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Last post here: >>2459487

Welcome back! Finally! We had some technical difficulties yesterday.
Last session definitely had it's highs and lows: you made contact with the Homunculi Town as well as a community of Goblins (which ended up awarding you new spells, a new medium, a rare MANDRAKE ROOT and relinquished you of your virginity), and you even encountered an entourage of the Cheval's collecting tribute lead by a one Chevalier Mimas.

The last thing you accomplished was the construction (reclaiming) of one of the ruined farm houses over by Honey Hill, but tragedy struck almost immediately as an overnight stay at Honey Hill lead to your chickens being torn apart by Undead and those very same Undead dwelling inside your own house! The encounter quickly devolved when you failed to dominate them- causing a tremendous amount of psychic damage that lead to the discovery of a powerful new psychic spell: Exorcism!

It's been a few days since that happened with you traveling back and forth between Honey Hill and your makeshift lair: Acquire Spells, Build up your Lair, Acquire Minions, Become Powerful.
Your current inventory & lair information: https://pastebin.com/3xnHBDVs https://pastebin.com/xnLhuuRf
Your current spellbook & undead list: https://pastebin.com/tJNzGa4e https://pastebin.com/3W9U0fbG

Your visual inventory has been updated: https://68.media.tumblr.com/0230efe0a7baabb4e74da0f7183360a4/tumblr_p74eboxuvJ1v1ceouo1_1280.png

Accepting Rolls. You get 3 Actions. Actions are d20.
Lets begin! For reals this time!
>>
While I wait for you guys to wander in: here's the region's map and our current location.
>>
Rolled 20 (1d20)

>>2475249
Let's set up some undead defenses. A fence at the least
>>
>>2475286
Guess I'm making up for rolling that nat 1 to dominate the zombies last thread
>>
Rolled 13 (1d20)

>>2475286
well would you look at that

>>2475253
get the undead minions to expand the basement.
>>
>>2475343
We would need to make some first
>>
>>2475286
>>2475343

Good to see you guys again, I'll start in just a moment.

>>2475343
>get the undead minions to expand the basement.

We don't currently have any Undead Minions, remember? We unfortunately failed all our attempts at creating any.
>>
Rolled 75 (1d100)

>>2475371
Meh. I assumed this anon >>2475286 was rolling to make undead.
Gonna roll the d100 to makey bakey undead....ey.
>>
>>2475286
>Let's set up some undead defenses. A fence at the least
>Roll 20/20
>Complete and total success.

You need to set up some defenses against the Undead as soon as possible: before night falls at the very least and before you venture off into the wilderness on some grand adventure for weeks or a month, lest your newly furbished house is once again victimized by squatting, sullied Undead.
Luckily, (well, luck has little to do with it: you have been a trust worthy, good, and dependable person) you have family and friends in the form of Bee Women and they're more than happy to help you in setting up some basic defenses around your house.

With the help of your Bee Sister you plant a line of Sunflowers around your house to dissuade Undead intrusion, further more; you also plant a few sections of Pumpkins in the empty fields cornering the end of your land. You make sure to plant it far enough away from your home so as to not undermine your own work by siphoning the miasma you yourself produce.
>New Lair Feature: Pumpkin Patch: "A field or so of Pumpkin seedlings, they'll grow into a fine crop of Pumpkins in a few months, but in the meantime you'll have to wait.
>New Lair Feature: Sunflower Circle: "A wall of planted Sunflowers line the perimeter of your houses land: dissuading the Undead who despise such bright plants.

Lair Information here: https://pastebin.com/xnLhuuRf

>>2475375
>Roll 75/100
>Create Undead, needed at least 50.

The next thing you do is try once more to create an Undead, specifically: animate one of those Goblin Skeletons you've got laying around in the basement.
You make sure to piece together and collect all the bones, you make some basic attempt to match the same bones to the exact body they came from, you even give them a quick dusting off and cleaning. Basically everything in your power to improve the odds of success lacking any real reagents.
Waving about your Goblin Skull Garland, exhuming the bones with plumes of miasma that smoke and billow out from the empty eye sockets of those skulls- the Skeleton seems to 'breathe' the Miasma into it's body, slowly siphoning and flowing the gas through itself before it rises and picks itself off the ground.
It starts out a little limp, but you quickly acclimatize it's form.

>New Unit: 1 Goblin Skeleton. 1/3 Undead Controlled.

Accepting new Actions rolls. You get 3 Actions. Actions are d20. Create/Dominate Undead is d100
>>
Rolled 8 (1d100)

>>2475480
we can only make small undead, so lets make two more. I want three undead goblin skeletons to help dig a huge hole to stuff all the dead bodies in (assuming we've already cast the preserve spell on them so they don't rot)
>>
>>2475543
FUCK
>>
Rolled 11 (1d20)

>>2475480
Experiment with keeping Will-o-wisps longterm in containers such as lanterns for both lighting and cooling purposesd
>>
Rolled 83 (1d100)

>>2475480
backing >>2475543
but with a much better roll
>>
Rolled 16 (1d20)

>>2475480
I made my undead roll. it's time for action.

if you're not accepting my old roll to make the basement bigger, here's another one.
>>
>>2475543

>Roll 8/100
>Absolute and total failure.

The last skeleton you managed to animate filled you with a deep rewarding sense of confidence, indeed: just looking at it there, standing about, awaiting instructions, a minion of your own complete and total domination and creation by your own two hands truly is something.
You want another one. It doesn't go over well.
You're in a hurry to craft another one: you use miss-matched bones, you don't bother cleaning them, you're pretty sure you even try to use a femur as a humerus. Your shitty, cobbled together, skeleton visible bloats, cracks, then rattles and finally explodes, shattering into a million unusable bone fragment pieces still smothering with little puffs of miasma.

>>2475639

>Roll 11/20
>low end success

You command your Goblin Skeleton to clean up the other one you failed to make and begin experimenting on a different project to keep your mind fresh and not linger on your failures: Will O' Wisps, specifically; what sort of things you can contain them in or what items you might be able to make with them.
You summon a few of varied colours and size and begin placing them in different objects: vases, skulls, pumpkins, and a lantern. The Will O Wisp in the vase creates a cool and icy enclosed space that seems like it would be perfect for freezing food or drink. The Will O Wisp in the skull.. seems to make a basic attempt at trying to 'bond' and possess the skull, but unfortunately fails- there might be more to that, but you'd have to experiment or a new spell book perhaps Placing the Wisp inside the Pumpkin simply kills the Wisp. Well, snuffs it out at least- it ceases to be a Wisp.

It isn't until you place a Wisp inside a Lantern do you make an interesting discovery:
>Paranormal Item Created: Wisp Lantern: "This Wisp powered lantern is cool to the touch and not only shines a dull blue light but it reveals ethereal beings exposed by it's light, replicating the effects of "Sense Undead". Wisp Lanterns allow normal individuals to see ethereal or otherwise invisible supernatural beings."

>>2475641
Your action next/incoming. One moment.
>>
>>2475766
>Wisp Lantern
Nice, could be worth selling to friends like the Bees, En, or Homunculi

>Wisp possessed Skull
Floating skull minion? Yes please
>>
>>2475641
>Roll 83/100
>Above average high end success.

