[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: 45128[1].jpg (144 KB, 708x708)
144 KB
144 KB JPG
Last post here: >>2477542
Welcome back! (with even more Wizardry box art!)

On the last session of Caster Quest we were able to flex the limits of both our home economic skills and necromatic powers: raising 3/3 Goblin Skeletons and equipping them with the farm tools we looted to have them dig out, expand, and build us a larger lair.. As well as keep an eye on that slime we've got expanding n' growing.

You're a busy Caster Boy, though, and after tidying up and putting your skeletons back in their closet you set out on a grand adventure, specifically: to finally venture into the ominous RotWood, answer the summons to the Cheval Mallet Estate, and finally meet the mysterious Lady Catherine who requested your presence and supposedly rules this land.. But it was not in the fates, no! You got side tracked helping some Amazons dungeon crawl the Termite Mound and then you fell... Down, down, down, deep, deep, deep, into The Pit.

Which brings us to where you are now: In the company of your gracious host The Monk of The Pit. They're a twisted glass sculpture: pale, gaunt & gloomy, you've become enamored by this ruined creature's aesthetic and serene manner.

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/067343dcd42b639100ea9923ac466ee5/tumblr_p7gdxplERv1v1ceouo1_r1_1280.png

Accepting Rolls. You get 3 Actions. Actions are d20.
Lets Begin.
>>
Rolled 8 (1d20)

>>2490427
Ask the Monk if there is a specific reason they are way down here.

Also, you're late!
>>
>>2490427

As usual: here's the map of Copse and your current location while I wait for you guys to wander in.. Though, you're quite deep underground at the moment.
>>
>>2490427
>>2490437
While we wait, have you considered making a second title card for these threads since it locks you out of using the same one while the old thread is still up?
>>
Rolled 18 (1d20)

>>2490427
Tell the Monk that after seeing the Pit you realize it's hers, and that you will do your best to forget about it with lots of alcohol and head trauma.
>>
>>2490487
Hey now, that's just mean. The Monk has been nothing but kind to us.
>>
>>2490505
Mean? I thought it would be reassuring. She told us we weren't supposed to see it, and seemed pretty upset.
>>
>>2490516
That's when they thought it was just a delusion and they were freaking out of possibly not being crazy. They were pretty relieved when we confirmed we could see it since that meant they weren't crazy. Also the way you worded saying we should try to forget about it was harsh.
>>
>>2490516
>>2490524

I'll be taking the actions momentarily.

>>2490450
>While we wait, have you considered making a second title card for these threads since it locks you out of using the same one while the old thread is still up?

I actually haven't, but I'll add it to the list of things I'd like to draw for this.
>>
>>2490524
She was relieved? Let me go back and review last thread. As for the second part, don't worry, I only meant us and not her.
>>
>>2490539
>>2477492
>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."
>>
>>2490546
Still not seeing the issue, now she knows she's sane AND she gets to monopolize the Pit. Sounds like a win-win.
>>
>>2490553
It's mostly in how you said it. Usually one reserves alcohol and head trauma for forgetting the most awful things.
>>
>>2490563
I've always seen it used as more of a catch all method, and I'm not sure how else you would do it. How would you go about forgetting a not awful thing?
>>
Rolled 13 (1d20)

>>2490537
Maybe Ed would like to draw something for that

>>2490427
Look for a way out that doesn't require going through the Termite mound alone

Also split up the fungus we got last thread with the Monk. she might like that much better than the termites themselves
>>
>>2490600
Decide it's not important to you and then just go focus on what you do consider important and eventually it'll fade.
>>
>>2490433
>Ask the Monk if there is a specific reason they are way down here.
>Roll 8/20
>Mild knuckles spilt.

Before you go you decide to sit for a spell and hang out with the Monk just a bit longer: their presence is extremely comforting and you're even beginning to find how the stillness and total darkness of this cavern is to be quite pleasant. The two of you just sit idle beside one another for a moment and you take in the area.
You hear the wind blowing very gently out from the caverns entrance both above and below.
You hear the little 'plip' of some blind cave fish breach out of the pond before you two.

You lean over and ask the Monk, "Is there a specific reason someone so cute is hiding down here?"
The Monk, still laying in their little carved intend of a stone bed, murmurs a raspy but sharp response, "I told you, you fell down here."
You look over and can make out their pale, veiny, face stretching out into a leering contented look back at you.
"I used to be somebody important. Then I decided not to. "

>>2490553
>>2490563

>Roll 18/20
>Conflicted sentiment

Rising back up to your feet, you assure the Monk that you'll keep them and The Pit a secret so nobody will bother them: not even through head trauma or copious amounts of alcohol will anything conjure up this secret you will share with The Monk.
The Monk teeters and scoots up onto their knees, looking you over they let out a small, "Hmn", they then slip out their gangley hand, the other tightly clasping their black shadowy blanket and with their nail trace a circle around your chest. Once the circle is complete you immediately notice you've been cleaned of all grime, dust, gunk- even your hair, face, and body feel completely fresh. Satisfied, the Monk's little hand snooks back into their robes.
"You were a little dirty. Gotta look sharp if you're gonna continue your quest and be a big fancy Necromancer.." They pause to breath in an awkward, stunted breath, "You're part of an exclusive order of people now.. You gotta make a good impression on all those filthy normies.." They lay back down on their side- eyeing you through their black covers.
You get the feeling this was the Monks way of letting you know you can go if you so desire.

>>2490602

Holy shit a 13.
This is an excellent place to have a 13.
>>
>>2490604
Yeah but if you actually needed to forget it in a hurry. Like a secret precaution against someone who can read minds.
>>
>>2490611
Nice

I still want to leave her an offer that she could move in once we get our Lair properly expanded and such.

Also, we are leaving the Wisp Lantern for her right?
>>
>>2490612
Magic. Remove that memory and put a psychic boobytrap in it's place then put a magic seal over the boobytrap to make it seem like there is still a memory still there, just sealed away.
>>
>>2490643
Ok, If it wasn't too late I'd switch to that, but Caster did a nice job of interpreting it already.
>>
File: dd7[1].jpg (410 KB, 1200x787)
410 KB
410 KB JPG
>>2490602
>Also split up the fungus we got last thread with the Monk. she might like that much better than the termites themselves
>Roll 13/20
>>>>>>>13. The fortuitous number.

Feeling surprisingly fresh and with the blessing of The Monk you decide it's high time to continue your adventure and head out of The Pit- obviously not the way you came through, no, but through the cavern channel that The Monk showed you when you asked for an exit.
Though. Before you go. You extend one final act of kindess to The Monk of The Pit.
You give them half of the Termite Fungus you collected (5lbs) from above, so they'll hopefully have something to eat down here that's a little more substantial than just lost Termites and Fish. Handing it to them they palm the dense green lump between their skinny fingers, playing around with it a little and tracing it's interesting crevices and contours with their nail, "Oh..My, this is very kind. Thank you. What a treat~"

You're not done though.
You reach out your arms and gently pick up The Monk, they're a little surprised and had they the strength you're sure they'd squirm around instead of the limp sum dead weight of less than 100lbs in your arms. "A-ahh, so bold.. I'm not sure what you have in mind.. But I don't think I'll survive such manly advances...Heh.." Lightly placing them down on the floor you gather several candles from your bags and place them in a circle around The Monk. You then get down on your knees, clasp your hands together, and begin casting a full strength 'Dark Mass' on the poor Monk. The candles burn bright and blue, you feel the air getting sucked out of your lips, and you throw everything you have into it, but the Monk consumes it like the empty pit that they were shown to be when you gazed upon them with your magic eyes. You're left winded.

