[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: wizardry4.jpg (96 KB, 584x892)
96 KB
96 KB JPG
Last Post Here: >>2437023
Welcome Back! (Can't use my old title pic 'till the old thread dies, so here's a filler title card!)

Last session you (through a mix of circumstance and luck) received both an invitation to the Cheval Mallet Manor- by her Lady Catherine no less- which you proceeded to fuck up by cutting in half trying to get the envelop opening and contracted a small, harmless curse on your left hand's wrist.
You received as well a Deed to the Honey Hill ruins (for whatever that's worth in this lawless land), as well as a mysterious "Access Card" that apparently gives one permission to enter the Homunculi Village of Commune #9.

More importantly, though, you've been a consistent asset and aid to the community of En and testament to that; the last thing you accomplished was clearing a local farmer's field of Ants and Ghosts (the two problems having lead to one another indirectly, you didn't fight Ant Ghosts) which was rewarded by a valuable 'Poe's Coat' which you've managed to salvage and fashion into a new robe, as well as a place to rest and recuperate for the time being as the Farmer and his neighbors tribute your bravery with a hot meal of savory Ant Stew with fresh Garden Vegetables, and a bit of that Flat Bread the Changelings bake in bulk and some Goat's milk.

It's the morning of the next day and you're ready for a brand new adventure: Acquire Spells, Build a Lair, Become Powerful.
Your current inventory: https://pastebin.com/3xnHBDVs
Your current spellbook: https://pastebin.com/tJNzGa4e
Your 'visuals' have been updated: https://68.media.tumblr.com/f1618a82ddac6a8eb74730b03ab4a000/tumblr_p6p2hfcTl31v1ceouo1_1280.png

Accepting Rolls. You get 3 Actions. Actions are d20.
Lets begin!
>>
Guess the other was bump limited, my 20 better not be waster though. >>2453001
To reiterate, explore industrial park while gathering scrap.
>>
Rolled 14 (1d20)

>>2453003
Someone rolled a nat 20 >>2453001

>I say we continue to get a lay of the land for the seemingly "safer" areas. Let's ready up to go poking around the industrial park and maybe Commune #9. The scrap "quest" is still up right?

Rolling to assess what we need to do to get Honey Hill in working order
>>
>>2453021
>>2453027

Yep, I see it, thank you.
We need 1 more unique roll/action and then we'll begin immediately. Looks like we'll be heading to the Industrial Park today.
>>
>>2453056
Sometimes it takes a while for enough people to show up.

Try making a twitter post?
>>
Rolled 20 (1d20)

>>2453003
go back to the ant farm to propose making pumpkin spice wine.
>>
>>2453132
hurray!
>>
>>2453132
Not sure we've left the farm yet, but testing out using Rot to ferment something before we leave could be a thing we do. Got to make sure we can get it to work before purposing business ventures.
>>
>>2453027
>Rolling to assess what we need to do to get Honey Hill in working order
>Roll 14/20

You talk to the people who gathered to watch you fight the ghost and then ate at your 'victory' breakfast about resettling Honey Hill Village: they seem open to the idea and have wanted to farm that land for a while now, but with it's close proximity to the Rotwood (specifically the Goth Tree) and the Bee Women; it hasn't really been a viable option.
It looks like you'd need to do the following to 'settle' Honey Hill Ruins:
-Clear it of any Monsters.
-Set up an Undead Ward of some kind.
-Establish some sort of agreement with the Bee Women and your planned settlement.
Then again: you'd only need to do these things if you plan on rebuilding Honey Hill into the place it 'used' to be- If you were to turn it into a lair for you, yourself, and your work you wouldn't need a small village or community to cater to your every need and even then it might be best if you DIDN'T as you are a Necromancer after all. Don't let all this community service belay your goals: Undead can wash clothes and do yard work too.

You'll have to give it some thought though, but in the mean time you think the best use of your time is to head over to the Industrial Park to salvage some scrap, scout the area, and explore a bit more of this land.
>Roll 20/20
>Complete and total success on your journey. (carrying over)

Taking a boat down the river to the Industrial Park, you strike up idle conversation with the boat-Changeling: he tells you people have been salvaging Industrial Park for generations now, the place was originally thought to be constructed by Orcs who had drained their own swamp and died, but the place is older than Orcs- even predating the Rotwood. Most of the Industrial Park has been salvaged by now, obviously, but with how remote it is people still find plenty of metal to make the trip worth it. He tells you to be careful, "Watch out for Orcs n' Goblins out there, sir. Mostly just Peons, but a scrawny Orc with nothing to lose is just as dangerous as any!"

Arriving at the Industrial Park is.. Interesting. It's an interesting place: there's numerous artificial metal constructions, but none of them appear collapsed or destroyed by the elements- they look incredibly durable underneath the skin-thick coating of rust and only seem to have been moved by the passage of dirt and rain having buried them. You're not sure what's valuable and what isn't, but given the quantity you spend a few hours just collecting whatever looks the shiniest and isn't too heavy: bit of pipe here, a widget or doo-hicky there, maybe a gear. You're an expert on dead-stuff, not alloys.

>Roll Encounter
>60/100

Your pack is only maybe a quarter full before you spot your first.. 'guest'.
You're positive it's a Homunculi.
Accepting new Action Rolls.
>>
>>2453132

(Sorry Anon, started the direction of the quest before you posted. I promise we'll use that 20 at a later date.))
>>
Rolled 19 (1d20)

>>2453181
Rolling for making a good first impression. No need to start unnecessary fights.
>>
So I have a general sort of question on Necromancy and undead. Is there any precedence for sapient undead and the living coexisting peacefully together? I mean our specialty might be bent towards the dark arts and undead minions but living servant and companions have their charms too, as I'm sure our character found out in the nice warm body piles of bee women of Honey Hill.
>>
Rolled 10 (1d20)

>>2453188
thanks

>>2453181
rolling to not spill spaghetti
>>
>>2453233
>rolling to not spill spaghetti
You mean knuckle bones? We established with our first bee encounter that's what we have in our pockets.
>>
Any one gonna archive the last thread.
>>
i have a question like this guy >>2453227
when we have the ability to animate skeletons, will they require a soul or necrotic magic to power it?
>>
>>2453227
I think it'll be up to us to establish that

>>2453241
yup it should be archived on suptg
>>
>>2453241
its not archieved? oh no. i cant do anything about that.
>>
>>2453241
>Any one gonna archive the last thread.
It's already archived. http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster+quest%2C+necromancer%2C+necromancy%2C+

>>2453227
>>2453243
>Is there any precedence for sapient undead and the living coexisting peacefully together?
I'll answer this then respond to our latest action.
Yes and No. 'Simple' Undead are basically puppeteered corpses: programmed and run by you (the necromancer) enchanting their bodies with magic. This magic, though, becomes polluted and creates miasma: all undead produce miasma, miasma is 'spiritually polluting' but in small doses it's fine. Stronger undead (Ghouls, Vampires, Liches) produce MORE miasma though and in time even you, the necromancer, will begin to produce great quantities of miasma just from your overwhelming spiritual aura.
We're still a ways from worrying about that.

Alrighty, back to the quest.
>>
>>2453241
>>2453247
Was archived last week.
>>
>>2453263
note to self: conduct research to hide or contain miasma within self. possible multi use....
>>
>>2453263
once we get to those strength levels we should start looking at pumpkin patches to strategically keep miasma production in control
>>
>>2453278
Some sort of magic siphon that gathers miasma to condense and store it for later use would be interesting. Easiest way might be compacting it into artificial dark crystals.
>>
>>2453278
>>2453301
on OPs tumblr they recently posted about how Pumpkins naturally absorb and negate Miasma. It's probably why there are so many pumpkin farms this close to the Rotwood.

At lower levels they would probably be a detriment to our simple undead like zombies or skeletons but once we are churning out miasma pollution in large amounts they might be useful at containing it.

I am interested in the idea of siphoning or condensing miasma though. Sounds like it could be an interesting research opportunity
>>
>>2453198
>>2453233
>Rolling for making a good first impression. No need to start unnecessary fights.
>Roll 19/20
>Near perfect first impression.

This is honestly a best case scenario: you weren't warned about Homunculi; you were warned about Goblins -which you know on good record would shiv a man in the knee if they knew they had so much as a hay penny on them- and Orcs.. But you're pretty sure Homunculi are Lawful Neutral, if that is alignments were real and not a social construct created by social marxist Prometheans to sell books and discriminate against Humans.

You hail the Promethean.
Her placid face turns and she acknowledges your existence. She wears a skin-tight white suit that contrasts her unnaturally off-pink hued almost 'dough' white skin tone, her long teal hair is kept in a bun to keep out of things, and in her bone heels she's about 6ft3 with breasts almost larger than your head.
>>2453233
>roll 10/20

You are intimidated, but you manage to keep your knuckle bones in your pockets.
You attempt to make nice and socialize, but she seems to be immune to social conduct; instead circling around you, striding, eyeing and inspecting you, "Human, Male, Age..16? 17? River Lands Ethnicity... Possible looter." Her long, horrid, clawed hand extends to gently clasp the side of your head so she might brush the hair from your face and inspect your forehead. She mouths silently a few numbers, "Mana Sympathetic. Slight Miasma sullying, but within acceptable parameters."
She finally address you. "Greetings Man. State your business, please."

You may now roll for new Actions. You get 3. Actions are D20.
>>
File: dd6.gif (520 KB, 640x360)
520 KB
520 KB GIF
>>2453308
>on OPs tumblr they recently posted about how Pumpkins naturally absorb and negate Miasma.
>use miasma to animate pumpkins
>cast preserve on them
>everyone wants one
>>
>>2453329
scavaging for useful material like everyone else.
youre not going to attack me....right?
>>
Rolled 3 (1d20)

>>2453329
Exploration and profit. Explain we were curious about the area and since there was a bounty in the changling village for scrap we figured we'd collect some while exploring. Ask her about her business.
>>
Rolled 16 (1d20)

>>2453329
Just doing some scavenging work, probably like you. New to the area and exploring.

Inquire if their commune is friendly to visitors and otherwise try to befriend her
>>
>>2453339
Sounds more like a druid thing to do... that makes me wonder how hard it is to cross-class.
>>
Rolled 14 (1d20)

>>2453339
Try to convince her you're here with good intentions.
>>
>>2453366
>>2453339
yeah might be best to team up with a friendly druid for that kind of thing
>>
File: original[1].gif (1.33 MB, 500x209)
1.33 MB
1.33 MB GIF
>>2453355
>Roll 3/20
>Exploration and Profit.

Is what you wanted to say, but what comes out of your mouth is, "Exploits and Pussy".
Your face turns as red as a pomegranate. She doesn't seem to immediately acknowledge the slip up, but if anything that just makes things worse. "Solicitation for sexual intercourse will be.. Considered."

>>2453359
>Just doing some scavenging work, probably like you. New to the area and exploring.
>Roll 16/20

You manage, thankfully, to regain your wits and just hand her the 'Homunculi Sorority #9 Access Card' you managed to find in town that the Gnomish Party had dropped. She grasps it between her long, disgusting, claws and reads it while you try to explain you're 'new' to the region and looking for work while scouting the area for resources and unclaimed salvage for potential profit. She cuts you off, "This ID Card is the possession of a one Mr.Tetlies, Gnome." She looks at you, "Incorrect species. Elaborate on your acquisition Mr.Tetlies personal data."

>>2453396
>Try to convince her you're here with good intentions.
>Roll 14/20

You explain to her that your intentions are good and pure and you're not looking to start any trouble: you're just here to do what you can, learn as much as possible, and you having that card was just a happy accident- it fell of the back of a wagon is all and you fully intended on returning it at the nearest opportunity.
"Compliance noted." Her demeanor softens and with her nail she begins clawing with ghastly precision new lines of information onto the metal tablet of the card. "Repurposing Card for the use of newly documented migrant caster."
"Permission to access Commune #9 and service the sororities supernatural needs granted, welcome Necrolyte." While it's a little unnerving she just 'knows' you're a Necromancer it doesn't appear to bother her and she hands the bit of metal back to you. The moment you touch the card your finger prints imprint and sink very slightly into the metal seemingly memorizing the mark left before it morphs back into it's nearly perfect form- pushing your fingers back in the process.
"If migrant worker orientation is requested I can provide this, otherwise I will return to my duties and wish you a 'good day'."


You may now roll for new Actions. You get 3. Actions are D20.
>>
>>2453402
Oh I can see it now
>Curious Druid who wants understand the undead place in natural order of things(since undead can form naturally)
>Environmentalist Necromancer who wants to prove undead labor can be safe

And together they solve crime/go on adventures.
>>
Rolled 9 (1d20)

>>2453450
>That Freudian slip
I love how you handle fumbles in these cases.