Admiring and basking in the dull, cool, glow of your Wisp Lantern; you calm down, you collect yourself, your confidence is restored, and you feel ready to once again try and animate another Goblin Skeleton. Hopefully this one will be more successful as you've already destroyed 2 skeletons and you're slowly beginning to eat through your available resources- it can be difficult to count how many 'complete' skeletons you have.

You go through the motions once more: cleaning the bones, piecing them together, arranging them on the floor, before you grab your medium and begin the processing of 'gassing' the skeleton before you. The miasma flows out, it quickly snakes around and begins to vapor over the skeleton before slithering and becoming exhumed inside the bones. Thankfully, everything goes according to plan and another fully functioning Goblin Skeleton is animated.

>New Unit: 1 Goblin Skeleton. 2/3 Undead Controlled.
With two skeletons animated you begin to feel the slight psychic strain they pose on your mind, you're positive you could command 1 more though, but anymore than 3 and your mind would begin to slip, you'd lose control of one you'd already dominated, and quite possibly even hurt yourself.

>Freebie, because we missed yesterday's session.
>>2475677
>>2475343
You command your two Skeletons to take the farming tools you looted from the zombies n' skeletons that had infested your house and begin working on expanding and digging out the basement of your Farm House into a larger, more appropriate lair. (If you like you can provide a basic ms paint floor plan or something. Our current lair looks like this: https://68.media.tumblr.com/003183fe5ba787adb8787d051cad98e9/tumblr_p75janES8d1v1ceouo1_1280.png ) The Goblins even in death are expert diggers and wordlessly get started on the task at hand with unexpected speed.

>>2475803
>>2475766
Right, for what it's worth: you can make more Wisp Lanterns, I didn't mean to imply you could only have one if any of you thought that, so selling them is completely viable/possible.

Accepting new Actions rolls. You get 3 Actions. Actions are d20. Create/Dominate Undead is d100
>>
>>2475815
Use Wisps with vases to make some tiny refrigerators.

Is there a god we can worship, more appropriate for us than Scylla?
>>
Rolled 79 (1d100)

>>2475815
One last skelly gob!
>>
Rolled 16 (1d20)

>>2475815
Experiment with the frozen slime

Hopefully in time we can create our own slime farm. They're ideal for cleaning bones and waste disposal.

Also traps
>>
Rolled 19 (1d20)

>>2475815
>>2475846
Forgot to roll
>>
>>2475857
>Roll 79/100
>One last skelly gob!

Your strength is beginning to fade, but you think you've got one more animate skeleton in you (not literally, well, maybe.) and so going through the motions one final time: clean, assemble, piece together, and exhume.. You feel a little shakey, your hand reaches up to clasp the side of your temple, but you're thankfully able to wrestle mental domination over another and final arisen Goblin Skeleton.
>New Unit: 1 Goblin Skeleton. 3/3 Undead Controlled.
>Minion limit reached. Become more powerful & find new spell books to dominate more Undead.

You now possess 3 Goblin Skeletons at once: commanding them takes a moment to get used to, you're essentially feeling and loosely experience what 3 puppets are doing at the same time and multitasking like that is something that requires a certain level of mental experience you've yet to entirely master, but you're managing.

>>2475846
>>2475866
>Roll 19/20
>Construct a Wisp Fridge

You're exhausted from animating all those skeletons: you quickly go back upstairs and begin fixing yourself something to eat to restore some of your blood and recuperate the mana in your body before your head gets dizzy. You go through the last of the only eggs you collected from your deceased chickens, bake some of the vegimites, with a side of milk and honey biscuits from the Bee Women. You keep the rest of your food and drink cool and preserved in several empty clay pots once used for cereals: placing a small wisp in each to hover in the middle, making sure to keep it in a dark place so the sun doesn't kill it.
While eating you idly think about finding a new God to worship -one perhaps 'okay' with your line of work-, but without access to a Shrine or direct divine intervention you sadly have no means of learning or knowing a 'new name' to pray to. You'll have to go out and look or ask around the next time you're on an adventure.

>>2475861
Slime time next, inc.
>>
>>2475965
So we can't randomly decide to pray to a goddess named Nando Adiletta?

Dang
>>
>>2475965
>Necromancer God
Sounds like something to research when we go to Cheval

Also I'm curious, are any of the three Cyclops God Children still around in this modern day and age?
>>
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>>2475965
here.
>>
>>2476009
>>2475965
Ah fuck. Should have also mentioned putting an extended roof, but that's for later. The Will O' Wisps outside will have to wait until a better roof can be made.

Oh and up. that little area in B2, in the bottom right corner. Gonna stuff all the necromancy stuff in B1 there. B1 will mostly be empty then for either future expansion, storage, etc until the B2 can be built.
>>
Evening, sorry I'm late.
>>
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>>2475861
>Experiment with the frozen slime
>Roll 16/20
>High End Above Average Results.
>+Rolling with advantage: Goblin preserved it.

It isn't until the next day - your defenses thankfully working perfectly - do you remember you have some frozen slime samples you could be experimenting with, so after a quick breakfast of butter, bread, and pan-fried vegetables you scuttle down into the basement to begin your experiments.. Commanding your skellies to momentarily quit all the racket so you can concentrate.
The slime sample is perfectly preserved: it's completely undamaged by the storing process (thanks in no small part to your Gobbo 'boyfriend') and sliding it into a larger container you unthaw it with little issue... The slime's container is dampened and you place a few beads of honey in the hopes the sweet treat and moisture will revive it.
You get lucky. It takes a few hours, but eventually the slime comes back to life, taking a moment to reform and repair it's outer layer -inflating into a sagging cube in the process- before sliding over to absorb the honey and water droplets for much needed sugar and moisture.

>New Lab Equipment: Small Slime Jar: "A jar containing a small slime cube. It's small now, but you'd best keep an eye on it: feed it and it'll grow, neglect it and it'll starve."

This slime could prove to be exceptionally useful in the future: Slime Cubes make for excellent waste disposal units, they reproduce asexually so you can just cut it in half and make more, they thrive in the dark, damp, conditions of a traditional dungeon and if it becomes too much trouble you can simply freeze it or kill with with fire or salt- had you some salt that is.

Accepting new Actions rolls. You get 3 Actions. Actions are d20.
>>
Rolled 1 (1d20)

>>2476068
There are other buildings beside the one farm house right? Fix them up and see if they contain anything interesting in the process.
>>
>>2476009

I can work with this.
Expect the map to be updated next week a long with the other drawings.
You other guys are welcome to do your own ms paint or whatever lay out if you want to add your 2 cents.

>>2476062
>Evening, sorry I'm late.

No worries, always happy to see more people.
>>
>>2476081
Welp, looks like it'll be one of those nights for me.
>>
>>2476068
If >>2476081 is correct, maybe not fix them up but definitely explore them and loot anything useful.

Otherwise go back to the commune and grab another task. I assume we increase our necromancy power level through adventure.
>>
Rolled 15 (1d20)

>>2476068
>>2476096
I forget to roll a lot.
>>
>>2475249
>Your current inventory & lair information: https://pastebin.com/3xnHBDVs https://pastebin.com/xnLhuuRf
>Your current spellbook & undead list: https://pastebin.com/tJNzGa4e https://pastebin.com/3W9U0fbG
Is it just me or are these pastebin links not working?
>>
Rolled 14 (1d20)

>>2476081
>see if they contain anything interesting in the process
>fight monsters

>>2476084
rolling to practice using the sword we found
>>
>>2476107
Working fine for me.
>>
>>2476068
Feed the slime our leftovers daily and assign a goblin skeleton to take over feedings when we're away.