The Monk smiles warmly, from ear to ear- enough to crack their lips. "Did you think I would turn into a beautiful princess~?"
You apologize, you're sorry you couldn't heal them, you just wanted to help them somehow. They lean their fragile body over and plant a meek kiss on your forehead, "You did. Stay just a moment longer."

They still seem to be their weak and infirmed little self, but sliding over they inch their finger out and motion you to pull one of your Wisps over to cast a shadow over them.
They then throw their own robe back, reach out with both hands, dipping them into their own shadow as if it were thick crude oil.. And pull out another Robe just as the one they had on.
>New Equipment, Robe: Robe of The Pit "A Robe made out the shadow of somebody who loves you. Despite it being so dark, it wraps around and protects you in a way the frail one who made it for you couldn't."

>>2490637

You tell them you'll come back for them.
They catch their breath, nodding, "I'll be waiting."

Accepting new Action rolls. You get 3. Lets continue our Journey.
>>
Rolled 2 (1d20)

>>2490689
Let's head to Homuculus town to let the amazons know we aren't dead.
>>
>>2490712
....if my roll doesn't prove them right in thinking so that is.
>>
Rolled 11 (1d20)

>>2490689
I'll back returning to homuc town, this roll will be for finding a sweet new quest.
>>
File: House_Lair2.png (36 KB, 1320x880)
36 KB
36 KB PNG
Also, while I'm waiting for new actions:
Your inventory has been updated: https://pastebin.com/3xnHBDVs you might notice, but that one Anon had a point and I've upgraded our understanding of Cockaigne to 25%, so we've got conversational levels at least.

I also drew us an updated lair floor plan per your suggestion. It's certainly no dungeon, but it's still p. spooky and an excellent first start.
>>
>>2490427
Free reminder that we accidentally triggered the formation of a BBEG.
>>
Rolled 16 (1d20)

>>2490712
Supporting finding a way out
>>
>>2490776
Nah,, they said "I used to be somebody important. Then I decided not to. " so they have no interest in it or are already an ex-BBEG.
>>
>>2490733
>you might notice, but that one Anon had a point and I've upgraded our understanding of Cockaigne to 25%
I had to make something out of getting our leg smashed. (I was the one Anon that rolled the 1 exploring the place and pointed out how we might have picked up more lingo while bedridden.)
>>
You are once again momentarily Bebeshebekk.
You and your Pyromancer, Seila had managed to successfully escape from out of the Termite Mound and have made your way back to Commune #9 with your tails between your legs. Seila asked you where and what had happened to the boy, you told her "He Fell" and nothing more. You do not wish to linger on your shame any more than you most likely intend to do so tonight: unintentionally while drinking.

The merchant Homunculi known as #72 is in her usual spot and you exchange what meager treasure you managed to scrounge up from between Hemlock Ruins and the Termite Mound back east, you refrain from mentioning unnecessary details, but your companion Seila can't help but chew the fat with #72 and the two of them are quickly smoking and cackling like hens. Their gossiping displeases you and so you take your leave for the moment: you tell the both of them you'll meet back up with them in the mess hall come dinner, until then you have the whole day basically to yourself.

You visit the security officer; exchanging the brief pleasantry of a few words and a spot of drink while they're on their designated break. They mention in passing a young magical boy who had come through and solved the communities Goblin issue and the Homunculi wonders if you had met the lad in your adventures. You tell them "yes" and nothing more.

>>2490712
>>2490730
>>2490818
>Roll 2, 11, 16

It takes you the better half of a day to get out from The Pit. The Monk showed you the exit, but they neglected to tell you how long the cavern was and given the low ceiling you can't just Dark Cumulus your way out lest you hit your head on a stone and cartoonishly fall back down for the worse, so you must make the trek on foot.
When you do eventually peek out the only luck you have left is the cool air and dewy humidity telling you it's morning as opposed to evening: so with a quick Cumulus your trip back to the commune is significantly less ragged than your journey underground. The Homunculi offer you no resistance and you have none to give: you're exhausted and you slog off to the sleeping quarters to crawl into bed and make up for lost time.

Around 12 hours later you're gently woken up by a familiar voice, it's that Pyromancer you met yesterday, "Sir, excuse me, Exorcist, sir!" she pats your cheeks. "We thought you were dead!" You roll over to the side and notice the Berserker looking over at you, she nods. "The big creep has been watching you sleep this whole time! I'm sure you've got quite a story for us."

You tell her you don't. You tell them you woke up in an aquifer underground and that once you've recovered you must continue your journey to the Rotwood.

Accepting new Action rolls while we're at the commune/in town. You get 3.
>>
Rolled 5 (1d20)

>>2490921
Ask if they'll still be in the area later as we'd like to get to know them better if possible. After we've attended to doing secret Exorcist stuff in Rot Wood that would totally bore them, no don't ask it's not even worth talking about.
>>
Rolled 6 (1d20)

>>2490921
Check jobs board
>>
>>2490981
We were kind of going to Rotwood to answer that summons weren't we?
>>
Rolled 20 (1d20)

>>2490921
Recuperate, gather supplies, depart for the Rotwood
>>
>>2490988
Yeah but maybe there's something on the way?
>>
>>2490957
>roll 6/20
>Ask if they'll still be in the area later as we'd like to get to know them better if possible.

Sliding out of bed and into your robes, still tired, you ask the Amazons, "If they'll be around later as you'd like to get to know their areas if possible." The Pyromancer is a bit confused and befuddled, not knowing what to do with such a response. The Berserker without skipping a bit replies in kind, "We'll be here for the remainder of the season, 'till the rains ends in Promethea and we can make the journey back." She(?) spreads her legs open a bit and exposes her inner thighs and a bit of the sarong clutching the space between them "You are not ready for this." The Pyromancer nervously laughs and excuses herself.
You suppose that answers that.

>>2490981
>roll 6/20
>Check jobs board

You finish getting dressed -The Berserker doesn't seem to mind- and the two of you then go to the cafeteria to have a spot of breakfast: The protein is eggs and that mysterious meat the Homunculi serve only in a fried and cured rendition, the starch is a pleasant corn porridge, and the vegetable/fruit is bananas. Once you're fed your party makes your way to #72's little quarter stand and she seems pleased to see the two of you, "My, my, my, two strapping adventurers come to see me. I guess you types all know one another, hmmn~?" She takes a long drag from her pipe and gives your head a tender pet, running her long horrifying claws gently through your hair.
You ask her if she has any work that pertains to the Rotwood since you'll be journeying their next and she looks up at the Berserker, "will you be going with the boy?" she shakes her head and #72 looks back down at you, "I'm afraid not then. The Rotwood is far too dangerous to go into alone, let alone a child such as yourself- even one with supernatural abilities." #72 sits up from her reclining position, fixing her robes as to keep her tits from slipping out and shows you a number of forms all signed with a black ink of the Cheval's coat of arms. "These are the bounties we get from the Rotwood and the Chevals: Gnolls, Centipede-Demons, Lampades, Alraune, and one creature they're calling "Le caméléon noir" which seems to be some sort of 12ft tall bipedial toad or newt that I'm sure would swallow you whole, alive, and kill you very slowly." The Berserker briefly peeks over the Gnoll bounty before she hands it back to #72 and she slips them back into her chest and takes a few hits of her pipe to calm herself.
"It pains me to hear you're going into the Rotwood in the first place. I'm not going to give you any incentive to go on suicidal man-beast hunts ontop of it." You look up at the Berseker and they shrug their shoulders, nodding dismissively at you, "Finish your business. Then leave. It is a wicked place."

