[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
/qst/ - Quests


File: jramQ4q.jpg (244 KB, 1920x1200)
244 KB
244 KB JPG
More than 2 years have passed since you became The Overlord
Many things have happened, you think you found The Greens, you ripped out a man's spine, and you got a reaction out of Isa.
Last we left off: You were about to ask Isa some more questions

Previous Thread: http://suptg.thisisnotatrueending.com/qstarchive/365710/
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Mastah
Twitter: https://twitter.com/OverlordQM
Character Sheet: http://pastebin.com/6TfyJwgg
Forge Pastebin: http://pastebin.com/PH7i5BUP

Majority wins, No rigid time limit for votes, Ties will be broken with a die roll. Dice rolls will be d10s and d20s, There is a 15 minute time limit for rolling unless otherwise specified. One vote/roll per ID. Crit Success>Crit Fail>Success>Fail. Pastebin sidestories may be rewarded with a win/choice ticket. And remember evil always finds a way.

>Stay and Wait, Questions
"How did you know what I was going to ask back in the forest? I barely even started to say anything and you cut me off and told me all the answers. Mind reading? Gazing into the future? A gypsy with a crystal ball show you?" You curiousity has gotten the better of you, whatever she did or is doing might be able to improve your own foresight. Maybe she just got lucky, she didn't expect your last two questions. She is clearly thinking on her response, "I just felt like you had already asked the questions. Kinda like when you've read something before and know what's coming up. I doesn't happen all the time. If it did maybe I could have killed you back at that town." Interesting, not exactly like your foresight, it seems to be limited to the immediate future. You could ask more questions or turn in and let it be tomorrow already.

>Rest till morning then head out, you've waited long enough for the greens.

>More Questions, maybe answers (Write in)
>>
>>410744
>Rest till morning then head out, you've waited long enough for the greens.
At least we know we can probably train her foresight by throwing those books on the subject at her. If we ever knock her up, the resulting kids are practically guaranteed to have great foresight potential.
>>
>>410744
>More Questions, maybe answers it's sounds like you have some kind of magic I could help you train it and I'm wondering what are you going to which the 15 thousand gold I paid you and what was it like for you growing up in this village I grown up as the village Freak and everyone hated me for that will almost everyone hated me Lysandra don't and her mother didn't.
I'm thinking we should send a letter to Lysandra mom.
>>
>>410959
That grammar is absolutely terrible, anon

It's also a bunch of rapidfire questions, too many at once, feels fuckin weird bro
>>
>>410984
Well sorry writing isn't my strong suit and maybe I did go a little to far with my Questions.
>>
>Rest till morning
You want to ask more questions but afraid of pasta falling out of your pockets you decide against it for now. Morning comes quickly and you head out almost at first light, something Isa doesn't appreciate much. "Have you ever heard of sleeping in?" You don't answer as you practically drag her into the swamp mire, you ask the questions here not her. Gnarl said they like noxious areas so the more putrid smells of the swamp guide you. Dead animal, dead animal, dead body, lots of dead things for sure but no greens yet. Spending your time smelling your way through a swamp burns up a lot of time but deep in the middle of this god forsaken wetland you find rather large pods producing small green clouds which you can only assume to be poisonous. Good the greens will surely love this. "Don't move, we are being watched" Now what?

>Call out to the greens, you are their master

>Keep moving, they won't hurt their master

>Try appealing to the greens stealthy nature and try hiding from them
>>
>>411113
>Try appealing to the greens stealthy nature and try hiding from them
Might not be them.
>>
>>411113
>Try appealing to the greens stealthy nature and try hiding from them
We really should have trained stealth and poison resistance
>>
Rolled 3 (1d20)

>Sneaking
roll a d20 no bonus
>>
Rolled 18 (1d20)

>>411198
>>
>18, Success
The Reds had you go through a trial by fire maybe the Greens want something similar. You get low and have Isa do the same, making you way to thicker vegetation. Covering yourself with mud and plants you do your best to make yourself look like you are part of the environment and continue your creeping into the deeper swamp which is becoming darker from thicker canopy cover. The sensation of being watched is slowly fading but whispering takes its place, but you have to keep pressing forward. Something is floating in your direction, you become still. Isa is nowhere to be seen or she is even better camouflaged than you. The thing is getting closer, it close enough you can tell its another dead body. Do you take a closer look?

>Look at the body

>Move passed it
>>
>>411286
>Drive your blade through the eye socket of the corpse in case it tries to get back up
>Look at the body
>>
Lay an ice trap, move past it.
>>
Rolled 4 (1d10)

>>411291
odds
>>411321
evens
>>
>>411286
>Look at the body
>>
https://www.youtube.com/watch?v=oulTfrrQq-c

you need a theme song for this quest.
>>
>Ice trap and move, peek at the body
Fuck this shit, you freeze the thing just in case and start to move passed it but still trying to get a glance at it. "Soooo coooold. Just like it was the day you murdered me." it has been 12 years but you know that voice, the sound of ice cracking echoes through the swamp as its head turns to look at you. Francis' face is still frozen in hate and rage, you press forward ghosts will not deter you from your mission. The voices get louder and louder and the swamp seems to be getting larger. "He's a freak" "I can't believe that red haired harlot is taking care of him" "I hear he is the spawn of a demon, we should make sure he doesn't come out of the forest" "Wolves are a scary bunch if you come across them alone" "Maybe that ranger accidentally steers them his way" It was a setup from the start, those fucking bastards. You'll make sure Oldham burns. The only way forward is through the noxious fumes, things are fading to black as you go through the clouds of poison. "You are the catalyst of my return, you do not die here whelp" Clawing your way on to dry land you hold back the bile in your throat, you are not weak.

>Fight forward

>Collect yourself
>>
>>411477
>Fight forward
>>
>>411477
>Fight forwards! what kind of overlord lets such simple poison stop him!
>>
>Fight Forward
This ends when you find the Greens, not before. You pull yourself to your feet, the swamp is gone nothing is front of you but your old shack. Stepping through the doorway you are in the field where you fought Jack, the sound of cracking ice is behind you "They knew you killed me, they plotted your death" Turning around you find nothing, stepping back you slip on something slick. Growling is filling your ears, you look up. There is the green hive, you lean yourself against it. You made it, finally "HAIL DAH MASTAH" The whispers are gone replaced by minions cheering, you have the greens support. Isa manages to find you and gets you back to the Underspire, you should get better after a few days.