Do I need to roll for that?
>>
>>2476107
>Is it just me or are these pastebin links not working?

I just checked them twice both on chrome and firefox (logged off of my pastebin account) and they both seem to be working, so I don't know what could be wrong with yours.

I'll taking these actions in just a moment. Inc.
>>
>>2476107
>>2476116
Never mind that question, still waking up and wasn't paying attention and mashed the two separate links together by just copying the whole line after the colon.
>>
>>2476081
>There are other buildings beside the one farm house right? Fix them up and see if they contain anything interesting in the process.
>Roll 1/20
>Complete and total abysmal failure.

With there still being some time left in the day you pack a few things, instruct one of your skeletons to take care of your Slime in it's jar >>2476124 and go out on a quick adventure to salvage and rummage through anything of interest in the surrounding area around your farmstead. The Honey Hill ruins, after all, is an entire community of ruins- you're just squatting in the one still standing.
That was weeks ago.

Cliche as it may sound: looting through one of the houses you accidentally dislodge a slab of heavy clay from one of the houses frameworks and while it narrowly misses landing on your head: it crushes your leg, twisting it back unnaturally and snapping it. You let out a noise you didn't realize you were capable of making and squirm on the ground in horrid, unbearable pain. Laying there, trying to calm yourself, the realization that your Skeletons are too far away for you to assign them new telepathic orders causes you to mildly lose it: you scream, you yell, you call out for help.

You spend a few hours desperately trying to cast "Stolen Word" on any Rat, Bug, or Bird that you can grab, but they're too fast and they're too small: each time you cast it you end up killing the creature and your leg is 'snapped' and 'cracked' back into place in excruciatingly painful increments.

You're eventually saved -spending a horrifying night outside and exposed, that you won't spare the details on as it amounted little to hiding and pretending to be dead- by the Bee Women whom call over several of their kind to carry you back to Honey Hill where they see to your wounds. They unfortunately refuse to "bring you a medium sized animal to transfer your wound", so nearly a month of your time is ate up being taken care of them and being healed by their herbal remedies n' poultices.

Your leg, does, though, eventually get healed perfectly- but not until a few days after you return home: trapping a live deer and transferring your wound onto it before killing it for food.
It was a crazy month to say the least. (4 months remaining for your Chatel invitation, btw).
>>
>>2476271
I didn't know we had that much time for the invitation. We might as well go there.
>>
Rolled 18 (1d20)

>>2476271
Oh shit I forgot about that invite. Let's get it over with, before we get powerful enough that they expect something from us.
>>
Rolled 20 (1d20)

>>2476271
>(4 months remaining for your Chatel invitation, btw).
We traveled back in time one month! Might as well answer that summon btw.
>>
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>>2476287
>>2476386
>Head to the woods. I'm taking the first roll though. That 1/20 really messed up the pacing, gommen.

>Roll 16/20

Finally getting back to your home you make sure it's still there, how your slime is doing, and what your skeletons have been up to: They finished digging out your lair and stopped doing so the moment they were finished, your slime, though, is excellent quality and you transfer it to a large clay pot.

You leave your skeletons at your lair to guard the place (You couldn't fly with them anyway and if push comes to shove you can just sever your link at any moment and they'll turn back into real-dead guys), packing some things for the road/sky, conjure up a Dark Cumulus, and finally begin your journey to the Cheval Mallet Estate to see what those mysterious benefactors wish of you.

>Rolling Encounter Tables.
>Roll 42/100
>'Even' Encounter.

Just outside of Hemlock Ruins, passing over the fields, rubble, and ruin- just beside one of the old walls that had surrounded and shielded the community do you make out two figures with a small, discreet, camp: there's too few of them to be that Gnomish trading party you know of, they don't have the 'build' or elongated head shape to be Orcs, and don't have the right skin tone to be Homunculi or Changeling.
You think it's a small party of adventurers, specifically: Humans. This is just your best guess though.

What do you think you should do? There's an equal chance they could be friend or foe (even if they are Humans): you know all too well how fickle adventurers can be.
Accepting new Actions rolls. You get 3 Actions. Actions are d20.
>>
>>2476386
>>2476401

I promise to use these fat rolls for something before this session ends.
I had dinner and we got a 1/20, so I'm all messed up.
>>
Rolled 3 (1d20)

>>2476403
Zip down and see if they're friendly

Time to sell them some Wisp Lanterns
>>
>>2476403
Cautiously approach and try to get more information about them without being seen.

Can I use this roll? >>2476401
>>
Rolled 12 (1d20)

>>2476422
If not.
>>
>>2476420
>Zip down and see if they're friendly
>Roll 3/20
>Failure just short of complete and total.

Trying to remain discreet and with all the stealth you're capable of commanding you putz your little cloud down closer and closer, inch slowly forward and making sure your presence remains inconspicuous- you're just a happy little rain cloud gently floating across the sky and.. down.. to the ground.. Because you're heavy with.. Rain. Yes, that checks out.
However: you end up leaning maybe a little too far over your cloud in a crude attempt at spying (something your class lacks proficiency in) and unfortunately your purse ends up slipping out of your tunic and tumbles down into the foliage of Hemlock Ruins below. Gone. And while this doesn't reduced to rags and poverty- you have, though, just lost all of the spending money you took with you.

>>2476422
>You can use that roll
>>2476401
>Roll 20/20
>Get information without being seen.

Luckily for you the rest of the reconnaissance mission goes without a hitch.
From the seclusion of your cloud you manage to spy the members of this small adventuring party: They're not Humans, they are in fact Amazons. One of them is a stupid-massive warrior or fighter of some kind clad in a fur sarong, boots, gauntlets, their armor resting beside them (because normal people do not wear their armor while at rest, obviously) nursing a drink from a mug bigger than your head and tending to the cooked leg of an animal. The other Amazon is a few heads shorter, lean, but still far more muscular and larger than yourself, unfortunately. The smaller one seems to be wearing some sort of layered, segmented, robe or shawl? You scoot in a bit closer to see if you can make out any details and you notice she has burned wrappings covering her hands, feet, with an uncovered face- possibly a Pyromancer.

The two of them eat a bit of lunch, drink, the Pyromancer smokes (you find that funny), and openly discuss various plans: finishing their crawl of Hemlock Ruins, visiting Commune #9 to resupply, going on a hunt through the Termite Mound. The little one seems interested in the Rotwood, but the large one (she could be male? You're not sure) thinks it's best to avoid the place.
You get the feeling they're Monster Hunters.

What should you do now? New Actions accepted
>>
Rolled 13 (1d20)

>>2476535
Approach and try to strike up a conversation.
>>
>>2476544
Supporting with a hopefully good roll
>>
Rolled 10 (1d20)

>>2476615
....maybe if I actually rolled....

wonder where everyone else is
>>
>>2476544
>Approach and try to strike up a conversation.
>Roll 13/20
>Fortuitous Results.