This doesn't hurt your pride and ego as much as it would have when you first got here.
You're relieved people care enough about you to not see you as a disposable mercenary.
>>
>>2491104
><insert sound of knuckle-bones clattering on the floor>
Seriously do we have some magic infinite supply of those?
>>
>>2491104
still writing? or do we choose action now
>>
>>2491199
>still writing? or do we choose action now

Still writing. I'm making use of that 20: >>2490997
>>
The day is still young and having been fed and rested you sustain this momentum and excuse yourself early; expressing your desire to pack your things and ready yourself for the journey to the Rotwood. #72 however stops you once more, "If I can't convince you against it I can at least ensure you survive your journey. A week or so from now the Cheval's will be sending out that knight they have to collect 'taxes' and the last place they visit is our community. Stay here for the time being and catch them on the way out." You don't really need to give this much thought: the last time you spent any time off was when you broke your damn leg, so it would be a welcome but brief pause in your adventure to finally be allowed to just hang around and relax until you make what you're quietly starting to expect a most terrifying journey into the Rotwood.

The week spent in the commune is actually quite pleasant. It isn't as "comfy" as living at Honey Hill, but the Homunculi are hospitable -if distant- people, they actually serve MEAT, and the Amazons stay for the week while you're 'stranded' their to keep you company a long side the lecherous old #72.
You learn a few interesting things during your stay: The Gnomish caravan that comes through is only tolerated because the Homunculi sell their chocolate, tea, and other commodities to the Cheval's at a much higher price. #72 is 125 years old and was 'owned' by Gnomes for roughly 50 years of that time- she hates the creatures bitterly. You never truly find out what that 'meat' they serve in the mess hall is from: it's delicious, boneless, but the texture is.. unusual; #72 says the meat is 'made' in the Homunculi side of town and leaves it at that. You eventually exchange names with the two amazons Bebeshebekk and Seila... And having bathed together you find it very difficult to not notice that Bebeshebekk is a 'male' Amazon. You'll leave it at that.

The week passes uneventfully until finally the day arrives: the sky is overcast by a large, mobile, a cold wind blows in a cloud of miasma that functions as a canopy, blocking off all light and protecting the carriage entourage underneath of undead servants on skeletal horseback. You once again make contact with the Cheval's Knight, Chevalier Mimas, who slips off his gauntlet and is pleased to shake your hand once more. "Auh, it iz gud to zee you once again Necrolyte and I zee 'ou 'ave gotten much strongair, no?" He even compliments you on your new attire and the quality of your medium, you tell him a dear friend gave them to you and nothing more.
You ask the blonde and supernaturally blue-eyed Centaur if you could accompany him to the Cheval Mallet Estate, so you can finally answer Lady Catherine's summons and he lights up -figuratively- "But ov course! It woould be my pleasaure to escort you to 'er Lady's estate and it would please 'er greately to see you!"

(getting cut off- last tiny post inc))
>>
>>2491241

You are now traveling by carriage to the Cheval Mallet Estate: safely escorted by the dashing but undead Chevalier Mimas.

Accepting actions/dialogue, etc until you arrive (one turn basically) at your destination.
>>
>>2491250
Ask why they want to talk to us and how they even knew we existed.
>>
>>2491250
Ask more about the Goth Tree and the one tending to it.
>>
Everything about your escort is quite unusual.
The carriage is much larger on the inside than it appears to be on the outside- large enough to comfortably fit Mimas' large equine bottom half with no difficulty, not that you haven't seen a carriage built 'for' a Centaur before back home once or twice.
Comfort, though, is definitely the best word to describe the interior: the apolstry is a lovely dark fabric that is soft and cushiony, there is a small cabinet in the middle of the carriage stocked well with alcohol, fine smokes, dozens of sweets -mostly chocolate- and what looks to be blood being kept cool with ice and dried meat. Mimas asures you, "Do not worry my freund, 'ouare not expected to drink any blood, please be at ease: 'ou are our guest."

>>2491288
>Ask why they want to talk to us and how they even knew we existed.

You get right to the basics: Why are they interested in someone like you.
Mimas begins pouring himself a drink, fixing his long braided hair, and sliding off some of his ceremonial armor, "Ze Lady is a woman of certain tastes, interested in all zorts of curiosities & luxuoriez: artisauns, rare racez, handzome men, and you 'appen to be a little bit of 'aul three." You reach over to pick out a bar of chocolate wrapped in bright expensive paper, taking a tentative nibble before finding out it's perfectly normal Gnomish chocolate and calming down. You don't consider yourself very.. remarkable, though, and Mimas is warmed by this sentiment, "Remain 'umble my friend, it is an extremely appealing quality for someone of 'our age." He takes a quick sip of his drink and levels with you a bit more earnestly, "A 'uman necromancer in zis day and age in zis neck of ze 'woods'.. To get one in the zervice of our lady would please 'er immensely."

>>2491307
>Ask more about the Goth Tree and the one tending to it.

Briefly peeking your face against the window you only now notice the carriage actually moves quite supernaturally quickly when noone is around to look at it; it's feels like only a half an hour or so and already you can see the foreboding Rotwood come into the distance with the procession steering towards a small bend of the wood that seemingly bends and kneels the closer you draw.
Speaking of trees, you ask about the Goth Tree.
Mimas rolls the drink in his hand, tops himself off, "Ze tree was...A pet project of ze lady zat was bequeathed to a faithful zervant when it waz deemed... 'Unsuccessful'. Ze Boy oo' currently handles it iz much like you: young and talented, I merely thought you might find a good friend in him if you two were too meet."
The way he worded that first bit made it sound as though it could be a sore topic of discussion, but an interesting place to investigate regardless.

Luckily for Mimas the topic of discussion can be excused: you've arrived.
-Cheval estate post inc, gotta set the mood-
>>
>>2491469

The Cheval Mallet Estate is a little misleading: it is not only an estate, but an entire community larger than either the Commune or En (especially En) that has been built before the massive Estate like you'd expect out of a castle town. You might even call it a 'city'. Down Cheval's cobbled streets you see very few people at all- cloaked and worn out figures dragging themselves between every third or so vacant buildings with the way lit by wisp-burning lamps. Even though it's the middle of the day the entire city is cast in a shadow of miasma so thick you don't even need to look at it with your Undead Sense; keeping it perpetually dark.

