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/qst/ - Quests


Opening Post
You are Alice Ashbedight, a former peasant girl. And here's the highlights of the last week:
-Got killed by bandits
-Risen as an undead being called a Dullahan
-Raised your best friend Tina as a Dhampir ('cos apparently you can use necromancy now)
-Exacted merciless revenge on said bandits
-Realized that your new unlife is actually way more enjoyable than your former boring life as a racial minority, being a Dark Elf
-Had a drinking party to celebrate the victory
-Travelled to Wyvern's Bazar to sell some of the loot you didn't wanna keep
-Got discriminated against and may or may not have sulked about it for most of that day
-Stayed there for a few days to sell & buy stuff

And that's where you're currently at. You just finished part of your shopping in Wyvern's Bazar, and it is currently noon.

Inventory: https://pastebin.com/L2Ysed2z
Character: https://pastebin.com/cuLbLQT5
>>
(game fact post)
I changed up the stat system to make it simpler to use (good idea, that guy who proposed so last thread). I'm gonna try and make it a simple bo3 1d100 system, where a modifier is added to the roll corresponding to what kind of trial you are facing. Should also make the system at bit easier to understand.

On that note: Magical gear explanation. If a weapon is +2 (like the upgrade Tina's getting), it will give a +6 bonus to rolls for hitting and damaging. Same goes for pretty much any type of gear. +3 to the roll for every +1 enchantment the gear has got. It's probably a bit confusing, but I can't think of another way to phrase it off the top of my head.

Also, to the dude (Kash, I believe?) who asked for a map, or at least a draft of one: I haven't forgotten, I just haven't gotten around to actually do it yet.

Also, here is the link to previous thread (yay, quest didn't die after first thread): http://suptg.thisisnotatrueending.com/qstarchive/2950382/
>>
>>2994667
Sup man
>>
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Another day, another night
You take a look at the magical ring you've bought, the decorative sapphire in it alone shows off the opulence of its owner. And to the discerning eye, a faint blue halo reveals itself when the sapphire catches the sunlight, supposedly a telltale sign of enchanted sapphires. A lot of enchantments use various gemstones as focus objects, allegedly.

As you survey the surface of the entrancing mineral, your thoughts drift to the other one you bought. Fetching it with your offhand, you hold it adjecently to the one you're wearing. This other one, a thoughtful gift to your dear friend, is adorned with a bright green emerald, but their shapes as well as the rings they are set in are identical. You can't decide if it makes you happy because your dear friend & ally will be safer, or if it's because a luxurious gift like this is bound to delight her. But it does bring a smile to your face.

...

After a few hours of strolling through the streets, examining the city, you meet up with Tina at the tavern, 'the Fox & the Harp'. You sit down at a table, and talk about what you've bought, and how much you have left.

She tells you that she has gotten some pillows for various comfort uses, arrows, quilts (again, comfort), and some rations for travelling. When you ask about the quilts and pillows with an inquisitive expression, she responds with a short laugh, and says "I thought it'd be cozy, y'know? Like when we had that campfire going, that was sooo NICE! And I thought.. if we had had actual quilts and stuff it'd have been even better. Plus, they'll make travelling in the wagon way more comfortable as well!"

(cont.)
>>
>>2994669
(Oh hey, a returning customer! Man, you're quick)
>>
"Speaking of comfortable", you direct the conversation, "if you're gonna be swinging a sword around, a dress is probably a bad choice for clothing". She laughs at that, and puts on an act like a snobby noble and says "Oh come now, wouldn't that just be an EXQUISITE sight, a lady simply can't demean herself by skimping on her attire after all!", at that last part she makes an extravagant curtsy while swinging an imaginary rapier with one hand. But then she adds "hahaha, yeahhh-no, you're right, we should buy some proper travelling clothes. Probably for both of us - it's not that the dress doesn't suit you, but for travel..?". And you agree to that, new clothes for the both of you it is.

After some more talking, you decide to tell her what you bought. When you tell her how much you spent on books, Tina gives you a look of 'what? why?', and you tell her some of what they can potentially be used for. She gets the gist of it, but it's clear she don't know a lot about magic.

You also tell Tina that if you're gonna do more combat (and you really think you will), then you'll need some gear upgrades. And so, you give her the emerald ring you bought at the Draconian's shop, and tell her it will help her defend against a measure of physical as well as magical attacks. You also show her that you got one for yourself as well. She puts on the ring with an honest smile, and says "aww, thanks Alice, that's so nice of you!", and then holds her hand in front of her, eyeing the jewelry, and then says "and look at that, we are even matching! That's so wonderful!"

(cont.)
>>
After that, you go to an equipment shop. You are greeted by an old bearded Human shopkeeper, whose eyes you can barely see beyond his almost closed eyeslids. Looking around, you ask him about enchanting some gear you've got. "mmmhm, oh yes, young miss, we do indeed offer that service here, yes we do. Often we do that, hmm-hmm".

Tina then says "grand, then how much for these two?" she asks, and then hands over her longsword as well as her chainshirt.
"Mmhmhm, well now missy, that depends on you, it does, yes, hmm. How powerful magics do you want on it, then, mmhhm? For every level of enchantment on it, the price is 50 gold coins, yes it is."

You and Tina both look at what you've got, and discuss the matter for a minute or two, before settling on +2 for both the weapon and the armour, using up most of your leftover money. You figure you can just hunt some more bandits or something anyway, there's probably still a lot of them around. And you don't wanna lose your friend again, so good equipment is paramount.

(cont.)
>>
You decide to get a new weapon while you're here. An actual combat scythe this time around, not a farming tool. Hopefully this one is more durable than the last. And sticking to a scythe just seems kind of fitting. When you get stronger, maybe you could even attach a chain to the end of it? That might give you some combat flexibility. You're not the toughest nail around, but your strength has reached a respectable level after your 'rebirth', and with each level you've gained, you have felt a small surge in strength as well.
You ask what the red part of the scythe is for, and he explains that it is for holding a very basic level of enchantment, that makes the weapon more durable. You figure it can't be all that powerful of an enchantment, since the weapon is hardly any more expensive than any other weapon.

(cont.)
>>
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After you've paid the weird old geezer, you exit his shop and go to browse shops to buy some clothes. It takes you the better part of an hour, browsing and chatting with your friend, until you find some proper outdoor clothing. You both decide to go for some simple pants, a cloth blouse with a belt, and a hooded robe as the outer layer. You could probably both benefit from hiding your looks. Although... That reminds you...

You pull Tina away from the shop once you've purchased, and ask her "hey, uh, did you have any trouble hiding your... you know", you then look around, and when you're sure no one is looking, you part your lips and point to your canines".

She goes paler than usual, and wide eyed. She then hold her hands on front of her mouth to cover it.

...

"oooohh shoot, I completely forgot about that! Do you think someone noticed?! Should we get out of town now?! Oh I'm so sorry Alice.. I just, I forgot, somehow.."
...
She at least has the decency to be embarrassed and panick a little about it.

What should you do? You've just paid 200 gold coins to get gear enchanted, the old man said the gear wouldn't be ready before the day after tomorrow...

>Stay, hope for the best
>Leave the city immediately
>Something else (specify)
>>
>>2994690
>Leave the city immediately
Before we leave check if they have any bpunties on the notice board, we need more money before going to the big city. If thwy don't just leave
>>
>>2994690
>>Leave the city immediately

"don't worry dear, we have nothing else to do here anyway, don't be upset, I like how they look"

did we have any leads on profitable things to do around the area?
>>
File: Tina, Dhampir.png (319 KB, 485x750)
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It feels wasteful to not get anything for the 200 gold coins you just spent, but if that's what it takes to play it safe, maybe it's for the best. There's no telling if someone saw Tina's fangs, and while it doesn't seem like it's directly illegal to be a Dhampir, there may be some extremists who would decide to do something bad anyway. You personally know very well how poorly some people handle it when someone stands out in any way...

You give your friendly bloodsucker a faint smile, pat her head, and then say "don't worry dear, we have nothing else to do here anyway. Don't be upset about it either, we were soon leaving anyway. Besides, I like how they look".

She calms down at that, but still gives you an apologetic look.
She then says "..really? I figured they'd make you uncomfortable.. But thanks. And thanks for being so cool about this - I promise I'll be more careful next time".

You shrug as you pull your hand back from patting her head. It feels a little funny, patting her head, but being shorter than her. You think it must look funny too.

You then say "pointy teeth and pointy ears, it suits you in a way". She perks up some at that remark.

Now then... What should you do before you leave? You figure if someone noticed her teeth, and decided to do something violent to either of you, they'd probably plan it out first. Maybe. Anyway, you should at least be able to fetch your wagon. But what else should you do, before you leave?

>Look up possible bounties, and possibly similar ways to earn a quick coin. Then go get the wagon, and check in at the equipment shop, ask if it's possible to get the money back since you won't stay long enough to get the equipment.
>Get the wagon, and check in at the equipment shop, ask if it's possible to get the money back since you won't stay long enough to get the equipment.
>Get wagon, just live at once.
>>
>>2994828

>Look up possible bounties, and possibly similar ways to earn a quick coin. Then go get the wagon, and check in at the equipment shop, ask if it's possible to get the money back since you won't stay long enough to get the equipment.
If they try anything we can take them, but let's be close to each other for safety
>>
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>>2994828
>>Look up possible bounties, and possibly similar ways to earn a quick coin. Then go get the wagon, and check in at the equipment shop, ask if it's possible to get the money back since you won't stay long enough to get the equipment.

Ur next Scrub
>>
>>2994914
+1
>>
>>2994980
>>2994983
(nice to see some familiar people. Writing)
>>
Right, gonna need me a best of three 1d100+7

(if not enough ppl roll quickly enough, I'll just take what I can get)
>>
Rolled 34 + 7 (1d100 + 7)

>>2995062
wew
>>
Rolled 3 + 7 (1d100 + 7)

>>2995062
>>
Rolled 68 (1d100)

>>2995062
>>
Persuasion roll: dc 40 partial refund, dc 60 partial refund, dc 75 full refund
(nice save Kash, good thing I haven't decided on crit rules yet)

As much as you don't want to face any unnecessary risks, you still feel you have a few important tasks to perform before bidding Wyvern's Bazar adieu. But just to be safe, you stay in one group for the rest of your shortened stay. Well, except for Fodder #1, who's still guarding the wagon.

Deciding to go for the easiest task first, you head back to the equipment shop, which you never really caught the name of. Then again, it may be safer if you don't come back here again for a while, so who cares. Plenty of big cities out there.

You arrive at said shop, and approach the old geezer, and say "hi. So, me and my friend here were here earlier today, about having a longsword and chainshirt enchanted with a tier 2 enchantment?

"Mmh-mmh, yes, I remember, that I do"

"Well, the thing is, due to certain circumstances we gotta leave the city earlier than we expected, so uh.. Can we maybe get our money & gear back?"

"Hmm-hmm-hmm..? A refund yes? We don't like to do those here, no we don't, no. Hmm, still, still, still, could make an exception here, yes. We have had our own problems, yes we did, so the enchanting process has been delayed, that is has. So yes, just a moment, please, yes."
The weird old man then exits the room through a doors behind the counter, and soon after he brings you not only your missing sword and armour, but your 200 gold pieces as well. What fortune. You had actually started to brace for the fact that you might not have gotten your money back.

(cont.)
>>
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Once you leave the shop, Tina gives you another apologetic look, and mouths the word 'sorry', without actually saying it, and then says "that's a lot of money we just risked because of me, huh".

You can tell she isn't taking it that hard, probably since you already took it pretty cool so far, but still, you reassure her "yeah well, it was an accident, don't think too much about it. We'll probably make an even bigger amount of money in our future efforts anyway". You can tell she's thankful for your reassuring words.

On that note, you think about your options for actually making that kind of money. Killing those bandits and taking their stuff gave you a small fortune. Additionally, you've heard about bounties. And you also know that heroes usually are pretty well off, which is self explanatory, really, if they hunt bandits, you figure. But how to effectively approach any of these ventures? Ah, you do remember seeing a signboard near town square, maybe there's something there. And so, you set off through the paved inner streets of Wyvern's Bazar.

On your way there, a young Halfling girl approach you. She looks to be around 9 years old or so, and she's dressed simply in clothes of a quality that's common for, well, commoners. Other than that, she's carrying a sizeable basket with a dishtowel over it. She seems to be going around, selling buns. But now, she's heading for you, with a mesmerized expression.