Not sensing any malicious intent out of the two you slowly hover down to a safe but visible distance from them and make your presence known.
The larger Amazon is openly cautious about your presence and calmly, but purposefully pulls her massive weapon -just an ugly impractically huge mass of metal in the form of a sword- just a bit closer to wielding range. The Pyromancer, is extremely curious but cautious to see you and is the first to hail you.
You greet her in a few short words and the tension seems to dissolve immediately once they seem to recognize your accent. The Warrior goes back to nursing her drink, reclining and easing her muscles, but the Pyromancer comes to greet you personally.
"Hello! Hello! Oh my goodness, hello sir! Sir Human!" her smile is warm and contagious, "I apologize, this will come off as offensive but we thought you were a Zombie: we've never seen a White Human before, I mean, just look at your skin! Look at how pale you are! That's amazing!" She leans in a little closer and begins grilling you with questions: you tell her your from the River Lands, you're an 'exorcist', etc.. etc.. the usual details.

The two of you exchange various details of your adventures- it seems they're the two who took care of the Trolls up north, so there's that question answered for you. The larger one doesn't say much, but she? passes you some meat and becomes content when you accept and eat.

You could stay and ask them things- maybe even join the party and go on an adventure with them briefly since they're headed to the Termite Mound before they go to Commune #9 or you could excuse yourself early and just continue on your mission to the Chatel Estate. It's up to you. Accepting new rolls
>>
Rolled 15 (1d20)

>>2476535
Get our money back
>>
>>2476617
>wonder where everyone else is
Good question. I don't have an answer so I'll just have to stick here and try to keep things rolling.
>>
Rolled 11 (1d20)

>>2476686
My old roll >>2476688 and sticking with them for now. It would be a good excuse to check out the termite mound in relative safety.

Fire & Ice my dude.
>>
Rolled 15 (1d20)

>>2476686
A quick detour to make new friends seems fine. Ask about accompanying them, noting we've done some work for Commune #9 and could help introduce them. Also offer our skills with healing.
>>
>>2476737
Also, yay Amazons! I actually cast my vote for wizard because it was going to be in Amazon land.
>>
>>2476686
aw shit yea party up
>>
>>2476706
>>2476737
>>2476749
>Team Up

Ultimately you decide a quick detour to make some new friends and go on a quick side adventure wouldn't be such a bad thing and even if they're not strictly speaking the same race as you: it's been a long time since you've left home and the company of even a 'vaguely' human-like species would be welcome. The feeling seems to be thankfully mutual, "We weren't honestly expecting to see a live Human out here, it's mostly just been Gnomes and Changelings, so you're quite the welcome surprise.. I don't even think you've seen a White Man, have you?" The Pyromancer turns to her partner and the larger amazon shakes her head, "Never."
Once the obligatory racial conversation is finished the three of you finish a quick meal and then begin to orient your parties chemistry: a round table of "you show me yours, I'll show you mine" commences, with them eventually placing you as the role of party support and healer: >>2476737 You also find out that the larger amazon is a 'Berserker', which gives your particularly unique move set added utility given the fact that her massive, muscular, rippling and towering female? body is specifically trained to handle and power through direct damage and wounds- brutalizing enemies that draw close in the process.
Still no word on if she's a boy or not though.

>>2476688
>Get our money back
>Roll 15/20

Before you three pack things up, you want to get your purse back.
You remember where you dropped it, but find out that it's tumbled between a few pieces of rubble: both you and the Pyromancer try slinking your skinny arms through the cracks and crevices between the clay and stone, but simply can't reach it.
The Berserker gently pushes you two out of the way, squats down, and lifting with her legs just cabertosses everything out of the way- picking up your little purse from underneath the now cleared mess and returning it to you. "Don't drop it again."


Arrival at the Termite mound INC next post.
>>
>>2476848
Ask if the Berserker will marry us
>>
>>2476898
keeps the knuckle bones in the pocket anon
>>
>>2476898
no more knuckle spilling please.
>>
You know, I really think we should try to legitimately latch on to the exorcist angle. As we've seen with the Creeps, the Poe and what happened to our poor chickens uncontrolled miasma and simple undead can be very dangerous. Who better to keep that sort of thing in check than some one with an affinity for that kind of magic. All that literally falls with in our domain and if we are a decent responsible person we should think about how we keep it from getting out of hand much like, for example, a Pyromancer should consider how to not accidentally burn down towns they are in.
>>
>>2476848

With all the nits and grits out of the way your motley party of three make their way to the Termite Mound thirsty for a good ol' fashioned Dungeon crawl.
You can't fit everyone on your cloud and it would be rude of you to just speed off to meet them there at a later date, so you instead opt out to be as polite as possible and offer up the Dark Cumulus as a luggage mule. Both of them greatly appreciate this, the Pyromancer pays you a compliment, "that's awful thoughtful of you- we don't really have a habit of taking pack animals or laborers with us anymore." The Berserker shakes her head, "Kept getting ate. Very sad." She turns to you, "Not by us." She trips over her own words and drops the topic. The Pyromancer laughs loudly and reaches into her robes for a smoke- lighting it with her thumb.

You see the Termite mound long before you arrive at it- it's a towering sky scraper compared to the buildings you're used to and you admit to the three of them that you've never seen such a tall building before, asking them if they're sure it was made by termites and not people. The Pyromancer takes a drag of her smoke, but the Berseker interrupts her before she can speak, "Yes. Bugs are good at building" completely ignorant of the pacing of the conversation.
Slightly annoyed, the Pyromancer elaborates, "Insects are more resistant to miasma, so they've just been nibbling away at the RotWood for centuries now with little competition." She waves her hand forward, pointing, "We're just headed to the largest one, but there's smaller ones all over the place around here. None in the Rotwood itself-" The Berserker finishes the Pyromancer's sentence for her, "Bugs are afraid of Ghosts." That isn't technically wrong.

You all finally arrive safely, resting a few acres just short of the Termite Mound, you can physically the vibrating mass of insects under the ground beneath you. The Berserker thanks you for the cloud and pulls out her luggage to begin the process of tying, slipping, and fastening her segmented armor onto her body -which you will admit, you watch longer than maybe you should have, but she doesn't seem to take offense and indeed asks for your help with some of the straps she can't quite reach- Meanwhile, the Pyromancer finishes her smoke whilst going through her Spell Book and the various Scrolls she keeps rolled up and folded inside of it. "Right, sorry, you should prepare some of your spells, uhh..." she trails off, fishing through her bags. "I'm not sure what reagents you need if any, but I've got some herbs and some extra candles if you need them.."

You're about to enter a Dungeon.
You'll get 1 instance to set up a spell list, your spell book is here: https://pastebin.com/tJNzGa4e You can prepare 14 Spells so far. (until your party rests or leaves)
You might want to prioritize support and healing since it's what you signed up for.

Accepting new Rolls and Prepared Spell Lists. Then we'll start crawling.
>>
>>2476972
>https://pastebin.com/tJNzGa4e
Question, can frost armor be cast on others and would it interfere with the pyromancer's casting?
>>
Rolled 2 (1d20)

>>2476972
>>2476982
Oh and can we ask our companions what they know about the mound and how they want to handle it?
>>
Rolled 5 (1d20)

>>2476972
Spells:
4x Stolen Word
2x Hush
2x Frost Armor
2x Dark Mass
4x Ghost Hand
lots of ghost hand to spook them

rolling for ooga booga
>>
>>2476982
>Question, can frost armor be cast on others and would it interfere with the pyromancer's casting?