>10 Green minions join your ranks
>You can convert 5 Brown lifeforce into 1 Green lifeforce

>Year 12, Month 6
>Browns x865
>Reds x200
>Greens x10
>Total Gold: 39.8k

>(Pick 2)

>Order a new weapon
>Order a new piece of armor
>Train(Specify)
>Take in a request from village(Specify)
>Destroy Village(Specify)
>Dominate Village(Specify)
>Search for more towns
>Talk to a Mistress
>Look for other minion tribes
>Write in
>>
>>411584
>Train isa in foresight, it might also be a chance to practice it yourself some more
>Look for the blues
>>
I'll type up the most popular option in the morning
>>
>>411584
>Train isa in foresight, it might also be a chance to practice it yourself some more
>Train stealth
I think making minions is a free action so make 100 Greens
>>
>>411944
Ask both Isa and Lysandra to train us in stealth and trickery.

Training isa in foresight sounds like an idea that can backfire.
>>
>>411584
- we add 40 greens to our pool, meaning throwing 200 browns in the pyre.
- +1 to >>411973 we want her to be useful, not to be better prepared to fuck us up. Wait for an improved relationship with her.
- and let the girls train us into being sneaky and tricky. We want to try to equal them in this field: else we will be too dependant of them.
- ask for report about our villages: are the quota met? Is there something causing trouble to productivity? We need to optimize our financial assets.
>>
>>412187
+1
>>
Train Isa 2
>Train Stealth 4
Ask for reports 2

Free Action
>40 Greens 2
100 Greens 1

Break the tie
>>
>>412311
I'd prefer asking for reports.
>>
>>412311
- If we can't do both, ask for reports first.

- We have 865 browns
100 greens => 365 browns left
40 greens => 665 browns left
We gain +290 browns per month
At this rate, the 500 expense will be repopulated in 2 months.
Pretty honest. Ok for 100 greens for in total 110 greens.
>>
>Greens
You sacrifice 500 Browns to get 100 Greens for your minion army
>Green x110

>Reports
>The Elves records are neat and well organized, productivity could be higher if you made use of the runesmiths more. Chief complaint from them is not having a day for religious rites to the Mother Goddess and the humans in the forest.
>The Dwarves track every gold piece that changes hands but their actual writing is rather sloppy. Chief complaint from the dwarves is that you are giving the elves preferential treatment.
>Bear Lodge is missing a lot of records right about the time you took over but their productivity seems to be up from then forward. Chief complaint is the elves are stepping on their toes when it comes to hunting and are poaching their kills.
>Lyndel efforts to please you is fanatical to say the least, production skyrocketed at the death of the paladins. Only complaint is that you don't stop by more
Looking at the finances it seems to be running fairly smooth. Maybe solving their pestering might improve their production

>Attempt to solve problems

>Ignore their complaints
>>
>>412771
> attempt to solve their problems.
>>
>>412771
>Attempt to solve problems
Massive meeting of all the villages in our control.
The elves are pissing off the most people, so we should probably subjugate the minds of a few of them, make a showing that anyone in our realm who loses productivity over silly petty shit is going to have a terrible time for the rest of their lives.

As for the worship, they should be bowing down and praying to us, not the mother goddess. We're the ones that will lift everyone into an age of progress, not some fat sow who sits in the trees all day.
>>
>>412771
I propose: giving both to dwarves and elves a day off, inquire if runesmith can help blacksmithing, give both elves and bear lodges hunting area, give a visit to Lyndel (and taste their mead)
>>
>>412806
Changing for this for elves managing
>>
>>412807
No, were the overlord. Not a charity daycare.

>>412806
We should also punish at least one dwarf and one redlodger. Then make an appearance at Lyndel, showing off our growing might with a small parade, like a middle eastern dictator.
>>
>>413579
Sorry, got an elf in the throat. I just cleaned it.
I think we have to be an efficient evil dictator. People have to work good because they have good equipments, optimal conditions... and very painful punitions for failing the quotas or protesting about your leadership.
But not punishing "because evil". Workers must feel themselves lucky to have us as their master. Arbitrary violence will lead to a less efficient alienation.
Elves have to stop causing trouble in the lodge's productivity. That is a priority.
>>
>Attempt to solve problems
You gather the village leaders to really get to the root of the problem. The elf chief takes the lead "You human should leave our sacred forest be and leave the hunting of beasts to us. We at least are civilized about how we carry ourselves through the lands The Mother Goddess gave us" The owner of the Bear Lodge interjects "Civilized? BULLSHIT! You steal our kills and harass our hunters for so much as stepping on a bug! " The dwarf laughs "Ya both shud just kill each other, save us dwarves duh trubble" The mayor of Lydel speaks up "What every one of you should be doing is praising The Overlord he is truly the only one would has lead to any sort of progress for any of you and you all have the gall to bicker in front of him" "Be sure ta werk duh shaft 'nd his balls too" Having heard enough you slam your hands on the table "You are all lucky I haven't made your skulls into a new set of goblets. The forest is mine not the goddess', you best remember that. If I catch wind any one is interfering with the other's tasks the person responsible and their family will be given a new outlook on things and if it keeps happening their neighbors and their families will be included until not a single fucking one of you have a unique thought in your easily crushable skulls. The only town that accepted the fact I am the Overlord was Lydel. Improve yourselves before I burn that bloody forest down and turn the mountains to rubble." The leaders all silently nod, you dismiss them. The will to keep their minds should be enough to solve these problems.

>Stealth Training
Understanding the fact you got lucky with your sneaking through the swamp you want to be improve that facet of your skill set. Isa and Lysandra are both sneaky maybe one could help you out.

>Lysandra

>Isa
>>
>>413788
Why not both . Jaypeg
>>
>>413788
>both
Cat fight
>>
>>413812
>>413848
Fine you guys win
>>
Rolled 19, 6 + 3 = 28 (2d20 + 3)

>Stealth/Cat Fight
first roll is Lysandra
second roll is Isa
>>
>>413853
This is going to be funny and sorry if this made you upset.
>>
15 minutes for rerolls
>>
Rolled 7, 16 + 3 = 26 (2d20 + 3)

>>413863
>>
You call both Lysandra and Isa over to help with your training, Isa kinda just goes with the motions and doesn't seem to really want to be there. "Isn't it odd to ask two people how to be stealthy? And besides you are massive, being sneaky isn't exactly playing to your strengths. It would be better if you focused on your strength or magic. Be a specialist not a generalist." Lysandra doesn't seem too happy about her downplaying what you want "Sounds like you are suggesting your lord isn-" "Not my lord just my benefactor. And yes I am saying he will never be even a tenth as stealthy as either of us. To believe otherwise is delusional." Pure fury and malice are radiating from Lysandra "Watch yourself, don't forget your life was spared by him and that could easily change" Isa sighs, she grabs her dagger and readies herself "Just fucking fight me if you are going to threate-" Fire explodes on Isa creating a black cloud of smoke and you see Lysandra dive in and tackling Isa.