There's a distinct "inherited decadence" about this place: the entire community feels as though it was at one point meant to house a population three times as large as the one that currently dwells within it and you can't decide whether or not it's a front, the place was stolen and they're squatting, or it's a 'newly acquisitioned kingdom'. The good news, though, is there is little traffic to stop you from getting to your destination and the carriage quickly arrives at the courtyard of the Cheval Mallet Estate. The black iron bars of the extensive mansion opening and closing by themselves as the carriage passes through and once you've arrived you notice the only 'people' that had made up the escort were you and Chevalier Mimas himself.
The skeletal riders, hooded figures, all dismissing themselves and becoming inanimate bodies once they've reached their destination, "You must excuse us, my friend, az 'ou may av' noticed we'ar quite short staffed."

The two of you step out and the actual first people you see come out to welcome the both of you, two women: one pale like the moon, black hair tied back in a bun, red eyes, visible fangs- obviously a vampire. The other a female figure completely wrapped in bandages. Both of them are wearing clean, delicate, black and white maid outfits and bowing graciously to both Mimas and yourself before the Vampire speaks up, "La dame est occupée en ce moment, mon leige, est-ce le jeune nécromancien?" Mimas nods, waving them off, "It zeems 'ouve eh moment to 'ourself before ze Lady is ready to see 'ou; 'oure welcome to all we 'ave to offer in ze mean time."

>Mimas gives you permission to the following places within the Estate:
>Gardens.
>Guest Quarters.
>Dining Hall.
>Something called the "Burlesque", though he says you may be too young for that one.

Now accepting actions. You get 3. Actions are d20 as always.
You've got 1 turn before you meet this Lady Catherine and find out whatever she wants.
>>
Rolled 19 (1d20)

>>2491591
The Gardens might have valuable alchemical ingredients. Lets go there and see if there is a gardener around who would be willing to share some seeds, spouts or saplings. Or maybe just advice on where and what to look for.
>>
Rolled 7 (1d20)

>>2491591
Investigate the Gardens first then the other sections
>>
Rolled 15 (1d20)

>>2491591
THE BURLESQUE

WE AREN'T TOO YOUNG FOR ANYTHING

EXCEPT WINE
>>
>>2491691
And smokes according to #72.
>>
>>2491626
>>2491627
>Visit the Gardens first.
>roll 19/20
>Near complete and total success: nearly exactly what you needed.

The Garden seems like the most interesting place to immediately visit since it may very well have all manner of interesting reagents and potential resources that could benefit your work.. Or at the very least someone who might be able to help you. You're not exactly a herbologist. Coming into the Garden on the other side end of the large estate you're welcome to a magnificent & ornate fountain, a few small groves of colourful and meticulously groomed trees, rows of hedges, flowers (particularly roses), a single rather large pumpkin patch in the back, and a greenhouse with tinted windows that block light from within connecting the building to the rest of the area. The entrance to the green house has several bolts and locks and your maid shakes her hands dismissively expressing she's forbidden from entering.

Someone notices you, though, "Avez-vous des problèmes avec la porte de la serre, monsieur?" It's a young man: black long straight hair tied in the back into a drooping pony tail, red eyes, those same fangs pinching his black lips, dressed in quite extravagant attire not appropriate for his gender, but most likely his status with a little matching parasol. You slur out a few words in Cockaigne if only to admit you don't speak the language and he seems relieved, "Apopep & Apophis twisted neck, thank you. I was beginning to think I'd never speak Clannad again."
He strides over to you, slips off a satin glove, and extends his pale hand- the claws trimmed and dull from work. "I might not look it, but I'm the Gardner and Dark Druid around here.. To whom do I owe this pleasure?" You shake his cold hand and introduce yourself as the local Necromancer: he is delighted and surprised by your body warmth and once more when you mention your name. "You're the Necromancer?! You're so YOUNG, though! And you're White Human! Oh my goodness, how exciting! We have so much to talk about!"

He unlocks the greenhouse and the two of you step inside for a moment. He flicks a 'switch' that turns off the lights somehow, "I must apologize, the lights in this building are for the plants, but as you can imagine they aren't so good for undead such as myself: thus the locks on the door. Please have a seat and make yourself comfortable." Taking a seat you look around within the glass enclosure and are witness to a marvel of skill and technology: an entire glass habitat filled with all manner of vegetation, running water, and mysterious glass orbs that create natural light. You unfortunately can't dwell on it and don't have much time for idle chatter, asking if he knew some way to help you with the herbological side of your work.

"I do indeed! One moment!"
>New Book: The Garden of Death "An old Gnomish book well worn and well read: documenting and illustrating the methods of finding and using herbs for necromancy."
>>
>>2491773

2nd post inc.
Looks like our next visit is the Burlesque.
>>
A brief time is spent discussing matters both personal and work related to the friendly gardener: you tell him of your journey here and your various adventures, all the books you've come to find and the spells you've learned, the friends you've made and the lair you're trying to build.
"Ahh, that's wonderful: I sometimes long for the days of adventure when I was young(er), but a 70 year gig and my very own labratory with near endless resource and research material isn't so bad either. I think you and I will be able to do great things together~!" Your vision lingers very briefly on the Gardeners garter belts and you remember Mimas mentioning something about being too young for the Burlesque.. That definitely sounds like something your teenage self needs to investigate.
You politely excuse yourself, >>2491627 "Your garden is amazing and I'd love to investigate your sections, but I'm curious about this Burlesque Sir Mimas mentioned."

>>2491691
>WE AREN'T TOO YOUNG FOR ANYTHING
>Roll 15/20

The Gardner seems a little charmed, takes his parasol, and your hand, and personally escorts you to the 'Burlesque', justifying it by; "I'm coming with you, because I actually agree with Mimas: you are too young for the Burlesque, but I think it's best if you see it for yourself." You tell him you've been to the Homunculi commune and have tussled with Goblins, you're not afraid of breasts n' other bits. You're a grown up adult.
"We'll see." is all he says.

The Gardner was right.
It was crazy. You were barely in there for like 30 minutes. You're so disgusted & confused, you feel sick, you need to sit down.
The Gardner sits next to you and gently comforts you, hand on your head, and tries to explain.
"Undead get old, bored, and then they get 'creative'."

That seems to have eaten up all your time, though, as one of the Vampire maids finally manages to find you and tells the Gardener to tell you that her Lady Catherine is ready to see you now.


That's it for the tour.
I'm accepting new action rolls for our meeting with the lady. Actions are d20. Roll to preserve your knuckle bones.
>>
Rolled 4 (1d20)

>>2491843
Try our best to remain respectable and polite when meeting with her
>>
Rolled 15 (1d20)

>>2491843
Just remember, don't awkwardly stair at her chest.
>>
>>2491847
welp
>>
Rolled 20 (1d20)

>>2491843
Be cool
>>
Escorted through the manner by both the Gardener and one of the Vampire Maids you're lead through a hallway to a small waiting chamber just before the main 'Grand Hall' where her Lady is waiting for you. There you're briefly cleaned up, hair combed, teeth brushed, robes and staff cleaned and polished and set forth into a presentable manner that would not offend the Lady.

You are then shown in through the Grand Halls' main doors as they close by themselves behind you.
The Grand Hall is a massive chamber almost built more like a theater or a lecture hall than a throne room with how instead how it leans and spreads out wide to allow all those within the 'audience' to view one individual seemingly down below and before them all. It's too dark to make immediate sense, but you're in an undead court so you don't question it (otherwise you'd be there all day): your presence is announced by Chevalier Mimas and you're urged to step forward as you are and present yourself.

