really need to have say 50 warriors trained. With discipline. To not run, and able to hold a line.
>>
Rolled 8, 7 + 10 = 25 (2d10 + 10)

>>41712879
>>
Rolled 2, 4 + 10 = 16 (2d10 + 10)

>>41712879
>>
Rolled 4, 10 + 10 = 24 (2d10 + 10)

>>41712879
Get rekt
>>
Rolled 4, 4 + 10 = 18 (2d10 + 10)

>>41712879
>>
>>41712957
>>41712962
>>41713025


The goblins switch tactics and begin to climb onto the skeletal monster chopping and stabbing at the beast. The monster twists and bites at the goblins but is unable to reach them and is helpless as they slowly cut it apart. The armored skeletons move to kill goblins again but -

>25

You move between them and the skeletal monster and you spot a gap in the armor on one of the skeletons. A clean slash severs both its arms but leaves you overextended so the other one thrusts back at you its blade glancing off your arm - biting cold fills your body from where it hit.


> Bless 0/3 turns remain. Cast again?
> Y
> N


> Your status: 3/6 hp – 2/3 mana
> Goblin status: 1 big, 10 goblins, suffering from fear


> Lich Status: dead
> Death knight status: 1 disarmed, 1 unharmed
> Skeleton monster status: missing a few parts, covered by goblins

You:
> Attack (who)
> Flee
> Other

Goblins:
> Continue harassing the monster
> Flee
> Other
>>
>>41713184
Y
Attack unharmed deathknight
Continue harassment
>>
>>41713215
Second

We really are Pikmin now.
>>
>>41713215
sounds good.
>>
Rolled 1, 12, 14, 19, 19, 11 = 76 (6d20)

>>41713215


2d10+10 to continue the battle as is then
>>
Rolled 4, 10 + 10 = 24 (2d10 + 10)

>>41713402
>>
Rolled 8, 1 + 10 = 19 (2d10 + 10)

>>41713402
>>
Rolled 2, 6 + 10 = 18 (2d10 + 10)

>>41713402
>>
>>41713486
>>41713493
>>41713575


There is a flash of red light from the magic staff and a skull appears next to it – the robed skeleton is starting to regenerate. The goblins keep hacking at the skeletal monster which responds by crouching down low and suddenly shaking itself hard, throwing all the goblins off of it. The disarmed skeleton stays out of the battle its arms slowly starting to grow back and the other armored skeleton tries to attack you -

>24

You are too fast for it though, one slash cuts through its spine at the waist and a second severs its head. It collapses to the ground dead. If all these skeletons are able to regenerate this is going to be a long and hard fight.

> Bless 2/3 turns remain.
> Your status: 3/6 hp – 1/3 mana
> Goblin status: 1 big, 10 goblins, suffering from fear


> Lich Status: Skull reformed, regenerating
> Death knight status: 1 disarmed, regenerating - 1 dead
> Skeleton monster status: missing parts

You:
> Attack (who)
> Flee
> Other

Goblins:
> Try to climb back on
> Distraction
> Attack
> Defend
> Flee
> Other
>>
Grab the staff and run out!
Goblins flee!
>>
>>41713634
Grab the staff, try smashing it.
Have the goblins swarm the beast again.
>>
>>41713634
>> Attack (who)
attack the last knight.
have a few goblins smash each the skull and regenerating knight.
We have to gain something out of this fight like, looting this bitch.
>>
>>41713975
>>41713706
>>41713671

No consensus!
>>41713706
Above is me.
About we grab the staff, start beating the disarmed knight with it. Have a the big gob stomp the regenerating skeletons, all other swarm the beast again.
>>
>>41714059
If we run the staff to the shaman he can help us decipher a way to beat them. Possibly remotely, even. If they follow us up there, well, we have tons of gobs outside.
>>
Rolled 19, 18, 16, 9, 12, 20 = 94 (6d20)

>>41713671
>>41713706
>>41713975
>>41714059


We have no idea what we are doing.


ok then I guess roll 2d10+10 for the resulting absolute chaos
>>
>>41714088
Give us another minute to figgure it out?
>>
>>41714110
We keep fighting, have the gobs run with the staff and book, to the shaman, with order to help?
>>
Rolled 8, 1 + 10 = 19 (2d10 + 10)

>>41714088


>>41714110
as long as we don't pull a full retreat and kill these things and get to loot I am fine with the plan.
>>
Rolled 9, 4 + 10 = 23 (2d10 + 10)

>>41714088
>>41714150
This works for me.
>>
Rolled 9, 8 + 10 = 27 (2d10 + 10)

>>41714088
I'm cool with whatever.
>>
>>41714155
>>41714173
>>41714183


You decide that at the very least you can’t let the robed skeleton regenerate so you grab the staff and throw it over to the goblins. The goblins grab the staff and run off back up the stairs.