Request orientation.
>>
http://spaghettiart.tumblr.com/post/172671230197/spaghettiart-a-few-doodles-to-give-our

The aforementioned Necromancer tips
>>
>>2453496
Shh, that's top secret blog goers only information! We must out wit that other voices in our young Necrolyte's head!
>>
Rolled 18 (1d20)

>>2453450
ask for things we should not do when we are there and faux paus
>>
>>2453450
migrant worker orientation. yes. lets do that.
can we ask her why she is here, or do we need to roll? does she know of the location of any Goblin dens?
>>
File: maxresdefault[1].jpg (123 KB, 1280x720)
123 KB
123 KB JPG
>>2453470
>Request orientation.
>Roll 9/20
>Homunculi Rolls 14/20
>She leads the tour

You're lead over to Commune #9 and you immediately notice how...Unusual life is in a Homunculi Town.
The farm fields you see outside the community are meticulously and seemingly painstakingly cared and groomed for down to the last inch and dew drop, each section of land measured and proportioned identically and perfectly unnaturally organized. You see large, circular, white Silos and Homunculi in the same white skin-suits working the fields, but, funny enough: no livestock.
The town itself is walled in like any other community would be, but the architecture upon closure inspection is unnaturally circular and there doesn't appear to be any seams, stack stones, it's as if everything therein was a doll-house village and all the buildings were molded and sculpted from hard, impossible smooth concrete.You stay close to your guide as even though all the Homunculi are minding their own business- giving you one look before they go about their business- they all look exactly the same. The only variation seeming to be in how they wear their skin suit and do up their hair (most Homunculi in town wore it long and down, but you see a few shorter cuts, pony tails, braids, one gaurding the wall even had a Pixie cut, that was weird.).

She guides you to a small sectioned off portion of the town close to the entrance (another wall inside closing off the inner area of the Town) intended for visitor use. It has the following services:
-A Market Place. They accept money, thankfully.
-A Dormitory and Mess Hall. You don't have to pay, but you're only allowed 10 max hours of sleep and meals are at noon and dusk.
-And a Bathhouse. You're amazed that is has hot and cold running water and draining toilets.

>can we ask her why she is here, or do we need to roll? does she know of the location of any Goblin dens?
You try to make light conversation, inquiring about why the Homunculi are here and if there's any Goblin dens about you should be concerned with.
She seems to completely ignore the first question, "There are 6 confirmed Goblin Nests with an 'estimated' population of 275 Goblins in the region."

>>2453511
>ask for things we should not do when we are there and faux paus
>Roll 18/20

Before she leaves you ask her if there's any rules or Do's and Don'ts beyond the obvious ones you observe in civilized society, expressing an interest in her culture and how to be an ideal migrant.
"You may only use the designated section. The Homunculi district is off limits to non-Homunculi. Otherwise behave yourself and act cordial."
She stiffly extends her hand and you share a very awkward hand shake. "My serial number is #16. If you're interested in committing to your previous advances: I am free after dusk and intercourse is permitted in the Bathhouse between Midnight and Dawn."
>>
>>2453606

Ran out of room, but you may now Roll for new Actions. Actions are d20. You get 3.
>>
Rolled 7 (1d20)

>>2453606
check market place for necromancy items we might be interested in. cresting undead constructs, theories, alchenical equipment.
>>
Rolled 6 (1d20)

>>2453606
Let's see what this marketplace has for someone like us
>>
Rolled 16 (1d20)

>>2453606
>>2453613
Go to the market place. See if they also have a jobs board. See if there are any Necromantic tomes available. Since #16 didn't seem concerned about us being a Necrolyte it's probably safe to ask if there are any stored in the districts we aren't allowed in our self.
>>
>>2453606
What time is it currently anyway?
>>
>>2453622
>>2453628
>>2453631
>Check out the Market Place
>Roll LUCKY 7, 6, 16
>Notable success.

The idea of canoodling with #16 lingers on your mind, but not so long that you don't forget why you're here: Information. Spells. Become Powerful. And to that goal the marketplace looks to be your best bet on gleaming the area for resources both written and physical. You say your goodbyes to #16 and let her know you'd like to see her again.

The Marketplace is odd, but everything about this place is odd.
There's no booths, no stands, vacant spaces, almost no people- there's the fountain in the center, a few buckets to fill with water if you need it, but you practically twist your own head off when you notice there's exactly ONE Homunculi operating the 'towns' market manning a kind of 'tent' at the border of the district.. And she has CLOTHES on.
You immediately jog over to her: she has a white flower in her hair, wears a sort of Changeling-style hoodless Burhka, and is reclining comfortably on some pillows while smoking from a long wooden pipe and on closer inspection actually appears a little older than they other identical Homunculi you've seen before. "Greetings, Human." she points to you with her pipe and invites you to sit down. "I'm sure you're confused by the.. I suppose vacancy by the market: you're the only visitor at the moment, so you have the whole place to yourself, my serial number is #72, a pleasure." She extends her long, wretched clawed hand and the two of you exchange a surprisingly fluid handshake.

"Now, how may I be of service?" You cut the fat and just blatantly ask if she has any Magical Tomes for Necromancers. A middle-aged grin creases her face, "Heh, blunt. Homunculi love blunt people. One moment my dear." She steps away for exactly 1 minute and returns with a thick text book that you confuse for crystal, but in actuality is made entirely out of enchanted, sculpted, ice. "Here, this might interest you."
You purchase it without hesitation.

>Acquired new Spell book: Ras' Treatise “A modern text focusing on frost-based self defensive magics, written by an obscure, foreign Lich.”
Frost Bolt: “Mancy, from your hand conjure forth and throw a pure gob of frost, causing cold-thermal damage to your enemy.”

Frost Armor: “Enchantment, temporarily enchants the caster's body in a protective magical barrier of frost. Frost Armor does not protect your clothing, but the caster's body, making it sturdy and hard like ice- and it will also keep you cool.”

Frost Breath: “Mancy, breath out a billowing cloud of pure ice cold frost that does cold-thermal damage to anyone exposed to it- especially those that breath it in.”

See Spell Book: https://pastebin.com/tJNzGa4e
2nd post inc, in the mean time digest and appreciate your new spells.
>>
>>2453721
>New spell book
Cool.
Puns aside, nice to finally have ranged, AoE and defensive spells.
>>
>>2453721
ask her if it is ok we practice some of these spells and some on buckets of water.

as ask about the elephant in the room. why everyone has numbers and look the same, with the exception being her. did the gnomes make the homunculi? where did they come from?
>>
Rolled 19 (1d20)

>>2453721
ask for directions to the nearest goblin den, some parchment, ink, salt peter.

i want to spam a horde of Will O' Wisps on them.
>>
>>2453717
>What time is it currently anyway?
'In game' it's a little past noon.

>>2453631
>See if they also have a jobs board.

The acquisition of the new Spell Book wasn't cheap, though, so your next question for #72 is if there's a job board of some sort or if anybody is in need of your 'unique' services. She looks a little to the side, making a leering remark, "Well I'm sure there's lots of girls in town who'd be interested in your 'unique services' if you asked, but something tells me you're looking for something a little more age appropriate.. Let me check." #72 grabs her pipe, folding and rolling it through her long ugly claws while reaching her free hands long nails through a series of neatly filed paper documents resting just below her little table. She gives a long, vocal 'hmn', trying to measure us up for something appropriate.

She decides on three potential jobs, "These might be more your speed, my dear."
>Mana Donations needed. The community is looking for a non-Homunculi to provide spiritual energy.
>Dissuade or exterminate recent low-population Goblin Habitat at the following coordinates. Danger: Goblins, estimated over 15, but less than 30.
>Vegimite (walking/awakened vegetables) have contaminated Field #12. Danger: Vegimites, estimated swarm larger than 320, but less than 900, mostly starchy tubers.

>>2453770
>why everyone has numbers and look the same, with the exception being her. did the gnomes make the homunculi? where did they come from?

You try to sneak in a few quick questions, #72 takes a hit of her pipe and blows the smoke into your face, "Now, now, I was just starting to like you.. Don't go asking such rude questions. I can't speak for the other girls, but if you MUST know I used to be an Escort Homunculi and know I wasn't made by 'Gnomes' " the word 'Gnome' rolls off her tongue with audible disgust. Their origins and creation seem to be a bit of a sensitive topic you may have to 'charm' out of them if you really want to know- until then the working theory seems to be that this is just a commune built by escaped or abandoned Homunculi, but you could be wrong.

You may now roll for new Actions. You get 3. Actions are d20.
>>
>>2453817

Still figuring out how bold works.
>>
Rolled 20 (1d20)

>>2453817
Let's take care of this Vegimite problem. Our will-o-wisps and cold magic will probably make it childsplay
>>
Rolled 3 (1d20)

>>2453817
Apologize for being rude, noting you didn't realize it was a sensitive subject. Ask for a few more details on the jobs. What the Mana Donation entails (e.i. how is it gathered)? How much of a back bone do the goblins have, would they be easy to scare off or boss around? What are the vulnerabilities of Vegimites and how they came to be?
>>
>>2453837
Supporting
>>
Rolled 20 (1d20)

>>2453817
>"Well I'm sure there's lots of girls in town who'd be interested in your 'unique services' if you asked..."
rolling to not spill knuckles
>>
Rolled 16 (1d20)

>>2453862
I too am curious to see if Goblins could be recruited
>>
>>2453895
you really dont want to recruit goblins. they'll stab you in the knee and take your money. the only thing theyre good for is making undead minions.
>>
>>2453905
Right, that's what I meant by "recruit"... sure...
>>
>>2453895
>>2453905
Well according to the author's blog with a bit of alchemical work they make good minions. And having a small group of living, breeding goblins who probably would be ok with using their dead as materials for necromantic experiments could be useful.
>>
>>2453862
>Roll 3/20
>Knuckle bones spilling everywhere.

#72 is the most resistance you've received from the Homunculi people so far and being a rather attractive older 'woman' with an eye for business you don't feel it's in your best interest to upset or offend her. You try to steer the conversation back to work, but end up (perhaps thankfully) fail to do either: "What the Mana Donation entails (e.i. how is it gathered)? How much of a back bone do the goblins have, would they be easy to scare off or boss around? " turns into: "Does Mana donation think what I think it means and would they be scared off if I had a goblin bossing boner?"
#72's Eyes dilate as sharply as a Cat's. There's a tense pause as she takes a long hit from her pipe before blowing a few slow smoke rings from her beckoning open lips, "Calm down darling, you're a little too young for sloppy seconds like me..." She writes down a quick slip and hands it to you, "I'm giving you the Vegimite bounty. Head out the east gate."

>>2453866
>rolling to not spill knuckles
>20/20

You bashfully accept the slip and excuse yourself, improvising an awkward attempt to save face and excuse your behavior by blaming it on your age and the proximity to so many good looking women.
Before you've made your way out you hear her beckon you, "Necrolyte" pipe held in her lip she parts her Burhka a bit and lets slips the goods for a brief flash of some late 30's, fat, heavy, slightly sagging from weight, 'experienced' cleavage.

>>2453837
>Let's take care of this Vegimite problem.
>Roll 20/20
>Ideal Combat initiative achieved.

Leaning forward and pulling you robe down a bit, you make it to the designated closed off field and hand your written slip to the Homunculi. She reads it, nods, "There's exactly 750 Vegimites at the moment. If we start now we should be finished exterminating them in roughly 4 hours. 75% of the Vegimites are Potatoes, with the rest being a mix of Yams and or Sweet Potatoes." You tell the field worker you require no assistance and that you'll be done in no time at all- you merely need to prepare your spells and be directed to the problem creatures.

You are now entering a combat situation. Vegimites are basically little 1ft tall walking vegetables with cartoon feet. This will be super easy sans rolling abysmally.
Please prepare your spells: https://pastebin.com/tJNzGa4e (You may prepare 11 Spells)
Please make your combat rolls. You get 3. Combat rolls are d20.
>>
Rolled 15 (1d20)

>>2454042
Combat rollan
>>
Rolled 7 (1d20)

>>2454042
1 mass healing, all into Will O Wisps
>>
>>2454042
dark mass
frost armor
frost breath x3
summon wisp x3
endothermic fire x3
>>
Rolled 20 (1d20)

>>2454042
>Frost Armor x2
Got to keep those ankle safe
>Frost Breath x6
For clearing out dense packs.
>Will O' Wisp x2
Order them to follow us around attacking any vegimites the get close.
>Dark Mass
To clear up any bruises.
>>
>>2454074
>not getting a variety of spells to freeze groups in place, create armor in case of getting mobbed, and set a bunch of them on fire.

You know, I'd use a few well-placed wisps to herd the vegemites to a prepared location where we could use area spells to freeze and trap the ones on the outside, then burn them from the inside out.
>>
Rolled 4 (1d20)

>>2454085
Looks like a good amount but switch it to 4 Frost Breath and 2 Frost Bolts
>>
>>2454094
Why would you want to use a spell that shoots a bolt at a small, moving target when we have 750 small, moving targets?
>>
Mmmm. Nat 20 on set up so we are told it would be super easy baring bad rolls.
Proceed to get a solid 15, lucky 7 and another nat 20 on combat rolls.
This is going to be a slaughter.
>>
>>2454049
>>2454074
>>2454075
>>2454085
>>2454094

When you were a child (a younger one at least) a Wizard visited your home town: it would have been enough to just see a 'true' wizard given how rare they were, but he dazzled and delighted your community with all manner of spells, illusions, tricks of light, sound, and remarkable transmutations. One spell he was particularly proud of though was his "Ice Transmutation", he tried to explain that Ice couldn't be 'made' but was merely the absence of 'heat' and therefor energy.
You realize now, folding your arms, wrapping and laminating your body in a thin layer of rock-hard crystallized Ice that the Wizards Ice was 'fake', it lacked the spiritual authenticity yours own ice possesses.
You feel powerful.
There is no possible roll the Vegimites can do that could impede you in anyway. They are powerless to stop you.
Before the field you see them, bumbling about until they sense your presence and begin to all amass and throw themselves at you in a great horde.
You bring your hands up, breath in deep, push your hands forward, and exhale the cold: a terrible, sharp, breeze of bitter cold exhumes in a large spreading cloud from out of you and sweeps over the irritable produce- causing the ones closest to you to freeze immediately and crack to pieces before the ones further away succumb to frost and keel over in turn. The harsh contrast in temperature causes your body and the field to start visibly steaming, but you're not done.
You've still got a few spells left, so you get a little creative: you lower the wrappings around your face, reach into your mouth, and pull out a nearly white, glowing, wisp of your very own creation. You then whisper it a few words before it viciously flies off to snake and pursue the last few Vegimites in the field- flying through them, freezing them from the inside out.
When it's down you yawn your mouth open and swallow the Wisp down whole before tightly wrapping up and covering your face. A necromancer must always cover his face.