Yes, but results would vary.
If casted on the Pyromancer it'd gradually melt off once she began casting.
If casted on the Berserker it could do some good, but you'd be casting it on a foreign body: you're used to the cold you produce, so you could end up harming her. It'd require more 'intimate' knowledge.
>>
>>2477006
that and our clothes protect us from the cold
>>
Rolled 2 (1d20)

>>2476972
>https://pastebin.com/tJNzGa4e

>4 Dark Mass
>4 Stolen Word
>1 Frost Armor
>1 Will o Wisp
>2 Ghost Hand
>1 Frost Breath
>1 Endothermic fire

Come on need some good rolls to balance the others out

>>2477011
Spell says the Frost Armor actually forms under clothing like a second skin
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>>2476990
>>2477004
>>2477015
R.I.P.

I'm sorry
>>
>>2476990
>>2477004
>>2477015
looks like we're in for a real tough fight guys. it's a good thing we wen't with some help.
>>
>>2477006
Hmm

>Will O' Wisp
To light the way.
>Frost Armor x2
To protect our self and maybe an ally if they think they can handle the cold or if the alternative is worse.
>Stolen Word x2
>Dark Mass x4
To keep things going when the going gets tough.
>Dark Cumulus
For emergency getting off the ground or hauling out loot.
>Endothermic Fire
Typically a useful spell we might need.
>>
>>2476990
>>2477004
>>2477015
>Roll to Ooga Booga
>Noted

The plan is explained thusly: The three of you will venture down into Air Columns -fighting any creature that gets in your way until you reach through to the Fungus Combs and therein the Termites Larder: which will hopefully contain the first opportunity for loot. From there, depending on the severity of encounters; you will either flee the way you came or delve even deeper to the nursery in search for further loot (mostly eggs). The Pyromancer doubts the party will be able to or need to push into the queen chamber, but if it turns into a cake walk they'll consider it.

-First Chamber: Air Columns-

It's not a cake walk.
The Berserker heaves her massive sword and thrusting her shoulder forward smashes open a breach in one of the Air Columns entrances that's large enough to allow access to their towering muscular bodies. You can feel the ground begin to vibrate and the Berserker grins from ear to ear, "Bugs didn't like that" indeed they didn't: a swarm of 28 termite workers and 6 termite soldiers come forth to the defense of their mound.
>Berserk rolls a 13, Pyromancer rolls a fucking 1.
The encounter starts off very strong with the Berserker raising up her enormous sword and like a pendulum letting it swing long and low to cut through the horde of termite workers in one swift motion before bringing her blade back up, tilting it, and slamming it back onto the floor of the mound to disorient them and discourage the others from advancing. However, the termite soldiers in the back begin to pelt her with acidic spit- she yells at the Pyromancer to take care of them before the overwhelm her.
You're used to doing everything yourself though: simultaneously you cast Ghost Hand to crush the Soldiers while she raises her hands to spray out a barrage of incendiary fire, but the only thing the two of you accomplish is smothering each other's spell attacks. Frustrated, the Berserker decides she needs to end this encounter as quickly as possible: she lowers her body, centers herself, and grabbing the length of her blade to half-sword it, and bull rushes her way violently forward to gulliotine her way through any remaining termite workers until she's cleaved past the soldiers and embedded herself into the wall beyond.

You and the Pyromancer run over to her aid, but the floor has been weakened by the weight of the Berkerser and her rampage. The floor cracks, shatters, and the Pyromancer shrieks and falls through down to the floor below you two.
You try to cast a quick n' sloppy Dark Mass but your casting is interrupted: The Berserker grabs you, holds you under her arm- stuffing you in her armpit, and marches over to the hole "We go down. Save Pyromancer. Hold me tight."

Another encounter incoming. Make New Rolls. Gonna go save the Pyromancer.
>>
Rolled 1 (1d20)

>>2477100
oh man
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Rolled 3 (1d20)

>>2477100

>>2477111
OH GOD WHY
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>>2477111
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>>2477111
ok no more rolling sorry

I didn't mean to kill the pyromancer
>>
Rolled 5 (1d20)

>>2477100


>>2477111
Ooph.
>>
>>2477111
>>2477112
>>2477118
Uh... hey we still have that unused 18 from earlier right?
>>
>>2477100
>"We go down. Save Pyromancer. Hold me tight."
>>2477111
>>2477112
>>2477118
she fucking drops us and we get lost in teh mound. thats just dandy.
>>
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>>2477114
you know you fucked up when the QM themself responds
>>
>>2477111
>>2477112
>>2477118

>Roll 1/20
>Unquestionable failure.

-Second Chamber: Fungus Combs-

You are Bebeshebekk, the Barbarian, and this is by far the worst Dungeon Crawl you've been on yet in copse, this was supposed to be a quick smash and grab: get in, get some rare reagents, squish some bugs, get out. Seila, the Pyromancer, fucking dropped through the floor, but luckily there were only a perhaps 5 workers and 3 soldiers to fight which Seila had already killed most of herself.
You dropped the boy though.
You were sweaty, he's quite small, and it was dark and you dropped him. You fucking dropped him. You have no idea where he is, whether he's alive or not, the drop could have killed him and if that didn't then the Termites almost certainly would have torn him to pieces provided they find him- Which is likely because below this level is the Queen's and then the Brood's Chamber.
It's shame you greatly, but in times like this you remember the words of advice your father gave to you concerning adventuring and pre-martial sex: know when to pull out. You grab Seila and you climb out of this mess, all the while cursing your cowardice and clumsiness. This is exactly why you do not bring others along. Every time. Every single time.
You pray to Gog'Magog: both to forgive you of your lack of bravery and in hopes that fate might be kind to the boy you callously abandoned in that wretched pit.

>Uh... hey we still have that unused 18 from earlier right?
>You're right. We do.

-The Pit-

You're back to being you.
Your entire body is sore and incredibly stiff, you're laying on your back in the dark to what feels like the shore of some body of water- the cool water immersing the lower half of your body.
You notice your head is resting on someone laps: one of their long, thin, hands is gently clasping your chest while the other is stroking your head.
"Are you wake?" Their meek voice whispers to you in like cent piece falling down a well.
You're a little chilly, but an overwhelming sense of comfort is sustaining your dazed body.

Accepting New Action Rolls. You are no longer in combat.
>>
Rolled 5 (1d20)

>>2477161
rolling to not spill the knuckles
>inb4 they flew everywhere when we fell
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>>2477161
Take stock of the situation

I ain't rolling anymore
>>
Rolled 16 (1d20)

>>2477161
Ask what happened and try to check for any injury.
>>
>>2477169
Maybe you should? Maybe you've finally burned off that bad luck you had? I've had nights where I had a bad streak but then rolled well when it really counted. Like when I got the chickens killed but then turned a near fatal crit fail on controlling undead into exploding all their heads and getting a new spell.
>>
Rolled 6 (1d20)

>>2477174
lol I was the one who rolled the nat 1 for the dominating the zombies that led to the exorcism

but if it's another 1 I'm hiring a darkweb hitman to hunt you down
>>
>>2477180
Well that 1 on the zombies worked out! I think we might work out a system. You roll absolutely terribly to create tension and garner QM sympathy so other people can roll decently or well to achieve a dramatic reversal that works out great for us.
>>
>>2477168
>>2477171
>Roll 5/20
>Don't spill your knuckle bones.