>27

With the out of the room the skeletons stop regenerating and a quick stomp crushes the magic skull. The skeletal monster leaps at you clawing at your face but its claws are unable to cut you. You wrestle with the thing for a few moments before pinning it to the ground with your sword. You’ll have to finish the fight with your hands.


Meanwhile the goblins run through the tomb panicking, they attempted to get to the first floor but a wall of force prevented the staff from ascending any farther.

> Bless 1/3 turns remain.
> Your status: 3/6 hp – 1/3 mana
> Goblin status: 1 big, 10 goblins, suffering from fear


> Lich Status: regenerating
> Death knight status: 1 dead, 1 armless
> Skeleton monster status: wounded, pinned


You:
> Attack (who)
> Flee
> Other

Goblins:
> Go back to chief
> Try to break staff
> Call for help
> Leave staff and flee
> Other
>>
>>41714402
Beat the shit out of the monster with our shield
Goblins send out a few without the staff to get help, especially from shaman.
If goblins holding staff and book see and skeletal parts forming, smash em.
>>
>>41714402
>>41714457
Mostly do this, but attempt to tear the skeletons apart by hand if possible.
>>
>>41714457
>>41714497

Writing for smash skeletons and getting help.
>>
Additional goal(s?): fully decipher each of the books in our possessions.
>>
>>41714762
Added

The normal goblins run up the stairs to call for help leaving the last big goblin alone. Every time the skull begins to reform the goblin smashes them leaving a trail of bone fragments behind as he wanders around. The goblin remembers the bad trap and how it was able to hurt the chief, perhaps it could hurt staff too?


> Throw it into the lightning
> Throw it into the spikes
> Try to smash it normally
> Wait for help
> Other


You beat the armless armored skeleton with your shield until it stops moving, without the staff’s regeneration effect that should mean the end of these skeletons.

With the skeletal monster pinned and unable to fight back you bash the largest bones with your shield to break them. The creature is then unable to fight back as you pull it apart bone by bone.

The goblins though could be in a lot of trouble since the robed skeleton was forming a new body next to the magic staff. So you leave the lich’s chamber and go back up the stairs – there are shards of shattered skulls everywhere except the way back up further.


> Go back to the surface
> Follow the bone shards.
> Who cares, get loot
> Other
>>
>>41714972
Wait for help
Follow bone shards
>>
>>41714972
> Wait for help
>Follow the bone shards
>>
>>41714999
>>41715049


ok writing for this
>>
ou follow the bone fragments until you come upon a lone goblin with the staff, the others have run off to get help.

“Can’t gets out chief magic,” the goblin says as the skull starts to reform, “stick grow skull smash lot skull,” With a crunch the goblin smashes the reforming skull.

It seems like the staff has some kind of magic on it to prevent it from leaving the tomb. An army of goblins then descend the stairs spilling into the tomb ready for anything.

“Shaman no come say,” one of them starts.
“Deathtrap!” Another interjects and the rest of the goblins begin to chant it as well.


Goblin status: 3 big, 128 goblins

> Break it
> Just leave it behind, loot the rest
> Other
>>
>>41715413
> Break it
Then loot everything in the tombs!
>>
>>41715413
Break the staff. Then loot everything.
>>
When we finish with the tomb, we ought to have a word with the shaman about the gathering. I suspect that scientists may have encouraged the gathering to start, to keep goblins weak. Think about it - it not only keeps the tribes separated from each other except for the gathering, but it sends the strongest member of each tribe save for the winner to death. This weakens all tribes except the winning tribe, and stops goblins from being mighty.
>>
>>41715413
>Break it
>Commence looting

Jesus... 130 goblins? That's a lot of looting.
>>
>>41715473
Sounds good.
>>41715531
We will own them all. So it doesn't matter.
>>
>>41715716
It matters. We dont own them yet.
>>
>>41715531
Maybe suggest like a goblympics, where the tribes compete in nonlethal competitions.
I think that the separate tribes are a good thing.
And if the tribes mingle too much some magics might be lost.
>>
>>41715773
I like this. Encourages training, too.
>>
>>41715785
Yeah and the winner still gets the good land. So, that most of goblin society stays the same.
>>
>>41715473
>>41715481
>>41715702


>Break it

You resolve to break this damned thing to kill the lich once and for all. It takes a bit of work but the staff itself proves easy enough to snap and set on fire. The real problem is the large black gem that was set into the top of the staff – you try everything the goblins bring hammers, a blowtorch, chisels, the Sickeater dagger, you even tried just throwing it against a wall but nothing put so much as a scratch on the damn thing.