It's still so very dark, but you make your way closer and once within view you hear a sultry but overbearingly heavy feminine voice audiate their pleasure of finally seeing you, "Alors c'est celui~? Ce petit garçon~?" You feel the cold air being pushed around as if waved by some great force, "Allumez les lumières, assez de ces théâtres. Laisse l'enfant me connaître."
The lights are summoned back on and you bear witness to Lady Catherine.

Lady Catherine is not a Vampire.
Lady Catherine is a massive, white, demon.
Her upper half is an admittingly sensuous and beautiful, pale woman with long stunning black hair, a gentle face lined with black markings, and long thin needly horns upon her head.
Her shoulders are split open and contorted to allow a pair of massive, ugly, black-tipped, horrifying claws mimicking wings, her front torso is lined two rows of breasts that are more like caterpillar feet than enticing busom.
Her lower half below her navel is made up of a writhing mass of her own humanoid selves contorted, twisted, and fused crudely in the shape of a centipede- individual bodies and their limbs making up many horrifying legs.
This form is juxtaposed entirely by how she dresses: a long collared gown that attaches to her neck and flows down to try and cover her indecent line of breasts, necklaces, bracelets, rings, and all manner of white gold and silvery jewelery dazzle against her covetous body.

>>2491847
>>2491849
>>2491889

>You are horrified, but you manage to not make a scene and only very slightly physically react at the sight of her.
>You are then midly enticed by the sheer excessive'ness of such a creature, but firmly retain yourself.
>Any attempt at paranormal domination or cohesion by her Aura is ineffective on you.

dialog inc.
>>
>>2491920

She addresses you directly, you can feel her voice deep in your stomach and vibrate through your body, "I thank you for your patience in the presence of all this ceremony and spectacle. I'm sure someone of your.. position must find it dreadfully tedious and unnecessary, but such things are expected of me. I know I must look a fright, but you have nothing to fear from me, come." She beckons you forward.

You are.. frightened, but you step forward and make the effort to not let her or anyone else -even yourself- know that. She is pleased by your courage and when you come towards her she speaks more frankly, "You are of a great interest to me, my court, and the kingdom I am trying to forge: you being a practicing necromancer would have been enough, but a living human is a delightful boon I had not anticipated." You notice the mindless conjoined bodies making up her lower half begin to lean towards you slightly, mouthing wordless through their flesh-sealed lips, "Indeed, were things different and I not burdened by responsibility.. I wouldn't mind keeping you all for myself." She sighs thoughtfully out of every mouth and beckons to Mimas beside her, "Sir Mimas, pourriez-vous s'il vous plaît apporter le trésor pour notre invité?"

Mimas leaves the room momentarily, but quickly comes back with a small trunk that he presents to you before opening it. Inside, there is a sizable pile of silver coins with at least two gold coins at the top and a series of papers. "This." Catherine chimes in, the room shacking, "Is a very small pittance of what I would like to pay you in order to request your services as my courts Necrolyte. Naturally, the job would entail healing and tending to the needs of my various Undead subjects..I'll not mince words: this place is in dire need of one such as yourself and you would have all that I could offer to assist in your work." You thumb through some of the papers and give her a bit of a leer.

She cackles quietly to herself, reclining and laying back on her lower half- grasping at it as if the bodies were a cushioned couch, "Ah.. Yes, yes, again you have nothing to worry. Those are merely court records: licensing n' such. Pacts with Demons are written in flesh and blood and seal with hot passion- they can't be done up cheaply on papers, my child."
You read through them and everything checks out, but this whole situation is a little iffy.

Catherine mentions, though, in passing. "We're both quite lucky, you know? I was beginning to worry, nay, even dread that you had been spirited away by that luddite thing of the pit."

You didn't entirely appreciate that last bit.
Accepting new actions. You get 3. d20 are actions, d100 is dominate undead. We're nearing our end for today's session.
>>
Rolled 6 (1d20)

>>2491961
Politely ask if we might have time to read over the proposition and carefully consider if all the terms align with our personal goals.
>>
>>2491961
Would accepting mean we would have to live permanently at the Chalet? We've got our own lair to tend to and expand
>>
Rolled 20 (1d20)

>>2491961
...well shit if this was a Vampiress I would have considered it since if worse came worse we would be very well equipped to handle them.

A demon however?

We are no demonologist or a Warlock. Even then I would hesitate when it came to making a deal with a demon when we do not have the superior position.

So I say our best bet is to refuse...but very carefully indeed.

We cannot afford to make a deal with a demon for there is no way we can possibly win. Even Warlocks/demonologists regularly get screwed with their demonic pacts and they're considered experts.

We cannot afford to make a demonic pact.
>>
>>2492008
...oh thank necromantic gods and maybe the Pit. That would have been the worst time to roll poorly in this entire quest.
>>
>>2491920
aren't we now like... permanently immune to grunge/dirt/etc from Pit cleric?
>>
>>2491970

Of course, by all means.
You take a moment (or several, there's a bit to go through) to read through the documents and have Mimas repeat everything to you as well just to make sure you understand everything that's being presented to you.
Basically, after all the terms, services, conditions, and stipulations are read it amounts to the following:
>The Good
-You will be guaranteed pay, food, lodging, a laboratory, texts, and anything else your heart or your work will so desire.
-You will be considered a friend and subject of the Cheval Mallet's and allowed free access through out their lands undisturbed. Basically official citizenship to Copse.
-You've already met your colleague and associate: The Gardner. He seems nice and is pretty cute.

>The Bad.
-The terms of service require at least 7 months of exclusive devoted Necrolyte work in service to Lady Catherine and her subjects need.
-You will not be allowed to leave during this time.
-The Pit and all Shadow Magics are strictly forbidden. This makes the following spells: Shadow Bolt, Dark Ring, and Scraps of Life 'illegal'.
-The Burlesque. You've seen what these people do for fun. They're at a whole 'nother level.

Most importantly:
-You made a promise to The Monk of The Pit you'd come back for them and you kind of want to date them and this creature called them a "Luddite Thing".

>>2492008
>Rolled 20

You're not worried though, even in this repressive environment something tells you deep in your heat that you could get away without incident if you didn't like how things were headed and were so enclined to decline the rude creatures proposition.
((Good fucking roll, dude. ))


>>2492016
>aren't we now like... permanently immune to grunge/dirt/etc from Pit cleric?
((No, they just cleaned you.))


What do you think you should do?
>>
>>2492034
I vote we politely decline, saying we'd rather stay independent for now, but insist we'd like to stay on friendly terms.
>>
Rolled 11 (1d20)

>>2492050
I'm inclined to support this. Make it clear we'd be willing to collaborate for projects but we'd like to try our hand at solo operation for now
>>
Anons may have gone to bed it looks like. Should we save the vote for tomorrow?
>>
>>2492062
>Should we save the vote for tomorrow?

I'll give it a bit more time.
The vote is basically the final action I had planned before I'd call it for the night, so it feels awkward in my eyes to leave it just before we can accomplish it.

Today has been a rather plot heavy session.
>>
>>2492065
Made some good progress though. More 20s than I thought we'd get
>>
>>2492065
Aye. By the way, tomorrow I'll be at a DnD session and I might not be around till 10:30-11ish eastern time. Depending on the pace of the session though I might be able to keep up with this quest since it doesn't move too fast.
>>
>>2491961
>>2492034
>>2492065

Welllll.... I guess call it there for tonight: give you guys some time to digest before we get back into it fresh tommorow.
Tommorow at 3pm (west coast time) saturday!