You give the stranger the three W's: where, why, and who.
The stranger thinks carefully about what they're going to say, thoughtfully stroking your head before you hear them suck in air and their raspy voice lists of the answers,
"This is the Pit. I saw you slowly float down on a funny black cloud >>2477034 and drop into the lake. I drew you to the shore and now you're in my lap."
You ask them why you're in their lap.
"You're the most beautiful thing I've ever seen."
You quietly hear your knuckle bones dropping from the chamber above- landing with a pit and patter into the pool before you.

>>2477171
>Roll 16/20
>and try to check for any injury.

It's too dark to see anything, it is in fact utter and complete darkness, so had you the strength to move your arm you doubt you'd be able to wave it afront your face to see. You tell the stranger to mind your face while you part your lips, yawn, and spit out a quick Wisp to illuminate the world around you.
You're immediately made aware of your strangers porcelain pale face. A figure with nearly luminescent white hair that's long, dry, and damaged- they wear what seems to be their only possession: a large black robe of almost molded shadow thrown over their body like a shawl, but having been stretched and moved lower- opening the collar and exposing their emaciated body so you might have something to rest your head on. You wouldn't say their hideous to look upon, there's a certain morbid but delicate beauty to them, like a spiderweb or melted wax.
The pupils of their deep, sagging, drawn out eyes expand dramatically in fear when they see the light, but their concerns are just as quickly resolved, "This light doesn't hurt.. Amazing, you're amazing!" They smile so wide their eyes wince and cause their veiny face to crease with delight.

>>2477180
>>2477169
>Take Stock.
>Roll 6/20

You wouldn't say you're scared, but you absolutely do not know what the fuck is going on.
Looking around it seems like you're in a large cave chamber underground; hollowed out at one point by an aquifer or something just underneath the Termite Mound.
You're feeling a little better.

Accepting new Actions.
>>
>>2477213
an ideal customer for a Wisp Lantern (if we had a lantern to give)
>>
>>2477213
Ask who she is and (if it's not too intrusive) why is she down here.
>>
we could probably find the Amazons back at the Commune if we get out of her soon enough. Or at least find a way to contact them if we're so inclined
>>
Rolled 17 (1d20)

>>2477218
You know. There's something about her....ah right. Something tells me she doesn't have any money to buy a lantern, nor do we have any container for one. Actually do we have one of those hip lanterns? I can't remember if it was this quest or another that had them.

>>2477213
ask the lady if there is a way out?
Rolling to find an exit besides the way we came. or actually using the cloud spell to escape the way we came. Does the stranger want to come along?
>>
>>2477225
>if we get out of her soon enough
Well we have to get in her before we get out.

More seriously, yeah I'd like to let them know we're ok but I don't think we'll have too much trouble catching up to them if we conjure a cloud to ride. I'd like to proper introduce ourself with this fine individual here and thank her for stopping us from drowning. On that note..

>>2477220
Addendum: Introduce our self.
>>
>>2477236
I don't think she could safely venture out into the daylight. I'm pretty sure she's probably some sort of undead. Getting to know her a bit so we have another contact before running off could be a good idea.
>>
>>2477245
That explains it. I bet you're right on the dot about her being undead. probably an intelligent free zombie.

>>2477213
maybe we can leave the mound at night.
>>
>>2477220
>>2477239

You introduce yourself to the creature: you tell them your name, where you're from, what happened to you, and why you're here. They close their eyes, nodding thoughtfully, while listening quite attentively to every detail. Their body slowly starts rocking back and forth, they begin to become drowsy, crackling out the words, "I can't believe how warm you are. It's crazy." before you finally finish your story.
"Sounds like quite the adventure. I'm happy you made it out safely." You thank them for their effort in that part and it seems to embarrass them- their voice cracks and an awkward coughing laugh escapes them. "No, no.. No."
You ask them who they are and they once again have to think about what they're going to say.
"I know my job title, but what's my name.." they eventually just tell you, "I'm a Monk of The Pit."

>>2477236
>Roll 17/20
>Ask them for a way out.
>Roll 17/20

Their face sinks when the topic of 'a way out' is mentioned and they have trouble hiding what feels almost like rejection.
They spend an awkwardly long period just holding onto you before a long, sad, unhealthy sigh escapes their pale lips, "No, no, it's the right thing to do. I'll help you."
They.. They say that, but even with your body having only partially recovered: you have to help them back up, grasping their long skinny hand, mindful of their untrimmed nails. They lean against you, and grabbing onto you they rise to their shakey feet and can't help but giggle. "Y-you're so warm! So warm! How are you so warm?" You don't understand, but their disarming, quivering broken up laughter is endearing.
With the two of you leaning against and holding one another The Monk leads you to the far end of the other side of the pool. There, there stands a small shrine: three stacked stones holding a small cracked saucer containing a small driblet of pure black liquid, a little inlet within the wall used as a sleeping quarters, and a flat area around it strewn with a few insect shells and fish bones.

"Hah! Tricked you! I trapped you in my room!"
Nothing happens but silence. They cough, "Just kidding~" They manage a weak laugh and begin pulling their weight a little better. "I'm sorry, that was mean. I can walk. I don't get much company down here."
Still holding onto you they point to the opposite end of the pool- where you had actually just been brought from. They tell you there's a cave system that leads up to the surface, if you follow it straight through you should reach the surface in a few hours or so with no issue.
"Or.. You could stay and we could.. Have some tea maybe.."

You may now roll for new Actions.
>>
>>2477289
Have some tea. It's only polite. Ask who the shrine venerates.
>>
>>2477289
Fuck it. Let's try for some tea. Did we bring any food with us?
>>
Rolled 15 (1d20)

>>2477294
Also, try to subtly use sense undead to confirm suspicions.
>>
Rolled 11 (1d20)

>>2477289
Offer to create a Wisp Lantern for them
>>
Rolled 14 (1d20)

>>2477289
are we restricted to the spell slots, or are we free to cast whatever spells we cant now?
>frail body
>insect shells and fish bones
Either she's a vampire or she has a phobia of the outside world. Then again if she were the former then we'd already be a husk.
rolling to gently ask her why she hasn't left this place. also share food.
>>
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>Tea Time.

You're not in any hurry: you're pretty sure your friends think you're dead, so you've got plenty of time to stay and have some tea with the strange new friend you've just made. It's funny, but you quietly feel very thankful to all the people who've met and the friends you've made a long this odd journey.

The Monk is delighted to hear this and they gently seat you with the best rock they have while they go tend to the needs of their new guest. You watch them quite methodically because frankly, "What the fuck are they? Who is this? What is this?" The Monk shifts their robe around and ties it back on- bashfully peeking over to make sure their gaunt body wasn't exposed in the process.. Before they fetch a few things: they fetch water in an old tarnished kettle, lay two stone-wear bowls, and using one of their long nails draw a perfect circle on the cave floor. First Try. Before they set the kettle on it. They then grind up some dried mushrooms into each of the stone bowls and the two of you wait for the water to boil.