>Break up cat fight before some dies

>Get some popcorn this will be good (Roll 2d20+3)
>>
Rolled 10, 10 + 3 = 23 (2d20 + 3)

>>414028
>Get some popcorn this will be good (Roll 2d20+3)
>>
Rolled 11 (1d20)

>>414028
Never made double rolls, testing
>>
Rolled 19 + 3 (1d20 + 3)

>>414099
Here is the second roll, then.
>>
>>414099
What you don't know how to double rolls if so this is how dice+2d20
>>
The smoke clears away as Lysandra is thrown back but she lands on her feet, Isa dashes forward. Lysandra widens her stance to take the hit but Isa slides pulls her feet out from under her. Isa drops a smoke bomb, almost the whole room is filled. Some clattering is heard across the floor but after that the room goes quiet again. About 20 seconds go by when you hear boots hitting the floor heavily and metal hitting metal. A dagger flies passed you and and the smoke is starting to dissipate but you still can't see anything. More metal clashing and leather hitting leather before it goes quiet. Blood hits your boot, this is getting intense. The smoke has finally thin enough you can see two silhouettes, one has two daggers that must be Lysandra. They are kicked back a few feet but remain standing. You hear both are starting to get haggard breathing.

>Split them up

>The show must go on (2d20+3)
>>
Rolled 15, 14 + 3 = 32 (2d20 + 3)

>>414177
>>The show must go on (2d20+3)

>>414147
Thanks comrade
>>
>>414177
Split them. This isn't productive for our training.
>>
>>414201
Your welcome but are you sure we shouldn't stop them now it looks like one might die from this from the looks of it.
>>
>>414177
use healing magic.
They need to get their aggressions out, but without actually killing each other.
>>
>>414245
... you are right. I change to: stop them at next blood.
>>
Ok this has gone on long enough, you are stepping in. Both are pushovers at this point and you pick them up and patch them up. This was suppose to be stealth training and it broke out in a fight that looked very close to turning deadly. You'll talk to them later about getting more training or just drop the idea all together.

>Year 12, Month 7
>Browns x655
>Reds x200
>Greens x110
>Total Gold: 44k

>(Pick 2)

>Order a new weapon
>Order a new piece of armor
>Train(Specify)
>Take in a request from village(Specify)
>Destroy Village(Specify)
>Dominate Village(Specify)
>Search for more towns
>Talk to a Mistress
>Look for other minion tribes
>Write in
>>
>>414318
>Search for more towns
>train(foresight, but alone, not with isa)
>create 20 new greens
>>
>>414318
>Train Stealth with Lysandra
>Order a new weapon Ur-gosh, Spear on one end axe on the other
>>
need some more votes
>>
>>414346
Second everything except greens
We have nuff
>>
Rolled 20 + 1 (1d20 + 1)

>Search for more towns
Talking to the people of Lydel you hear that there is a coastal village to the east but a few years ago it was taken over by pirates. Maybe it's worth a look.

Rolling foresight
>>
>>414456
Now that's a good roll.
>>
>21, Critical Success
The world fades to black, the smell of salt is in the air.
>"So you are the one trying to take over the cove. I was expecting we could hold out a little longer than we did"
>The woman is facing towards a cliff overlooking the cove
>"What can I offer to keep it under our control?"
>A bag of gold drops at your feet
>"If gold isn't what you are after then tell me what you want"

Hmm what will be your price when the time comes?

>Year 12, Month 8
>Browns x1145
>Reds x200
>Greens x110
>Total Gold: 48.2k

>(Pick 2)

>Order a new weapon
>Order a new piece of armor
>Train(Specify)
>Take in a request from village(Specify)
>Destroy Village(Specify)
>Dominate Village(Specify)
>Head for Coastal Town
>Talk to a Mistress
>Look for other minion tribes
>Write in
>>
>>414533
Wonder if we're getting any better with foresight with how much we train it
The visions still seem fairly brief

>Head for coastal town
>Search for other minion tribes
>>
>>414553
You are getting better
And though brief it is important
>>
>>414533
>Head for coastal town
>Search for other minion tribes
>>
I'm will type up the majority in the morning, I'm on the east coast for the next 2ish months expecting to start around 4pm EST
>>
>>414553
Head for coastal town
>price: full vassalisation of course.
>>
>Head for coastal town
Gathering up your minions it is time for another long walk, maybe you won't get a nearly lethal dose of poisonous fumes this time. From Lydel it will be a week or so till you reach the cove, this maybe your last opportunity for a while for you spend some gold on new equipment or anything you may want for the trip.

>Buy/Forge (Specify)

>You don't need anything, let's go

expect actual thread to start around 6pm EST today
>>
>>416082
>Buy Ur-gosh, Spear on one end axe on the other
>>
>>416122
We should take time training with it before going to battlefield with it.
I propose we buy some healing potion/chewing gum or something like that. And we buy some more equipment for the minion who can wield some.
>>
>>416276
Okay that's sounds better than my idea
>>
>Buy just the basics
You don't want to weigh yourself down too much so just some healing and mana potions. Collecting up some other supplies you venture east farther into the grasslands. The first two days are uneventful still being close to your domain, but you still remain cautious new territory means new threats. While resting on the third night one of your minions awakens you "Mastah hoomans" The green leads and shows you a camp with at least a dozen people in it, their clothes give them away to be bandits. "I don't care if we are getting close to that town 3 days out is far enough no one is gonna do shit if we hit their caravans" "I hear their lord is rather nasty I don't want to get on his bad side" "Lords are all the same, cruel or kind; fat, dumb, and rich. He won't know if a couple get hit and I'm sure his gut and his pocket won't notice." They obviously have never seen you before, maybe you should let them know what you look like. Or you can just pretend you are just another adventurer. Or kill them whether they know of your presence or not they disrespected you.

>Let them know who you are

>Pretend to be someone else and enter their camp

>Kill them, send in minions(Who will be your primary force?)
>>
>>417111
>Let them know who you are - "do I look fat or dumb?"
>>
>>417111
>Let them know who you are
>>
>>417111
>Let them know who you are
>"Not all lords are dumbs. Some are pretty nasty. They are called Overlords!"
>>
>Let them know
Walking towards their camp your voice booms in the quiet night. The bandits unsheathe their weapons "Fat and dumb? Clearly you don't know enough about me. I am your Overlord. I have crushed men's skulls beneath my boot, ripped out spines with my bare hands, burned peasants with fire that only ceases when I demand it, control the minds of hundreds and have them worship me as a new God. The only thing you got correct was I am rich but do not be mistaken, I always know when I am owed gold. You are outmatched in every possible way. Grovel and I may spare your insignificant life, try to defy my will and it shall become the only thing you know." Some are trembling but the one who insulted you stands defiant, "One against 14, looks like to me you are the one outmatched. Charge you idiots!" After a moment's hesitation the men closest run at you.