Apologize to leave it on a cliff hanger like that, but, well, I don't like leaving these sorts of things undecided even if a choice seems obvious- the most amazing things always seem to happen after all when someone rolls right or wrong at the last minute.

Until then the thread has been archived: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster%20quest
So go vote on it when you can.

If you like what I do or even just want to make sense of things, I have a work blog you can check out here: http://spaghettiart.tumblr.com/

I know today was pretty plot heavy, so I appreciate everybody who stuck around 'till the end, the people who just arrived, and anybody else in between just monitoring the thread!
>>
>>2492088
I'm finally free to go pass oouuuuu~ zzzzzzzzzz...
>>
>>2492088
>>2492091 (me)
...zzzz*! Oh thanks for the riveting time. See you some time tomorrow, not sure when.
>>
>>2492088
Fun thread as usual
>>
>>2492088
Well I officially voted on turning down the proposal. If you want something beyond that how about visiting the local bookstore and browsing its wares? We could actually find necromantic books and other materials useful to us.
>>
>>2492034
Pit Waifu is Best Waifu
>>
File: anysecondnow.gif (87 KB, 320x240)
87 KB
87 KB GIF
>>
Last post here: >>2492034

Last time on 'Caster Quest' you said your "until next times" to the Monk of The Pit and crawled out of the dark cavern of the pit and reunited with the Amazons back at Commune #9. Once there, you briefly asked #72 what the Rotwood would have in store for you since you your journey was finally bringing you there, nothing good though: centipede & fly demons, gnolls, alraune n' some sort of terrible toady creature haunted the woods beyond just the dead...

Whats more, though, is you've finally made it to the Cheval Mallet Estate and -right now as we live and breath- are being confronted with a tense offer by the Lady Catherine: a horrifying and terrible white centipede demon who wishes to enlist you into the services of her dark kingdom.. You were expecting a Vampire Queen or some other form of undead leading the undead, the presence of a Demon here -especially when they're quite rare in the first place- is indeed particularly suspicious.

You've read the terms here: >>2492034 But you're pretty sure you're going to decline.
It's time to make your move, Necromancer.
Accepting Actions. Actions are d20. We have one perfect 20 we can use for our escape: >>2492008
>>
>>2493969
Even though I rolled that 20 for escaping I want to accept. It's only 7 months, and I'm sure we'll learn a whole lot.
>>
>>2494008
...Nice try anon I was the one who rolled that 20 and I voted already right here >>2492149.

Did you forget /qst/ has IDs?
>>
Rolled 6 (1d20)

>>2493969
Can we use that 20 to politely decline and hope they don't kill us?

If not, rolling to politely decline and hope they don't kill us
>>
>>2494035
Ah, you're right, I rolled an entirely different 20 that didn't get used.
>>
>>2494130
>Ah, you're right, I rolled an entirely different 20 that didn't get used.

Link me it. I'll see if we can still squeak it in or if we've moved too far from it's context.

Anyway, first action coming up in a moment, wanted to give people some time to notice the thread.
>>
>>2494148
>>2491889
>>
>>2494162
>20
>Be cool
That should definitely help with being polite and keeping our nerves under control
>>
Alrighty, lets continue our adventure.

>>2492008
>>2492050
>>2492055
>>2494080
>You Declined.

"Excusez-moi?"
Calmly, firmly, and as politely as possible you once again repeat to the White Demon Catherine that you decline the offer, reiterating that while the terms are indeed quite generous you wish to retain your autonomy. That doesn't mean, though, that you would be opposed to perhaps working on perhaps a commissioned basis- cooperating on more casual terms and joint proje..cts...
Catherine does not look impressed with you, "Sir Mimas, si vous voulez." Mimas, shares a brief nervous and slightly frightened darting look at you before he organizes the papers, the money, slides everything back into the chest as neat as could be and carries it off with a hurried canter. Catherine's centipede portion begins convulsing and flexing in mild annoyance- her many bodies clenching their hands and turning in to one another, she, however, remains calm.
"That is.. quite unfortunate. Sir Mimas spoke quite highly of you and not just the Gardener but the entire estate, indeed, was looking forward to your youthful demeanor and presence livening up our household.. It's just a shame that you'd just leave us here, in the dark."
Someone kills the lights and the Grand Hall is once again pitch black, "perhaps I can persuade you in some other way." You hear crunching, clicking, flesh against fabric, and a dull red glow is produced when it becomes clear the room has been vacated: Catherine 'peels' herself open and dozens, maybe even hundreds of her naked demonic self crawl out of her body like white maggots from a corpse with the 'main' body standing up from a kneeling position wearing the loose skin as a gown.
"Convaincre l'enfant nécromancien, s'il te plait." The smaller naked 'Catherines' begin advancing towards you.
You think you've had enough of this place.

>>2491889
>Be cool
>20/20

Wrapping your arms around you and holding yourself tight: you cast a full strength 'Frost Armor' and encase your body in a frozen pillar of foot thick ice. The Catherines swarm towards it and begin clawing, biting, pressing their pale bodies against the ice to melt it with their hot demon flesh. "Ça ne marchera pas ici, enfant. Je connais tous les sorts que tu connais, j'ai lu tous les livres que tu as. Il n'y a rien que tu puisses faire qui me surprendrait. Accepte mon étreinte."
Normally it's 'good' when a Villain monologues as it buys one some time, but in this particular situation Catherine has a pretty good handle on things. "À votre avis, qui vous a nourri de ce chapelet de pain? Avez-vous déjà pensé à quel point tout cela était commode?"


2nd inc.
>>
>>2494321
>>2492008
>We cannot afford to make a demonic pact.
>20/20
>Complete and total unarguable success.

You're not frightened, but you don't know what to do: there's no where to run while you're here at the estate, you could try to fight back, but you're nearly completely positive if you tried you'd be anal-nihilated. You admit to yourself that maybe you were being a little naive to think they would just accept a "no thank you" and let you go without any sort of resistance.

While Catherines Maggots lick, claw, and grind against the ice- muffled groans, moans, and the muffled image of smeared pale bodies begin to smother your frozen prison. You sit down quietly, holding onto your knees, and think to yourself with the time you have.

It's funny, but with the muted drumming & yelling from outside and the cool feeling of the ice and the enclosed space on the inside, snuggled in your little black robe.. You can't help but feel a little drowzy.
You feel yourself nodding off, you lay back, and fall into your own shadow.

When you wake up you're not sure if your eyes are even open or not it's so dark, but you feel the presence of a warm body and a familiar scent.
A voice comes out, small, broken, shrill but chipper like a poorly strung violin.

"So, how was your job interview?"
You're back with the Monk, laying on your back, they're sitting up and over you- smiling from ear to ear with those cracked lips of theirs.
Accepting new actions. Actions are d20.
>>
Rolled 10 (1d20)

>>2494396
Pretty poorly. Did you pull me out of there? They mentioned you.