>Also, try to subtly use sense undead to confirm suspicions.
>roll 15/20

You decide you're just gonna be that guy and activate your 'Sense Undead'.
Their presence is a deep, dark, shadow with an even truer, empty, 'pit' where their heart would be. Their presence is so black it illuminates the darkness around you. This is unlike anything you've ever seen before and to gaze upon them with your paranormal senses feels as though you're being pulled into them through your eyes out of sheer loneliness. There is something deeply wrong with this creature. You are unsure if they're alive OR undead.
Teas done though.
They notice you've been gazing at them and take it as flattery, hiding behind their robe a little while they pour the hot water and serve you your tea. It's warm and nourishing, but extremely bland.
You share some of your food with the creature: some slices of vegimite and a honey biscuit- They happily eat the vegimite with no issue, but the biscuit is so sweet it physically repulses them and they apologize profusely while trembling and swigging down their tea to cleanse their palette.

>Offer to create a Wisp Lantern for them
>Roll 11/20

You'd like to thank them for their kindness, but you have little to offer: you don't think they'd be interested in money, you've already shared your food with them, the thought of kissing is.. a morbidly exciting prospect, but you think the best thing to offer them is your Wisp Lantern. You only have one on you, but you can just make another one it isn't a big deal- that and down here in perpetual darkness a Wisp lantern could last for DECADES.
Handing the item to them, they clutch it closely in their gaunt arms, "Such generosity, I'll cherish it. Thank you, truly." You're quietly becoming addicted to the sound of the Monk's sweet voice: it's this raspy shrill whisper caught between holding in a cough and on the edge of crying. It's lovely.

One more inc.
>>
>>2477294
>Ask who the shrine venerates.
>>2477342

You ask them about their shrine.
They set down the slice of vegimite they had been daintily nibbling on and peer over to it beyond the light of your little wisp. They seem confused, picking the little vegimite piece back up, taking a tiny bite, trying to collect their thoughts. You've come to expect this kind of thing out of them, but you having actually mentioned the shrine causes them a progressive mixture of both trembling distress and dishevelment to possess them.

They inhale deep, to the point of holding their breath- their robe sinking slightly off their sunken body and ask you.


"Could you see it? The Pit?

Yes or No. (You did, but you're not sure if you should say so)
>>
>>2477363
Not 100% sure what you mean exactly. Maybe?
>>
Rolled 11 (1d20)

>>2477363
I vote to try to calm her down. Then admit that yes we did.
>>
Rolled 2 (1d20)

>>2477363
Ask what the Pit is first
>>
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>>2477380
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>>2477367
>I vote to try to calm her down.
>Roll 11/20

They aren't having any of it.
You think they're having some sort of panic attack. It's difficult to say because their throat was already very hoarse to begin with and now there's just awkward, pained, squeaks of discontent coming out of them in between labored breathing. There's an effort to grasp onto you, but at this point you've been fed, watered, and having recovered your strength only now do you realize how truly frail this creature is.

>>2477380
>Ask what the Pit is first
>Roll 2/20

They...fall and cling to you, "I don't know. I don't know."
There's absolutely no energy to their pleads, each pause is followed by another exhorted breath. "Nobody should be able to see it. It's pure darkness. You have to tell me what you saw. Only I could have seen it. You have to tell me. You have to tell me what you saw. Please tell me. Please." Their body becomes slightly limp, but you think they could just be tired. They end up laying in your lap.
You eventually hear a muffled, desperate, confession slip out of them, "I thought I was the only one. Please. The darkness. The Pit. My Pit. It's MY pit." They tucker themselves out.

This has been a very weird and magical day and not in the good way.

Accepting new actions. We'll call for tonight's session in a bit or so, so roll deep. I'm not afraid to end this on a cliff hanger.
>>
>>2477421
>I'm not afraid to end this on a cliff hanger
He's really not.

I've read Cyclops Civ
>>
Rolled 8 (1d20)

>>2477421
Try to in the gentlest terms possible describe what we saw and admit how we saw it and how little we know what it means.
>>
Rolled 14 (1d20)

>>2477425
>>2477425
supporting (or making incredibly worse)
>>
Rolled 12 (1d20)

>>2477421
I guess....its time to leave? Rolling to ghost hand the knuckles out the water.

>>2477425
>>2477428
>They tucker themselves out.
I think she fell asleep bros.
>>
>>2477444
I think it'd be mean to just run off when she seemed so desperate for answers. I think she's a damsel in distress. I'd really like to stick around and try to help her.
>>
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>>2477448
>I'd really like to stick around and try to help her.

I misread this as "I'd really like to stick it in her" and was for once in my life remotely offended by what I perceived as an almost chaotic amount of lewdness.
Results inc.
>>
>>2477453
H-hey... I'm not THAT bad.
>>
>>2477453
>>2477456
On another note, I wonder if Choatic Lewd was covered in the Marxist Promethean books.
>>
>>2477425
>>2477428
>>2477444
>Roll 14/20
>Be gentle.

It'd be rude to just leave them there as odd as they are.
You have no idea what they've been through and you may very well be the only person they can come to confide in, so you pick them up, carry them to their bed, and wait for them to wake up.
Fortunately you don't have to wait long, you hear a small familiar voice come chittering out of their black formless robes- pulling and tugging them over their body having used it as a blanket. "Are you still there..? Helloo...?" You gently pat them and asure them you haven't left, their long pale hand takes your own and they seem comforted.

You wait for them to become lucid and decent: rising up and wrapping their robe tightly around themselves to form a little cosy cloak to hide under with their hallowed little face and black eyes peeking out. "You have to tell me. Please." So you do. You tell them about the saucer, the stones, the whatever it was in the saucer and the absolute and total unarguable universal darkness that was it.
They seem pleased. Wheezing, "You did see it... Yaaayy~ .. I'm not crazy. Worth it."

Rolling and crawling out of their bed they clumsily scamper over to a rock which they flip over, crouch down, and fetch a scroll from underneath.
"I wrote this when I was still pretty. You're welcome to any spells you can make sense of." You ask them what makes them think 'you' know any magic. "Oh please, as if anybody who dresses like you do wouldn't know weird magic. Heh." They've got a bit of sass in them once they'd have a nap.

>New Spell Book Copied: Scroll from The Pit: “The weak little Monk let you read from one of their Scrolls.”
>Shadow Bolt: “Mancy, from your hand you conjure forth a black bolt of shadow, causing damage to a target that neither you nor' the target truly understands. Only effective on people.”
>Dark Ring: “Enchantment, an extremely odd cantrip that requires you to draw a circle on a surface. The Circle 'completes' things.
>Scraps of Life: “Transmutation, heal a target for exactly the amount they need to survive, but no more. Can prevent death, but not suffering.
Spell book updated: https://pastebin.com/tJNzGa4e

Your final roll for the night will be a loot roll: d100 for loot. Don't worry, you're not STEALING from the monk, but it doesn't hurt to scrounge around while you're down here.
>>
Rolled 85 (1d100)

>>2477492
They seems nice. We should visit them from time to time.
>>
Rolled 32 (1d100)

>>2477492
Rolling for the Monk to be our loot.

Clearly light sucks for them, and I don't want to leave them here, and we can't stay. Any chance we can smuggle them to the surface, wait for nightfall, then cloud our way back to honey hill and drop them off?
>>
Rolled 40 (1d100)

>>2477492
Loot time

>>2477497
>>2477500
Maybe in time we make a total dark room for them back in Honey Hill once we expand our Lair enough
>>
Rolled 48 (1d100)

>>2477492
rolling to see whats in the caves and water. maybe some of the bugs fell down with us? in the past and present?
>>
>>2477497
>>2477500
>>2477503
>32, 40, 48, 85/100
>Sub-par to excellent treasure.