>Call in the minions

>You can handle them on your own
>>
>>417578
>you can handle them on your own (for now)
>brutally break one of them to intimidate the others
>>
>>417586
>Handle it on your own
Lightning traps and the trip shit are going to be the biggest boon here. If we stun the majority, we can single out and methodically murder the rest one by one.
Air enchantments to keep us moving quickly will also be good, don't want to be too slow against so many people.
>>
Rolled 4 + 3 (1d20 + 3)

>Handle it on your own
No need for minions right now. If you need them they'll be there, let's get some magic going really quick.

20 minutes for rerolls
>>
Rolled 10 + 3 (1d20 + 3)

>>417761
>>
Rolled 12 + 3 (1d20 + 3)

>>417761
>>
Rolled 3 + 3 (1d20 + 3)

>>417761
Murder these hobos, starting with the leader!
>>
Rolled 13 + 3 (1d20 + 3)

>>417761
>>
>16, Success
You cast a few lightning traps in front of you to stop the fools rushing you, they don't have time to stop or really think why they can't move before you crush their skulls in your hands. Two down, 12 to go. Laying a few more scattered traps it will be difficult for them to approach more than 1 or 2 at a time, will you need even need your weapon? The next stunned attacker only gets his knee caved in from your heel, have to leave some people to be mind slaves right? An arrow plinks on your armor, the archer readies another arrow as a man with a MASSIVE sword makes his way towards you. How will you handle him and the archer?

>Deal with the archer first

>Go after the swordsman first
>>
>>417916
Swordsman. The arrows are plinking. Let's focus on the guy with an actual weapon.
>>
>>417916
>Deal with the archer first - lightning spear/or other ranged attack.
>>
needs a few more votes guys
>>
>>417916
>Go after the swordsman first
>>
>>417916
Swordsman.
>>
File: photo-4153864.jpg (9 KB, 200x202)
9 KB
9 KB JPG
>Swordsman
The swordsman is the more immediate threat, he is just a bit shorter than you but he must be just as strong to carry that sword. Spell failure against someone like this will be fatal and melee will be difficult but as long as you are quick and his allies are in the way he won't be able to get a swing in fast enough. You draw your khopesh and lunge forward, he just smiles. Something very wrong, you leap to the side just in time as his sword cuts through the air. The follow through obliterates a nearby bandit, he does not value his allies. This just got a lot harder, if you call in your minions in now it will be difficult to command them against a foe like this but if you remain alone you are almost certain you'll get injured.

>Call in the minion, maneuvering becomes more difficult but you have back up

>Continue solo, maneuvering is easier but no meat shields
>>
>>418192
>Continue solo, maneuvering is easier but no meat shields
>>
I'll make a post in the morning good night for now minions
>>
>>418371
Good sleep time, mastah!
>>
>>418192
>order your greens and red to bombard him with fire and poison. Profit of his surprise to cast a ice spell on his hands.
>>
>>419280
I Chang my vote to this but i want to take the swordsman in alive he will make a good addition to our army.
>>
Rolled 9 + 4 (1d20 + 4)

>Minions and Magic

1 hour for rerolls[/spoilers]
>>
Rolled 15 + 4 (1d20 + 4)

>>421033
I understand we can make rerolls, i do reroll.
>>
>>421033
Have a failure
>>
Rolled 2 + 4 (1d20 + 4)

>>421203
ha ha, whoops, i left out the + between dice and 1d20
Always thought it was weird that you couldn't just type '1d20+4' or whatever, you have to add dice+ to the front of it
>>
File: Frozen.png (1.41 MB, 1920x1080)
1.41 MB
1.41 MB PNG
Rolled 3 + 4 (1d20 + 4)

>19, Success
You throw your hand forward "Reds, Greens attack!" Small fireballs launch towards the swordsman as your greens rush forward and bounce on him. Crawling on him the greens stab and slash at him when they can, the swords manages to grab and stomp on a green but otherwise he is finding it difficult to deal with them. When one of his arms get behind his back you take the liberty of throwing an ice trap on him, his arm is frozen in place but it is at the expense of 2 more greens. He shouldn't be able to swing that sword without his second hand, he however his still dragging it and is moving your way.

Don't reroll this
>>
Rolled 2, 8 + 3 = 13 (2d20 + 3)

Screaming he tries swinging his sword at you, he manages to pick it up off the ground for a moment but it isn't nearly enough to get a swing at you. The violent jerk does manage to throw off a green which he promptly stomps into a paste. What will you do with opportunity?

>Attack with the khopesh

>More minions

Do not reroll
>>
>>421396
He would make a good soldier.
He's preoccupied, so...
Dominate his mind. He's full of hatred, preoccupied with anger, and evil lingers in his heart, so this should be quite easy.
>>
>>421405
This
>>
Rolled 19, 3 + 4 = 26 (2d20 + 4)

>Mind is mine
The swordsman again tries to swing his sword but he is not able to even lift it this time, he screams. This anger it could be useful if you harnessed it, you prepare your domination spell "You are mine struggler" Another arrow plinks off your armor, the swordsman makes one last attempt at a swing.

Only roll 1d20+4
>>
Letting you guys know now, you are rerolling the 4
>>
Rolled 20 + 4 (1d20 + 4)

>>421513
I don't follow you, but here's a roll
>>
>>421533
I applause to the Dice Gods
>>
File: Screaming.jpg (284 KB, 1479x1100)
284 KB
284 KB JPG
>24, Critical Success
He lets out a roar and the sound of ice shattering fills the area as the swordsman grabs his weapon with both hands. Fuck. He is bring his sword down with a powerful swing, no time to dodge time to gamble everything on the spell. His searing hate and your will clash for just an instant before it is clear who the victor is. The sword drives into the earth next to you, the swordsman kneeling before you. Luck was on your side today, don't rely on it too often. The camp is silent, the remaining bandits are dumbfounded. One throws their weapon to the ground then prostrates before you, others follow his example. The man who defied you earlier is running from camp. What action will you take?

>Send the other bandits after him

>Go after him yourself

>Let him run, someone has to spread news of your abilities
>>
>>421643
>Go after him yourself
He must be running to somewhere specific, so let's just follow him for a while, seeing who the hell this punk is reporting to - or at least who he thinks will help a wretch like him.
>>
>>421643
>Go after him and freeze hil as soon as possible.
>>
Rolled 6 + 2 (1d20 + 2)

>Go after him
The man defies you and instead of beg for forgiveness he runs, guess it just means he'll die tired. You go after him, he has a good head start on you and he has one thing driving him you do not: Fear. He might be able to get away from you.

Roll against this, d20+3
>>
Rolled 15 + 3 (1d20 + 3)

>>421782
>>
>18, Success
He must not want to get away that badly because you are on him in no time, you hook leg with your khopesh and trip him. He yelps and tries scrambling back to his feet but your heel meets his ankle with a satisfying crunch, now he is sobbing and whimpering. "PLEASE DON'T KILL ME" The last man who begged for his life you ripped out his spine, which sounds like a good idea. But he might be of value to you if he has information you want. But the sound that a spine makes when it gets ripped out is alluring.