A disembodied voice taunts you, “Fools you can not harm my phylactery with your pathetic power!”

So just to spite the bastard you put it inside the lightning trap and trigger it a few times. When you go to collect it you see that it is covered by hairline fractures – so you leave it there and have goblins toss stuff into the trap’s trigger repeatedly until the thing shatters. Now that that is resolved you can get started on the real reason anyone comes to old abandoned tombs, loot!


>[ End ]

1d100 first three for loot, one for each floor.

That will be it for today.
I’ll stick around for questions/comments/criticism/spending exp.

Lootbin update soon


>You finished a thread, thanks for playing +10exp
>Murdered the forgotten lich lord +10exp
> Plundered a lich lord’s spell book +10exp
>Completed one goal +2 exp

> CAN’T STUMP THE TRUMP debate bonus experience +10exp

>Current total exp total: 42 exp
>>
Rolled 50 (1d100)

>>41716007
Looooot!
>>
Rolled 33 (1d100)

>>41716007
Who would have won if we didnt go to the gathering?
Did any tribes not go to the gathering?
What was the trap dc?
>>
>>41716054

There are just ten tribes so everyone was there this time, and the Darkfury tribe would have won you their warrior rolled really badly and you guys rolled high so he got destroyed. Unlike most goblins who are replaceable mooks he had 5 hp.

The book was dc 15 to not die, 20 to take minimum damage and 30 to take no damage. If you had killed the lich first the trap would have had -10 to all its dcs.
>>
Rolled 31 (1d100)

>>41716007
>>
>>41716246
Could we have killed the Lich or was the regenerating triggered in part by us stealing the book?
>>
Will polyglot help to decipher books?
>>
>>41716293

You could have killed him easier.

Stealing the book triggered the regeneration effect and his protections on the phylactery, and if the vote didn’t swing to heading directly into the fight he would have had raised a lot more death knights to protect him
>>
Cryptology is widely used in espionage, and has the potential of being a skill we know
>>
>>41716375

Sure, let’s say 10% bonus per rank.

Finishing up loot now.
>>
Have the spiderlings hatched yet? We should keep the eggs in some kind of cage to prevent chaos.
>>
>>41716522
do we have a cage?
>>
>>41716565
Cant be hard to make one
The caravans were made i assume
>>
>>41716522
>>41716565
>>41716592

They have not hatched yet. And something can be rigged up to hold them.
>>
>>41716904
Hows the goblin pastebin btw?
>>
>>41717090

Completely derailed by me watching the debate.

Anyone have exp expenditures?
>>
>>41717362
Ill type one up in a sec. Will cryptography be a skill at all?
>>
>>41717374

I'm thinking on just folding into polyglot and giving some ranks in that to compensate.
>>
>>41717427
Works for me.
>>
So what does the madblade do?
>>
42
Wellspring to two
39
Badass to six
18
Ki strike to four
2 Exp left over
>>
>>41717479

You didn’t keep it long enough to know, you guys gave it back to them I believe. You can always try to get it back to find out.
>>
Oh right, and we can do the magical item checks again, right?
>>
>>41717692

Sure, if someone is going to roll there are 4 new ones as well to try for. Just about finished with the loot.
>>
Rolled 6, 7, 2, 7, 6, 2, 4, 8 = 42 (8d10)

>>41717779
>>
>>41717779
Whats the roll for it gonna be?
>>
>>41717619
This works for me, we can pretty much wreck a lot of things with one slash, and we have even more mana.
>>
>>41717779
I forget which items in the backpack are magic. Could you asterisk them too?
>>
>>41717850
Done, I think I got them all.

>>41717812

Loot updated
http://pastebin.com/zbTUX04U

If someone picks an order I'll use that, else I'll just start from the first unknown thing.
>>
Rolled 6, 9, 3, 1, 4, 2, 9, 3, 10, 9, 4, 4 = 64 (12d10)

>>41717930
Do it your way
>>
Rolled 5, 4, 6, 10, 2, 1, 4, 2, 7, 8, 2, 7 = 58 (12d10)

>>41717970
I dunno how many unknown things we got but its fine if we roll too many because extras can be discarded
>>
>>41717930
Let's get rid of any skulls, skeletons, or bodies, that are not magical. Also, any weapons and armor of small or tiny size, as long as they aren't magical.
>>
>>41717930
With the 500 human skeletons we looted, that necromancer could have created an army. With this many bones almost every member of the tribe could probably live up to the bone part of the tribe name.
>>
>>41718128
We dont need any of the nonmagical weapons, its safe to give all of them away.

Definitely have all the tribesmen fashion bone armor though.
Maybe even a bone cage.
>>
>41718237

Good think you killed him then I guess.