You're going to have to leave soon if you want to continue your journey, so you pack up your bag and belongings and do a once over of the cave to make sure nothing valuable was lost when you plummeted down here in the first place:
-1x Dark Mana Crystal (You've got 3 now). You find a small one in an odd corner of the cave and pick it like it were a mushroom. You're surprised it hasn't spawned a creep and wonder if the Monk's presence possibly prevents such an evil creature from existing. Their veiny pale hand slips out of their robe and they give you a weak little wave when they notice you looking their way.

-You find a couple of old copper pieces. Nothing crazy. You make sure the Monk doesn't need or use money and they don't (maybe some secret.. mole merchants? perhaps?), so you get to pocket enough change to buy lunch and a bath.

-10 lbs of Termite Fungi dropped down with you. "A dense lump of extremely nutritious fungi grown by large termites. It can be sold at a high price to herbalists." You unironically thought termites ate wood.

-When you return the Monk also has a gift for you, but they ask that you close your eyes to receive it. The Gift is a smooch. This is truly the greatest treasure you've ever received.
"Just kidding~ I tricked you~"
They place in your hand a new Staff Medium.

>New Medium: Darkened Crosier, "This staff is made of pure ivory, but a dark shadow has completely consumed it making it an extremely viable medium."
>Your Roll requirement for Animating Undead has been lowered to 45.
Inventory updated: https://pastebin.com/3xnHBDVs

You were honestly more than happy with just the smooch, you weren't expecting actual treasure let alone such an unexpected marvelous enchanted artifact. You ask them if they're sure they can part with something so valuable. They nod, whispering out a bashful little response, "I've been using it as a cane for years now. It's fine. I'm pretty sure you'll see more use out of it than me." They snuggle and coil up inside of their robes. "I've outgrown it."
>>
>>2477542
that's... ominous
>>
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>>2477542

Aaaaannnndddddd... That's it for the night!
I'm still miffed about Friday's -issues- but I'm happy I was still able to host Saturday's session: I'll hope to see you guys all back here again on Friday, 3pm West Coast time, where we'll hopefully have 2 SESSIONS once more like normal.

To those who stayed for the whole thing, thanks a bunch!
To those who arrived late or whenever, hey, thanks a bunch too. I'm inflating the appreciation market.

The session has been archived, so please go vote: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster%20quest
If you want to keep up on the latest META KNOWLEDGE and whatever the fuck I'm up to, please check out my work blog: http://spaghettiart.tumblr.com/

I'll be hanging around for a while longer, so if you've got non-spoilery questions or just whatever.. I'll be here! Inbetween getting a fuckin' bath on me and some food in me!
>>
>>2477547
Really? What makes you say that? We were merely told, in bold, that the wonderful artifact they just handed use they were just using as a support to help them walk because they've grow to the point it's power isn't useful to them any more.

Anyway.
>>2477542
As always thanks for the great time!
>>
>>2477548
Are any of the God Children from Cyclops quest around?

Any Parrats? (I want an undead parrat minion)
>>
>>2477548
based on what little knowledge we have, would using dark mass on this poor creature be more likely to help or harm?
>>
>>2477548
>if you've got non-spoilery questions or just whatever.. I'll be here!
How long do you see this quest running and once it's over would you be willing to go back and maybe do either, or possibly eventually both, of the other two options?
>>
>>2477542
>10 lbs of Termite Fungi
We should cast preserve on some. Save the spores so we can experiment with using our necromancy to raise fungus. Could be a useful trade if we grow this fungus off wood scraps or lumber and sell it
>>
>>2477562
Maybe we should leave some with the Monk. Heshehesheheshe might be in need of some food.
>>
>>2477542
....ooooh. So it's more of a novel thing now.
>>
>>2477548
Oh spending all that time laid up in the Hive with the busted leg, did that improve our Cockaigne?
>>
>>2477552
>Are any of the God Children from Cyclops quest around?

Their kids are; most if not all of them have retired at this point. Cyclops Quest was quite a long time ago.

>Any Parrats?
Sadly we're too far north: this simply isn't the climate you'd see them in.

>>2477553
>would using dark mass on this poor creature be more likely to help or harm?

That's a good question.

>>2477559
>How long do you see this quest running
Till mine or my audience interest wanes.

>would you be willing to go back and maybe do either, or possibly eventually both, of the other two options?
Yes, absolutely.
Each choice had all of it's own unique material, plot hooks, 'rivals', towns, people, and basic assets pre-illustrated and planned out.
Warlock was and still is the "barely board-legal" lewd option.

>>2477500
>Rolling for the Monk to be our loot.
This is possible, btw. Didn't want to not acknowledge an opportunity to save a not-maybe-princess.

>>2477566
>>2477562
Feed the cute monk or get rich. Tough decisions to make indeed.
>>
Rolled 24 (1d100)

>>2477576
Monk as loot roll.
>>
>>2477576
>That's a good question.
Note to self, use on self to demonstrate that spell and ask if they thing it would help or harm them since they seem to have some magic mojo.

>Yes, absolutely.
Yay!

>a not-maybe-princess
I admit it took me a bit to recognize you kept using gender neutral words and pictures of Gwyndolin.

>Feed the cute monk or get rich. Tough decisions to make indeed.
Not for me.
>>
Rolled 71 (1d100)

>>2477580
Got to roll better than that.
>>
Rolled 17 (1d100)

>>2477576
Looted Monk
>>
Rolled 11 (1d20)

>>2477580
I want that Monk as loot.

Cute Monks are for lewd
>>
Rolled 29 (1d100)

>>2477580
>>2477598
Whoops wrong dice
>>
>>2477548
ok time to read through an entire tumblr profile
>>
Rolled 4 (1d20)

>>2477542
Rolling to see if we can create a breath attack like a "Breath of Will O' Wisps" when we spit out a whole bunch of wisps.
>>
Rolled 13 (1d100)

>>
Partway through the tumblr, noticed some pit references in http://spaghettiart.tumblr.com/image/170131434692

notably pit cleric is a BBEG candidate, so this monk might be pretty scary
>>
>>2478244
HAH I had my suspicions, can't believe I was actually right. BBEG waiting to happen.

Come to think of it she probably knows about necromancer deity and can probably do some really scary shit.

Oh shit. We shouldn't have admitted to being able to SEE it to her.

Since we can SEE it we just proved to the BBEG that they AREN'T crazy and its really there. That others can see IT TOO!

...Which means we just triggered the BBEG formation. If we hadn't appeared and confirmed it. She would never have had a reason to leave and preach it.

So...fuck. We just triggered the BBEG formation event.

Thankfully nobody else is going to know how badly we just fucked up and some group of heroes will clean up our mess.
>>
>>2479583
I mean... We're a necromancer. Some would call US the BBEG. We could be fwiends! :D
>>
Rolled 45 (1d100)

>>2479583
Not if we stop it by seduce her first! Rolling for ahegao!
>>
Rolled 41 (1d100)

>>2480065
L-let's try that again pls ;_;

Gib nat 100
>>
Rolled 75 (1d100)

>>2480087
ahahahaha xD
I'll roll too, why not.
>>
Rolled 24 (1d100)

>>2480065
wew lad




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