>Spare him... for now

>No mercy, no spine
>>
>>421841
>Spines for the spine god
>>
>>421849
>>421841

RIP AND TEAR!
>>
File: fb7.gif (536 KB, 381x512)
536 KB
536 KB GIF
>RIP AND TEAR FOR THE SPINE GOD
You pace around your new crippled "friend" "There are not many things I ask for from people, their minds and eternal servitude. That is all I expect, it is not a lot. But you, YOU, didn't want to comply and now we are here. Tears running down your face whimpering like a dog and begging for me to spare you. You are a coward, you convinced those men to fight for you and let them die for you. I do not want you to serve me even if cleaned up my minions shit, you are that low. Your life is worth nothing to me... but to the men you let die? They demand it so I will graciously reward their deaths with yours. So let's find out if you truly have a spine?" Stepping on his legs and strangling his scrawny neck you pull back in one smooth motion, his limp spine pulls cleanly away from the rest of him. So he did have one. You return to the bandits' camp and throw his spine in front of the fire. What will you do with these men?

>Kill them too, they might be cowards too

>Have them serve you, you always need not dead bodies
>>
>>421993
>Have them serve you, you always need not dead bodies
>>
>>421993
>Have them serve you, you always need not dead bodies
>>
>>421993
>Service us.
>>
>>422059
I don't think our overlord swings that way, anon

I mean, sure, we went to a gay bar, but that was ONE time!
>>
>No more bodies... for now
It would be better long term not to kill these guys, walking to this town will be a little less eventful now with more "bodyguards". Hmm maybe they know about this coastal town? The bowman pipes up "Cutter's Cove? What about it? You thinking of taking it over? You know it is infested with pirates right? Kill off one ship's worth and 3 more will be there within the week, it will be nearly impossible to hold. Unless you can get a huge mutiny going or line their pockets with so much gold even you probably wouldn't have two to rub together by the end of it. And that still doesn't change the fact they are pirates and probably just betray you anyways." Man this guy is such a downer, but he does have a point. Pirates, even when paid off, aren't the most negotiable people. What will you do to get them to bend? It is something to thing on for the next couple days while you travel.

>More Questions

>Head to Cutter's Cove
>>
>>422110
A huge mutiny? That can be done pretty easily. I mean, we have fucking mind-control.

As for questions, ask who these guys (the bandits) work for.
>>
I'll make a post in the morning whatever the majority is
>>
>>422119
This
>>
>Who do you work for
The bowman answers "As of 10 minutes ago we work for you, but before that we worked for Carter, the guy you just ripped the spine out of. Before that we most of us were outcasts and runaways who needed a way to get food, except Gore he is ex-mercenary. We had been talking with some other groups about maybe teaming up and making a more organized force but Carter pissed all over that plan. So now we are here, anything else you want to know?"

>MORE Questions

>Rest then head out

Not exactly sure when I'll be starting today but I'll post on twitter when I find out
>>
>>423618
>MORE Questions Ask for Gore story
>>
>Gore
You want to know more about Gore. "Most of his past is a mystery to us but we do know is that he was part of The Black Falcon mercenary group but some kind of falling out happened between him and the leader. Nobody has heard from The Black Falcons since, the rumor is Gore killed all of them in a single night after he found out his girlfriend fucked the leader of the group. He won't talk about it so nobody knows what really happened. Anything else lord?"

>EVEN MORE QUESTIONS

>Rest and Head out in the morning

[Spoiler]Able to type up answers to questions but not continue the quest yet[/spoiler]
>>
>>424386
>EVEN MORE QUESTIONS what do you know of the Black Falcon mercenary group
>>
>>424662
Nah
>>Where's the nearest farming settlement. (Control the food, control the people.)
>>
>Nearest settlement
"The Nearest settlement that has farms is Lydel but there's another about a month and a half north of here, supposedly it is hidden rather well. No one here has actually been there but the people who lived in the cove before the pirates came called it Fiddler's Green but I'm pretty sure that's not its actual name"

>Black Falcons
"Once feared on the battlefield they have either gone into seclusion or have been disbanded nobody has seen or heard from them in years"

>QUESTIONS TILL THIS MAN'S EAR BLEED

>Rest and head out
>>
>>425131
We're good.

Rest and head out.
>>
>>425131
>>QUESTIONS TILL THIS MAN'S EAR BLEED
> Tell me who are the main pirate clans over there. Give me your intel and you may perhaps keep the ability to feel your dignity.
>>
>Rest and Head out
You've asked enough questions for now it is time to rest. The morning comes quicker than you'd like after some food you and your new bodyguards head towards Cutter's Cove. With two days left until your destination you can catch the scent of salt in the air every so often but that isn't the notable thing for today. A Cart is coming up behind your group, looks like there are just two people on it. The bandits are getting ready to hold it up and steal what they can but they still look to you for approval.

>Attack the cart, you are technically a bandit leader now

>Stop the cart, we can be cevil about this

>Let the cart pass, just 2 travelers aren't going to have much
>>
>>425579
>>Stop the cart, we can be civil about this
Well, you do not know who are in this cart. If it is a wizard we would be in difficulty. Let's estimate the risk by appareance, then if they seem weak, let us strike!
>>
>Stop the cart
You shouldn't attack if you don't know the capabilities of the people riding in it, you'll stop them then decide. With this many people they probably won't stop if you just try waving them down so you tell the bandits to wait and you will talk to them on your own. The cart pulls off to the side and you approach, a younger boy and girl are in the front. The girl looks intimidated by you but the boy keeps his shoulders up and stares you down. "What do you want?" Good question, what do you want from them?

>The Cart

>A ride to Cutter's Cove

>Write in
>>
>>425795
>A ride to Cutter's Cove and both your names
>>
"I'm Nathaniel and this is my little sister, Clara. We are on our way to Fiddler's Green so the Cove is on the way but we are in a hurry and there isn't really room for you" Coughing and wheezing comes from the back of the cart, Nathaniel nudge his sister and she disappears into the back of the cart. "If you really want a ride 1000 gold and your "friends" up there bug off. I know what they are and you can't trick me." This kid is a lot smarter than the average villager you deal with, what is your response? The cart ride would save a day and a half of travel but no bandit bodyguards. Killing the kids and the sick man you wouldn't be able to fit everyone in the cart, or you could just walk and enjoy the scenery.

>Kill the people, take cart

>Accept offer, ditch bandits

>Walk to Cutter's Cove with bandits
>>
>>426040
>Walk to Cutter's Cove with bandits
The Cart would mean we would need to leave the bandits and taking it would still not fit all of our bandits so we walk.
>>
>>426040
Ask him how much the price would be if we gave some relief to the sick man. We have magical healing, after all.