You hope somebody saw how cool and spooky that was.
>>2454094
>Roll 4/20
The Homunculi supervising the field doesn't care. She's merely content the Vegimites are dead and that the Job is done. She signs your slip and advises you to recieve payment from #72.

You may now make a loot roll to see if you find anything interesting in the field. Loot rolls are d100.
>>
Rolled 11 (1d100)

>>2454173
Well atleast we know how cool we were.
>>
Rolled 46 (1d100)

>>2454173
loot
mc is his own comic relief
>>
Rolled 89 (1d100)

>>2454173
>>
Rolled 7 (1d20)

>>2454173
rolling a d20 for goblins if roll hasnt been made yet?
>>
>>2454225
We haven't made it to dealing with the goblins yet. Depending on how far away the den is we might not have enough in game daylight left to deal with them before we need to tuck in for the night. Best Collect our reward from #72 and see how we can go from there.
>>
>>2454241
Especially considering we always end up spending a few days somewhere due to "reasons" after we've solved some problem
>>
>>2454254
Or nearly drown our self trying to steal a bit of honey from our hosts and get "punished".
>>
>>2454181
>>2454205
>>2454219
>Loot Rolls: 11, 46, 89
>Interesting Garbage, below average loot, HIGH END LOOT
>Combat rolls effect (affect?) loot: 20

You sift and rummage through the field looking for anything worth while or interesting between the dead frozen and frost damaged bodies of the Vegimites. You fantasize a little about how delicious this field would smell if you had been a Pyromancer instead and maybe you could eat all the cooked Vegimites, but that's mostly because you expended more Mana than you realize and your blood sugar is a bit lo-

MANDRAKE ROOT.
MANDRAKE ROOT.
YOU FIND A MANDRAKE ROOT.

Running over, tripping on an oddly shaped Vegimite, falling on your knees, crawling over on your hands and knees like a gopher with a damaged brain stem you grasp the dead Mandrake Root with both hands firmly. The cold must have killed it before it could get within screaming range, good lord is this a good find and it's in perfect condition. Mandrake Root is a rare deviant of a Vegimite/Awakened Vegetable with a ghastly face and a scream that when heard causes seizures: maybe 2 and a half feet tall counting the leaves a Mandrake Root has a myriad of uses. Eating it raw cures most mental illnesses, you can dry it and wear it as a necklace to protect yourself from the dead, hell- there's even a rumor if you stew it into a broth or soup and drink it it'll permanently increase your genital size... That last one might be a rumor though. You're 16.
The leaves will kill you immediately though. Don't eat the Leaves.

>New Item: Mandrake Root x 5lbs.

Accepting new Actions rolls. You get 3. Action rolls are d20.
It's around afternoon, maybe 4 O'clock ingame time if you need context. Could be a good time to get paid, do some towny stuff. It's your choice.
>>
Rolled 13 (1d20)

>>2454284
Get paid. Maybe get laid.
Find out exactly what time dinner is served at the Mess and then hang out at the Bathhouse afterwards.
>>
Rolled 19 (1d20)

>>2454284
Preserve a good amount of vegimite for our personal stores and possible selling elsewhere.

Go check in with #72 for the reward. Maybe we can find some gear in the market like a staff upgrade (Homonculi bone must be pretty durable if it's synthetically made)
>>
>>2454323
Also save those mandrake leaves. You never know when you could use some highly toxic ingredients in your alchemical experiments
>>
>>2454284
It would be affect by the way. Affect is a verb for causing something, Effect is a noun that is a result.
>>
>>2454284
>>2454322
Oh one more thing, cast Preserve on the mandrake to keep it fresh till we decide what to do with it.
>>
Rolled 4 (1d20)

>>2454284
check the market for any goods we might have overlooked.

We did get that gun right? do we still have it?
>>
>>2454386
If you mean the one from En then yes, we used that when we took care of the Ant+Poe problem

Which I think we still have to turn in to get our reward
>>
>>2454386
>We did get that gun right? do we still have it?
We should, I guess Spaghetti forgot to write it in our inventory.
>>
>>2454322
>>2454323
>roll 13, 19/20
>Get paid. Maybe get laid.
>Fortuitous high-end results.

You pack things up and ask if you can pocket a few rations worth of the frozen Vegimites to which the laborer Homunculi agrees. Vegimite is good eating: it's got less starch and calories per weight than the vegetable it's based off of, but higher protein and plant fat. You also expunge what remains of your energy casting a high quality PRESERVE spell on the Mandrake Root (Good call).

Getting back into town you notice things become a bit more active after noon and into the evening with more Homunculi coming out, walking and shifting through the Market and the visitor's district. #72 can still pick you out of the crowd and welcomes you back, accepting your slip, and the payment due for your services. You make polite conversation, asking her when dinner is served, bath times. She tells you three times and says to make sure you're on time for all of them: one for the mess hall, two for the bathes.

The first is dinner time. The mess hall is filled, but the Homunculi are a methodical, organized, lawful entity, who've mastered the cue. Your protein is a grilled cut of ?Meat?, your starch is baked potatoes, and your side is a very hearty vegetable stew with beans and onions, a large jar of ?milk? and a sourdough-esque roll. You get seconds.
The second is bath time. There's no way around it: you're filthy. Humans are one of the few species that sweat and you just fucking reek, so a bath is welcome, but the added pleasure of a WARM bath is something you haven't experienced since you left home and even then it was a metal drum and a small fire underneath..Wading and soaking in the large open bathes, though, is heaven: there's soap and oils and even the water has herbs in it. It's difficult to resist not just falling asleep in the water, but you manage.
The third is losing your virginity time. To #72. Mating Press.

>>2454322
>Rolled 13
She however is an 'older, experienced woman', who knows how to draw everything out of you, slowly, and come the next morning you've been done in so thoroughly you can't feel your magic for half a day and end up spending more time at the commune idle than expected.

>>2454386
>check the market for any goods we might have overlooked.
>roll 4/20
Whats worse is there's no visitors, nothing of interest at the market for the time, and end up gambling a chunk of change away to #72 when she taught you how to roll knuckle bones, but didn't realize she was autistically good at rolling dice. She also refuses to let you smoke.

You may now roll for new actions. You get 3. Actions are d20.
The way things feel we probably have time for 1 more little adventure- maybe Goblins.
>>
Rolled 16 (1d20)

>>2454462
Let's do goblins. Ask #72 about the demeanor of the local tribes and how they are usually dealt with to get an idea of what to expect before heading off.
>>
Rolled 8 (1d20)

>>2454462
Let's go kills some goblins
they're alighted chaotic evil assholes right?
>>
>>2454386
>>2454390
>>2454405

Also, yes, yeah: forgot to add the rifle to our inventory.
Thank you for catching that, I can't believe I missed that.
>>
>>2454494
Anon, alignments are "a social construct created by social marxist Prometheans to sell books and discriminate against Humans" as stated here >>2453329
So some of them probably are, others might just be looking for a home.
>>
>>2454500
huh. well, ok then.
>>
Rolled 11 (1d20)

>>2454462
Let's check out these goblins
>>
>>2454498
Theoretically, would we be able to care bones into rifle ammo and enhance them with our magics or would we need to make a magic gun with it too?

I'm just imagining a gun that shoots bullets that burst into endothermic fire on impact to freeze targets from the inside out, or bullets afflicted with the Rot spell so its like ranged leprosy
>>
>>2454533
>leprosy
Do you mean as the actual disease or just some sort of magic instant flesh withering attack? Because the disease it's self is pretty weak as an actual attack since it's slow acting and take quite a while to cause serious bodily harm.
>>
>>2454557
Yeah I was just meaning it evocatively. Mostly just interested in Rot inducing ammunition if we can work it out.
>>
>>2454570
Hmm, that spell is noted for being much less effective on living things. A frost touch spell for instant frostbite would have much the same long term effect with cheaper/more immediate impact.
>>
>>2454575
That's why I went with that as the first idea.

Who knows, we may end up learning a more powerful version of the Rot spell specifically for dealing damage
>>
>Roll 16, 8, 11/20
>Mixed conditions.
>Checking out the Goblins.

With confidence you feel ready to get your hands on that Goblin problem facing the community. #72 is charmed by your enthusiasm and brings over the slip, but advises caution, "I want you to be careful. You've probably run into a Creep or a Zombie before, beaten it, and thought yourself invincible, but Goblins are clever and capable of cruelty." She hands you the slip, but just the faintest hesitation on her part tears the corner of the paper with her dragging nail.

The Homunculi security you hand it to is unlike the others: she has no hair, her skin suit is black, she's far more visibly muscular and lean than the others and has a sharper chin and cheek bones giving her a slightly masculine face- not that you'd say that alloud-. She's also missing her left hand and in it's place is some sort of organic.. spine..growth? It almost looks like a gun if only the hammer and flintlocke were replaced by powerful muscle. "Ah, mercenary, your-" She looks at you, snatches the slip, "Is this a clerical error?" Tucking the slip between her lips she forces her palm onto your forehead. "Ah, Mana sensitivity. Very well, come with me, but stay behind me."
You have no trouble doing this. Her ass is flawlessly perfect. Nature was incapable of making such an amazing ass. You'd grab it with both hands if you weren't 100% sure she'd snap your fucking fingers like kindling between those cheeks.

She leads you outside, then round to the north eastern section of the Commune and down into an incline revealing the Commune was in fact built on an ancient overpass construction of some kind. Underneath though, there's a large pipe about 5ft wide and 6ft tall, with what appeared to have been an old rusted grate torn off of it and fashioned into menacing spikes fitted with bones n' various other morbid decorations.
"Exactly 4 months ago at around 04:00 hours a small pack of Goblins (current estimations are at 23) was observed tearing open the drainage system; with which they then proceeded to illegally squat inside. They're were most likely displaced out of the Tollund bog by either Orcs or a larger more aggressive tribe of Goblins- the lack of breeding females suggest the latter. Current efforts to remove them have been..less than ideal."

You ask how she knows if they're still there.
"Do you have a coin?" You hand her a single copper piece and without hesitantation skips it over to the drain- making sure it hits the inside of the pipe as loudly as possible.
You'd complain, but literally a Goblin comes out: bald spot, unkempt, black hair, GREEN, comes crawling out and pawns the coin like a dirty tourist fed raccoon that he is. "They're still there."

What would you like to do? Combat 'is' an option, but you could theoretically talk your way out of this.
Actions are d20. You get 3. You may also prepare some spells if you wish. (You may prepare 11 Spells)
>>
Now, if killing is the idea, we can send down a hoard of Will O' Wisps considering the narrow space.
Now I'm not saying we should (for those goblin lovers out there), but keep it as a consideration.
>>
Rolled 12 (1d20)

>>2454606
Let's try talking to them and see if they would relocate.

We could send them to Honey Hill to squat until we want to convert them into skeletons or zombies.
(unless we want to keep them as labor if we can train them proper)
>>
Rolled 1 (1d20)

>>2454606
>Frost Armor
>Will O' Wisp
>Endothermic Fire
>Frost Touch
>Frost Breath x2
>Frost Bolt x2
>Hush
Never know if they have a caster.
>Dark Mass
>Stolen Word
If we need to pull the neat little injury transfer trick.

Spell are just in case combat happens. Call out demanding to speak to their leader, threatening to flush them out with magic if they don't comply.
>>
Rolled 11 (1d20)

>>2454606
Inquire to the goblins to find out more about them and ask why they're living in the sewers
>>
File: latest[1].jpg (3.19 MB, 2560x1440)
3.19 MB
3.19 MB JPG
>>2454629
>>2454633

>Roll to intimidate the Goblins
>Roll 1/20
>Goblins Rolls 15/20, Racial bonus to shit talking.

You address the old Goblin who peeked his head out of the pipe, telling him you demand to see their leader, threatening to use your astounding and horrifying supernatural powers to force compliance if he doesn't.
He yells back at you in a thick Orcish accent (Australian), "EH YAH FECK OFF YA DICKHEAD. WADDYOU N' THAT CUNT WAUNT?" The Homunculi isn't phased, but you're not personally used to this level of aggression, "EH, EY KIDDO, PRICK, FECKN' PRICK, YOU! WHO THA HELL ARE YOU?" Seems only now does he actually notice you. The old goblin inhales a great gob of snot and spits it out into the stream below the pipe.
"WADDYA DOIN' WITH THAT SLAG, YA FECKEN WANKAH? UR NOT A HUMUCUHLI. FECKEN' WADDYA DOIN' MATE?" His voice is this terrible mixture of loud, shrill, and seemingly damaged from it's own audacity.