Rolling to acquire info
>>
Rolled 16 (1d20)

>>2494396
Poorly
Figure out what just happened
>>
>>2494448
>Roll 10/20
>Acquire Info

Sitting back up you're no worse for wear then when you got up this very morning. Though you welcome the company of the Monk, you're a little bit confused on what just happened and sparring a moment to gather your thoughts you explain everything that happened to your friend.

They lay in your lap while you explain everything to them. "Hmn.." the Monk nods thoughtfully, eyes closed, half asleep, when you've caught them up to speed you end it by asking them a few questions you have. They yawn, brush their long white hair out of their pale sunken face, thinking about what they're going to say to you, "Well... That's too bad, isn't it?"
You tell the Monk they mentioned you. "Oh, that's no good."
You ask the Monk if they pulled you out of there. "Maybe~"

>>2494558
>roll 16/20
>Figure out what just happened
>Higher end success.

Giving the Monk a placid look and tell them you're tired, confused, and appreciate it if they could be a little less cryptic and mysterious just this once.
They crawl back ontop of you and hide in your collar, "How mad would you be if I told you I can peek in on what you're doing whenever you wear that robe I gave you? Would that be weird?" You tell them that'd be at least a little weird, but more importantly you ask them what exactly if anything did they see.
"I saw that gross lady made out of ladies. She's pretty weird. Probably not supposed to be there." they lean their face up, tapping their chin with their finger, "I also saw.. You getting into trouble." They cough a little into your face, brushing it off awkwardly, "Hmn, didn't want you to get eaten.. so here you are."

You ask them if they can see what goes on through the robe, can they see your body underneath it.
The Monk squirms back into their shawl, quietly giggling to themselves. "Maybe~"

Accepting new actions.
>>
>>2494731
Well...I think it would be a good idea to move shop. Staying in a demon's domain who has it out for us does NOT seem to be a good idea.

Like downright terrible actually.

Fucking demons why couldn't it have been a damned vampire instead...decent enough cover though. Admit to being something less shady then you really are.
>>
>>2494767
Especially since the demon managed to somehow find us in the first place and we still don't know how.
>>
Rolled 1 (1d20)

I'm kinda afraid we just went down a doomed timeline

>>2494731
I'm at a loss right now. The Chalet is probably going to make life hell for us. Wouldn't be surprised if Honey Hill is reduced to a miasma and zombie infested mess by the time we go back.

Rolling to go back and check on our stuff though I'm open to other suggestions.
>>
>>2494791
why did I roll? there wasn't even a call for a roll. I'm done rolling, I'm just dooming us even worse
>>
Rolled 7 (1d20)

>>2494794
>>2494791
Well anon I think we can both agree its time to BTFO.
>>
Rolled 2 (1d20)

>>2494731
Ask if she has any tips for keeping that nasty demon from making us serve her, sexually and otherwise.
>>
Rolled 8 (1d20)

>>2494731
Lewd the Monk
>>
>>2494767
>>2494773
>>2494791
>>2494794
>Roll 1/20

You proceed to have a panic attack.

You found out that Cheval Mallet Family is gone a fraud or both and in it's place is being controlled by a massive, white, centipede demon who's been leading you along the entire time, knows who you are, knows where you were, might know everything about you, and then you went and said no to them. No to basically the 'Queen' of Copse.
It's the only thing you can think to do but to writhe & bemoan your bad luck, yell and whinge about how you're doomed and there's nothing you can do.

>>2494818
>Rolled 7/20
>Lucky 7

The Monk slips out of their robe. Their pale, naked, fragile delicate body practically glows in the darkness.
They then crawl down, over, and up in into your robe to press their body to yours and hold onto you as tightly as their emaciated body can muster.
Whispering softly in their broken voice, "You're far stronger than you realize, Necromancer. Catherine is a fraud and a squatter: an indulgent, disgusting bug pretending to be royalty and surrounding herself in a court of weak individuals and puppets. She is a piper tiger and you are a cold, biting, blizzard that will rip her apart. She made a powerful enemy today, not you."

>>2494830
>Rolled 2 (1d20)

You hold tight the Monk, just skin and bones: you appreciate their kind words, but you quite just don't believe them.
The Monk wheezes, you loosen your grip, and a wheezing laugh lets out of them, "Catherine can't stop me. I'm sure you won't have a problem. Have a little faith."


-New Objective: Defeat Lady Catherine.
Accepting new action rolls
>>
>>2494909

((Keep in mind it's one of your several goals: become powerful, learn new spells, build a dungeon/larger lair. It isn't a prompt to do it RIGHT NOW.))
>>
Rolled 10 (1d20)

>>2494909
Seems like we're destined to replace Catherine as the master of Chalet and Copse

Time to return home to Honey Hill and start building up our Lair proper
>>
Rolled 1 (1d20)

Ok so demons are scary>>2494912

Ask Pit Monk if she can teach us some sweet ass pit magic
>>
>>2495055
Guess we insult her so bad she demonstrates it on us
>>
File: Anime_Police.png (1.16 MB, 1280x720)
1.16 MB
1.16 MB PNG
>>2495055
>Rolled 1 (1d20)
>>2495055
>Ask Pit Monk if she can teach us some sweet ass pit magic

Somebody get help.
>>
Rolled 10 (1d20)

>>2495103
I'm here. And Oh crap.
>>
>>2495103
Help can't reach where we're going.
>>
yesterday was the Night of the 20

today is the Reign of the 1
>>
>>2494901
>Lewd the Monk
>roll 8/20
>Below Average Success.

The Monk's skinship is pleasant and calming, your mind is soon lingers on... Different things. Different, skinny, pale, unimaginably soft and smooth someone's as a matter of fact. The Monk notices, peeking their gloomy face up and out of the collar you share and staring at you with their large, light-sensitive, pooled eyes, "Oh dear, what are you going to do with 'that' ~?"
An 'attempt' is certainly made.
The going is awkward. The Monk is simply too frail: you stop before you hurt them.

>>2495055
>Ask Pit Monk if she can teach us some sweet ass pit magic
>Roll 1/20
>Complete and total failure.

Between waiting for the Monk to recover from what is most likely the most physical activity they had possibly ever seen, while bringing them water you ask them about Pit Magic. They take a few dainty sips from the stone bowl, eye you, quietly adjust their robe realizing it had been exposing their boney chest.. "Hmn." Is all that comes out of them. You wait for them to slowly drinking before they speak again; they raise their arms, "help me up over to the floor."
You do as your told and carry the Monk over to the flat space before their little living area. You set them down and they pull on you weakly, urging you to sit with them. "I want you to make some Ice for me." Again, you do as your told, this isn't anything difficult.
The Monk quietly lectures you, "Ice, Shadow, these are elements that people can never truly conjure. They always speak or understand of them as an absence of something." The Monks long, skinny, hands clasp your own and they gently brush the frost from your palms, "Did you ever think it was weird how you, yourself, never felt cold by the ice you made? How it felt different somehow?" You let your hand go limp, and they spread your fingers and seemingly play with your hand- drawing their long unkempt nails in the palm and tracing every little shadow in the crease.
"What you do, what we do, is something at it's purest: a true Universal entity and aspect of nature."

"Look at your hand, please."
The Monk shows you a 'real' shadow, not just the absence of light, but the 'real' darkness occupying the space on your hand.
You suffer a tremendous amount of psychic damage and wake up a week later. The Monk having nursed you back to health.