(cont.)
>>
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"waaooouuww, why are your skin so dark miss? Are you like, a royal Elf or something? You're so prettyyy~"

Ah, you've experienced this before as well. For the most part, people shun you for your difference, and all the malign rumours floating around about Dark Elves. But occasionally, there's some (typically young) folks who are more fascinated by you, oftentimes they're just ignorant about the whole deal. It's a pleasant enough change of pace, but you never could get used to the attention of people without getting paranoid, since it's so often a bad attention.

Still, the girl seem honest enough, and you eventually end her bombardment of questions by buying a bun (they do smell good). 5 copper for a bun isn't bad either. You say goodbye to the young Halfling, and move on, nibbling on your still lukewarm bun. It's nothing special, but it's pretty good, and it has even got some spice in it.

Soon after you reach the center of town, and find the signboard. Looking over, you see a lot of practical information to the villagers. But there is one post that warns of some vicious bandits ravaging the roads between here and Almondhill. A city to the west of here, one or two days travels, you don't know exactly how far. The note doesn't say anything about the bandits, other than the fact that the road there is considered risky, and that a request has been sent to get it fixed as soon as possible.

Hmm. If someone's 'getting it fixed', that probably means someone is getting paid. Maybe you could dip into that? Arh, but it might be troublesome...

>Look for other possible ways to make money
>Look into some kind of detail about the bandits on the road to Almondhill (specify)
>Decide that that's enough info, and head out after fetching your wagon.
>>
(I'm off for tonight, thanks for playing, however briefly it was. May write more tomorrow, if not, I'll make time for it the day after)
>>
>>2995291
>Look into some kind of detail about the bandits on the road to Almondhill (specify)
Like what is the rate of banditry they're pulling, is it specific only hitting seemingly rich targets or is it just an everyone's fair game plan.
Also what has been the most consistent number of bandits at any given time during these attacks.
>>
>>2995370
This, but ulrimately I think we should hunt them, if for nothing else to get their loot, it is preetty profitable.
>>
>>2995370
>>2995436
agreed
>>
>>2994690
>>Stay, hope for the best
We haven't done anything except spend loads of money. And ask in the inn about talk of monsters and things less known than bandits in a certain area or even areas avoided because of threats, rumors or haunted areas.

>Look into some kind of detail about the bandits on the road to Almondhill (specify)
This was originally a "talk to town guard" about this stuff.

>>2995486
Agreed.
>>
>>2995291
>>2995370
This is fine, also ask that orc and the girl who was with him. They may have some information related to bandits (any group I mean).

And was me the one about the map, we're cool.
>>
>>2996112
yeah, but let's not bring them along, the girl is a cleric and that can spell disaster if she sees our magic
>>
>>2996570
we might need to find more companions in the long run, but we have to be very careful for obvious reasons
>>
>>2995291
>>2995370
supporting

>Look into some kind of detail about the bandits on the road to Almondhill (specify)
try to find out if there were survivers and if there is information about the bandits numbers, from where they came and what their weapons were

might be a bit overkill, but if want to keep on doing this we need to get more professional/cautious before it bites us
>>
(I'm back, and writing an update this moment)
>>
If anyone's here, throw me some d100s +12 for a sense motive roll
>>
Rolled 64 + 12 (1d100 + 12)

>>2996894
>>
The cost of preparedness - measued now in gold and knowledge, later in blood.

It's a strange thought. It's the safer option to just skip town, but you really haven't done anything illegal while you were here, at least you dont think so. You've spent a lot of money on their shops, and you have behaved well enough. But just because someone might have seen Tina's teeth, it'd be safer to leave. Because you stand out, because you're different. In a way, it has always been like that for you. Still, you won't let that keep you down.

You tell Tina about your plan to get some information, and you then head off to find a guard to talk to, since according to the barkeep Tina spoke to, bounties and such are handled through their office.

You find a couple of cityguards, a Halforc and a Human, and approach them.
"Excuse me, hi. I've been told that information on bandits and bounties are something I should speak to the guards about?" you ask.

The Halforc cocks his head as he regards your group.
"Sellswords, eh? Good on ya, keeping the roads safer", he says, as he gives you an approving nod. He then continues "well that is correct. S'matter of fact you should head to our headquarters to get tha proper 'nstructions". The Human beside him says nothing, but just nods in agreement.

You then answer "right, but I don't exactly know where that is, would you tell me which way it is?"

The Halforc guardsman then says "I can do ya one be'er, I'll show you where't is. Right this way", and then he motions for you to follow him as they both start walking away.

Five minutes later or so, you're in front of a sizeable building. It has an air of military about it, being made of large cobblestones, and having long banners hanging on each side of the entrance. The entrance seems to have a wooden portcullis that can be lowered.

Right after coming out of the first corridor inside, you enter a spacious room. It's pretty stylish too, with a large brown & green carpet in the middle, a few desks and counters, all made of wood that seems to have been treated with a nice, dark, smoky, wood stain. Here the Halforc tells you to adress the 'pretty lady at that desk over there', with a grin on his face.

(cont.)
>>
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The older (about 40?) Kitsune woman in question gives him a reproachful stare, as he wasn't exactly discreet. You assume she's Kitsune related, as she's got the ears & eye colour from one. Furthermore, something about her face also seems to have a touch of being something else than human. Something about the eyes being a little more narrow and slanted, you think.

As you go to her desk with your friend and servants, she gives you a once over collectively, and end up looking at you, waiting for you to speak your mind.
You do so, and ask "hello, we're looking for information regarding the bandit trouble on the roads to Almondhill?"

The foxlike woman says "ahh, yes, that trouble. What do you want to know about them? Are you mercenaries perhaps?"

You're not sure what to answer, but end up saying "erhm, yes, something like that. I was wondering if there's a bounty on the bandits? And if you have any knowledge of their raids that'd be helpful as well"

She smirks a bit at that, and says "lovely. Well yes there is indeed a bounty on their heads". She then looks through a stack of paper to her side, and brings up one of them, "ah, here it is. Viscount Ragnar offers a reward of 10 gold coins per bandit head you bring back. And I mean literally bring the heads back here, just to be clear. Ah, and don't try cheating on the amount of heads unless you want a bounty on your own, as it will be investigated after the job is done. Oh, and you are free to keep any goods they might have, unless it is marked by a trader it can be returned to."

(cont.)
>>
She then place the paper on the desk in front of her, and lean over a little, folding her hands in front of her chin, "now then, you asked about any knowledge we may have. First of all, I know of another group of heroes who plan on trying their hands at this. I don't know if they have left yet. But it's fair to assume that you could have some competition for this job. On the other hand, maybe you could help each other out? But it's up to you, we just want the bandits dead. The other group calls themselves 'Dawnbringers', and are a group of four: a Dwarf and a Human, both melee. An Elven archer, and finally a Tiefling mage. They seemed competent enough, but didn't strike me as veterans".

She goes on, explaining that "other than that, it is estimated that there are around 20 bandits active in the group. Maybe even 30. We strongly discourage any traders from going that direction currently, as more than half the traders going that way end up getting ambushed, and so far they haven't allowed a lot of people to escape either.. And as to who they attack? Well, mostly anyone it seems. There are several missing farmers, merchants and simple travellers"

You try to digest all this information, and ponder your best options here. Knowledge seems to be important after all. A thought springs to mind, and you ask her "by the way, you said there have been some survivors, right? Well, what did they say about how the lawless attacked them, and what weapons they used?"

She smirks again. What's so funny about all of this? She then pick up the paper and scans it. She then looks over to a young servant, human, probably around 15, and says "hey Natre, bring up Saroy will you". The lad does as he's asked, and the woman then looks to you again, "according to this document, they were armed with varying quality and types of equipment. One guy was clad in a fullplate armour, and seemed to be their leader, and his estoc think large/heavy variant rapier had a green sheen to it. Best to assume it's enchanted".

(cont.)
>>
Not long after that recount, a young (20 or so?) Halfelf man walks up to the desk. The Kitsune woman then asks him about how the bandits attacked the ones who managed to escape the ordeal. He salutes, and turns to your group, and says "hello sirs and ladies! From the information I gathered from the few escapees there were, it's safe to assume that the go-to strategy of the bandits is to use the terrain to hide themselves long enough to get close to the travellers, and then get the jump on them! So far, from what I've been told, the ruffians have got two strategies: One! To lay out some cleverly disguised roped to make escape difficult, and then charge. And two! To surround the innocent travellers through either trees, bushes or grassy terrain! That is all!", and only then, he assumes a more relaxed posture.

Oddly energetic, that one. The Kitsune woman thanks him for the info, and he then leaves. She then turns to you, and say "well there you have it. That's all the info we have on these lowlives. If you wanna check with the other group, if they are still here, they were staying at 'The Fox & The Harp'. That's actually my sister's place". And only then do you notice a fluffy fox tail oscillate twice behind her. You've seen Kitsune before, and know they have the ability to hide their fox parts, so that's probably why you didn't see the tail before.

Thanking the Kitsune for her help, you leave the building. Outside, you think that while you're here, you might as well see if you can hear some rumours about local points of interest. And where better to do that, than at a tavern? And so, you set out for 'The Fox & The Harp', where your wagon still is.

(cont.)
>>
And as you tread these prominent streets you steal a curious glance at Tina from time to time, as you wonder how she is. She doesn't seem to be in a bad mood, maybe a little anxious. But you see something else in her visage. She isn't exactly rushing ahead, just walking the same pace as you. But there's an eagerness in her step, and you swear you can almost feel your thoughts resonate the words hunger, and danger. You know, at an animalistic level, that you are not in danger, that you are not her prey. But that same base instinct also tells you that someone is. You feel a hunt building in her, slowly, steadily. Whenever she establish eye contact with someone, that danger disappears swiftly, like a spider into its lair. And instead, a regular smile adorns her face. Same thing when she notices that you stare at her.

"What? Why are you staring like that!" she says with a tone that's a mix between accusing and amused. You don't think she knows what you saw in her look, and you're not even sure she noticed it herself. For now, you just smile and shake your head, saying "it's nothing".

...

Back inside the taproom, a nice warm atmosphere greets you, as the 15 or so patrons here chats merrily, and a soft harp music is played in the background. The male Halfelf who played the harp last night isn't actually at the harp, it seems to be playing on its own by magical means right now. Strange, but neat. You then head right up to the barkeep, the same woman who welcomed you here the first time. Given that it's not all that crowded right now, she heads over to you as soon as you reach the counter.

(cont.)
>>
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"Welcome back my dear guests", she says, "how may I serve you this fine afternoon?"

"Hello", you answer her, "I was wondering if you had any knowledge about the local area. Rumours, perhaps. I'm thinking anything about monsters, threats to avoid, haunted areas, that kind of thing"

At first she doesn't seem to understand where the conversation is headed, but as you finish asking, she answers quickly enough, and tells you that "I haven't really listened too much to that gossip about places being haunted or such. But one place that i do know to stay away from, if you're travellers, is in the ruins southeast of here, of the old castle.. what was it called.. Ahh I don't remember the name, but yeah, most folks know better than to get near there, supposed to be a group of bullmen living there, dangerous kinds of beasts, aggressive. What were they called again.. Mina toris?".

She also says "if you're headed north, be mindful of the swamps up there, lots of nasty beings live there, some savage Lizard people for example. Now I know that not all Lizardmen are mean monsters, but there are plenty of vile rumours floating around about them, and where there's smoke there's fire, right?"

Additionally, she says that "on the other hand, if you plan on going south, to Oaksberg, don't stray too much to your right, there's an old temple there, and word is it's haunted. Well it's always smartest to just stick to the roads, really. Speaking of haunted, if you ever find yourself in Tradesports, I heard there's a famous curse on the island that's about an hour or so away from the shore". Ah, yeah you actually heard about that last one yourself. It's a pretty old rumour though, you think it may have been around for longer than you have. Likely just dangerous waters.

Other than that, she tells you about the bandit problem that you already know of.

Now then, what should your next step be...?

(small map update, to clarify some of the directions and stuff)

>Go search for the bandits
>Look for that other group the Kitsune mentioned
>Follow up on one of the rumours
>Something else (specify)
>>
>>2996996

wow big update and thank you for the map

so, i assume that the roads in the east are the point where the bandits made their appearances?
>>
>>2997010
nvm, i just reread an earlier post
>>
>>2996996
Before anything else, pull Tina aside privatly.

"Are you hungry? We can try to find some animals, we got the money back so it won't be difficult."

After we deal with that I say we scout the other group first, sit near them and listem to their conversation , if they don't seem to be the "smite them all" tipe we approach them and propose we work together, if they are fishy we nust hunt the bandits alone
>>
>>2997035
we haven't confronted/explained her new "life" to her right?