You try to take it in a different direction:
>>2454653
>>2454629
>Roll 12, 11/20 on Diplomacy
>Goblin rolls an 8/20

Asking him why they're living in a sewer, "WE AIN'T LIVIN IN 'ERE FOR OUR HEALTH YA GOB. YA FECKIN' CUNT." It just keeps devolving from there and you try to interrupt him saying you could maybe relocate him and the other Goblins to a different vacant location but his shouting gets louder. "WE DON'T NEED YAH CHARITY YA FUCKING SLAG. SLIMES CRAWLED OUTTA THA' SHIT HOLE AT OUR OLD PLACE SO NOW WE'RE HERE, NOT FECKIN' COMPLICATED MATE. CIRCLE OF LIFE, MATE. FECKIN' NATURE." All this ruckus causes some of the younger and thankfully cuter male goblins (They age like raisins) to come out, but now they're all just fucking screaming and blaming the old man for not doing anything about the slimes?
One of them came out for a piss, but even he eventually contributes his 2 cents as loudly as possible.

Apparently he's their chief.
He also -according to the other Goblins- has a stubby cock, saggy balls, and this is completely unbearable dredge and maybe you should just fucking kill them and be done with it.

You may roll for new actions. You get 3. Action rolls are d20.
>>
>>2454692
Wait, so are the other goblins asking us to kill the Chief for them?
>>
Rolled 19 (1d20)

>>2454692
Ask if they'll go back to their old place peacefully if we take out the slimes that infested it. And maybe reward us for the extra effort.
>>
unrelated the current issue but we should probably get ourselves a proper wagon or spooky goth carriage. Maybe with a skeletal horse/centaur pulling it

We still need to go respond to the letter too, we can't forget. How long until then btw?
>>
>>2454707
Letter said we had 3 months to comply, and at most it was sent a week and a half ago depending on the time between Bee Mom getting it and giving it to us.
>>
>>2454707
>We still need to go respond to the letter too, we can't forget. How long until then btw?

It's only been a week since you got the letter, don't worry.
That curse will remind you if they get impatient.

>>2454696
>Wait, so are the other goblins asking us to kill the Chief for them?

Maybe not explicitly, but the current mood (and just Goblin Culture in general)suggests they most likely wouldn't be 'too' offended if you offed him if you're looking for the most prudent solution.
>>
>>2454718
Touch choice
>Kill slimes to get Goblins to relocate
or
>Kill Goblin Chief and get them to relocate somewhere else (Honey Hill or Hemlock Ruins?)

I'm kinda tempted just to kill the chief and get the goblin-boys to come work for us. (If they get too rowdy we can always "salvage" their skeletons)
>>
>>2454722
I'd rather kill the slimes if we can convince the goblins to pay us for it and then get paid again for getting them out of the humuncuhli's hair. Get paid twice for one job.
>>
Rolled 18 (1d20)

>>2454692
convince them that there are better options than slime infested cave or literal sewer, offer home
>>
Rolled 19 (1d20)

>>2454692
Offer to let them relocate to Honey Hill
>>
Rolled 18 (1d20)

>>2454692
Sell them your services as a slime exterminator. Let them hassle you down a bit. Make it a labor contact - you take out the slime at the old place and they vacate the sewer, they owe you labor.
>>
>>2454761
> hassle
Haggle. Fucking autocorrect.
Goblins love to haggle, I bet.
>>
>>2454762
and hassle to be fair
>>
>>2454729
>>2454706
>Roll Diplomacy again 2/2
>Roll 18, 19/20
>Total success

You try to convince the group of Goblin youths who've come out to shame and ridicule the Goblin chief that you'd be willing to lodge them in a new home or even kill the Slimes in their old home: whatever they prefer, so long as they stop shouting and agree to leave the Homunculi's sewer.

One of the younger goblins is sent over. He's about mid-torso height, has a thong-style sarong clasping his business that wraps around and eats into his round ass, his hair is half shaven with the other half being a dull teal rats nest thats pushed back exposing his freckled face. "Right, mate, so, the boys and we were talkin' and we think it'd be neat if you could kill those slime cunts for us.. If you think that's something you could do for us that is. You'd be an absolute legend and we'd rally appreciate it."
The Goblins wave at him. "Oh, right, and we'd be willing ta' reward ya.. And not just with a gobby, but like an actual reward, ya know?"

The Goblins kind of get into a silent shouting match the one sent to you concedes, "Right and I guess the dick heads are lending me to you as feckin' down payment so that's neat." You pinch the center of your brow, the Homunculi who's silently been watching the whole time looks over, surveys the situation, "I think you've got this under control.". She then leaves, clearly amused.

The Goblin leads you to their old home, it's about a 30 minute walk, but in that short amount of time he somehow manages to ask you about how you'd feel about several hypothetical homosexual situations and the condition or quality of your cock no less than 12 times.
When you get there you see it's literally nothing more than a shitty dug out warren with a hole you'd barely fit through. "Well, there's the ol shit heap. See, I see you judging cunt, but let me assure you: much like my own, that hole is much larger on the inside, eh? Eh? That do anything for ya, mate?"

This doesn't seem like a complicated job: go into the burrow, kill the slime(s), leave, get paid.
You're about to enter a combat situation. Please prepare your spells, spell list here: https://pastebin.com/tJNzGa4e (you may prepare 11 spells)
And make your combat rolls. Combat rolls are d100. You get 3.
>>
>>2454765
d100 now?
>>
>>2454773
>d100 now?
>>2454765
Shit, sorry, d20, D20.
D20 ARE COMBAT MISTAKES.
>>
Rolled 19 (1d20)

>>2454765
>>2454775
>D20 ARE COMBAT MISTAKES.
That sounds ominous...

>Frost Touch
>Endothermic Fire x2
>Will 'O Wisp x2
>Frost Armor
>Frost Breath x4
>Dark Mass

Slimes are one big homogeneous thing right? Well lets throw a bunch of cold at them and see if we can freeze them all the way through to kill them.
>>
>>2454781
That one Frost Touch is in case we get any slime on us and need to get it off asap.
>>
Rolled 18 (1d20)

>>2454765
>Frost Armor
>Frost Touch
>2 Frost Bolts
>1 Will O' Wisp
>4 Frost Breath
>Dark Mass
>1 Endothermic Fire

Don't fuck up, don't fuck up
>>
Rolled 7 (1d20)

>>2454781
This. Except first we attract them to a natural choke point... like the entrance. Or somewhere the goblin kid identifies as ideal. He knows the layout, he can describe it for us.
>>
>>2454813
Fuck yeah, lucky seven
>>
>>2454816
Nice. Good rolls tonight all around.... apart from some hilarious bungles on my part.
>>
>>2454781
>>2454786

>Roll 18, 19 /20
>Gelatinous Cube rolls 9, 13/20
>Solid start and finish.

You crawl into the burrow and what the Goblin says turns out to be true.. Not about his asshole, well, maybe, but the warren: there is an actual Goblin Town in there and it looks as though it'd be able to fit maybe 30? 40? Goblins? You can even see signs of them having tried to carve out the place to expand and deepen it, but it's when you notice a bone floating past you and the 'air' seemingly ripple when you come close to the middle of the hall do you realize.
It's just one big Slime.
The whole main chamber of the Goblin's burrow has conceded into one massive dome shaped slime. You figure if this thing got any bigger it'd eat the top of the hole and just become a massive slime death sink hole.

It's an extremely simple encounter, but not without it's dangers.
You immediately cast Frost Armor on yourself which is good as the Slime had already begun to feed towards the entrance of the Den the moment you arrived- sensing your breath and your body heat.
The slime does manage to touch you, but upon feeling the terrible, biting, cold of your enchantment it recoils and sinks into itself like a slugs eye. You use this to your advantage though and consume every single Frost Breath you had planned to use just trying to freeze the whole fucking thing full stop. It's too dense though, and even though half the slime shatters falling into itself it quickly melts and eats it's own cold frozen slime quickly dethawing it and attempting to reform.
So you set it on fire.
You spit out 2 Will 'O Wisps, command them to light every single unattended torch in the Goblin's cave, before you, yourself, carefully scoot up close to the slime and delicately cast Endothermic Fire on to it in the hops that Slime Mucous is just as flammable to endothermic fire as it is to normal, ordinary fire. It is.
The lit torches keep the Slime from sectioning itself off from the blue, cold, fire sucking all the heat and energy out of it and 'cooking' it alive in a cold, burning, flash freeze. When all is said and done you're left with a huge awkward, chunky, alkaline Popsicle.

The Goblin boy starts yelling, having felt a stiff cold breeze violently blow out from the entrance, "EHYOU, YOU AUHLRIGHT DOWN THEA? ME FUCKING NIPS IS GETTIN' STIFF, WADDYA DOIN' DOwn there, oh hey mate." He eventually meets you down below. "What the fuck is this shit? Is this the slime? Bloody hell, did you do this? Fuckin' neato, mate. Absolute legend."

You may now roll for loot.
LOOT is d100.
>>
Rolled 26 (1d100)

>>2454825
3p1c l00tz?
>>
>>2454775
>>2454781
>>2454813
Suggested battle plan
1. Have kid draw layout of goblin lair in dirt
2. Cast frost armour.
3. Send down wisp to lure slime into choke point, else throw rocks to draw them out
4. Freeze slime when vulnerable
5. Break with staff, rocks, etc, our consume with enothermic fire
6. Rinse, repeat, profit!
>>
Rolled 1 (1d100)

>>2454825
We should've bought some jars to capture some frozen slime in
>>
File: dying orang.gif (127 KB, 423x279)
127 KB
127 KB GIF
>>2454836
hm

my bad
>>
Rolled 35 (1d100)

>>2454825
>>
>>2454841
It happens.
>>
>>2454828
>>2454836
>>2454842
>Loot Rolls
>26, 35/100
>Below Average. Combat rolls, do, though, affect loot.

With the Slime defeated you try and salvage any interesting loot that it might have eaten and you could actually hack away or off of it's frozen lifeless mass, but there doesn't really seem to be much available: most of the valuables are unfortunately trapped inside or at the bottom of the Slimsicle.

However.
There's a lot of Goblin Bones. LOTS of Goblin Bones: The bones were most likely passed out of the slime cube after it finished digesting and cleaning the flesh off of it's victims before ultimately just depositing them behind the path it traveled on- the jiggling causing it to naturally settle lower.
You sit down and with a bit of rope are able to make yourself a new Medium (I.E: the thing you cast with):
>New Spell Medium: Goblin Skull Garland, "While a Garland is more typical of a Druid; when it's made of skulls it easily suits the needs of a Necromancer."

>>2454836
>Loot roll 1
>Abysmal loot.

You realize the Goblin boy has been watching you this whole time, quietly staring at you with his large yellow eyes as you root around, pillage, and fashion together a line of skulls from the remains of his dead tribesmen.
You're so busy with what you're doing, you don't notice him 'till he's practically breathing against your face. "Hey mate." His body inching closer, he whispers, "Listen, seein' you kill that great cunt slime, then crawlin' about in search of feckin' loot and making a widget from me tribesmans skulls.. Gonna be honest. That's feckin' hot. I got a bit of a stiffy."
Before you can express your discomfort he slaps his hands around your head, sinks his nails into the skin, turns his head to the side, and locks lips with you: tongue and everything. You throw him off of you, he swallows the spit you exchanged and squirms, letting out a shrill cackle, "Haahh, so, mate, you gonna rough me up a little before feckin' me ugly or wot?"

>The Goblin has stolen your second adult kiss.
>>
>>2454879
>you gonna rough me up a little before feckin' me ugly or wot?
More likely make hit take a bath and possibly try to wash some of that foul language out of his mouth with some soap.
>>
>>2454879
>When you roll so badly for loot that something gets stolen from you
I guess that makes sense
>>
>>2454879
>>2454885
>>2454888

AAaaannnd with that: I'm calling it for the night! It's late! Should have scooted it into the post

We'll just have to deal with the Goblins, Gobbos, and Goblets tommorow: same time, same thread, 3pm West Coast time.
>>
>>2454894
As always, thanks for the fun time!
>>
File: thank.gif (697 KB, 350x188)
697 KB
697 KB GIF
>>2454894
thanks pal
>>
>>2454894
>>2454897
>>2454912

Right, sorry, I'm slipping:

As per usual the thread has been archived, so please go vote if you enjoyed the session: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=caster+quest

If you want to keep up to date on all the latest meta knowledge, bestiary information, or just wana check out my art n' other bullshit you can check out my work blog here: http://spaghettiart.tumblr.com/

I hope everybody had a good time and I'd like to thank you guys for sticking through the whole session!
>>
>>2454765
>That do anything for ya, mate?
ha! maybe i was wrong about goblins.

>>2454879
can we keep all the bones?
can we band the goblin, then go back to the homunculi settlement to get our diseases cured?
>>
Rolled 7 (1d20)

>>2454879
Fuck that gobbo silly
>>
Rolled 9 (1d20)

>>2454879
When in rome screw gobins
>>
Rolled 8 (1d20)

>>2454879
hot ghey sex, then go see a doctor.
>>
>>2455452
>>2455799
>>2455804
well. it looks like we don't like it, or he was too much of a good fuck to handle.
>>
>>2455806
7 is lucky
>>
Lucky 7 on getting lucky, we had a nice time and are very confused
>>
Last post here: >>2454879

Previously you gained access to the Homunculi Sorority of Commune #9, from there you were able to purchase a new spell book, bummed around completing community problems including: slaying a swarm of Vegimites (which lead to a MANDRAKE ROOT) and your current mission of trying to deal with the Goblins squatting in the Homunculi's water system.