Of course, if he lets us get by really cheap if we do that, the plan would be to convince him of the merits of becoming evil, particularly of joining the Overlord's rising empire. He's smart, and we need smart people - they're rare, if all the peasants filling the towns under our control are an indication of anything. Hell, we can even offer to let him have a mind-enslaved servant all to himself if he joins up with us whenever he finishes doing what he needs to do in 'Fiddler's Green'.

Speaking of, it's a little strange they would call it that, they must be the people who lived in the cove before the pirates, which means the pirates had to have moved in really recently (or these guys are possibly fuckin ghost kids or something, I've read that goosebumps book)
>>
>Walk
You know what you'll walk, that guy in the back probably has the plague or is a leper or something nasty. "You stop our cart to just to ask for a ride and then say no? You are an odd one mister but it's your choice. Here take this, the old man in the back insists that we leave all fellow travelers a "gift" of some kind. Maybe our paths will cross again one." After handing you a small book the boy starts to get the cart going. Taking a proper look at the book it has the amusing title of A Goddamn Book, seems familiar. What will you do now?

>Write in
>>
>>426125
Walk to the cove, and read that book casually on the way.
>>
>>426121
I wish you write that sooner
>>426125
That was the mage from our village wasn't it.
>>
>Casual Reading
Dedicated to all my former comrades and students. You all taught me something worth learning with your time.
Sounds like something you write when you don't know what to write but whatever you continue reading. Chapter 1 is about an underappreciated son trying to prove himself to a father who disapproves of magic. The family farm mysteriously burns down and the son is blamed and is forced to leave. A somewhat interesting but not exactly thrilling either. You make camp for the night and will continue both the book and the journey in the morning. Anything would like to do before resting for the night?

>Write-in

>Sleep

>>426154
Not saying it was but might have been. Also kinda surprised nobody has thought Fiddler's Green is an odd name
>>
>>426232
> see how good are our new bodyguards are at fighting.
>>
I'll type more in the morning and this weekend no commitments so all day saturday and sunday. Night minions
>>
>>426315
+1
>>
>Body Guards
You never really got to see the true level of skill these bandit actually have when it comes to combat, you know Gore has combat skill but the rest you don't have the slightest idea. "Well we are bandits who hit small caravan runs we don't really have the experience of like an adventurer, most people see how many of us there are and give us what we want. I'm fairly skilled with a bow but the other night I just couldn't get into the mindset, you ARE rather intimidating." So not the best, not the worst bodyguards you could have but it's a meat shield if needed, maybe you should teach them some things? That would put your arrival to the town the day after tomorrow, is it worth it? They might just die after an encounter with something anyways.

>Teach them some more advanced things

>Their skill level is their problem
>>
>>426871
Lets train them in dodging, taking cover and obeying shouted keywords, to increase their chances of survival.
>>
>>426889
Nah, I'd rather train meatshields to take hits not dodge them. Train them in blocking.
>>
>>426871
>Teach them some more advanced things
>>
>>426898
If you want to dispose of them as soon as possible, yes. I was thinking about using them for the criminal branch of our financial operation (alongside pickpocketters and cie)
>>
>Advanced Training
You are going to make true men out of the guys, or at least make them less inclined to dying. Being meat shields teaching them the finer point of taking a hit would be beneficial and maybe some quick shout commands to know when to dodge, taking cover won't end a battle quickly so you skip that lesson for now. Most pick up the training rather well, except for the guy who got his knee shattered by you but he does make an excellent practice dummy for taking hostages. Ah they are really coming together to be your merry band of meatshielding but nothing can replace your minions as you go to problem solvers. The last of travel you make sure to go over some of the points again just to really drive in the fact they are protecting you and not fleeing from a battle. Now with them as shift as a babbling brook, having the force of a mild gust, and strength of a small brush fire, they are ready-ish for whatever might be in Cutter's Cove. The gate to the cove is just up ahead, some guards are posted but nothing significant. Are you going to try talking your way in, sneak in, or just break the damn gate down.

>Talk

>Sneak

>Fight
>>
>>426967
You submitted Dwarves and Elves and a dangerous rabbit.
Here are a bunch of eager-to-flee criminals.
Order your minions to hide for now, and your bodyguards to stay close (except the archer who stays in cover)
Order the guards to convoke the actual ruler of this cove before you, as the Overlord has returned to this land.
>>
>Demand their leader
Walking up to the gate you keep your minions and archer hidden, "What's your business here stranger?" "I am here to claim what is mine, I demand to see your leader. Tell them The Overlord has returned and is taking the world." They look at each other and laugh "There ain't even a dozen of you and you think you can make a claim to The Cove. That's some funny shit right there. But I'll try getting The Capt'n just so they can laugh at you too" A while later a darker man with dreadlocks is standing atop of the gates, his face is stern. What do you say to them?

>Demand entry and negotiations

>Demand the town and its inhabitants here and now

>Say you want to become a pirate captain

>Write-in
>>
>>427101

>Demand entry and negotiations
>>
>>427101
>"Firmly demand entry and negociations"
>>
File: Manor.png (4.22 MB, 1920x1080)
4.22 MB
4.22 MB PNG
>Entry and Negotiations
"I demand entry into and negotiations for this cove. My request will be satisfied or you will know the true meaning of regret" The man looks at your group then back to you before speaking, "Just you and your first mate then we will sit down and talk" The gates open and you step through taking Gore with you, if you can only take one why not him. About 20 minutes later you are at a manor overlook the cove, you are escorted into a room that is fairly well kept that has a round table that has 9 chairs. "Negotiations will begin shortly take a seat" One chair is a bit more grandiose than the others.

>Take the captain's chair

>Take a regular seat
>>
>>427301
Take the captain seat. You are here to negociate their surrending.
>>
>Captain's Chair
We are going to be negotiating the surrender of the cove you might as well take the luxury seat, Gore takes a seat to your right. Some time passes before the man from before returns, "Capt'n Kelley is currently dealing with another matter you will be speaking to me today, you may call me Wyatt. What exactly is it you want to negotiate?" He takes a seat across the table from you but you can tell he is less than pleased you are in the captain's seat. "Just one small thing, the complete surrender of the cove and its inhabitants. I'm merely taking back what is rightfully mine, everything." Wyatt does not seem impressed, "Many have tried taking the cove from us, all have failed. Why should we just give it to you? You are not from here, you have no ship, no crew. I doubt you have even stepped off land. You have just as much right to this place as you have a right to sit in that chair, none." Wyatt looks agitated. How do you proceed?

>Continue demanding the town

>Make a smaller demand

>Negotiate a deal for the cove's services

>Write-in
>>
>>427631
"Within a very short time span, my domain will have a hold on the sea. Shipment as they are today will become far deadlier to raid out of the ocean, and controlling ports won't be an option. That leaves your business with a finance problem.