We can't keep that a secret forever, we might have to tell her now, to explain what we saw about her predatory gaze
>>
>>2997038
I think she is fully aware that she need blood to survive, we'll just have to deal with that someway
>>
>>2997035
support

" I wish I could give you my blood.....but apparently I taste bad!" false indignation.

hey, can we try something? let her have a sipof our blood while we infuse it with the same negative energy that healed her before, maybe it won't be a substitute but something to use in case of emergency.
>>
>>2997041
it is one thing to know it by instinct, it is another to know what it would mean for her and her loss of control
>>
>>2996996
>>Follow up on one of the rumours
Seems juicy enough.
>>
>>2997085
which rumor?
>>
>>2997105
The Castle one, is pretty close to us and we can go back to the roads to see how the other team has done with those bandits. My guess they will pretty much be wiped out.
>>
>>2997109
I would prefer to go for the bandits, I don't know if we are strong enough to face a band of minotaurs, Tina doesn't even have a class yet
>>
>>2997117
You do have a point. So yeah, actually the castle can wait, though if we meet the other group we shouldn't show ourselves, we're controversial after all.
>>
>>2997128
it is not as bad as long as we have the King passive up.

sleeping in a camp with them could be bad or even a fight with them could freak them the fuck out and i don't think we are strong enough to beat a group of adventurers
>>
You want to ask the barkeep some more questions, but first, you wanna make sure Tina doesn't do anything hasty. Thus, you thank the barkeep, and tell her you'll be back later. You then go outside, and into a nearby alley with Tina, and have Nar and four arms make sure no one comes in while you talk.

Tina looks at you with a confused look, and you say "look, I wanted to talk to you about your condition". There is a pause where neither of you say anything. You continue, and say "..are you hungry? You seem hungry, and it's not like we can't just buy an animal or something, you know"

She seems to contemplate that a bit, and says "well, I guess I am. More thirsty than hungry actually.. or maybe an itch? I don't know, it's a weird feeling, but not a bad one.. But yeah now that you mention it, my thoughts have been drifting toward my next meal a lot today. Hah, guess you know me better than I do!"

You smile a little at that, and then start faking an increasing indignation, as you say "well I would offer you some of mine, but apparently I taste bad..!", and you make sure to look away to emphasize on that displeased look.

It seems she's fallen for it, as she says "awww, come now Alice it's not like that! you know you're everything to me! I hardly even remember the taste, it probably wasn't even all that bad, I think I was just surprised or something! Hey, look at me!"

When you don't respond within the first few seconds, she grabs you into a bear hug, and says "hey come on now, don't be mad at me, Alice. Aliiiceee! I'm not gonna let go of you until you say you love me!"

>Admit it was just to see her reaction
>Keep up the feigned indignation a little longer
>Something else (specify)
>>
>>2997200

>Admit it was just to see her reaction
boop her nose
>>
>>2997200
>>Something else (specify)
Tell her we wont forgive her, wait until she say a "come on" or something, then show up a try-to-be tsundere and tell her we love her or something.
>>
You decide to hold it for just a few moments more, and say "it's not that easy to just forgive".

It works as intended, as she pats your head in a loving manner, and say "oh come on Alice, please-please-please-pleeeaase!"

You finally relent, saying "arhhh~ fine fine, I just wanted to see your reaction, I can't keep this charade up for very long. I'm not mad at you at all". You smile at the end, and boop her nose with a finger.

That just seems to give her more energy, as she hugs you with renewed vigour, and even nuzzles the side of her head against you "aha, you do love me! I knew it!"

It's not like it's not nice, but still, enough of that. "alright, I admitted it, now let get of me you brute, you're crushing me!"

"Mm-mh", she rejects, "now it's your turn, I won't let go until you admit you love me, you adorable little doll you!"

Ah, once again, you are confronted with the boss battle that is talking about feelings, and even saying something like that out loud. But knowing her, she won't let go until you do it.

Okay, 'I can do this', you think, "I-.. I-love-you.." you end up saying, in a smaller voice than you had intended. But it seems to have been enough for her to hear you, as she releases her bear hug.

You take a deep breath (more as a habit or reflex really, don't actually need to breathe). You then clear your throat, and conveniently change the subject, "anyway, it really is an issue we need to consider, your new thirst. According to what I read, a Dhampir like you need to drink blood about once a week, but I'm not sure how much you need.."

She shrugs at that, and then says "iunno, but yeah buying an animal is probably the easiest way to get blood. I don't like the thought of it much though, it seems... dirty? Like, most animals aren't exactly clean. But I guess it's better than nothing, the taste should still be fine".

>Add something else to the conversation about Dhampirs or the like (specify)
>Move on, investigate that other group, if they are still in town
>Something else (specify)
>>
(by the by, it isn't yet clear to Alice how powerful heroes actually are. It's obviously very level dependant, but this is actually her first real brush with what those people can do, if you manage to find this other group)
>>
>>2997260
Kiss her on the cheeck. And a long hug and say we'll find something good for her.

Propose this temporary solution >>2997044

Then we search those heroes and ask about their plans
>>
>>2997260
you tease! damn, I wasn't here to write in on the previous option, hehe, I'll jump that elf kek]

>>2997300
+1

Let's talk with the heroes, see how they are and then decide if we try to reach the bandits first or if we help each other, while there pretend Tina and us are together so they don't try anything funny,
>>
>>2997344
I wanna make sure a majority of people wanna go that route before committing to it, which is also why im postponing and update, given what the last two votes were for. Its not that im against the choice, i just want to give people time to see it and react to it
>>
>>2997300
Supporting, Maybe we can buy a juicy steak at the inn. And next finish our talk with the woman, the hour is night to attack!
>>
(aight, im gonna say that this is it for tonight, and i'll try and see if i can make time for writing more tomorrow. should be possible. if there's any question regarding mostly anything about the quest so far, feel free to ask away. or feedback, for that matter)
>>
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As a little bonus piece of lore:
Among Black Elves, the process of naming children follows a strict set of rules, so that every child is named according to movement of a divine energy. It is commonly believed in their culture that the name signifies an important aspect of one's life.
In the case of Alice / Iym-mol'fryn, one of the interpretations of her name is something along the lines of 'Champion of an Endless Storm'. Alice firmly believed for the better part of her life, that this was because she was bound to have a trying and harsh life filled with prejudice that she had to weather.
>>
>>2997400
I don't mind it at all

Thanks for running.

>>2997523
Damn, poor Alice
>>
>>2997400
Oh, no worries dude, I agree with the sentiment, this quest has been the confyest around, no no rush on my part
>>
>>2997260
>>2997300
Supporting, but changing the thing about the heroes. I'm against it for now, kinda we're moving too forward considering that we want a peaceful life traveling (and maybe settling down). In other words, is out of character (that's what I believe at least).
Now we can buy a juicy steak at the inn. And next finish our talk with the woman, the hour is night to attack!
>>
>>2997523
and how about other Dark Elves, are there settlements or regions where they come from? are they evil that make people distrust even those outside of it?
and Tina's name, is there a meaning like ours?
>>
>>2997577
Thank you for participating, as well. Luckily for Alice, her life looks a lot brighter these days!

>>2997650
I'm glad you're giving this some thought. As for what Alice wants, I'll let that be mostly up to you guys, and I can see what you mean by things moving very much forward compared to Alice's life up until now.
>And next finish our talk with the woman, the hour is night to attack!
Could you elaborate which woman you mean? Also, the last part, does that mean you intend to go find the bandits soon?

>>2997655
Yes, there are several places where mostly only their races live. I actually use Dark Elves as an umbrella term for two variant races: the Black Elves, and the Drow. Most people in-game won't know the difference, but there are some.
As for their alignment? Well, Alice don't know of any, other than her nearest family. But yeah, both Drow and Black Elves can be some vicious mofos, few races hold a grudge like them. I won't go much into depth with it, but as a rule of thumb: Drow are sadistic, and Black Elves are just plain evil. But both are just tendencies, and no one is truly bound by their blood to act in a certain way.
Tina's name, AurĂşthiel? I honestly haven't decided yet. So far I'm thinking that yes, there is something akin to the Dark Elven naming practices, but not the exact same, seeing as the divine energies the Dark Elves interpret from are inherently malevolent, but not a lot of people know that.
>>
>>2997035
We have 3 horses and a few mouthfulls wouldn't do them serious damage and would make a good test.
Also check with Nar - how is his hunger? It is easy and expected of Gnolls to eat big chunks of raw meat - we can buy that.

>>2997344
Sniff out the heros and see what they are like.

>>2996996
Seems the best choice priority on next mission:
1) bandits - Plan: If we work with the 4 adventurers - put some on the wagon. Have 4 arms and the other zombie covered in sackcloth as Goods, with instructions to guard the wagon. We flank the road and wagon with a few people on each side. If just us - Nar and Fodder in wagon with 4 arms, Tina and us flanking off the trail ( but better with the adventurers against 20-30 Bandits).
2) Temple south and west of Oaksberg
3) Swamps up north
4) Ruined Castle w Mina Toris ;)

Ask the bar keep about the adventurers and slip her a few gold for her help - +/- any meat for Nar.
>>
>>2997650
second thought about being sneaky: follow the adventurers far enough back that we can keep tabs on them, but using the wagon & flank plan above (just in case). Then we can come to rescue them or follow the bandits to their camp. ( side thought: The bandits may have someone in town who informs them when a rich target is going to travel the road. We can then go "shopping" and make a big deal about 4 arms delivering Fodder in a barrel or box to the wagon. ":Take it easy with that! It's valuable!"- but we would need to work with adventurers because the informant would know we are a party of 4, so the extra 4 and the undead are surprise points).
>>
>>2997690
>Could you elaborate which woman you mean? Also, the last part, does that mean you intend to go find the bandits soon?
The bartender, we told her we will back, so we should ask about the other group, they lodged there. And yes, but without encounter the other group, if we see them we better hide and evaluate, but personally I prefer if they die so we can take their bodies.
>>
>>2998070
Pretty sure this guy has seen some shit.

Especially about the informant, that is very reasonable.
>>
>>2998070
i like that plan and it could work well with a chest to put fodder into
>>
also if i remember correctly we bought the negative energy gem, right?

we should do our best to fill it up before we leave
>>
>>2998070

ok, some things to do then

1 test our blood with neg energy as a temporary substitute
2 give the dog some raw meat as food
3 talk with the adventurers to see how they are, then we decide if we go with them or just follow them and rescue(if they are worth of rescue)
>>
I mean, they have a Tiefling, they can't be TOO bad.
>>
>>2998570
>>2998070
>>2998501

Agreed

we can do the experiment later when we are alone going to sleep.

When we talk to the heroes pretend we are a couple so they don't try anything, and we are not seen as adventurers, just traveling merchants, that way we can gauge their personalities.


Also, that bandit group is probably those unemployed mercenaries that the gnoll's girlfriend is part of, hope we can avoid killing her, or if we do, bring her back.
>>
...

You replay what just happened in your head, before you changed the subject. You truly do appreciate her company, more than you can properly convey with words. You've never been an eloquent speaker, and you're not an expert at putting your thoughts into words. But you feel you have to let her know, even if you can't properly phrase it. And so, you stand on your toes, and give her a peck on the cheek, and give her a long, sincere, hug. For a moment you just stand there, and then you say "don't worry, I'll find you something good to drink. I want to test something with my blood later for you to try". She nuzzles her cheek against the top of your head, and return the embrace tightly, with a happy sound that's a mix of a squee and a 'd'awww'.

A small minute or so pass before you decide to let go. You clear your throat again, and sheepishly say "we should.. get going"

As you recover mentally, you decide to go inside the tavern again, and look for that group of heroes. You know their races, but you don't know who they are. But the barkeep should know.

You head up to the counter again, and take a seat, "so, barkeep, I got another question". She walks over, places a forearm on the desk, and says "sure thing dear. Don't s'pose you'd want to order something this time around as well?".

Thinking about, you figure this is probably the proper way to do things, so you ask her "uh, sure.. do you have something without alcohol in it?"

She straightens her posture back up and beams, "sure do darling, I got some mixed fruitjuice if you want. Now it's usually served with a generous amount of firewine in it, but it tastes just fine without it too, only two and a half silver".

You agree, and pay her the money. And shortly after, you're served an exotic looking glass of semi thick juice of various colours. It's pretty good honestly, tastes sweet. After you've sipped it, you feel less guilty for just using her time with questions, and proceed with another "so, I've heard of four heroes, 'Dawnbringers' I've been told they're called as a group. Supposedly they're staying here?"