That brings us to our current situation: laying back, catching your breath, both from having to wait for your blood to thicken up after expending so much mana to freeze the colossal slime in the Goblin's Warren.. And also because the Goblin Boy you were rented as 'collateral' successfully sucked face with you. You threw him off of you (it was easy, he's barely 4ft tall and scrawny), but that only turned him on more.

Wiping your mouth off with your knuckle you give him the stink eye while he gives you the 'fuck me' eye.
Your current inventory: https://pastebin.com/3xnHBDVs
Your current spellbook: https://pastebin.com/tJNzGa4e

At the moment it might be shrewd to just take the Gob and head back to the Sewers to tell the other Goblins to fuck off and get your reward.
You could also fend a few moments taking out your teenage sexual frustration on the Gobbo here, he's cute, that isn't the problem, you're just trying to leverage your 16-17 year old impulses.

You may now roll for new actions.
Actions are d20. You get 3.

>>2455452
>>2455799
>>2455804
I'm noting the sentiment to have "hot gay sex", but rolls rolled 'before' the quest starts don't count, sorry guys.
>>
>>2457037
Nooooooooooooo my lucky 7 for getting lucky. I'll just go walk off a pier
>>
Rolled 7 (1d20)

>>2457037
Hot gay gobbo sex
>>
>>2457055
I'm the luckyist gobbo fucked I'm this quest
>>
Rolled 6 (1d20)

>>2457037
this is my fuck roll

>>2457055
nice 7. now we only need two more....
>>
Rolled 18 (1d20)

>>2457037
I'm all for goblin time, but let's go see his tribe as well
>>
>>2457055

Just because you got another fucking 7 I'll retract my statement, make an exception and take both 7's, jesus christ how lucky.

Waiting on 2 more unique actions, then we'll head out.
>>
>>2457068
dammit 4chan. I was this close to a seven. Did you see that? It gave me a stupid 6.
Can we also collect all the bones into a sack?
>>
Rolled 9 (1d20)

>>2457037
Let's take some of the frozen slime in some jars or jugs if we can find some around.

Having a slime pet in our lair would be useful for cleaning and preparing bones for experiments. And if it's truly dead we could probably sell it to the Homunculi for scientific examination or something
>>
>>2457098
that's a good idea. we can do experiments with the stuff.
>>
So double lucky 7's gets us a loyal gobbo man-servent?
>>
If the goblins help us get stronger, we can probably slow down their aging process (be it physical or cosmetic. I'm leaning towards the later).
>>
>>2457145
Just make him a vampire, bam no more grandpa goblin
>>
>>2457146
yeah but then there's the issue of making a dangerous group of undead goblins.
>>
>>2457055
>>2455452
>Roll 7, 7, /20
>Hot gay gobbo sex
>LUCKY. SEVENS.

The two of you just stare at one another in the dim light of the Goblin Warren. The cold fire you summoned forth still burning, keeping the den cool, but you can see the scrawny little Gobbo begin to shiver there all by himself.
So against your better judgement you call him over to share your warmth.
Sparing the 'explicit' details: it's starts out clumsy and awkward, the size difference impeding things -you're too big-, but it quickly devolves into something entirely too loud, graphic, and intense. The whole exchange begins, ends, and begins again 3 times over the course of an hour.

>>2457098
>>2457084
>Roll 9/20
>Loot some bones and slime.
>Low end success, but this can't technically fail.

Eventually you manage to pull yourself out and away from your Gobbo long enough to clean up and calm down. He keeps close to you from there in, but doesn't have anything smart or disruptive to say- remaining content and quiet.
Scrounging around, you take a 20 minutes or so to just collect the various bones left behind (valuable Necromancer resources) and take a few samples of the slime using your alchemy set.

>Goblin rolls to assist 14/20 (Goblin Racial Bonus to Alchemy, also under the affects of his refractory period)

The Gob slides his hands around your own and pulls the sample jar gently out of your hands, clasping it and reaching over to fish through your alchemy set for the appropriate tools, "No, love, here.. Let me." It looks as though it's just muscle memory for him as he fixes your alchemy set, organizes it quickly, then collects the appropriate tools, and storage for the slime remains. "Slimes are highly acidic love, if you try don't contain the shit properly the cunts will fuck up yer' equipment." He then puts it all back away neater than you had in the first place- you can't help but ask about his unprecidented skill.
Pleasantly sighing in after glow, "Goblins are always cookin' love. We know only three things: money, fuckin', and that mad chemical shit, s'how we survive: love and drugs."

>New Quest Item: 1lb of Frozen Slime.

Accepting new Rolls.
We should finish up and head over to the Sewer gobs, tell them to fuck off.
Action rolls are d20, you get 3.
>>
>>2457159
I don't see a problem there m8
>>
Rolled 10 (1d20)

>>2457164
Go back and tell the goblins their warren is slime free now to get them out of the sewer.

Go collect our reward from 72

Then we need to:
>Return to En to turn in the scrap metal quest
>Turn in the Ant+Ghost mission too (I think)
>>
Rolled 20 (1d20)

>>2457164
Tell those gobos to fuck right off from that sewer
>>
>>2457188
Fuck me I need to go to the winstar
>>
Rolled 1 (1d20)

>>2457164
Find out where the slime came from or, if not possible-Receive payment from haemonculi settlement!
>>
Rolled 20 (1d20)

>>2457184
well actually it's still there, but only frozen. no idea if it's dead or not when you freeze it, but if they want to make anything out of it then now is the time.
Yep. Collect reward for getting the Golbins to move out of the sewer, get scrap, then collect the two rewards of En.

>>2457164
You still remember my banked roll for spiced pumpkin wines?
rolling for.....encounter enroute back to En?
does our new goblin friend want to come with us, or does he want to go back home?
>>
>>2457202
Awe yes! 20 to encounter!
....
Wait. that is a good thing......right?
>>
>>2457188
>>2457201
>>2457202
Something is off with the random number generator
>>
>>2457212
I get the feeling we will either encounter a squad of paladins, or a cool lich bro.
>>
>>2457188
>Tell those gobos to fuck right off from that sewer
>Roll 20/20
>Complete and total success.

You take your shit, take your Gobbo, and head over back to the sewer grate where rest of his kind are squatting in: the Goblin is remarkably quiet, polite, and calm the entire journey there, but you do catch him nibbling and playing with your hand inbetween the 20 minute walk.
When you arrive your Goblin runs back to the other Gobs and the shouting pipes back up immediately, but this time they can't sing your praise high enough, "MAD LAD. ABSOLUTE LEGEND, MATE. BLOODY BEAUTIFUL. FECKIN' SAVAGE, MATE. WE DIDN'T KNOW YOU WER MAGIC MATE??" Your Gobby admits that his tribe was hoping you'd just get eaten and fuck off, but you actually killing the slime is just as good.

A slightly taller, kind of swampy blue-green Goblin with a massive mane of braid-ended bushy bright teal-haired cornered off in bone-braided is summoned from out of the sewer by the others. He's almost tall enough to reach your collar and is wearing nothing but a draping thin cloth that wraps around his neck and covers his front and back like a curtain.. And just DOZENS of polished bone piercings- ears, brow, lip, nipples, genitals. He addresses himself as being High and the tribes Shaman. In that order.
"Right, mate, that was fuckin' beautiful of you. We'd been given a bad turn, real shite time. Literally." He laughs at his own joke for 3 minutes, you have to snap your fingers to get him out of it. "Fuck, okay, uhmmnn.. Listen mate, there's no bloody way we're gonna give you any feckin' money, no way in shit, and while I'd be delighted to offer ya a' fuck I've got something better in mind than me feckin' loose hole."

The Goblins Shaman spends an hour teaching you a new spell that's compatible with your domain of magic:
>New Spell Learned: Dark Cumulus: “Summon, create and command a small black magical cloud capable of carrying a few hundred pounds of weight. If the cloud is overburdened it will hover slowly off the ground but still move.”
>Spell Book updated: https://pastebin.com/tJNzGa4e

After you've been rewarded the Goblins head back to their warren peacefully: 27 Goblins were crammed into that pipe, 20 males, 7 females, not counting the 15 children.
Your Gobbo is free to go and ultimately decides to return with the rest of his family, but he says in no unclear terms, "Had an amazing time with you love, when you get your magic shit together: sex dungeon or lab or whatever- come back for me, you can add me to yer encounter table."

Inc other posts.
>>
>>2457305
>when you get your magic shit together: sex dungeon or lab or whatever- come back for me, you can add me to yer encounter table.
...o-ohkay
>Dark Cumulus
Fuckin sweetmate. We like Son Goku now.
>>
>>2457305
>Dark Cumulus
Now we can travel in style. Also works as a snipers nest hopefully
>>
>>2457184
>>2457201

>Get paid at the Homunculi Settlement for the Goblin problem
>Roll 10 /20

Getting back to the Commune you visit the security officer and tell her the job is complete: the goblins are gone and everything is taken care of. She gets a Homunculi to quickly confirm by checking the pipe down below and a few moment later she confirms it's been cleared out- it just has to be cleaned and repaired which they'll obviously do themselves.
You're handed the exact amount you're owed, no less, no more. She also takes note of your contributions to the community have been documented and your reputation with the community -and in turn your entitlements and services available- has increased. You don't know what this means, but she asks for your identification card: taking it in her gristly claw, she stabs her long sharp nail into the metal and the cards metallic hue changes slightly. Neat.

>roll 1/20

You spend the rest of the night in the Homunculi town: you eat, you bathe, you reunite with #72 and then everything goes to shit from there.
She won't let you smoke, smoking is bad for children, but she'll sure as hell let you drink. You end up discovering a unique class feature: in individuals who specialize in the martial arts and their own physical perfection; nutrients and alcohol are metabolized extremely quickly and efficiently to prioritize healing, muscle growth, to a greater and eventually even supernatural ability. YOUR body prioritizes magic production: your strength is in your blood and mana. You can't hold your liqueur at all. At All.
You get absolutely fucking stonked. You get teetered. You get plastered. Your hang over eats up a day. #72 takes care of you the entire time.
>#72 No longer allows you to drink.
>In the midst of your drunken rampage you also somehow lost your reward money for the Goblin Job.


Right, lets head out: >>2457202
>>
>>2457411
>In the midst of your drunken rampage you also somehow lost your reward money for the Goblin Job.
this is fine. if they find it they can have it for collateral.
>>
Cleaning yourself up, rehydrating, getting your shit together (the scrap and everything else): you give #72 a long emotionally invested hug- really burrying yourself into her, you're admittingly getting quite emotionally attatched to the ol' gal. She lets you know you're welcome back anytime, "And if I find curious I think you might find interesting I'll be sure to hold it for you, but no discounts darling- I've got to make money!"

The mood, though, is quickly elevated back to adventurous levels when you head out the gates of the commune and start speed walking, then jogging, then running- clearing their fields, waiting until the town shrinks a underneath the fields of grain.. Before you get out your spell book to review the Dark Cumulus spell.
Casting it allowed for the first time: a big, puffy, black, cloud comes forth. You jump on top of it. It's unbearably soft- it's the softest, most puffiest, perfect thing you've ever touched, but you resist the urge of napping right there and then when you command it to take to the skies... You then quickly tell it to fly a little 'bit' lower until you're used to the height.

>>2457202
>>2457210
>Roll 20/20
>Journey to En
>Spectacular Journey

It takes little time when flying by cloud to soar and scoot around the region and you'd be back in at En in just a fraction of the time it takes to walk there if it weren't for the fact that you notice a massive, unnatural, ominous dark cloud moving slowly and hanging low just before you. It creates a thick, impenetrable shadow underneath itself and only until you suspiciously pear at it with your Undead Sense do you notice it's a massive, dense, conglomeration of Miasma.
Flying a bit closer and lower, you see there's some sort of.. Haunted Procession traveling within the shadow: a large, ornate, black carriage decorated with dull blue-burning lanterns, silver gilding, and wheels with bone spokes being pulled by skeletal horses dully lit by a thick layer of ethereal ectoplasm attempting to give them a more 'natural' aesthetic and dancing Wisps lighting the escorting side company of servants and hooded minions surrounding the macabre pageant.

This could be Cheval Mallets you've heard so much about.
How would you like to proceed?

Now accepting action rolls. Action rolls are d20. You get 3.
>>
Rolled 11 (1d20)

>>2457501
"What's up my dude?"
>>
>[i]"To the Young Necrolyte, This is a summon from the crown; your antecedence and services are requested at the Cheval Mallet Manor at the behest of your Lady Catherine Cheval Mallet. Immediate expedience is not necessary, but failure to attend within a span of 3 months will be interpreted as defiance. Food and board will be provided, as well as your services will be richly rewarded. Ignis Solus, Child of Man."[/i]
A friendly reminder to everyone and myself.
>>
Rolled 9 (1d20)

>>2457501
Respectfully greet them. They seem like they could erase us with a thought
>>
Rolled 3 (1d20)

>>2457501
head to our new home and begin sprucing up the place!
>>
File: dragonscrown_06[1].jpg (114 KB, 768x1024)
114 KB
114 KB JPG
>>2457534
>>2457617
>Roll 9, 11, /20
>Say hello as respectfully as possible.