Now pirates raiding MY shipments I can't allow. And you can forget about closing the ports. So this is the offer your presented with, control of the cove and it's docks will be turned over to me and I receive 15% of your profits. In exchange you get to keep your operation running so long as none of my shipments are touched, as well as receiving information on valuable and vulnerable ships you may target.

Either way I will be in control of the sea lane, and this is your only chance to take my offer."
>>
>>427869
"That would be a tempting offer IF you had an army at our gates or warships in the waters, but not even a dozen men and not a ship to speak of. You have no leverage, nothing of value to us has been offered. Not only could we raid less ships but you'd make us forfeit 15% of the profits we did make, you'd be cutting into our pockets not once but twice. There are valuable ships and there are vulnerable ships but there are no valuable vulnerable ships, only an idiot would leave a ship with expensive cargo unprotected. You can talk big and make threats but what is the point if you can't follow through on them? Even if you come back with an army we could burn this place to the ground and destroy any ships we leave behind. We'd gather again and reclaim this place like we did before. You know nothing of the sea and the natural laws that govern it, why would we let you rule it?"
>>
Oops forgot options

>Negotiations have failed, kill him

>Offer something of value

>No more talking till the captain gets here

>Write in
>>
>>428030
>No more talking till the captain gets here
>>
>No more talking till the captain gets here
Clearly no progress will be made till the captain gets here "This is really a discussion I should be having with the captain and not an underling, get them now" Wyatt stands up, "The captain will not speak with you, this I know for certain. You demand everything and give nothing, no negotiations will happen this day. Leave and do not come back until you have something to barter with." Some more men come in to escort you and Gore out of the manor. Going back to the gate seems like the only option right now but you could try breaking away from your escorts during the trip?

>Go back to the gates

>Kill the escorts and head for the cove

>Write-in
>>
>>428441
Kill the escorts and head to the cove, summon your minions and burn this place. The survivors will serve you after being mind-ripped.
>>
>Kill your escorts
Leaving the manor you are escorted back towards the gate. 10 minutes into your trek back towards the gate you give Gore the signal to kill the escorts, wasting no time you and Gore head for the cove. Mainly staying off the path to avoid running into someone it takes about 15 minutes to get to the outsides of the village. You take refuge in what looks like an abandoned shack, your minions will sneak their way through to you. It will take some time but maybe you can come up with a plan by then. The simplest would be just burn down the town and rebuild, but that would take some time and you'd like to have access to the sea now. Maybe you can't try finding out what is of value to the captain and exploit it. or maybe the mass mutiny might work.

>Burn

>Exploit

>Munity

>Write-in
>>
>>428732
Exploit then mutiny?
>>
I'm actually going to tap out for today and I will type up whatever is the majority tomorrow
>>
>>428901
Okay Mastah, thanks and good night to you!
>>
Will be starting in an hour
>>
>Exploit
Everyone has a weakness you just need to exploit it, you are just going to have to sneak around a bit. You don't know what the captain looks like but if you can get to his ship maybe his cabin will have some clue or something you can use. Some planks in the corner of the shack creak and stretch, Gore grabs his sword and watches intently. The floor breaks open and your minions come pouring out, they are excited to be with their master once again. Now your minions have arrived you can search through the town will a little more protection though it would wise not to take a full horde of minions. The port isn't too far maybe you can get away with a full horde.

>Small horde, 10 minions should be enough for some light protection and easily movable

>Full horde, 22 minions for full protection but harder to move without notice

Maybe more important than size would be its makeup, which tribe would you want to be the primary of your force?

>Browns

>Reds

>Greens
>>
>>430926
Small horde composed of:
- 2 browns
- 4 greens
- 4 reds
>>
>Small Horde
Better to keep things small you getting through the town is easier, if you need to fight you'll have Gore to back you up. The plan make it to the captain's cabin and find something to exploit him, you gather up your party and proceed to the docks keeping to the outskirts of town. On your way you spot a small group of pirates ahead blocking the route you were going to take, you can try sneaking past them or you go for a more direct approach and take them out quickly. There is the third options of doubling back and trying to find another path.

>Sneak

>Fight

>Find a new path
>>
>>431076
With a smaller horde, we should try to sneak
>>
Rolled 17 (1d20)

>Sneak
45 minutes for rerolls
>>
>17, Success
You didn't really get a chance to practice sneaking with Lysandra and Isa but nothing teaches you better than experience right? Lucky for you the nearby foliage is pretty thick and goes on for a while so sneaking past the pirates should be easy and woman you can only assume is a prostitute catches the eyes of the pirates. And just like that you are past them and continuing your trek to the ship and into the captain's cabin. Just a few minutes later you are nearing the docks which have some more pirates hanging around just goofing off and swapping sea stories. What you assume to be the flag ship is anchored just offshore so you'll have to steal a smaller boat or swim. But first how are you going to get your way through? You could just keep up with the sneaking and hope you find a boat, rushing your way through is also an option but you'll probably have company on your way back to shore. Or you could just fake it, find some other clothes and just pretend you are suppose to be there.

>Sneak, It worked last time

>Rush though, deal with consequences later

>Fake it till you make it

How is everyone enjoying the quest so far and how many people do I have following, playing or lurking doesn't matter
>>
>>431480

>Sneak, It worked last time
>>
Rolled 3 (1d20)

>Sneak
15 minutes for rerolls
>>
>3, Huge Failure
Damn your lack of experience you are going to sneak passed these fucks too, fate however disagrees. Tripping on a minion you crash through a cart stall causing it to break and make a huge racket, you get up and dust yourself off but it is too late all eyes are cast in your direction. Fuck this could be bad. You might be able to play it off with some quick thinking and wit

>Play it off (1d20, no bonus here)

>Fight (1d20+4, Magic or melee pick one)
>>
Rolled 8 + 4 (1d20 + 4)

>>432410
Magic, we can enchant our buddy Guts so he can swing his sword even faster, and then play the Control field while him and the minions clean up the enemies.
>>
>12, Slight Success
Thinking quickly you enchant Gore with air magic, and the results are terrifying. Because they we're all grouped together and talking earlier they are all taken out in a single swing as well as half the pier directly next to them. Anyone who didn't hear you crashing into the cart earlier will have certainly heard that, and the mangled bodies and copious amounts of blood definitely draws the eye in. Some people on the dock run your way and soon their innards are splattered on the docks, better get out of here. Running down the docks you hope in the first boat that is big enough for you gore and the minions, and you are making your way to the ship as quickly as your and gore's arms allow. Looking back to the pier a crowd of people has formed and it looks like some others are searching the area, but it won't be long till they send out another boat to look for you. Arriving at the ship you take a moment to breath and compose yourself. Alright are you heading on to the boat by yourself or are you taking the minions or gore with you.