(cont.)
>>
She looks a bit skeptical at you at that, and asks "wellll, that depends a whole lot. If you're looking for trouble of some kind in my inn, the answer's no. Are ya?"

That... surprises you some, you've never thought you looked like a threat to anyone.
"Erh, no? I don't hope so? I mean, I just wanna talk to them, honestly, about a job with some outlaws".

At that her mood visibly brightens up again, "oh I see, all that stuff, yeah I heard them talk plenty about it. Sure thing hon', they're staying here. If you wanna talk to them their room number is 35, go on right ahead upstairs, they should be in their room, unless they left through the window. Hah, you never know with these hero types".

Hmm, troubling. You kinda wanted to get a read on them before talking to them. Maybe if you ask the barkeep a few questions about them. But before that, you say "ah, right, I was actually thinking about getting something to eat as well". You then look to your Gnoll servant, and ask "are you getting hungry as well?"
He answers "uh, yeah, I could go for a bite".

You then face the barkeep again and say "I'd like to order something to eat then. A tasty steak for me, if you have it, and one for the Gnoll. Ah, but you don't need to prepeare his. Raw is fine". She gives Nar a bit of a look at that, a subtle 'ew, really?'-look. But you know that it isn't unusual for Gnolls to eat raw meat, so it shouldn't be too strange.
She nods and say "sure thing, coming right up. That'll be two gold then", she then turn around and open a door behind the counter, leading into what looks like a kitchen from what you can see. She passes on the order to a cook, and then close the door and turn back to face you again.

You hand her four gold coins, and say "keep the change. For being helpful". You smile a bit at this yourself, as this is the kind of thing you'd expect from a bona fide bounty hunter. You're actually having a little fun with this.

(cont.)
>>
She thanks you, and you ask her, "so about those Dawnbringers, how do they seem to you?". Sticking close to the truth is often the easiest, so you add "I was thinking of maybe working with them, but I kinda wanna know what types they are before approaching them, you never know with these kinds of people after all".

The barkeep rests her knuckles at her hips and say "you said it hon', adventurers are a strange mix of people. As for these particular gents? Well, I think they're alright. The human seems a tad boastful to my liking, but they seem like simple enough folks. The Tiefling don't seem too shady either. You know how it is with Devilkin, they have a reputation. But this one doesn't seem to have too much of all that mess. Just horns and strange ears, as far as I ken. Not even red skin or hooves or such".

It's not enough knowledge to calm your scepticism about the group, but it's something. Still, you ask "any idea when they may come down from their room?"

She shrugs and say "no idea. But I believe they talked about leaving tomorrow". Not bad, then you have some time to spy on them. Ah, on that note, "thanks, you've been a lot of help. By the way, could you maybe not tell them I've asked about them? I wanna see how they act before I decide on anything..."

She smiles sympathetically, and say "oh no worries hon', my lips are sealed. Must be rough being a Dark Elf huh, being on your toes to every kind of stranger", after which she gives you a brief description of each of their appearances. You can tell she means well, so you thank her again, and take a seat at one of the tables. Soon after, your food is served. And boy oh boy, is it a treat. A juicy steak, probably beef, fried with butter and a few simple herbs. There's also a side of potatoes and some gravy. It's all very delicious, especially compared to the simple farmer food you are used to.

Nar, too, seems to be enjoying his steak, taking his time with it. You feel a little bad, seing as how you enjoy the food while Tina can't it seems. You fork up a piece of yours, and offer her a bite, just to try it. She eats it, but shrug on one shoulder with a 'meh' expression on her face, and say "not impressive, but I guess the herbs help a bit".

Then, you wait. It takes about an hour before they show up, most of which you idly spent chatting with Tina, and Nar a little. All four of them come down the stairs. They take a seat at another table.

[Gonna need me a stealth roll, 1d100+20, to avoid attention, and a sense motive roll, 1d100+12, to get a read on their group.]
>>
Rolled 85 + 20 (1d100 + 20)

>>2998735
>Stealth Roll
IGNORE ME. I'M A PDF FILE!
>>
Rolled 58 + 12 (1d100 + 12)

>>2998735
reading
>>
>>2998741
Brave of you to use that caption again, considering last time it yielded you a nat 1
is it a reference or sth? it feels like it is, but i dont recognize it
>>
Rolled 70 + 12 (1d100 + 12)

>>2998735
>>
Time for espionage. You do your best to seem casual and inconspicuous. You even exchange a few words with Tina, to make it seem like you are minding your own business. You feel like you're doing it well, too.

But your actual focus is on getting some insight, as to what kind of people that other group is. From what you gather, they are a somewhat newly formed group - it seems that the Dwarf and the Tiefling only recently joined the two others. During their talking, they order up some drinks: ale or mead mostly, with the exception of the Dwarf, who also orders up a shot of some kind after his third ale.

The Human seems very confident, and seems pretty interested in showing off his combat skills against the bandits. His words suggest that he is especially confident about his two axes. His name seems to be Tagaro.

The Dwarf seems to mostly mind his own, sharpening his claymore. But at some point, he tells Tagaro to "calm down", and "don't underestimate the enemy just 'cos you got yerself some expensive steel". His comments are said a bit offhandedly, and Tagaro doesn't pay it any mind. His name seems to be Arlgur.

The Elf among them seems cheerful enough, and has an air of confidence about him. He doesn't talk a whole lot though, but among what he does say, he states that "I don't care much about the ruffians, I just want to get paid, so I can enchant my bow". You think his name is Tavinh.

The Tiefling chats along merrily enough, but you don't get a lot of hints as to her motivations, but you get the impression that she's looking forward to finding the bandits. Her name seems to be Arienne.

Gathering this information has taken you about an hour or two, it is currently afternoon.

>Confront them
>Stay at the inn, spy more on the group
>Go to the grave of the nameless to fill up on negative energy
>Try to set up a ruse, to make it seem like you are travelling merchants, in case the bandits have an informant
>Something else (specify)
>>
(taking a break for now, may write more later, but no guarantees)
>>
>>2998776
>Try to set up a ruse, to make it seem like you are travelling merchants, in case the bandits have an informant
Pretend to be a couple, they'll probably try to ambush us if we go there.

Then we go to the graveyard to fill up our gem
>>
>>2998776
i vote we talk to them about the bandits, work with them for this and tell them about our ambush idea

they seem to be sincere about the job and as long as we can keep calm we should be able to work with them
>>
>>2998748
It's a let's play reference to one of the old Shadowrun games, whenever the player would ever start hacking in the matrix, he'd make a joke about how the firewalls and anti-virus should ignore him because he's totally a legit file of some kind. And PDFs actually netted more successes than failures when he mentioned them.

>>2998776
>>2998789
I'm supporting the idea of going to the graveyard to fill up the gem. Never hurts to top off before we go.
>>
>>2998776
>>2998810
i support loading up the gem, regardless of outcome, it shouldnt take long if we force the energy in more actively

>>2998793
also forgot my name
>>
>>2998789
agree to pretending to be a couple and filling up the gem

>>2998793
agree with talking to them honestly about hunting the bandits

>>2998810
kek, that is a clever ruse to use agains ICEs
>>
>>2998810
ah lol, I could see that happen as a recurring joke. I dont have a lot of experience with Shadowrun, but I did try 'Shadowrun Returns', and my first char first char was a hacker type
>>
>>2998824
I've just got the 5ed shadowrun handbook, I'm dying to try it.
>>
Why are we all whispering?
>>
>>2998831
SHHHHHH! They'll hear you!
>>
>>2998831
Because I considered what I was posting to be not relevant to the quest at hand.
>>
>>2998836
it was just a joke, its no problem in itself
>>
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They know!
>>
>>2998776
>>2998789
Supporting. We kinda decide to leave, so we have to be fast on this, gotta tell the bartender about being a couple and that we have to leave now too. So far I can tell this shit is pretty expensive, so for all those bandits we can get as much as 300g plus anything we can find, no sharing with those guys.
>>
Thinking about writing an update.
If I'm getting this right, there's two for going to the bandits with the other group:
>>2998793
>>2998820

And two against it:
>>2999141
>>2998789

Thinking of deciding by coin toss
>>
(in case I counted the votes wrong (I suck at getting an overview of the votes), or if there's any objections to a coin toss, you have until i post an update to speak up)
>>
>>2999172
throw the coin, either way has it's merits
>>
File: chance.jpg (50 KB, 564x564)
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Rolled 2 (1d2)

>>2999194
fair point. a game of chance it is.
1 for talking to the group
2 for going without them
>>
[roll me a 1d100+12 for bluff then. best of up to three rolls]
>>
Rolled 66 + 12 (1d100 + 12)

>>2999244
Damn Jackie I can't control the weather!
>>
Rolled 8 (1d100)

[don't mind me I'm just a pdf file]
>>
Rolled 83 + 12 (1d100 + 12)

>>2999244
>>
Rolled 35 + 12 (1d100 + 12)

>>2999244
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
Rolled 68 + 12 (1d100 + 12)

>>2999244
>>
For some time you consider the possibility of talking to the four strangers, and grouping up with them. Strength in numbers. And you are kind of curious about seeing heroes in action. On the other hand, you really don't want to split up the money, they'd probably want their share of the loot as well. It would be nice if you grouped up and they did all the hard work, and ended up dying in the process, but odds are you won't be that lucky.

Huh, that was a rather cynical thought. Well whatever.. That aside, you decide it's best to just go at it with the group you have. You tell Tina your thoughts on the subject, and she agrees to your idea.

You then leave the inn with Tina and your servants, and head towards the grave of the nameless once more. But before you do, you swing by the stable adjacent to the inn, and retrieve your wagon. Hmm.. Ah, yes, that'll do. You empty your crate, placing all the jugs of mead carefully on the quilts inside the wagon floor, and then have Fodder #1 climb inside the crate and curl up, after which you close the crate. You then have Laughing Dead carry the crate, and head towards the grave of the nameless.

But on the way there, you make sure to make a scene every now and then, telling Laughing Dead "oy! Be careful with that, you buffoon, those goods are worth more than you are!", and the like. You've told Tina and Nar about the act beforehand, so they play along.

You reach the mass grave soon enough, and notice that there's actually someone in there: two Humans, a Gnome, and a Dwarf, all male. Looks like they work here, and are currently digging a hole for a corpse that is draped in linen cloth. At first you consider coming back when they aren't here, but other the other hand, they have no way of detecting what you are here to do. And so, you bring up your Black Sapphire, and channel the dark energies into it. It's a surprisingly speedy process, as it's filled within 10-15 seconds. Neat.

You do notice that you have to take it slower than that, otherwise the dark energies actually turn visible. You think if it gets concentrated enough, it's visible. Like when you cast. You consider using some of the energy here to infuse your blood, and have Tina taste it, but you decide to hold off on that until there's no one around.
>>
As you start heading back towards the market, Tina says "so uhh.. Guess I should.. find some sort of animal to bring along, then?". She doesn't really seem uncertain, but more like she's hesitant about the idea. Odd, she wasn't all that hesitant about drinking from a horse in the bandit camp. Then again, you were both in a bit of a party mood back then.

You answer her "if you can hold back, you can just have some from one of the horses? So you don't need to buy another animal to bring along of you don't wanna".

She shakes her head, and hums 'no', "mm-mm, it's just.. Ahh, I just gotta psych myself up for the idea, I guess. A humanoid seems like a much better choice, but that'd be difficult, and that's the last thing I want to be right now".

At the bazar, after some browsing, she eventually ends up buying a pheasant in a cage (no, not a peasant), and place it in the wagon. While you're at the bazar again, you take this opportunity to make a scene a few more times. But if this ruse is to work, if there truly are any informants in town, they'd probably need time to work, so you stay around a few hours before leaving. During that time you buy some simple fruits from a vendor for 4 silvers, and share them with Nar.

You then set off to the west. As you reach the gatehouse, you wonder about the document you were told to destroy once you leave the city.. It should be good for a Fortnight, if you recall correctly. And you are intending to return to claim the bounty on the bandits so... Wonder how that works.

In doubt, you decide to ask a guard at the gate. He clarifies that "indeed, the document is rendered invalid as soon as you leave the city. If you intend to return and do business again, even if it's the same day as you got the document, you'll need a new one. Sorry to say, young one". Young one? He's probably no more than half your age..

Ah well, nothing to do about it. But as you start to travel west, one of the gray cloaked guards run up to the side of your wagon, and says "hey now careful missy, if you intend to travel to Almondhill, you should wait in town for a week or so - the roads there are dangerous these days. Bandits and stuff"

Opting to stay vague on the subject, you just say "ahh, yeah I've heard, but still, I think I need to take this chance". The man in gray seems worried, sighs, shakes his head, and then stops following you, and goes back to the others.