This might be the best of both worlds at the moment: an opportunity to communicate (maybe even answer the summons) with the Cheval's without having to dive head first into the Rotwood and potentially get spooked or haunted on. This is as equal as the footing is going to get for either of you two and hesitantly you whisper for your cloud to puts down slowly and within full view.

The moment you hover underneath the suppressing curtain of the cloud your body becomes unnaturally cold, shivering, it'd be bearable if it weren't for the fact that the royal entourage also notices your presence so much as the exact moment any part of you is shadowed and feels as if the darkness pushes against your chest. You're courage sustains you and without fainting or cringing beneath this abysmal shade.
You hail them and the procession halts.

One of the hooded escorts turns his mount to the side of the carriage, knocks on the door, and whispers something to the inhabitants inside. The carriage creaks and tilts slightly from the shifting weight before the door opens, and a tall, figure leans and steps out.
It's a Centaur. He wears prominent, exaggeratedly adorned ceremonial plate armor with dark blue and white tabard bearing a familiar hooved coat of arms that wraps over his shoulder and feeds into a slight equine curtain covering his lower horse half. Your eye draws an outline around him before it gets back to up to his face, his unnaturally terribly handsome and sharp face- He's pale, his hair is long, straight, and perfect going down his body and ending in a small blue ribbon braid. You notice, though, his neck is connected to his body by a lit brand clasping around the thickness of his collar like a brand.

The servants are excused, he takes of his gauntlets and extends a hand, beckoning you over. "Ah, szo I finally have ze pleasurau' of meeting ze' famous Necrolyte. It iz e' pleasure, I am Chevalier Mimas." You hover a little closer, leaning in, his eyes are a deep luminescent supernatural blue and they give his already unnaturally good looks exquisite lighting.
You shake his hand. You exchange a gentle handshake that leaves your hand uncomfortably cold.

What would you like to do?
Action rolls now accepted, thanks for waiting. You get 3. Actions are d20.
>>
>>2457792
guess we don't need to roll for questions.

Hello. I was on my way back to En to complete a few tasks before making my way to your family manor at the behest of Lady Catherine Cheval Mallet. Wait, I'm famous?
>>
Rolled 8 (1d20)

>>2457792
I guess all we can do is show the cut letter and curse mark sheepishly
>>
Rolled 8 (1d20)

>>2457792
ask if there is anything in the region we should we weary of or take into serious consideration. Can he tell us about the Goth Tree, the Gnomes, Changelings, Homunculi, Termite Mound, the Tollund Bog.
>>
>>2457824
>>2457990

You make a bashful attempt at conversation with the Knight, just asking him basic questions: what him and his men are doing out here, what his relationship is with the Chevals, hopefully simple things to skint a bit of context or information from the ruling force within the region. Mostly, though, you just ask him about your 'fame'.
He can't help but smile, "Auhauhau, oui my good sir, we've been 'earing little rumors about 'ou from ze manor for 'eh while now. We'a most surprised 'ou haven't visited the Lady sooner, but I must say this auspicious 'ehvent is not unwelcome."
His back leg taps and he motions towards the carriage, " 'Ourselves our just returning from collecting a bit of 'taxes, a bit of tribute, 'ou know what zey say, 'the only guarauntee in life is death and taxes' well unfortunately ze dead ask for both sometime." You notice the carriage has packed away a few chests and coffins in equal measure, both locked and bound in chains a little to gleaming to be merely made of iron or steel.

>>2457990
>I guess all we can do is show the cut letter and curse mark sheepishly
>Roll 8/20

Even though the mood is a bit tense you hope down form your cloud, slide off your bindings, and humbly expose the cursed ruin on your left wrist and shamefully explain the botched situation with the letter you received. His humanoid torso leans over and his hand rises to his lip with slight concern, "tsk, whaut a shame, zat looked like it wauz painfel. Here mon ami, 'ould you give me your 'and and ze letta, if you 'ould be so kind?" Despite his accent you hand him both the two pieces of the now-bat-letter and your hand.
He eats the bat-letter whole and spits out the bat in undead-pristine condition: it quickly reanimates itself as flies off into the direction of the Rotwood.
His next step is to gracefully take your hand in his, leaning forward, he gives a light kiss to the pendant ring on his right hand before touching it to the cursed scar rune: it burns off in a fuff of blue fire that leaves your hand a bit numb and frozen for a few minutes but otherwise fine.

>Small Curse has been removed.

The other servants come to whisper things to his side before lowering their heads and retreating back to their ranks.
"It zeems we will have to part ways for now mon ami if we are to keep to ouw schedule, but I'm confident we will see one 'enother again." He turns and trots back into the carriage, you giving a little wave as you back off into your cloud.
He leans back against his horse half, waving at you, "I will let ze Lady know you're aware of ze summoun- Don't keep 'er waiting too long now!"

The two of you split ways.
Action rolls now accepted. You get 3. Actions are d20.
>>
>>2457990
>>2458140
can I get another 8?
>>
Rolled 8 (1d20)

>>2458141
Looks like it time we return to En. Lets try making a, "Cool" entrance.....please don't spill knuckles of dice gods.
>>
>>2457990
>>2458140
>>2458170
eeeeyyyyyy-ght.
>>
>>2458140
>>2458170
>Too many eights to ignore.

Before the two of you separate completely, though, you manage to ask him one last question and the first to come to your mind that might be important, "What about the Goth Tree?"
He stops, he steps out a little from the carriage and you can see he's trying to pick his words carefully, slipping back his gauntlets on, "Ow do I put this.. Ze Goth Tree' is a somesin' of a 'audidty the Lady contributed to ay few years ago and zen grew board ov.. 'Zere is a yung man currently overseeing it's development you might find interesting."

You think about that on your way back to En, and when you hand in the Scrap metal that's been weighing down your pack, and while you're selling off the extra pounds of frozen and preserved dead Vegimite you scoofed off of that one gig in the Homunculi field- making sure not to mix your Mandrake Root into the sack you hand off at the trading post.
You can't remember what happened to that Ant Bounty you completed, but you don't have to wonder about it for long:
>>2453132
>go back to the ant farm to propose making pumpkin spice wine.

You actually end up meeting the Farmer who posted the job at the trading post; he's there selling and rolling in barrels of Pumpkin Spiced Alcohol: says it was the only thing left to do after what was left of the crop- it was all too bitten, half eaten, or damaged to eat proper, so he boozed and fermented it.
You've only been gone for maybe half a week though, how could he have done that in such a short amount of time? "We just rolled the barrels out beyond the town, burried them under some cool rocks, and left some bait out there for Ghosts n' other Spookies to idle around it. We checked on it a few days later and it fermented.."
The farmer pays the debt he owes you with interest from the pumpkin booze.

He also lets you have a few swigs of the stuff- It.. It isn't actually that good, but you're not sure if it's an acquired taste or if it's actually that bad.

Now accepting action rolls. Action rolls are d20. You get 3.
Things seem a little open ended at the moment. Could be a good time to go looking for trouble or maybe it's finally time to start building your lair.
>>
Rolled 13 (1d20)

>>2458326
>donate some cash to the church of Scylla
>ask the young priest if he needs any help when we get back
>dump all the goblin bones in the cabin on our plot of land
>check the market for anything that might interest us
>make our way to the manor.
>>
Rolled 5 (1d20)

>>2458326
Let's start setting up our lair in Honey Hill. At least get the alchemy station set up
>>
>>2458326
Can we buy a few birds in cages and a little food for them? they could be useful for the disease transferring spell.
>>
Rolled 16 (1d20)

>>2458326
>See about repairing our new homestead
>>
Hey sorry I'm late, forgot to mention I'd be at a D&D game this evening. I'll try to catch up before the next round of action.
>>
>Visit the Church of Scylla
It's been a almost 2 weeks since you visited the Church and while you don't look any different you notice how much things have changed the moment you try to step foot on the hallowed ground. You're not hurt, you're not burning alive or anything like that, you just feel.. Uncomfortable. The experience is difficult to put into words, but you at the very least can't feel your magic and there's a certain floaty, unweighed, movement to your step.
Heading into the church you see the Priest has polished that Bronze Wreath of Scylla to a shine and has it properly hanging center piece in the building above the fountain they have before the pews. It shines particularly bright to a person like you, still, you power through and manage to donate a little money to the box. If only for the Priest.
>13/20
>The Priest decides to come with you for a bit.
You are now the Priest.
The Exorcist has returned from his adventures and as quickly as he came he says he already has to leave. You admire his commitment and stalwart dedication, but you decide it might be best for the both of you if you went a long with him to catch up on things and bask in his glory for just a bit. You used to be frightened of him, but you've become to understand The Exorcist as more of a thoughtful and stoic individual. Either way, you compliment his new ceremonial attire and the two of you make off for the market- The Man needing reagents as he's tells you he's going to be setting up his own practice over in Honey Hill.
The fact that he's unafraid and so willing to venture so close to the Rotwood inspires you a little and you make the effort to show him the new staff you've acquired, an heirloom of sorts: made of silver, four snakes coiling towards the end of the scepter, handle bound and covered in river scripture- you felt it was only right to finally inherent this heirloom from your father after the two of you were able to successfully process his remains. You thank The Exorcist for that once more.

You want to do something for him, but you're not exactly sure. You make sure to remain professional though: doubling your efforts to bless as many people as you can in an effort to make a good impression. He watches dutifully, obviously judging and weighing your skills, supervising and listening to make sure the miracles are done properly.
You make sure he even gets the church discount at the market he's rightfully earned.

Though, your time together is cut short and it's soon midday and the two of you must part ways: you personally bless him, even if it pales in comparison to a miracle he might muster and return to the church. You think you made an excellent impression.

You are now back to being you.
The Priest Boy can finally cast weak miracles.Your days in En are sadly numbered- you won't be able to hide long.
It's for the best you head to Honey Hill.
>>
>>2458747
>You make sure he even gets the church discount at the market he's rightfully earned.
I feel kind of bad about it

Fairwell young priest. may his soul be clean like Scylla's rivers. What did we get, and [cont. to next post to Honey Hill]?
>>
>>2458747
>Your days in En are sadly numbered- you won't be able to hide long.
Maybe we could make a convincing argument that responsible use of necromancy isn't so bad? I mean we never really said we were a priest our self, we just didn't bother correcting people when they made the mistake worried that they might freak out unduly.
>>
>>2458783
Maybe there is a way to hide our necrotic powers
the issue is probably us being one of the few responsible necromancers.
>>
>Rolled 16/20
>Repair your new home.

I was wondering where everybody was. I was getting a little discouraged.

Buying a few basic supplies: food, drink, and a few chickens (your cloud can only carry so much) you fly on over to Honey Hill.
It feels like you haven't been here in ages, but seeing the hill slowly rise over the horizon, the flowers start flowing forth and tumbling in the breeze, and the little orange dots of Bee Women foraging and buzzing through the fields fills you with an odd sense of Nostalgia you weren't expecting.

It takes a moment to scout out the area, but you eventually find what you're looking for on the western end of Honey Hill facing more directly towards the Rotwood: a series of less than a dozen ruined farm houses, some broken fences that had yet to rot, and impartial fields slowly becoming assimilated into the flowers of the hill.
You find a farm house with an intact roof and cellar and immediately establish three things:
>1. You use Ghost Hand and Preserve to clean out the house while simultaneously preserving the wood and rotting the mold n' such mildew compromising the building. This is actually a lot harder than it might sound because if your hand fucking slips you'll fuck up and melt the house.
>2. Going down into the cellar you set up a very basic Alchemy Lab. You are not an Alchemist, but you know some slutty Goblins who might be and even then: you possess enough knowledge and resources to clean, preserve, and begin work on basic experiments. Necromancy after all is 70% lab work. You also store all the Goblin bones you've been carting around down here.
>3. A chicken coop is set up. You'll be damned if you're gonna do any fucking field work, but chickens turn grass and bugs into eggs- provided they don't get eaten by coyotes or hawks.
(I'll set up a pastebin/inventory for your lair in a moment).

You also have a little something special.
>>2458390
>Rolled 13
>The ROLL WAS USED FOR SOMETHING ELSE.
You stole a book from the Priest.
>New Spell Book Acquired: Dr.Shelley's Compendium Vol 1: “The introductory chapter of Dr.Shelley's work on animating the dead.”
>Animate Small Animal (skeleton): “Create Undead”, animate a small animal's skeleton. Skeletons require no lab work to process, but are poor at following instructions.
>Animate Small Animal (zombie): “Create Undead”, animate a small animal as a Zombie. Zombies require some lab work to properly function, but are hardier and follow instructions better.
>Animate Crawling Hand: “Create Undead”, animate a severe hand as a Zombie. Crawling Hands require lab work to function, but less so than an entire zombie. They can follow instructions, but are limited by their form.