Leaving him down there would have caused problems for you later.
>>
>>41718263
I think we just got some magical scale mail, so we might consider getting rid of non magic armor too
>>
N/A means you didn't learn anything other than what is listed in your inventory.


> 6,7+2 - phone - N/A
> 2,7+2 - seeds - N/A
> 6,2+2 - dragonscale - N/A
> 4,8+2 - lamp - N/A
> 6,9+2 - dire flail - This large flail is cold to the touch. It has been enchanted to cause frostbite when it strikes. (+1 cold damage)
> 3,1+2 - ring - N/A
> 4,2+2 - iron shield - N/A
> 9,3+2 - iron great sword - This enchanted sword has an extremely sharp edge and it cackles with electricity. (+1 mundane and electric damage) The blade of the sword is transparent and wispy, indicating that it may have and additional function.
> 10,9+2 - steel scale mail - This suit of armor has been enchanted to be supernaturally light and quiet. It also grants the wearer resistance to acids.
> 4,4+2 - large crystal - This gem appears to be magical. It rhythmically pulses with unknown magic begging to be released.
> 5,4+2 - steel necklace - This necklace appears to be magical. It absorbs mana somehow.


I think that is all your magic things other than books which are also unchanged.
>>
>>41718263
Wait, let's get rid of only the non magic melee weapons, we need to check if the throwing and distance weapons we could bring with. Hell we need to find out what we can put in the bags and pouches we have, plus what we might be able to fit in that hyper cube.
>>
Rolled 6, 9 + 2 = 17 (2d10 + 2)

>>41718529
What about the paired magic mirrors?
Is this good enough to learn anything new?
Please be good enough.
>>
>>41718616

Mirrors - These plainly decorated mirrors are linked together as a pair when something is passed through the face of one mirror it appears at the other paired mirror.
>>
>>41718536
I only said the nonmagic ones were useless to us. I didnt suggest getting rid of magic ones.

Equip Steel scale mail and iron greatsword
>>41717427
Whats our new polyglot rank?
>>
>>41718699
Yes, you said all non magic weapons, I was just trying to say we might not want to include throwing weapons in that group.
>>
Did you include the lichs book in our examinations?
Its not listed on charsheet
>>
>>41718699

Rank 3.

>>41718796
I didn't put it in yet, do you want to try and examine it? It is clearly horribly cursed.
>>
Rolled 8, 6 + 2 = 16 (2d10 + 2)

>>41718864
Maybe ask the shaman to help us look over it. Maybe he can help disable some curses? At any rate, working together we might be able to identify some curses magically.
>>
>>41718926


>examine curses not book itself – clever.


The lich’s spellbook is dense with magic making identifying even a single layer of its protections nearly impossible but with the shaman’s help you are able to discover that the book is safe to keep and carry around. If you were to open the book you will suffer from the lich’s touch (unknown curse high dc). Actually trying to read the book will likely result in more depraved energies being released against you.
>>
>>41719049
So do any magic weapons hit nonphysical entities?

Say we swing the flail of cold at a ghost, would it affect it at all, or would only the cold damage kick in, or would it deal damage normally since it is magical? Which I assume cold won't work too well on the dead.

Because if being ethereal just negates all physical damage, having a ghostly greatsword sounds neat.
>>
>>41719129


Ki strike and other sources of magical damage would apply to incorporeal beings, they otherwise negate all mundane damage.
>>
Does the shaman know any level two spells? Because we have twenty int now.
>>
>>41719270

He has a few tricks you may be able to wring out of him yes. With your low mana though casting them will be difficult.
>>
>>41719383
Excellent, learning is good!
Also in retrospect we could have used the mirror to send the rod to the shaman. I wonder if he'd be stoked About that?

What were the details of the staff anyways?
>>
>>41719452


The lich was pretty crazy, the staff was using its phylactery as a magical focus to provide a bunch of passive bonuses to undead in the area. If you guys didn’t immediately rush him and he could start spell slinging the fight would have gone south very fast, he was a glass cannon.
>>
>>41719551
I guess the darkfury werent Brave enough to deal with liches and fishpeople and spiders, huh?
>>
>>41719723
I don't think that's quite it.
Note the mountains of goblin skulls.
>>
>>41719551
So, would the mirrors have bypassed the enchantment of not being able to take the staff out?
>>
>>41719973


I would have rolled to see if mirrors worked, got destroyed or caused the staff to get teleported someplace else as a side effect of the staff’s protections. There was potential to send the lich up above somewhere causing a pretty big change in what is going on
>>
>>41720081
Was the lich trapped there by someone else's design?
>>
http://pastebin.com/kF6K8dBD
This is my suggestion on loot and a few other things.
>>
>>41720467
This works for me, it'll make the bonetooth caravans look better at the very least.



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