>Solo

>Minions

>Gore

>Both
>>
>>432580
Both
>>
>Both
You brought both along for a reason no point in leaving either behind now. Climbing up the netting you peek to see if the coast is clear, there are a couple of people at the front of the ship but no one you see close by. There are probably some people below deck as well but they'll probably think you are part of the crew on the deck right now. So as long as your steps are light and your timing is good you should be able to get into the captain's cabin easily if it isn't locked. Or for absolute assurance that no one sees you you can make it so no one is around to see.

>Sneak, because 50% record ain't bad

>No talk, only dreams now
>>
>>432772
>Sneak, because 50% record ain't bad
>>
Rolled 6 (1d20)

rerolls for 30 minutes
>>
Rolled 9 (1d20)

>>432907
>>
>9, Slight Fail
You'll never get better at sneaking if you don't try, you hop on to the deck and proceed to try getting into the captain's quarters. If it were only so easy, the door is shut and locked tight. You give it a few good tries before settling that you'll need the key or break the door down, Shit. "Hey who the hell are you?" Fuck, the pirates at the front of the ship noticed you but it doesn't seem like they are aggressive to you just yet, you may be able to lie your way out of this but than again you are still in your overlording armor it will be hard to pull off being a pirate. Or the classic option B leave no witnesses.

>Lie through your teeth

>Option B, B is for Blood
>>
>>432959
Rip and tear, but tell gore to be careful not to damage our new ship.
>>
>>432959
>Lie through your teeth
>>
I'll write up the result in the morning good night minions
>>
>Lie through your teeth
>>
Rolled 1 + 3 (1d20 + 3)

>Lie
Rerolls until 6pm EST
>>
>>434427
Looks like you'll need it

Remember only a nat 20 can beat that, also don't try cheating and deleting your posts I will know
>>
Rolled 16 + 3 (1d20 + 3)

>>434427
>>
Rolled 13 (1d20)

>>434427
>>
Rolled 4 + 4 (1d20 + 4)

>Lie
Time to put that silver tongue of yours to work, you'll get these guys to go away in no time. "The replacement to your last Overlord, I am Captain Kelley" Ah perfectly flawless. Their blank stares tell it all, they are completely dumbfounded to be in the presence of Captain Kelley... Shit. They laugh, "this damn fool thinks he's the captain, oooh that's rich. He must have a few screws loose upstairs." "We really shouldn't laugh at the mentally disabled boys" But that only makes them laugh harder. This is a feeling you haven't felt in awhile, humiliation. Your next emotion however is a fairly common occurrence, anger. Plan B it is then, RIP AND TEAR

>RIP AND TEAR BARE HANDED, THE CLASSIC

>RIP AND TEAR WITH KHOPESH, NEW RIP AND TEAR™

>RIP AND TEAR WITH MAGIC, LEMON SCENTED

All options roll d20+4
>>
Rolled 19 + 4 (1d20 + 4)

>>435075
>RIP AND TEAR WITH KHOPESH, NEW RIP AND TEAR™
>>
>>435075
>RIP AND TEAR WITH KHOPESH, NEW RIP AND TEAR™
>>
>>435179
A roll please
>>
>>435193
19 is good enough, isnt it?
>>
Rolled 5 + 4 (1d20 + 4)

>>435193
Okay
>>
>>435213
it is, but you might be giving up a 20. you might be giving up a 1.
>>
>>435223
The 1 is exactly why we shouldn't roll more.
We can get mildly better with a 20, or completely fuck ourselves with a 1.
The risk of the 1 clearly outweighs the reward of a 20 in this scenario.
>>
>23, Huge success
No one gets away with laughing at The Overlord and your khopesh hasn't tasted blood in a while. Stepping forward and with a mighty swing a pirate's head is liberated from his shoulders, the look of laughter replaced by a silent terror. The other pirates quickly draw their sabres and one starting to make a high pitched whistle but it ends with a loud gurgle as your blade becomes more familiar with his stomach. Gore swings just over you and his blade meets the chest of a pirate quickly followed by the deck of the ship sending splinters everywhere. The other pirates aboard will be on the main deck soon, and the only remaining pirate currently with you that has a pulse goes to strike at you, but you block the attack using the body still on your sword. His sabre lodged into his dead shipmate you quickly yank your weapon out pulling entrails with and liberate him of a leg, a true pirate should have a peg leg. The man's screams would have woken the dead, unfortunate for him his recently deceased compatriots do not come to his aid as you drive your sword through his throat. So much for the silent approach. More Pirates will be up in a moment, use this moment to break into the captain's cabin? Or dig in for a long fight?
>>
>Break into the captain's cabin

>Fight The Long Fight
>>
>>435304
The long fight.
Take the time to lay poison traps all over, and maneuver the greens into ambush locations.
>>
>>435300
>Fight The Long Fight
>>
Rolled 7 + 4 (1d20 + 4)

>Fight The Long Fight

30 minutes for rolls
>>
Rolled 12 + 4 (1d20 + 4)

>>435365
>>
Rolled 2 + 4 (1d20 + 4)

>>435365
>>
>>435440
Wow that could have ended badly
>>
Rolled 11, 13 + 1 = 25 (2d20 + 1)

>16, Success(?)
Positioning your greens and reds so they can strike incoming pirates and placing traps so it will be difficult to advance towards you, the pirates spring forth from the lower decks. The first few are engulfed in fire, poison and backstabs but there are more pirates coming through than you could have prepared for with your limited minion count. Some that caught fire are slashing wildly cutting minion and mate alike and other explode almost the second catching fire and stray bullets and shrapnel are flying everywhere. 1 green and 1 red are already dead, the reds are a bit sturdier to the gun powder bombs but the greens you might want to direct away, they aren't fireproof. The poison traps don't seem as effective as they do on normal people. Even after all the traps and the ambush tactics about almost 2 dozen have made it to the main deck, one in particular is aiming dual flintlocks at you. What is the plan?

>Sword to sword

>Magic to keep them back
>>
>>435481
>Sword to sword
>>
>>435481
>Magic to keep them back
>>
Rolled 8 (1d10)

>Odds
Sword
>Evens
Magic
>>
Rolled 9 + 4 (1d20 + 4)

Roll tonight I'll make a new thread tomorrow
>>
Rolled 16 + 4 (1d20 + 4)

>>435677
>>
Rolled 19 + 4 (1d20 + 4)

>>435677
>>
Any particular flavor of magic you guys thinking?
>>
>>435711
Domination.
Every man we take out with it, we use against the rest.

Hmmm...we need to study virulent necromancy.
>>
>>435711
Explosive lightning javelin.
Lightning javelin into a man that then explodes into chain lighting. and hopefully explodes others.
>>
I like the lightning jav option. Do that.
>>
New Thread
>>437859
>>437859



[Advertise on 4chan]

Delete Post: [File Only] Style:
[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.