Stole is a strong word. It was more like he was going to burn this book and you just decided if it was bothering him that much then you should just take it away where it can't bother him. It is quite graphically illustrated after all.
>>
>>2458816
Can we use Animate Small Animal on the Goblin skellies, or are they too big? If we're worried about coyotes then what if we had a few Will O Wisps guard the chickens at a distance so they don't freeze?
>>
Rolled 7 (1d20)

>>2458816
Wait. if we pill a chicken, cast preserve on it, then the Animate Small Animal, would that make the chicken smarter?
>>
>>2458837
*kill a chicken
>>
So you wanting actions or is there more?
>>
>>2458816

You have lair information/inventory now, but it's nothing impressive at the moment: https://pastebin.com/xnLhuuRf
^ I'll draw a map for this next session. It'll obviously become more dungeon like if you build a better one, etc.

You may now make Undead.
Your Undead list is right here: https://pastebin.com/3W9U0fbG
Briefly, how making Undead Works is as follows:
Making Undead requires a d100 roll with a roll higher than at least 50 to successfully animate and control an Undead Unit. You can control up to 3 Undead, but if you make anymore than 3 one will turn feral and no longer listen to your commands- you're simple not strong enough to currently control more than 3 Undead.

Further more, and to the point since you can now MAKE Undead, you can now DOMINATE Undead:
>New Spell Learned: Dominate Undead, "Physic, overpower and superimpose your will over a weaker willed Undead Creature. Most effective when making direct eye contact."
Same rules for domination as creation more or less: d100, you can only control 3, but hypothetically speaking you don't need to be able to 'make' the Undead that you dominate.

>>2458853
>So you wanting actions or is there more?

Was finishing up. We're good now.

>>2458837
>>2458838
No, you'd just have end up with a zombie chicken you could 'remotely control'.

>>2458832
>Can we use Animate Small Animal on the Goblin skellies, or are they too big?
Yes. You can make Goblin Skellies. Goblins are small sized.

You guys can now roll for new Actions. Actions are d20. You get 3.
>>
>>2458866
can I make another roll or no?
>>
>>2458871
>can I make another roll or no?

Yes since it was premature.
Especially if you would, indeed, like to animate a Goblin skelly or make a Chicken Zombie or whatever you'd like to do: Making/Creating Undead is a d100, same as loot.
>>
>>2458866
Question; can we easily and safely decommission unwanted undead we control?
>>
Rolled 14 (1d100)

>>2458880
Rolling to make the most intelligent and cunning undead chicken familiar.
>>
>>2458887
awe cram cakes
>>
Rolled 35 (1d100)

>>2458866
Let's try reanimating a goblin skeleton if we grabbed enough pieces
>>
Rolled 10 (1d20)

>>2458866
>continue to repair and bring the homestead back into working order. Enlist/hire help
>>
Rolled 21 (1d100)

Might as well try my hand.
>Make Goblin Skeleton Minion for practice.
>>
>>2458866
if we fail the roll does that mean we waste the components and can't use them anymore, or we can try again another day?
>>
>>2458898
>>2458887
>>2458904
we fudged our rolls

>>2458900
looks like we didn't do much.
>>
>>2458883
>Question; can we easily and safely decommission unwanted undead we control?

Shit, sorry, good question, excellent fucking question.

If it's an Undead you have personally made than the moment you relinquish control it ceases to function and returns to being an inanimate corpse. If you LOSE control of an Undead you've made it becomes feral: it still has your magic flowing in it, but you've lost control over it. A foreign Undead (that you did not make) under your control and then released/relinquished will go back to being feral. If you possess a sapient Undead under your control you'll simply be giving them back their free will.

You do not need to be within line of sight of your Undead to control or release them, you control them telepathically, but the farther you are away from the Undead you're controlling: the more vague and poorly they'll interpret your commands until your grasp on them dissipates until you get closer.

I hope that clears up any confusion, please feel free to ask about anything if you're still confused or if I've worded something poorly.
>>
Rolled 7 (1d20)

>>2458866
Clean up our lair at least with some work around Honey Hill to prepare for the nearby undead hordes.
>>
File: burning+skeleton[1].jpg (192 KB, 500x334)
192 KB
192 KB JPG
>Rolling to make the most intelligent and cunning undead chicken familiar.
>Roll 14/100
>Very low, catastrophic failure.

You begin your work in simple earnesty: you take the oldest, sickest, Chicken you can pick out the few dozen you have, make it no longer alive, and then carry it down into the lab to prepare it into a Zombie and begin the true journey of your work.
You've never done this before. You don't know why you were so confident. The first problem is you had accidentally cut it's head off, which you didn't think would have been a problem, but now that you have it hanging there, draining it's blood, you realize the zombie will be shit if it doesn't have it's head and end up taking it down too quickly with the body retaining much of it's blood with the head crewdly sewn back on.
You, though, nonetheless make a very basic attempt at animating the chicken regardless. You flex and extend your supernatural presence towards and into the chicken in an attempt to possess and command it to life: the chicken convulses, your head begins to hurt, the chicken body starts jerking more violently from the blood inside of it boiling and frothing up, the whole thing ends up popping like a zit completely destroying the body.
You take a small amount of psychic damage.


>Roll 35/100
>Roll 21/100
>Animate a Goblin Skeletal Minion

Your second and third attempt are far less traumatic, but no more successful: you gather a few of the Goblin bones you had looted from that Warren a few days ago and begin piecing them together bone by bone. You quickly notice, though, that you have a few more pieces than you should, less pieces than you need in some spaces, and you have way too many skulls. You also have no way of knowing what bone belongs to 'whos' skeleton and had no idea such a detail would improve quality.
Either way, your second attempt goes.. Better. You're able to reanimate and crudely puppeteer a small, shoddy, Goblin skeleton for a few moments before it falls apart. You do not sustain any psychic damage and the bones can be reused.
The third and final attempt goes noticeably more worse, though: only the Goblin's skull reanimates and it begins screaming, loudly, you cover your hears but the screaming only gets louder until the skull finally bursts into a useless pile of bone fragment. You don't sustain any psychic damage, but your pride has been hurt and being a 16 year old that may as well be real damage.

>>2458900
>roll 10/20
>Bring the house back to working order.

You go cool off by doing some basic house work: cleaning, setting up a living and sleeping space, patching some holes, replacing hay, digging and fixing up the outhouse.
You wonder what the Bee Women are doing and you miss #72 and the Goblins.

You may now roll for new Actions. Actions d20. Create Undead d100. You get any combination, but no more than 3.
>>
Rolled 35 (1d100)

>>2458974
try making that goblin skeleton again.
>>
Rolled 9 (1d20)

>>2458974
Visit the Bee folk. They can be a morale boost while we work on learning more of their language and trading services again.
>>
>>2459055
Well I can't roll worth anything tonight. Sorry folks
>>
Rolled 1 (1d20)

>>2458974
Make sure our place is fortified against wondering undead in case any happen by in the night.
>>
>>2459072
FFFFFFFFF-!
>>
oh boy dice god really hates us after those string of 20s
>>
Rolled 2 (1d20)

can we each make a d20 for action and a d100 for makinf skellies?
>>2458974
Pray to Scylla that your day gets better.
>>
>>2459122
uuuuuuuuuuuuuuuhhhhhhhhh.........................my bad guys?
>>
>>2459122
>Pray to Scylla that your day gets better.
Um, you do realize gods don't like us right? Just being in her holy ground suppresses our power and the first time we did a prayer to her we got a warning.
>>
>>2459137
I wish I can take it back.
>>
>>2459053
>Roll 35/100
>Low Average Failure
>try making that goblin skeleton again.

You try ONE more time to make a Goblin Skeleton; you're at the very least getting more practice assembling and correctly putting together the skeleton and you've got plenty of Goblin skulls, so the first few steps at least go smoother than the last trial. Centering yourself, getting a feel for the bones, visualizing and emptying your mind you force yourself onto the bones and manage to possess them- animating it to unlife and getting it to move for a good 10 minutes before it slips away form you.

>>2459055
>Visit the Bee folk.
>Roll 9/20
>Bee Women supporting roll 15/20

Getting frustrated you clean up your failures, store the bones that remain, pack a few things, count your chickens, and head over to Honey Hill for the rest of the day; to let Bee Mom know you've moved into the area, maybe helping them will elevate your mood, either way you need some time away from your mistakes.
The Bee Women are thankfully pleased to see you and technically speaking you've spent most of your time in Copse just staying in Honey Hill, really, Bee Mom -sans the language barrier- is the one individual in Copse you feel as though you'd consider yourself familiar with. "Ma douce petite scarabée, comme c'est bon de te revoir." You don't understand her, but her words are sweet like honey and she can sense your dejected manner: you share a size-difference hug and are quietly comforted by her softness and how she always smells like a mix of flour and pollen.
Over dinner: boiled wild greens, more of those honey and nut flour cakes you love so much, thick slices of cheese & fresh milk (which you'd admit it's 'origins' don't bother you anymore and if anything you're morbidly beginning to prefer it over goats: it's much richer, sweeter, and smells pleasant), you (try to) explain to Bee Mom/Queen and the others you've moved into and fixed up one of the farm houses just on the other side of the hill, so you'll be within buzzing distance if they ever need anything. "Mon mignon petit coléoptère vit si près maintenant? Il va falloir que les filles installent une ruche pour toi. C'est tellement bon de vous avoir à proximité. Tu m'as manqué..."
You perk your ears, but you 'think' Queen Mom says she plans on having her daughters set up a couple of bee hives (normal bees) as a house warming gift. Her tone is soft and grateful, she seems extremely pleased by this development. After dinner you lose track of time sipping on mead, getting your hair braided by Bee Women, and end up just spending the night.

You love the Bee Women, but you return to your lair in the morning.
That's when everything goes wrong.
Inc 2nd post.
>>
>>2459173
Bee Mom makes everything better.
>>
>>2459173
>That's when everything goes wrong.
oh no
>>
>>2459173
not the chickens!
>>
>>2459185
they're like family.
>>
File: zombie_army[1].jpg (70 KB, 1024x724)
70 KB
70 KB JPG
>>2459072
>Roll 1/20
>Make sure our place is fortified against wondering undead in case any happen by in the night.
>Complete and total absolute failure.

You completely neglect to set up any sort of defenses against the Undead and the moment you realize that you're so upset you can't even walk back home, but instead conjure up a Dark Cumulus and fly over as fast as possible- your little cloud speeding away and leaving behind a little white vapor trail as you putz along.
The House seems fine, at first you don't notice a single strand of grass or stone out of place and for a minute you say to yourself, "Gods, what a stroke of luck" but of course why would anything 'good' ever happen to you?

The Chickens are dead. This is actually something that you weren't expecting to bother you so much, but guilt wells in your stomach as you begin to blame yourself for their unnecessary deaths. Fenced in and with no where to go; they may have been well protected against something like a Hawk or a Lizard, but when the Undead came they had nowhere to run and were brutally easy pickings. There's blood and feathers everywhere. All of the Chicken are dead.

The next problem is one that greets you the moment you open the door- before slamming it shut fast enough to rattle the hinges. Your house is filled with Skeletons and Zombies. Filled. Now, normally Undead will bury themselves in a grave or underground during the day to avoid the suns rays: sunlight doesn't just harm, burn, and kill Undead- it's a pain they can actually FEEL no matter how simple or complex they are.. Your farm house, though, has made the perfect container for well over a dozen Undead and you're POSITIVE that even the cellar is most likely filled with them as well.
They've well jammed themselves in their to capacity, they're undead; they just stand their side by side, row on row, head to the floor just waiting for the sun to go down.

"Fuck, FUCK" you scream, you yell, you begin spamming consecutive blasts of ice into the air, breathing great fumes of frost as you yell and cuss, you use ghost hand to take out your frustration on some of the abandoned ruins, smashing the stone, flinging the debris, and just throwing a quality hissy fit like only a 16 year old truly can.

>>2459122
>Pray to Scylla that your day gets better.
>Roll 2/20
>>>>>>>>Scylla
In a moment of weakness you do what your mother told you to do whenever things seemed their bleakest and you begin to pray, specifically to Scylla- the only God you know the name of.
The loud crack of thunder and a flash of lightning breaks the silence of your prayers.
It is now raining quite heavily.

You may now roll for new Actions. Actions d20. Create Undead (or dominate in this case) d100. You get any combination, but no more than 3.
>>
Rolled 1 (1d100)

>>2459252
Dominate one of the zombies to start off with.
>>
File: aw shucks.gif (2 MB, 369x206)
2 MB
2 MB GIF
>>2459257
Ok I'll stop rolling for real now. What the fuck
>>
File: Anime_Bluergh.png (380 KB, 754x612)
380 KB
380 KB PNG
>>2459257
>Rolled 1 (1d100)
>Dominate one of the zombies to start off with.
>>>>>>>>>>1

Oh my god.
Someone please help.
>>
Rolled 13 (1d100)

>>2459257
>>2459264
Panic!
>>
>>2459265
Ok, that didn't work....
>>
>>2459265
>>2459269
Technically, because you'r roll to panic sort of failed, you might do the opposite?
>>
>>2459252
Go back to the Bees for shelter and the comfort of Bee Mom.

We can try cleaning this mess up once the rains stop and there's some sun out
>>
Rolled 2 (1d20)

>>2459252
time to ask for help from our friends, like the Priest and the bee women.