Now then... Another massacre awaits. Question is, how should you do this? You feel you need a plan, if you are to confront these outlaws, especially if they are aware that someone are coming, and their usual strategy is some kind of ambush. Drawing advantage from night time springs to mind, like you did last time. You'd say it's about 5 hours until it's dark, maybe 8 hours until it's really dark.

>Write in on game plan

[I'll take a break meanwhile. Might write another update when I get back]
>>
>>2999348

ok, night time is indeed the best idea, so we should take it slow, maybe let the horses rest a bit as soon as we are out of sight of the city

the bandits would have to take a greater risk if they attack in sight of either target, so they should be waiting for us close to the half way point and in bushes or trees close to the road

disguising our berserker would be another good idea, so we have an advantage on counter surprise as well as conceiling weapons in a way that makes it easy to draw them, gem included
>>
>>2999348
>>Write in on game plan
Match our time to arrive, we have the equipment so we just need to make a really surprise, so, I don't think the whole group will attack, if the informant is right and if they catch just one wagon, they will not be so wary about.
When they appears and confront us we should hide inside and wait until they enter to our wagon we go full hell to them, taking our disguise off.
>>
>>2999387
agreed, but we shouldn't split up the group to much, we have a better shot if they think the first 2 are harmless and i am not sure if Nar can see in the dark as well as we can
>>
>>2999348
night attack is our best bet, we camp a little far from the city and wait for nightfall our eyes can help us see in the dark but their can't very much so we don't use torches or anything, the priority is to find the camp, but just in case Tina and us stay inside the cart in case of an ambush, let Nar drive or the smiling one if he can.

we prepare every offensive speel we have.

during the battle we focus on raising bandits as soon as they fall so we can turn the number advantage

keep an eye for the possible gnoll girlfriend tho, it would be bad if we just killed her in front of our minion.
>>
>>2999393
I mean split their group, they wont do a full scale attack, and we can even split them more when they go inside the wagon.
>>
>>2999387
this works too, it's not likely all the band will be on the attack
>>
>>2999348

Also talk to Tina, smalltalk and the like but most importantly ask her what kind of class she would want to try out, what we might need and what she might be good at
>>
>>2999393
(All of you see in the dark. Think i may have forgotten to add that to servant description)
>>
(writing stuff. Gonna need me a d100+20 for magical defence)
>>
Rolled 9 + 20 (1d100 + 20)

>>2999619

hope its best of 3
>>
>>2999622
haha, yeah i can see why you'd hope that. Don't worry though, it's actually for something before the combat...
>>
>>2999622
oh god, i hope its best of 3
>>
Rolled 72 + 20 (1d100 + 20)

>>2999619
>>
Rolled 16 + 20 (1d100 + 20)

>>2999619
And 3rd roll
>>
(proofreading, then posting)
>>
Hmm, a plan. Since their usual go-to apparently is to attack travellers on the road, maybe you should just play into that? You consider having yourself, Tina, and Laughing Dead, inside the wagon, and have Nar and Fodder #1 act as coachmen. Sounds like a good plan. But you definitely want to use the darkness to your advantage, humans are infamously bad at seeing during the night time. And last time it was a ton of fun, scaring them by picking some off. You can't help but smile, as you think back on it. The roots of a restless appetite grows in your darkened mind, and anticipation brings a smile to your face.

But all in due time. About an hour after leaving town or so, you decide to make halt for now. You want to be certain that the night's domain is upon your victims, before you meet them, and they, in turn, meet their violent demise.

Tina's voice draws your attention out from inside your thoughts, as she says "well you[/] seem to be in a good mood", with a smile. She then says "excited for the big meeting, huh? Me too. I'm actually thinking I'll save this one for another time", and with a thumb, she then points to the pheasant inside the wagon. Ah, right, nearly forgot about that thing you wanted to try.

"Hey Tina, I know I joked around about the taste of my blood, but in all seriousness, I wanted to test if you can actually use my blood for sustenance, and I even have a trick that could make the taste more agreeable". You then pull back your cloak from your shoulder, and fold up a sleeve to bare your right forearm, as you present it to her.

At first she mostly just looks puzzled, but then she shrugs, and say "well I'm up for trying at least. But are you sure you're okay? I still feel pretty terrible about how I attacked you when you first saved me..."
You're surprised at how down she looks when she mentions that. And from the tone of her voice, you feel it may have been on her mind for a while.

"Don't even think about it, you didn't do it by choice. Honestly, in a way it was kind of my fault, since you did it as a result of what I turned you into.."
Thinking back, at first you weren't actually sure how she'd take being turned into an Undead, but luckily it turned out fine, in a lot of ways.

(cont.)
>>
well fuck me, forgot and 'i'..

She waves her hand rapidly in a dismissive way, and says "arhh no way no way.. I got dealt a bad hand and you did all you could to save me, I couldn't be happier for what you did. Especially with how much fun I feel like we're having, just travelling and doing our own thing. I've never even spent such a long time outside of Rydding before. And we can go pretty much where ever we want to, it's like an adventure, or a fairytale!"

Seeing her so happy and grateful rubs a bit off on you, but you're not exactly sure what to answer to all of that, so you just give her a smile. However, you start to feel a bit awkward, just holding your bare arm in front of you, and so you change the subject. "Ahem.. Anyway, have a taste, see if it's as bad as last time. It's rude to keep a lady waiting you know".

She gives you a toothy smile at the last remark. She the scoots closer, takes your arm with both hands, opens her mouth, and... Hesitates for a few seconds, like she's afraid to break something, or hurt you. But after a short respite, she goes for the bite, softly and carefully.

In preparation to her teeth puncturing your skin, you start channeling some negative energy, focusing on infusing your blood with it, if that's at all possible. But you try. To the best of your ability, you manipulate the dark energies, with the intention of giving it a good taste. But your approach is very speculative, you really have very little idea what you're doing here.

You can't really tell from her expression whether it works or not. But you can feel some blood being drained out through your wound. It's a strange feeling.
...
Oh.. But it's not even painful? In fact.. it's, sort of nice..? Yeah. Soothing, lulling you into a tranquil state, you feel like you don't really need anything else.. It's starting to get really intoxicating too.. Some remnant of logic in the back of your mind tells you that it's probably something related to her bite, but most of you don't care right now. All that matters right now, is how good this feels...
...
As your Dhampir friend pull her teeth out of your flesh, she licks the wounds, which for some reason makes them close up. And very quickly, you start regaining your proper senses. Your shake your head, trying to clear your still somewhat foggy mind. You don't really remember a lot of details about what just happened, but it was good.

(cont.)
>>
You are still recovering a little from that state, when Tina says "I don't know what you did, but it did something. The taste was very.. inconsistent? But a few times it was really good, for a short while.. I hope I didn't take too much? You look a little woozy?"

"Uhh, no, I don't think so, no... It's just that... Woah, that was... Something. I'm pretty sure your bite does something to people... I felt really.. Unfocused? I think.. Ah, but did it satiate your thirst any?"

She looks upwards, with a contemplative look, and says "mmmmmyeah, yeah I think so". She looks inside the wagon, seemingly at the pheasant. She then confirms "yeah, it must've helped, I'm pretty far from considering drinking that bird now. Ew".

Well that's good. Experiment succesful. But you should probably read up on Vampires or Dhampirs, to see what that was all about. Sheesh.
You then return to smalltalk, until you stumble upon a subject you're curious about.

"So about getting you that class.. Are you still thinking something like a fighter?" You ask her.

"Mmh, I think so. Maybe". She looks around at your various servants, and adds "well, it was mostly just because I thought it'd complement you well, since you're apparently some kind of mage, but.. With all these Zombies and whatnot you raise, I'm actually thinking I could make a bigger difference elsewhere. Not sure as what though.."

"What do you think you'd be good at?" you follow up, trying to help her search for an answer.

She looks up at the still blue sky, with a hand offering some shade to her eyes, and says "no idea, really... I've never really found anything I thought I was good at. Well except for being with you, I always feel comfortable when we're together. Ah, but it's not like I don't get selfconscious and overthink things sometimes. It's complicated, I guess. But yeah, no - I have no idea what I'd be good at".

Well that just sounds a little sad. You bump her shoulder with your knuckle, and say "don't be like that. I think you're pretty great. You're better at people than I am, that's for sure. And there's plenty of stuff you're good at other than that".

She smiles at that, and says "thanks. Yeah, I'm sure we'll find something good for me to do!"
>>
>>2999718
>>2999720

well that is interesting, it is an amazing power her 'sort of hypnosis' and if we can keep our head straight we can deal with her blood lust permanently with just an infused bite per day
>>
(ending it here for tonight.

I feel I should end it on a prompt to give you guys a way to respond, so its not just me writing a lot of stuff, but on the other hand, you've already said what you wanna do next... Anyway, next time should be combat encounter. Wonder how that'll go with my new system.

Oh, and the magic defence roll was to resist the bite effect)
>>
>>2999736
yeah, it was realy good, maybe we'll get better at infusing our blood to make it more tasty and filling.

>>2999737
glad we didn't resist that was fun
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>>2999737

great read as usual and it is actually a good thing that we didn't resist it, this way we learned more than we would otherwise have

Anticipating the Counter-Ambush and it is 'interesting' that Alice seems to have found a thirst for combat
>>
>>2999736
Yup. You spent 1 negative energy on the stunt, so it's managable. However, losing blood counts as 'damage', in a way, and you'll need to either a) give it time to recover on its own (which also requires you to eat food, but no prob since you mostly do that anyway), or b) use negative energy to heal yourself for the lost amount of blood to regain it.

>>2999742
>>2999744
Ikr? I hoped you'd fail that roll, lol..

>>2999744
>great read as usual
Thanks man, appreciate it!

I hope you guys are okay with me writing this sort of wicked though process into Alice, even though you haven't voted much in that direction. I always meant for her to have a certain malicious side to her, even though she's mostly calm and level headed.

Ah, and also, thanks for participating, I hope you enjoyed most of it
>>
>>2999742
>>2999744
To be honest I don't think Tina should go for another role, because our minions are more akin to meat tanks or swarm types that are more than likely very weak against holy magic, all it takes is a paladin or someone with half decent magic and most of our forces will crap out on us.
At least with Tina she can more than likely take a hit or two from that kind of magic and keep on kicking since she's not reliant on us to keep going unlike our minions and she can actually think for herself which can be just as much of a huge boon as being hard to kill or the size of a brick shithouse.
>>
>>2999769
The thought process is interesting, it certainly gets me by surprise but I think it's a nice touch and we can try to keep it in check to not fall for Alice's race stereotypes, but sometimes (as with the bandits) we will fail.

All in all it's a great read and accommodating quest to play, thanks
>>
>>2999769
>I hope you guys are okay with me writing this sort of wicked though process into Alice, even though you haven't voted much in that direction. I always meant for her to have a certain malicious side to her, even though she's mostly calm and level headed.
I'm perfectly fine with her having that sort of negative side to her, it gives her more depth in the sense of her having desires but being strong willed to not entirely act on them.
>>
>>2999769

hey we work as thoughts in her head, we arent everything in there. Her inherent instincts are something to plan with/around/against, it makes the story more alive
>>
>>2999769
>wicked though process into Alice
Well, I think is too soon,we have yet to taste our power to get full of ourselves and reach that malicious side.
And thanks for the ride, I like this much better than "Another Isekai Quest".
>>
>>3000085
To be fair, it helps that the QM is actively talking to their players. It also helps that we're not doing retarded shit like randomly torturing random boars for fun.
>>
>>3000176
It's more than that, anon. QM here doesn't ask what to do every three lines, as you say he actually answer questions and mostly being a more like simple quest (not so much much shit to feel, not experience point to put on status, skills or/and magic, we can build the character on what is important, story. QM told us a more accurate schedule and doesn't disappears without a word. Finally QM actually write in a more interesting way USING almost all ideas in a good way.
>>
>>2999744
Good read Weaver.