Accepting new Actions rolls. Actions are d20. You get 3
>>
Rolled 14 (1d20)

>>2495450
Make our way back to Honey Hill.

Tell the monk that once we have our lair built up she can join us. If she wants
>>
Rolled 3 (1d20)

>>2495450
>>2495487
First ask the Monk about that little curse we got way back opening the letter to see if that is a concern.
Then this but maybe swing by Commune #9 to let #72 we are alive, despite our rendezvous at the Cheval estate going terribly.
>>
>>2495570
>First ask the Monk about that little curse we got way back opening the letter to see if that is a concern.
>Roll 3/20
>Low, just short of complete failure.
>+The Monk loves you. Rolling with preferential treatment+

Recovering and making light conversation with the dark Monk you think back to that curse that was put on you by the letter and then 'seemingly' lifted by Mimas, "Will my 'little curse' be a concern when I'm opening up your backside?" Is what you say.
The Monk keeps feeding you, there eyes trail down, back up, tracing 'it' with their eyes, "It..I.. I'm sorry it doesn't fit. I c-could.. try with my mout- " No, no, No. You correct the Monk, slip of the dick- tongue, tongue.
You reiterate, correctly this time, asking the Monk about a curse you got from opening a letter sent to you from Catherine. The Monk delicately inspects your wrist with their boney little fingers, there's no scarring or wound, but their face furrows, "Yeah, I can see it. Hold on." The Monk whispers a few words and then kisses your wrist. You feel different somehow and the Monk tells you it's gone.

Catherine can no longer accurately track you.

>>2495487
>Make your way back home.
>Roll 14/20
>High End success.

Just a bit shy of a fortnight passes before you're fully recovered. You think it's high time you continued your journey and you'd like to start by returning to Honey Hill and your Lair.
You pack your things and tell the Monk you'll be back for them once you've made safe your lair and there's room for you. The Monk stop you, "I have something for you."
They slid out of their bed, clutching their robes tightly, rolling a bit- you eventually just help them up. "No, no, I can walk." This a half truth. They waddle over to the stone that hides their scrolls.

"Let me try and teach you one last thing."
>New Spell Learned: Séance: "Psychic, a telepathic cantrip that allows one to speak to individuals through their minds."

You trek through the cavern's tunnel, up through the ground, and when you're bathed in light you call over a Dark Cumulus to taxi the rest of the way back home in style.
The open air, the wind in your face, it feels amazing- you've been coopt up for so long.

Roll for new Actions. Lets see how our house has held up.
>>
Rolled 14 (1d20)

>>2495879
Hopefully the skeletons didn't over feed the slime.
>>
Rolled 3 (1d20)

>>2495879
Put up all the anti demon spells we don't know.

I dunno. Shrine to gods? Circles of salt?
>>
>>2495922
>Hopefully the skeletons didn't over feed the slime.
>Roll 14/20

You manage to putz your way back to Honey Hill and your little home in the ruins beyond it for the flowers and the fields; welcome and thankful to be in the presences of such rejuvenated nature... You can't help but wonder what that Gardner is up to right now, the Vampire you met. Catherine frightens you and obviously has to be stopped, but it'd be good to save the 'people'.

Enough of that, though, your lair.
It's still there. Your pumpkin patch is starting to grow- it looks quite healthy in fact your sunflowers and the whole area looks like it's seen a little bit of work: The Bee Women must have been keeping an eye on it while you were gone since you don't sense nary a waft of miasma from your stupid Goblin skellies. Speaking of which.
The skellies are in perfect condition, all 3 of them- you can feel them immediately once you're within range and they've been dutifully fulfilling your last requests to the letter: manage the house, keep it clean, everything looks to be in order.
Your slime is the size of it's container though, a bit big- you might want to dig it a hole or.. use it for a trap, maybe? Your first dungeon encounter!

>>2495945
>Put up all the anti demon spells we don't know.
>roll 3/20

For a moment it looks like everything is intact, but it isn't until you step into the room where you had been storing your treasure do you realize your lair has been invaded by your very first CRAWLERS.
Your treasure room is nothing impressive: mostly empty clay pots, but at least ONE of them 'had' been filled with a respectable pile of copper coins. 'Had' being the key word here.

Entering into the room, you see:
>roll 11/20
What looks to be a small gang (11) of red 'Treasure Imps': roughly 2ft'ish tall, bottom heavy, at least partially clothed, with little horns, tails, sharp ill-fitting teeth, with little else on them but a large sack they seem to be pilfering your money into by the hand fulls. When you step into the room, several of them notice you and stop what they're doing, "Can he see us?" "He's got a robe on." "Shut up, you fuckin' idiot." "He could just be 'wearing' a robe- it is a cold climate." "Fuckin' quiet." "We should leave."

Treasure Imps are stealing your treasure.
You might want to prepare some spells: https://pastebin.com/tJNzGa4e You don't have to kill them, but, you know- can't be havin' that. You may prepare 17 Spells.
Roll for Actions. Actions are d20. You get 3.
>>
>>2496086
s'little late. not sure if can contribute anything at this point
>>
>>2496157
>s'little late. not sure if can contribute anything at this point

It's fine, we've got just the house encounter and then a loot roll and we'll be done for the week.
Just to give some, like, basic perspective so as to not keep you guys guessing how long we have left.
>>
Rolled 4 (1d20)

>>2496086
>Frost armor
>mage hands

pick up the imps and then shake them until all the loose coins they've stolen are dislodged from their pockets
>>
Rolled 19 (1d20)

>>2496086
>1 Frost Armor
>4 Will o Wisps
>3 Ghost hands
>4 Frost Breath
>2 Hush
>3 Stolen Word

Sorry, got distracted

I'd like to intimidate them into leaving but we should rely on the Wisps and Frost Breath to take out the majority if they turn hostile
>>
File: a3148714251_16.jpg (81 KB, 700x700)
81 KB
81 KB JPG
>>2496086
>>2496182
>>2496157

I actually think it'd be best if we leave it there for now. It is pretty late and participation isn't quite what it should be.

I'd like to thank whoever managed to stick around 'till the end, anybody who popped in mid section, and everybody inbetween n' so forth.
If you enjoyed the quest you can vote on it here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster%20quest
If you're interested more in what I do, my material, world building, or just want to access hot meta knowledge, my work blog is here: http://spaghettiart.tumblr.com/
I fully intend on being a bit more active this week on there- I have a bunch of things I'd like to draw, so you can look forward to that at least.

I hope everybody had an okay time at least: I will.... Try to think about what I can do about this pacing. I feel bad for taking nearly an hour to post actions n' so forth.
>>
>>2496367
No worries friendo. Had fun. Maybe we could use the 19 I got here >>2496339 next time we start it up.

I still want to try necromancer alcohol brewing, investigating having a Will o Wisp possess Skulls (since there was that hint that something was there), and experimenting with that Dark Ring cantrip
>>
>>2496367
Shoot, laid down to relax a bit an nodded off for a little while, sorry. Usually I see these threads through to the end but it was a long day and I'm 3 time zones. I had fun for the parts I was around for and it's always a fun read catching up.
>>
>>2496367
Thanks for running!

Also Pit Monk is cute!
>>
Rolled 17 (1d20)

>>2496367
Rolling for how good or how bad our luck is next run
>>
>>2496339
>mfw




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.