Worse comes to worse we need to come back tomorrow at sunrise and pull off the roof
>>
Rolled 19 (1d20)

>>2459252
if you still have the Dark Cumulus to fly on, then use a whole bunch of Ghost Hand spells to punch the undead. all of them.
>>
>>2459284
awesome. a pretty good roll.
>>
File: Nf3BDCI.png (55 KB, 500x503)
55 KB
55 KB PNG
>>2459282
>>2459265
>>2459257
>>
Rolled 19 (1d100)

>>2459252
DESPERATION: Attempt to control them in groups of 3 at a time and command them to unmake themselves, repeat as necessary. If "unmake" doesn't seem to work, just command them to start fighting eachother, and attempt to dominate new ones as the ones you control break.
>>
>>2459346
Well, cool. The dice gods are not amused, clearly.
>>
>>2459331
>>2459346
>>2459361
punching them is the best sollution
>>
>>2459257
>Dominate one of the zombies to start off with.
>roll 1/100
>Nearly Lethal failure.

You won't accept this mark on your pride, you refuse to fucking tolerate mindless, degenerate, masterless and pointless Undead to exist and trespass within your lair. Fuck Scylla. You'll solve your own problems: you are MAGIC, you are PARANORMAL. In a violent out lash you extend your soul outward through Ghost Hand and with such fervent, violent, intensity it almost ceases to be ethereal and gripping the door by the handle you throw your whole body back and rip the fucking thing right off by the hinges- shattering the door to splinters when it careens into a nearby ruin.
Making direct eye contact with the sockets of the first zombie you see: possessing and invading it's body and mind with your ill-tempered furious mind...You lose the battle of wills. Instead of telepathically dominating the dull creation your senses are overwhelmed when your mind shares a split second empathetic link with the walking corpse and for what feels like an eternity you experience 24 hours worth of zombie memory in an instant: the bugs eating away at it, the things it's torn apart and tried to eat, the feeling of it's flesh slipping off, it's bones become more exposed, everything.
You seizure. You fall over. A tremendous amount of psychic damage is done to you, you suffer a mild neuritic concussion and become unresponsive.

>>2459265
>Roll 13/100
>Panic!
>13. THIRTEEN. YOUR NUMBER. THE NECROMANCERS NUMBER.

https://www.youtube.com/watch?v=rRw9sLGPxuQ

You don't know how long you lay their with your eyes open, conscious, frozen in shock.
For a while the only thing you can feel is the rain hitting your face and the only thing you can hear is a distinct ringing in your ear- no, no it's humming.
You hear humming.
Your hear a female voice humming kind and gently in your ear, a voice you felt you've known your entire life, and your stupor body finds the strength to rise up to it's knees
You lift your limp head up and look over to the farm house: dancing blue lights, like a birthday cake smothered in too many candles.
She whispers to you, "If there's too many candles it'll ruin the cake, why don't you blow them out?" That's a good idea.
You blow, you blow out your handles and one by one the go out until they're all gone. "That's better, isn't that better?" You feel a hand gently stroke your head.

>New Spell Learned: Exorcism: "Physic, a powerful telepathic attack that mirrors the cleric spell 'turn undead': Explodes the heads of weak Undead. Stronger Undead are overwhelmed in irrational psychic fear."
>Current Spell List: https://pastebin.com/tJNzGa4e

All the Undead are dead.
Your head hurts a little and you're crying but you don't know why.
>>
>>2459371
Oh, right, I just saw a low number. Forgot that was a special number in the panic.
>>
>>2459371
....oh thank god T.T I'm crying and I know why, lol
>>
>>2459377
same

>>2459371
push the remains of the corpses out your home so you can get some shut eye.
>>
>>2459383
Might not be wise to rest in the unsecured house. I say we need to go spend some time at the bee hive recovering in a safe, supportive environment.
>>
>>2459391
seconding. let's come back in the morning. We should consider having a glass roof (or no roof?) over our experimental area. Juuuuussst in case we end up with another undead rave.
>>
>>2459391
good point
>>
>>2459284
>if you still have the Dark Cumulus to fly on, then use a whole bunch of Ghost Hand spells to punch the undead. all of them.
>roll 19/20
>Success, near short of perfection.

Your mind takes a moment to catch up with itself, it feels like your forehead feels like it's been pulled and stretched out as if grasping something. Trying to rise to your feet, you fall over into the mud, you're emotionally drained and your entire body is asleep, you forget why you're out here but remember something about your house had upset you.

Crawling over to the house it's an absolute mess.
There's a whole bunch of decapitated Zombies and Skeletons all piled up everywhere. You look down in the basement and it's just as bad. How did this happen? Who moved them here? Did you move them here? When did you find the time to do this? You've been at the Bee Mother's all day... Maybe a Ghoul? No, there's no bite marks- just headless, bits of head, bits of head and gore on the ceilings, oh god it's just EVERYWHERE.

While it's still raining you use your Dark Cumulus and Ghost Hand spell to at the very least cart off all the bodies, bones, and wash away some of the viscera from the living space. The basement though will have to wait 'till later or possibly even tomorrow: it's only a little past noon, but you've been carting bodies all morning in the rain and muck and it doesn't look like it plans to stop raining any time soon. It'd be awfully pedestrian of you to die from a cold, so you pack it in and head back to your second home: Honey Hill.

>>2459282
>Roll 2/20

You're too drained to make another Cumulus, so you end up jogging over to the Hive- thanking yourself that the Poe's coat you wear is water proof.
It isn't spill proof though and you slip on the wet grass and face plant in the mud; your knuckle bones spill everywhere.
Though; a Bee Woman with a large leaf for an umbrella holding a woven grass basket of goodies had come out to see how you were doing and maybe feed you.
She sees the whole thing. The WHOLE THING, BRO.
She tries to stifle her laughter while handing you her little leaf umbrella and the two of you make the quick jog back to Honey Hill Hive.


You get one more roll for the night and it's your loot roll.
Specifically, the loot roll you're owed for clearing out your house of Zombies and Skellies.
Loot rolls are d100. Roll fat. Get Fat LOOT.
>>
Rolled 84 (1d100)

>>2459417
FAT LOOT
>>
Rolled 61 (1d100)

>>2459417
Am I fat?
>>
Rolled 87 (1d100)

>>2459417
rolling for the phat
>>
>>2459423
G you are thicc
>>
>>2459417
we might be the first necromancer to die (and become a lich) from sheer embarrassment. what a ways to go.
>>
>>2459431
>>2459421
>>2459425
We all got some curves it seems.

>>2459435
Ain't that the truth.
>>
File: Bleating_SheGoat.jpg (499 KB, 500x1103)
499 KB
499 KB JPG
>>2459421
>>2459423
>>2459425
>Loot Rolls: 84, 61, 87.
>Fat Loot, Mildly overweight loot, Fat Loot.

The rest of the day and the following night resting at Honey Hill: you're wet, you're dirty, you're exhausted. You explain to Queen Mom what happened, but she doesn't seem surprised- if anything she completely understands the situation. "Oui, ma douce petite scarabée, tu étais si puissante que je pouvais sentir l'onde de choc de ton pouvoir spirituel d'ici."
You fill your stomach, you're drawn a bath, and you sleep uninterrupted for 15 hours. You wake up to a Bee Woman presenting you some clothes the Queen apparently had made for you:

>New Equipment, Robe: Beastman Shaman's Robe (Bee Woman) "This soft, exceptionally comfortable collared robe is woven from a mix of plant fibers and thread of the Bee Women's red hair: it's bright colours clash with your domains colour scheme, but it possess the comforting smell of nut flour and honey."

You vocally reiterate your genuine affection and appreciation of the Bee Women.
It isn't until a little after noon: after the girls had all came back in to avoid the midday heat, after you sat down with everybody for lunch, when they had gone to nap and you resist the urge to lay with the rest of them do you finally make it out of the Hive and Cumulus a quick trip back to your house.... It doesn't stink as much as you thought it would.

Taking the time to frisk the bodies for valuables you happen upon a few things of interest:
>Not exactly a mildly 'alarming' amount of copper coins all minted from the Kingdom of Cockaigne, which if you could adjust for inflation and metal content -you can't, but humor yourself- could potentially be worth a decent amount. Not a STONKING PILE OF DOSH, but moderate wealth.

>New Quest Item: Set of Metal Farming Tools, "You're loath to use these yourself, but had you some subjects or minions you could get them to use them for you."

>New Weapon: Cockaigne Rapier, "An odd, long, thin looking sword that's light and quick; it's design is something you've never seen before with tarnished runes on the rusted guard."
>>
>>2459487
Thanks for the quest and sorry about forgetting to mention I'd be late. See you Friday?
>>
Let's take a crack at identifying the runes.

Second, let's sit down with an intact gobo skellie, focus on the different parts of it, feel the weight of our power, and, with great care, exercising our patience and doing any arcane prep-work that we can think of, attempt to animate a goblin skellington to start working on a field for us....

When you get back, of course.
>>
>>2459487

Aaaanndddd... With that we can call it a night!

I'd like to appreciate thank those who stuck with the session the whole time and even those who just made it in time for the second half: you're all equally lovely and your participation makes this story possible.
I hope you liked the big finale: I thought it was well put together at least.

The thread has been archived, so please go vote if you think it's worth preserving: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=caster+quest
If you want to keep up to date on all the latest meta knowledge or are just interested in the setting, consider following my work blog here: http://spaghettiart.tumblr.com/

Thanks again and feel free to shoot the shit, ask me things (I won't answer spoilerinos) you're concerned or have on your mind.
I'll see you guys friday 3pm west coast time!

>>2459493
>See you Friday?

Yep!
>>
>>2459498
>I hope you liked the big finale
It was nice. Really helped sooth the hurt from the bad luck streak.
>>
>>2459498
the 13 thing is a nice touch, and the art/song insert really helped set the mood.

Also, you know, not crit-failing and detonating our own mind was a merciful gesture, haha
>>
>>2459487
i wonder if all the rotten flesh can be rotted to the point it can be used a fertilizer. eh. probably for the best we stack a bunch of corpses in the cellar or basement and cast preservation. I think a part of the smell is due to bacteria and rot?
some rainy day money to convert into local currency to pay our subjects or minions, some farminf tools for our subjects or minions, and a really cool sword.

>>2459496
I don't know if we can handle runes yet, but a sure way to see if theres anything spectacular about it is to stab a corpse.

>>2459498
have a beeee-utiful night
>>
>>2459498
>ask me things
Is being a necromancer that doesn't use undead minions and just gets really good at all the other necromancy style caster stuff viable? Because we seem to have rather poor luck with the whole "undead minion" angle.
>>
Rolled 5 (1d20)

>>2459498
rolling for Jojo pose
>>
>>2459498
Necromancy seems to be about planning and preparation. Can we do a take 10 thing, where we get a bonus for actually prepping before attempting something?
>>
Since this is probably spoiler-y I don't expect Spaghetti to answer but who else thinks the female voice we heard and felt like we should recognize is the voice of some goddess of necromancy/undeath? We only know Scylla by name as far as gods go, but there are certainly others.
>>
Rolled 13 (1d20)

>>2459513
We can do better.
>>
Rolled 16 (1d20)

>>2459519
we can do better
>>
>>2459508
>Is being a necromancer that doesn't use undead minions and just gets really good at all the other necromancy style caster stuff viable?

Yes, that's a perfectly viable option. If I had to crudely organize the schools of Necromatic Magic into three 'World of Warcraft style SPECS' there'd be: Frost, Decay/Rot, and Spirituality, with the actual act of making, animating, and controlling corpses to be a class-applied/facilitated trade.
When you shoot bolts of ice and summon dark little storm clouds to ride around on like Goku you're tapping into the more 'natural' elements of miasma and necromancy which will ALWAYS be spiritually 'negative', but not necessarily unconstructive.

>Because we seem to have rather poor luck with the whole "undead minion" angle.

It's a learning process for sure. Don't get discouraged.

>>2459516
>Necromancy seems to be about planning and preparation. Can we do a take 10 thing, where we get a bonus for actually prepping before attempting something?

You can and you can't.
If you find better equipment: a higher quality medium, more ideal lab conditions, fresh ingredients and powerful reagents you can lower the roll requirements (I.E: a 45, 40, 35, etc)
>>
>>2459526
I see. Interesting.

Alright, well Friday it is then.
>>
>>2459526
>It's a learning process for sure. Don't get discouraged.
Fair enough, though I just find undead minions a bit icky too desu. Nice to know there are options. Also not having a bunch of "spiritual pollution factories that have a chance of going feral and trying to kill all the living" walking around because of us could help with PR.
>>
>>2459526
can we make a huge undead construct with a lot of smaller ones?
>>
>>2459526
Rolling for sexy times with cute Bee Women
>>
>>2465985
Huh. I put roll+1d20 in the options field, dunno why it ain't working
>>
>>2465988
dice+1d20, not roll
>>
Rolled 9 (1d20)

>>2459526
Could we make and control ice golems? If we were capable of doing so, would that fall under the "3 minion limit?"

rolling for animal encounter

>>2465985
plz no. Bee women are for family and not sexuals
>>
>>2466214
Ahhhh, so that's why. Thanks anon :)
>>
>>2467694
Please, Anon is my father, you can call me Mr. Anon.
>>
Hey, howdy, hello!

4chan’s Cloudflare Network is down for the moment, so you can post texts but uploading images is a not possible right now.
I'm just letting you know that the Quest is postponed until image is back online: apparently this all has something to do with the French Election?

Jap Moot's twitter: https://twitter.com/4chan?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor

I'm just going to be monitoring the status: worst case scenario the quest will run Saturday and Sunday instead of Friday.
We'll just have to hang out/back for the time being.




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.