I'd suggest we stuff some of the old clothes and set them "sleeping" by the fire while 4 arms stands or walks around. Make sure the horses are tied to some trees. Tina, Alice and Nar slip a little bit away - 10-15 ft and hide to watch. Fodder is to defend the wagon if anyone tries to move his box (or we do a necro-energy mental direction).
>>
>>3000189
There's also that, I just brought up a couple of things that I know was a big problem in my eyes.
>>
>>3000189
yeah, its a great quest all around
>>
File: 1523314224211.png (5.78 MB, 1768x856)
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Well, fuck me, I finished the map, feedback please to improve this little shit.
Also, I didn't add the church or castle cus they're more like point of interest, but if QM or everyone prefers to be added, I will.
Also also, QM, "Roads" is a place? I kinda figured up the others, but that one not sure, and what kind of place is? So I can draw something accurate.
Also also also I may did to big(?) the map didn't have space for the swamp, I can redraw some thing to adjust but if not necessary, pls tell me QM.
>>
File: 1511744977204.jpg (1.34 MB, 1768x856)
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Jpg one.
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>>2999769
>I hope you guys are okay with me writing this sort of wicked though process into Alice, even though you haven't voted much in that direction. I always meant for her to have a certain malicious side to her, even though she's mostly calm and level headed.
>Ah, and also, thanks for participating, I hope you enjoyed most of it
I actually preffer that she has something like that going for her. Like another poster said, it gives her more depth as a character and honestly opens up more ways to have fun in the quest. As is, this is a really fun and comfy quest and I'm sad I missed out on posting in this thread. I was looking for it but managed to miss it when it got posted

One thing I'd like to see though is about or relationship with Tina. Personally I see her, and hope that we treat her as, best possible friend rather than a love interest. More often than not quest characters tend to end up romantically involved and I find it sad that there is such a lack of 'unbreakable bonds of friendship' kind of relationships. I see the relation with Tina much more in that light and hope it has the chance to grow as such.

As for the upcoming battle, might I suggest a little practice with our new scythe since we have some time to kill before the 'ambush'? Moreso along the lines of getting familiar with it as opposed to skilling up. Last time we used one we got it stuck in a tree. I'd like to avoid that from happening again if possible.
>>
>>3001086
I'm interest in following her in a romantic sense and I see your point, I'll keep voting for it but I'm in no hurry to get them together, the friendship can grow to romance over time.
>>
>>3001086
>>3001093

I don't mind either way, as long as we take it slow i am ok with it, the way they both seem together it should be a very tight friendship first
>>
>>3000577
Well first off, that shit just looks straight up awesome. Did you draw it yourself, or use a program of some sort? Either way it's really effing nice.. Really gets that fantasy genre vibe too.
As for feedback, two things. 1) I think thinner roads would look better. But maybe that's just me. And 2) The island isn't actually named 'allegedly', lol. I believe I didn't actually give it a name, so maybe just call it 'Cursed Island'..

As for the church & castle? I think you're right, they are really just places of interest, so they wouldn't usually be on a map, I think.

And yes, 'Roads' is the name of a city, I realize that seems odd, but it is indeed the case.

>>2999783
You are correct in that your servants are all weak to holy damage, so that's a weakness you have. They have different combat specs though, like Laughing Dead is a berserker type Undead who isn't actually very durable for his level, but he has a lot of damage potential.

>>2999810
That's an interesting mindset. I'll probably keep that thought in mind as I write.

>>3001086
>spoiler
Ah, yeah maybe I should stick to one OP picture like a lot of QMs do. I'll need to find one I wanna keep though
>Romance/Friendship
Yeah Tina is really your only chance to emphasize on an old, solid friendship for now. There'd be room to gain a/more new friend(s), and watch that bond grow (honestly I didn't even expect you guys to try and raise Tina at first). But yeah, I'm very conflicted regarding that issue, since I can't please every player no matter what I choose to go with, when it comes to romance options. The easy path would be to just not touch the subject at all, but I feel that's a waste of potential. We'll see, I guess.

Also, you guys, all these nice reviews. Thanks. I wasn't entirely sure how well my writing would be received. I may not have a large player base, but I appreciate the ones I have a lot, you're all awesome. In a way it may even be a good thing that there aren't more players (that'd mean more disagreements, and less impact for each voter).

I was thinking about not posting today, but I think I can use this to unwind. I'll start writing some stuff, but it may some hours before something's up (srsly, inspiration makes my posting speed very random)
>>
>>3000577
Oh, forgot to answer that last part.
>Also also also I may did to big(?) the map didn't have space for the swamp, I can redraw some thing to adjust but if not necessary, pls tell me QM
Idk, so far this is all pretty local, so I think it's fine as a local map. If you guys start going to the swamp, I'm gonna add more stuff up there, so it's probably not neccesary to add the swamp to the map before you get to that region
>>
Another thing I have not mentioned about my thoughts on Tina, is that she seems to be both suffering from bouts of jealousy and inadequacy, she's both comparing herself to us and our minions at times while trying to find some way of "being useful". The problem with this is that she's so focused on that she'll make the wrong decision about her class and suffer for it, which can start a cascade of even worse potential fuckups for both her and us down the line.
The only real way that I can think of to unfuck it for the time being is to confront/comfort her on these matters and to keep assuring her that she should take her time in her choice of class. Like actually get some information down for each class and actually have her ruminate about what she wants to be on HER own terms.
We honestly have the money and the time to do this.
>>
>>3001304
agreed, we need something that agrees with her stats and her inclenations.
Before this battle we can't do anything, but maybe she should try a few things to make sure she makes the right call while we make our ambush
In general we have the luxury of time, as undeads we don't age as far as we know and we have no distinct enemies
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>>3001304
Hah, colour me impressed. Gonna add this to Alice's mindset, unless there are any objections.
>>
>>3001304
>>3001316
that is actually very good, we want Tina to make a choice by herself, not just to be useful, we have the minions to be useful, she is incredibly important for us and we want her to make the choice that would make her the happiest, we have all the (un)life together to enjoy, and we want her to be happy
>>
>>3001304
This is actually good and will make our quest more enjoyable.
>>
(right, update incoming after proofreading, and THEN combat (sheesh, that dragged out huh))
>>
>>3001408
hey story and character are demanding, what can you do
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>>3001414
Yeah, taking it slow and easy.
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>>3001414
Yup.my favorite times are probably the down times
>>
>>3001420
>>3001416
>>3001414
>>3001408
Speaking of Fighters, I kinda hope that they won't be DnD 3.5 levels of restricted in terms of what they can and cannot do.
>>
>>3001428
I feel like Tina'll pick something with at least a little bit of magic since she always comments on our magic, so maybe ranger or some kind of caster
>>
>>3001432

she admited to not really getting magic when we mentioned the books, or the theories behind them so i doubt it
>>
>>3001433
there's always sorceress if books are not her thing, but yeah, maybe there's that.
>>
I just remembered, would anyone of you be interested in a Discord for the quest, i got one server that i could easily change for the quest
>>
A part of you can't let go of the way Tina talks. Something about it doesn't sit well with you... You like her a lot, and you enjoy the way she's always easy to work with, and the way she always seeks to meet your needs. But at the same time, that's an issue. You don't want her to feel or be inferior, and lately, she seems obsessed with your opinion of what she should do. If you are to be equal, and you really think you should be, then she's gotta make decisions based on her own desires. Ahh.. But words. How do you put it into words... If you fumble here it could hurt her.

Ah, but first things first. You order Nar to hide his chainmail under his clothes, and cover his hammer under a thin layer of dirt, so that it's not immediately obvious that he can fight. You have Laughing Dead sit with a quilt around him, so that only his heads shows, and have him sit huddled over. You and Tina also hide your armours and weapons under your clothes, which is actually pretty easy with the cloaks. Except for your scythe. You hide it under some dirt, like Nar.

There, now if anyone sees you, it won't look like you have any guards. Just in case the bandits are flippant enough to raid this close to town. It's mostly just flat plains where you are at right now, so any bandits would have a tough time sneaking up on you.
You then take your time to think over how to adress the issue with Tina. Taking your time to think it over, you decide to get up and practice you scythe swings a little. It shouldn't break as easily as the last one, seeing as this is a proper military grade weapon, where the other was basically just a used farming tool. But no harm in getting a feel for it.
You swing it around a bit, until you get a good feel for its reach and such. Tina gives you a bit of a mystified look at first, but seems to get it after a while.

...

Having spent about half an hour swinging a scythe (and not getting any tired for it either), you decide you've figured out how to adress the issue. You bury your scythe under some dirt again, and go sit next to Tina, and place your head on her shoulder. After a few lengthy moments, you say "I think.. If you're still uncertain about which class you want, I think you should just take your time picking one, you know? It's not like we don't have an eternity, after all". You can tell the last part makes her smile, even if you aren't looking at her.

(cont.)
>>
"Take your time", you continue, "find yourself something that truly speaks to you. I didn't really get to pick, so you gotta make sure to be selfish enough for two in your choice. I appreciate your eagerness to be helpful, I know you want what's best for me. But I'm the same as you - I also want what's best for you, so... Please, don't pick something just 'cos you think it will be useful to me. Just having you here is already all I want from you. You're so kind to me and good for me, that sometimes I'm not even sure I'm good enough for you".

Wow, that was actually a good way to put it, and you didn't even feel awkward saying it. Nailed it.

She then sits up straight, so that you can't rest your head on her shoulder anymore, and you sit up properly yourself, looking at her in confusion. You eyes meet, and there's some tense emotion in her face. Did you say something wrong? She looks angry. Her eyes look are starting to look red. Oh gods what did you say, she's definitely mad about something, mad enough that her eyes are turning bloodshot, what do-... oh, no, wait, she's crying happy tears instead, but.. Apparently her tears are blood now. You only have a brief moment to feel silly for assuming something strange, before she pulls you into an iron grip embrace, and then she starts crying. Not a in a loud way, more like in a continuous sobbing way.

Through her tears, she says with a shaky, sobbing, voice "don't say that, you idiot! You have no idea how much you mean to me, if I had-", her voices gives in, but she recovers after a pause, "-if I hadn't had you, my life wouldn't have had any worth in it, I would just have married some stupid farmer, in that stupid village, and lived a stupid, MEANINGLESS life, until I was fortunate enough to get killed by bandits.. The only reason I had any regret about dying, was because of you! Don't say you don't deserve me, that's just too sad.. The way you are honest about what and who you dislike is the most beautiful thing I have ever seen, and without you..."
Instead of finishing, she tightens the grip around you, to the point that it would be a little uncomfortable if you cared about pain. She then loosens her grip, and just goes silent after that, except for the occasional sobbing.

(cont.)
>>
You just sit there, stunned. You knew she wasn't satisfied with the village life, and you knew she was bored often, but... Not to this extent. After a while you think about returning her hug, but it's not really possible, with how tight she's still holding you. You settle for patting her gently on the back with the one arm that can reach.

Eventually she seems to calm down. You feel that maybe you should say something else, but you have no idea what. It feels like you've stirred some kind of hornet's nest, but this is probably something that would have surfaced sooner or later anyway. Instead of talking, you can at least let her let out whatever she needs to. She really seemed to need to vent, you think. And as more time passes, she sobs less and less, and finally she stops.

She releases you from her embrace, her cheeks covered in blood, and so is your right shoulder, judging by the cold and wet sensation on it. She sniffs one last time, and dries her eyes and cheeks with her hand and forearm. She has blood on her arm, all over her face, and fully blood red eyes right now. It makes her look like a cannibalistic murderer or something, despite the emotions on her face.
Oh, but when she licks her hand, the blood comes right off, like her tongue is a sponge designed specifically for blood. And you also notice that the blood on her face slowly starts to... soak into her skin, and disappear? Vampire stuff, probably. But neat.

Ah, observations aside, you give her a well meaning smile, and pat her head. That's all you can think of that seems fitting right now. And you're pretty sure she appreciates it, the way she close her eyes and smile faintly.
>>
>>3001428
(which restrictions would that be? Im pretty sure that it won't be an issue, but I am curious)
>>
[Prompt: Do you wish to add anything to the current scene, or let the last half hours pass, before you move out? You are allowed to add something, BUT, Alice is emotionally fatigued at this point, so she won't be able to put a lot of stuff into eloquent words at this point]
>>
>>3001447
I think he is referring about the issue in 3.5 where as level progresses fighters become outclassed by casters simply because their options are limited to "hit thing with weapon" while the later can do all manner of tricks and effects with magic

>>3001440
damn what a moment, things are building up for the two gals
>>
>>3001452
sit close to her, put your arms around her and wait in comfortable silence
>>
>>3001454
Im glad you think so, I tried to make it emotional for them..
As for the 'hit-thing-with-wpn' thing, every class can learn abilities depending on what fits their class. If you've watched Overlord, you can assume it's something like that. If not, think martial abilities that boosts performance in some what. Like that weeb thingy where a guy draws his weapon, cuts the enemy, and sheathes the weapon again in one fluently hyper-trained-specialized motion so that it's harder to block and stuff. Really, imagination is the limit.
>>
>>3001452
It's time to tell sone of ours to her too.

" my life was meaningless there too, if not for you I would have nothing, i don't know if I would have survived as long as I did without you, but now, now I fell everything is how it should be, you and me enjoying life toguether, I want you to be happy, no, I need you to be happy so I can be too, I'm being selfish here hahaha."

Bring her head to our lap and stroke her head in silence, we both said some important things, lets enjoy each other's company while we wait.
>>
>>3001447
The later versions of DnD have been known to be extremely clunky when it comes to martial combat due to how heavy the rules system is.
Like for example, if try to do something fancier than say a Full Round Attack action or just attack. You better have either the feat (which you'll need to invest in at either character creation or later on in your 20 or so levels of adventuring) or hope to God that you have a flexible GM, because the rules as written will punish you for trying anything new or fancy.
The game also will give you a shit time if you try to do grappling.
The less said about Pathfinder the better. Fucking damn it Pathfinder how do people even love you I will never fully understand outside of them suffering from DnD syndrome.

>>3001454
There's also that too with the casters, they're a whole different tale altogether.

>>3001463
>If you've watched Overlord, you can assume it's something like that. If not, think martial abilities that boosts performance in some what. Like that weeb thingy where a guy draws his weapon, cuts the enemy, and sheathes the weapon again in one fluently hyper-trained-specialized motion so that it's harder to block and stuff. Really, imagination is the limit.
Shilling aside. If you have spare time, take a gander at DnD 4th edition and Dreamscarred Press's Path of War 3rd party stuff. They have stuff like what you're talking about.
>>
>>3001478
Ah, in that case, i wouldn't worry. Im mostly of the 'saying-yes-motivates-creativity' mindset
>>
>>3001458
>>3001465
support

open up a little ourselves too so she doesn't feel she is talking alone, but don't unload upon her since she has had a pretty draining moment

>>3001478
I don't usually talk about it but you guys seem ok....I...I play GURPS.....(shame)
>>
>>3001502

i have no clue what that is, so your secret is save with me, i guess
>>
>>3001502
(lol. Never tried it, so can't honestly say a lot about it, but the system didn't look like sth I want. But each to his own)

[Locking for sharing and caring]
>>
That was a lot to take in, and honestly, you don't know what to tell her, but you still wanna try to say something. You stop patting her head, and instead pull her down, and place her head on your lap.

Once she's somewhat comfortable, you say "I think I know how you feel, a little anyway. I really didn't like that life either. I hated it, actually. But it's much better now. We're fine now. I want you to be happy. In a way, I kind of need it, to be satisfied myself, so... you gotta let me be selfish here, and be sure to make choices that makes you happy". You chuckle a little at the abnormality of it all, and add "I'm being selfish here. So you should, too". You then start stroking her hair.

She agrees with a simple "mm", and close her eyes and curl up. It makes her look like a child, and it makes you glad that you can be there for her as well, sometimes.
>>
(that's all for tonight. don't have a lot of plan for the weekend, so there's a chance I play a few sessions during it. But you know the rule: no promises.)

(Oh, and feel free to complain whenever you feel bad about sth. I won't promise I'll change anything about it, but I might. I say this cos I notice a real positive vibe in the thread, and while that's a good thing, I can imagine that anyone who'd want to complain would be hesitant to do so if they feel like a minority or sth like that. Anyway, you get my point i hope: Im open to critique, as long as youre somewhat polite about it.)
>>
>>3001543
Thanks for running.

I like the pace, the freedom and the direction we are going. Like your writing style and the fact that you are very accessible as a QM. I can't think of anything to complain right now, I'll try to find something later hehe :^)
>>
>>3001502
At least it's not Pathfinder.
>>
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>>3000577
>>3001257
Thoughts.
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>>3001795
i like it
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>>3001257
>Did you draw it yourself, or use a program of some sort?
The base was an imagine I found, but the drawings was all my doing. I made it on photoshop.
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>>3001800
great work
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>>3001304
Agree.
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>>3001795
>>
As i mentioned yesterday i have made a discord server for the quest, we could use it to coordinate up times for example if anyone is interested

https://discord.gg/TKjaYk
>>
(Aight, so, I'm writing some stuff, but there's no promise of an update tonight. Im gonna need some combat rolls to write from though. So this one will be a little special - Im gonna need 3d20, four times. So if four players will roll 5d20, I'll have what I need)
>>
(k, i messed that up, it shouldnt say 5d20, it should say 3d20...)
>>
Rolled 12, 10, 14 = 36 (3d20)

>>3004432
i was just about to ask, 3d20 then
>>
Rolled 20, 20, 6 = 46 (3d20)

>>3004432
>>
Rolled 8, 1, 6 = 15 (3d20)

>>3004426
>>
(ok i messed up again apparently.. I need the roll 5 times, not only 4 times. First is for Alice, then Tina, Fodder, Nar, and then Laughing. Also, to speed things up so I can get to writing, each player may roll more than once)
>>
Rolled 16, 2, 19 = 37 (3d20)

>>3004432

here goes nothing ...
>>
looking good so far (except for Fodder), just a last roll for Laughing now
>>
Rolled 1, 15, 5 = 21 (3d20)

>>3004451
>>
What a bad luck those ones of mines.
>>
>>3004484
dont sweat it, two 1s and two 20s.

Writing some stuff from this result, but dont get your hopes up for tonight.
>>
>>3004492
Don't worry lad, the stuff is good so doesn't really matters if we wait some days.
>>
>>3004492
So Tina got 2 20s? She's the bestest!
>>
(aight, another roll. This one is best of three, 1d100, crits are 1-10 & 91-100 and take priority. This is for Alice's... tendencies)
>>
Rolled 14 (1d100)

>>3004629
>>
Rolled 74 (1d100)

>>3004629
>>
Rolled 79 (1d100)

>>3004629
>>
(didnt make it in time. Ah well. Wrote a decent portion, I'll try and see if I can finish it tomorrow. should be a very real possiblity)
>>
>>3004916
Have a good night and don't die on us QM.
>>
What time zone you posting from QM?
>>
>>3006344
Erh, utc+1 I think. Is that a thing? Middle of Europe anyway.
>>
(careful not to get shellshock, cos I'm about to drop a carpetbomb of an update)
>>
The thrill of the hunt... The promise of payment...

You feel more at ease once you set out. It's not that you didn't like parts of what just happened, it's just that... Well, it's hard. Really hard. Killing criminals seems much easier. Then again, a looming shadow of an emotion makes you think that it's probably not because the earlier conversation was all that exhausting. Sure it was tough but... It's probably more the fact that, in a way, you look forward to what's gonna happen next.

The road ahead writhes like a serpent. It speaks to you, it tells a tale of the insidiousness of your plan, delivering fatality with the venoms known as shadows and deceptions. In the darkened undergrowth of the forest ahead, you will lay out their remains in macabre fashion, decorating the moss and dirt that will be their deathbed. Branches covered in rot and damp mushrooms shall serve as their tombstone and grave flowers.

It's strange - you know your life will be in danger, and so will Tina's. But you don't give it a lot of attention. Instead, it feels vastly more natural and exciting to think about how the bandits' lives are in danger. The upcoming slaughter excites you, and with each crunchy step on this road to vicious affairs, an abyssal spark of childlike joy burns ever brighter in your gaze. A cynical hell pulls at your lips, and you can't help but wear a modest smile.

The expedition is all the more pleasurable with these thoughts in mind. And savoring this mood, a few hours pass like the wind. It has largely gone dark now. A thin blushing line still tells the tale of the daylight that was here earlier, and the sky isn't entirely dark either, but Humans wouldn't be able to distinguish colour in this blue hour. The fact that you've entered a forest area doesn't help, as the tree tops makes for even greater obfuscation.

And sure enough, the hunter becomes the hunter. You feel there's a lesson to be learned from this. Like how you, too, should be careful to not become the hunted. But that lesson is not important right now, you feel. Right now, a poor, tough, little beetle has managed to get itself caught in your web...

(cont.)
>>
Aside from the regular crunching sounds of horses and wheels travelling the dirt road, you hear some new sounds. Foodsteps on the foret floor, a few snapping twigs. And then you see them. Several people run, and surround the wagon. You, Tina & Nar are following the wagon, about 40 meters/130 ft behind, and off the road. Laughing is placed inside the wagon, huggled over with a quilt around it. Fodder is sitting at the front of the wagon, and holds the reins, with a short sword by its belt, to pose as a guard/coachman. You have Fodder stop the horses, or at least you try. Turns out it's not that easy. Even if you are pretty dextruous, Fodder isn't, and thus tasking it with using the reins isn't very succesful. Fortunately, the bandits make it easy anyway, since they block the path of the horses, and thus make them stop.

You don't think you see them all from your angle, but you can make out 10 targets. Now then, how should you start this... One of the bandits give you an idea, as he approaches Fodder with a raised weapon, and talks to it. You can't quite hear all of it, but you can tell he's threatening it. About half of the bandits have ranged weapons, and a few have ignited torches. Off to the side, a single bandit is holding a bullseye lantern* to illuminate the wagon.
*A lantern type that lights up a long cone shape in front of the user, instead of around it. Where a normal torch lights up a radius of a good 12 meters/40 ft, a bullseye lantern instead lights up only a narrow cone, but up to a distance of 35 meters/120 ft

You mentally command Fodder to raise its arms in surrender. Some of the bandits laugh, they seem happy with this result. You sneak a little closer, you wanna hear them. See their faces, if possible. While they cheer, you cover half the distance, but make sure to stray to the side, so that you're out of their line of sight. Their next move surprises you. The bandit who adressed Fodder says "alright pal, you're good", and then lowers his sword. This, apparently, was a signal, as half a dozen of crossbow bolts are shot at Fodder. Even though you had him surrender? Didn't these guys take prisoners? Tsk-tsk, you can't trust anyone these days.

(cont.)
>>
You can tell that Fodder doesn't take serious damage from the assault, but you have him collapse in front of the wagon anyway. They have a good laugh again, one of them mimicks a feeble old man who surrenders with a stupid expression, probably mocking Fodder. Their point man then shouts "alright boys, let's hope they have some fine wares and some even finer ladies! I'm told they brought a dainty little Elf!"

So there was an informant. Still. What he just said, as well as its implications. Bitter.. But no, you have got to be patient for this.

The point man then steps up on the wagon, and uses his sword to carefully pull the cover aside and look in, before he enters. Most of the bandits get close as well. You can't tell what Laughing Dead is seeing, so you don't know the exact situation inside the wagon, because of the cloth that covers it. But you know that Laughing Dead is more of an aggressive fighter, so it probably doesn't take hits as well as a regular zombie type. But you wan't them to get a little closer to better get the drop on them.

"Fiends of hell!", you hear the point man yell from inside the wagon, "There's no Elves in here, just a sad old sack of shit! Captain is gonna have someone's head for this!"

You hear agitation in his voice, and so you decide that this is as good a signal as any. You then order all three of your servants to attack at once, to the best of their ability. Tina and Nar both brought a longbow, and take a shot with on each. Fodder reach for an ankle of a nearby bandit. As for you? Well, you feel you have plenty of negative energy to spare, especially given your new little handy gemstone. And you really wanna try going all out. And so you do. [Undead Flame] on all three servants, and [Energy Negative: Javelin] on one of the crossbowmen.

Nar and Fodder are both covered in a subtle layer of blackish purple flames. Nar shoots an arrow which bites into its defenceless target's torso. You do notice that [Undead Flame] is a poor combination with ranged attacks, as the enchantment doesn't imbue the arrow. You have him drop his bow and draw his sword, and charge on ahead.
Meanwhile though, Tina's arrow also finds a target, and dispatch of it in ruthless measure by nicking his jugular. He panicks for a few seconds before going out cold, he's bound to exsanguinate shortly.

(cont.)
>>
At the same time, you conjure up a [Energy Negative: Javelin] spell. A black mass of light gathers from inside of you and form in your hand. It feels more potent than the first time the used one. You hurl the necrotic weapon towards a crossbowman with murderous intent, and the resulting wound is not only immediately fatal as it pounds through the man's chest, leaving a hole the size of a fist. No, not only that, it also puts a strangehold on any morale this group of cattle may have had. To your amusement, you note that your attack has also crippled another man, by goring straight through his left arm, which now dangles loosely, only connected by an inch thick layer of flesh.
All in all, a singular strike, you judge.

This is the first time you've used so much negative energy in one go. When you channelled up the amount, you could feel it in the air around you, and a visible darkness emerged from your right hand that held the energy. It made you feel powerful.
[17 negative energy spent]

At the same time, you also hear some commotion from inside the wagon. And through your bond, you know that Laughing Dead is attacking someone. Only two bandits got inside before this went down. You also notice a distinct sound - a hoarse shrieking laughter. A haunting sound. It sounds unnatural, and had you been alive, you're confident it would give you goosebumps. You're pretty sure it's from your servant, though this is the first time you've heard it express sounds.

You notice that Fodder has managed to knock a bandit prone, from its lying position. The skin of the bandit is badly seared, and almost charred at some places, because of [Undead Flame]. But he is still kicking, doing his damnedest to get away from the Zombie. And having pulled a dagger, he has managed to give it a few solid wounds by hacking at its head and neck. Still, Fodder, as a Zombie, is pretty damn resilient, so it'll take a lot of effort to destroy it with a dagger wielded by a simple thug.

All of this occured in less than ten seconds. You see it in their eyes - panic. A primal instinct is threatening their formation. The bandit you crippled with a javelin just drops to the ground and stares at his severed limb, unable the fathom his fate. Another bandit wielding a longsword starts to slowly back off, mouth open in awe. You can amlost feel his delectable fear. He's not the only hesitant one among them.

Tina is fast enough to fire another arrow while the bandits still falter. This one as well finds a crossbowman, and wedging itself directly into his throat. He grabs at the arrow, makes a gurgling sound that was probably meant to be a scream, and then drops on his ass, unsure what to do. Impressive shot.

(cont.)
>>
This is when one of the melee bandits steps forth. He is dressed like the rest, but there is a significant difference with this one you notice - he's wearing a holy symbol around his neck, a symbol about half the size of his head. You can't quite make out which god it honours from this distance. But one thing is certain to you: people who wear symbols like that are almost always zealous believers, either paladins, clerics, or the gruesome inquisitors.

And sure enough, the arrogant miscreant holds up a morningstar to the heavens, and lets out a triumphant roar that lasts for a few seconds. It's mixed strangely with the unholy laughs from Laughing Dead in the wagon. An intense feeling spreads from his area, and you see a fearless defiance in his eyes. And it spreads swiftly, just a moment later there is no fear left on any face here. Annoying.

All of them are now on the offensive. Well, except for the dead or maimed.

Three of their melee engage Fodder, and another three engage Nar, while the crossbowmen target those two as well. Fodder simply takes every hit throw in its direction, while Nar deftly manages to dodge a few blows with impressive evasion. He does get hit every now and then, however, as they have the number advantage. The chainmail Nar wears helps to mitigate some of the damage. On the other hand, Nar seems to hit a target with every attack of his hammer. He even bites a guy who gets close enough for him to do so.

Tina assists your two servants, by morphing into a swarm of bats, and swiftly re-emerging right next to three of the crossbowmen. The poor lighting combined with the disadvantage of using a ranged weapon in melee is immediately apparent, as she assaults them with her enchanted longsword, and they are left to fend for themselves with crossbows. At one point she impales a guy with her sword, bites into his neck, and use him as cover from the others while she drains him and moves closer to them.

At this point Laughing Dead comes out of the wagon, pretty cut up, but still functioning. It has blood on all four swords, and locks on to a new target that it promptly charges recklessly.

(cont.)
>>
You consider during a splitsecond whether you should throw another delightfully deadly javelin, or aim to vanquish their already rapidly depleting number advantage by unleashing a new undead upon them. You notice the religious guy raises his weapon resolutely once more, however, and a pale light emits from him. When it hits your servants, and Tina as well, a sizzling burn can be heard from all of them. Fodder and Laughing had it worst, while the others seem to have resisted it to some degree. It felt like some kind of holy magic. You were out of its reach, but you know by instinct that it's harmful to your Undead existance.

But that makes up your mind, that guy needs to go. You do you best to quickly raise one of the corpses near him, animating a new Zombie. It seems you've become good enough at it to not have a chance at failing, even in the midst of combat. Good.

You focus on an offensive type, and imbue it with [Undead Flame] as soon as it's made.
[Another 13 negative energy spent. You've now spent 30 out of your 30, while your Sapphire is still full, holding another 50]

The result is pretty satisfying. You've raised a Fast Zombie, a slightly more powerful variant than the regular footsoldier type Zombie, this type has eschewed any defensive properties, to gain more speed and strength, as well as raking talons instead of fingers. The holy man didn't expect his nearby fallen ally to turn on him, so he's caught rather flatfooted when it gets up and starts fiercely clawing at him. His chainmail armour helps him some, but the wicked talons and the unholy scorch of your spell leaves him bloodied and broken. After the initial assault, he's on the defence, and hardly standing anymore.

No more than twenty seconds after that, the combat is over. The whole thing took about half a minute.
Fodder #1 is barely standing (23/160 hp), and Laughing Dead took a fair beating as well (62/240 hp).
Nar doesn't seem to have taken much punishment (196/280 hp), considering he was at the brunt of it all along with Fodder #1.
Your new Fodder #2 joined late, but still took some aggro, but not as bad as it could be though (104/160 hp).
Tina pulls a crossbow bolt out of her hand, and the way that it quickly heals up kind of looks like the blood is stitching itself up. Either way, she's completely unharmed, because of her regenerative abilities. And you don't think she took a lot of damage during the combat either.

(cont.)
>>
Level Up!
+2 accuracy
+2 evasion
+1 physical power
+1 physical defence
+3 magical power
+3 magical defence

Acquired [Taste of Fear]!
You can taste fear in the air around you. You can taste which way it's coming from, and how strongly the target feels fear.

You may select one additional ability or spell!

(here's a complete (I think) list of what you guys mentioned last time)
-Miasma aura thingy
-Dark elf camouflage, invisible while in darkness
-Corrupt an area so that it's treated like you're surrounded by corpses
-Corpse spy, sense through a minion.
-[Requiem], put a dead creature to rest for good

(You may also vote for something not on this list, I simply put it here to save y'all the trouble of looking for them in precious thread)
>>
(Taking a break. Possible that I wont post more today. That'll also give people a better chance to react to the lvl up vote.
So, after writing all this, I can't help but think it may be a bit much to digest in one sitting.. I'm wondering if I should make shorter combat posts. What do you guys think?)
>>
>>3006536
i honestly like it, but i wouldn't be opposed to having a bit more control, maybe another decision when the tide of battle turns, or for us to react to something happening
A decision after what you would think might be 10 or 15 seconds of combat maybe, you woudln't have to write so much at once and we can make up some combat strategies
>>
>>3006526
so not sure what you guys think, but i would be for the 'corpse spy' we could use dead animals to spy on the camp for example

Also we should heal up Nar and Laughing, both need some hp back, after that we deal with the dead and the loot
>>
>>3006526
-Corrupt an area so that it's treated like you're surrounded by corpses

While the other abilities are good, we should get this to make sure we have energy when needed.


Also

I agtee with >>3006555
>>
>>3006577
Heal nar and laughin, release fodder 1 and raise the other guys until we reach our control cap
>>
>>3006526
>-[Requiem], put a dead creature to rest for good
I find the hilarity in wielding unholy magic and yet giving the dead their final rest.
>>3006536
If not in the thick of combat and just in the back slinging spells then sure I don't mind not having much control over it outside of giving tactical/strategic commands to our undead.
If we are then yeah we're going to need to make fast choices to better simulate the speed of how combat can go when you're fighting for your life.
>>
>>3006526
>-[Requiem], put a dead creature to rest for good

we can put it in practice with fodder 1
>>
would it be possible to get a version of [Requiem] that puts them to rest and we get a small amount of necrotic energy?
Just 1 point per body wouldn't be a big deal

>>3006623
or fighting for our unlife
>>
>>3006759
That seems fair, and I wouldn't object to it
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>>3006768
i think it would fit well with our mentality to use the dead as a resource without forgetting that they were people once
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>>3006577
I support the Corpse spy.
Soak up the death energy - 10 bandits less 1 animated =18 points?
And not to get too excited about animating these bandits - we need each head to collect the gold bounty. "Viscount Ragnar offers a reward of 10 gold coins per bandit head you bring back. And I mean literally bring the heads back "
We should raise one with some awareness to lead us back to their camp. (so 16 dark energy)
"there are around 20 bandits active in the group. Maybe even 30."
Nar can feed on bodies.
>>
>>3006975
We can reanimate, use them to fight and them simply put them to rest to get their headss
>>
>>3007034
i remember our reanimated butcher turning to dust when we 'layed him to rest', i don't know if that is still possible then
>>
>>3006975
Nice overview on the info, gj on keeping track of it all.
I don't think I mentioned this, but it other than the bandits you could see from the start (10) there was an additional 5, so a total of 15, of which you raised one. So possibly up to 28 energy to harvest here!

>>3007043
Affirmative. Whenever you raise an Undead, their remains will wither away once they die again. There may be exceptions to this rule, but I can't think of one off the top of my head.
>>
>>3007129
Also body loot!
-weapons, armor, misc pocket/ pouch contents. Probably not carrying coin when going to on robbery job, but maybe they don't trust everyone else and keep the coin on hand at all times.
>>
>>3007191
Roger that.

If im counting this right, we so far have:

Spying through animated dead:
>>3006577
>>3006975

Requiem:
>>3006623
>>3006695

Corrupt area to be able to regain energy over time:
>>3006581

Do speak up if ive made a mistake.
Also, im not calling the vote on the ability/spell yet, i just tried to summarize where the vote seems to be at
>>
>>3006526
>-[Requiem], put a dead creature to rest for good
Let's go with that, seems that can give experience or open doors to something. Also cut their heads can and raise a powerful one, just one because the fox told us that they will investigate the place. Take the negative energy of the rest too and try Requiem on one too see what happens.
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>>3007210
we could gather the ones left over put them on a pile and burn them, the heads should be enough evidence together with the pile
>>
>>3007202
I change to requien and want to put fodder 1 to rest as a parting gift for his services.

Cut the heads of the bandits and try to make a headless abomination, if that is not possible we should drain them for energy

Also, make sure Tina drinks her fill while they are warm
>>
>>3007129
Also check with Nar - these don't seem to be his girlfriend's group, right? If she is some part angel - how did she feel about Nar's group killing stupid villagers?

Also -how do supposed "good" get away with being bandits robbing and killing innocents? Unless the "good" is only obedience to the theology tennets. Or are we talking more of Empire of the Petal Throne -Stability vs Chaos theology where good supports natural order and evil is change?
>>
>>3007250
Well you only have his word to take for the supposed 'goodness' in the Aasimar he mentioned.

>Also -how do supposed "good" get away with being bandits robbing and killing innocents? Unless the "good" is only obedience to the theology tennets. Or are we talking more of Empire of the Petal Throne -Stability vs Chaos theology where good supports natural order and evil is change?
Is this a question for me, or for Nar? Im guessing for me since you mention what seems to be an rpg system. If it's for me: Evil, in this world, is defined by values like egoism, sadism, corruption, stuff like that inherently holds amounts of evil in them, depending on the circumstances. But it's all a little vague, alignment stuff.
>>
>>3007276
... And just to be clear, I do intend to have him answer in game to that first line in your post, since it seems to me that is your intention
>>
>>3007250
To be fair, nothing says that Aasimar (and possibly the existence of Tieflings) HAVE to cling to their ancestry's alignment. It just means that most have a genetic disposition for good. There are actual examples of evil aligned Aasimar in other settings and games. So if there are examples of that in those games, there's a good chance that Nar's girlfriend might be one of the outliers.
>>
>>3007276
>>3007282
>>3007284

Thanks, I'm looking to get a feel on the environment. D&D alignments vs other concepts and cultural views. Are we are assumed to be evil as a Dark elf? Is it more just "dirty thieving and untrustworthy gypsies/ other ethnic slurr " unclean untouchables vs "minions and servants of forces of darkness and destruction". Likewise individual exceptions - "Yeah, gnolls are bad, but this is one of the good ones." Or "Aasimar are good, but that one is bad."
>>
>>3007332
If you're a Dark Elf, some people will expect bad stuff from you. And those expectations takes a lot of shapes, both examples you mentioned are part of that.
Most people dont know a lot about Dark Elves, just that they are rare, and bad news. But that is not to say they expect you to do *only* bad stuff. Like, no single race acts only one way or the other. There are tendencies, and those tendencies create stereotypes.
The demon worshipping is mostly prevalent in Drow culture, not so much in Black Elf culture (but most common folk dont know that there's even a difference between the two).
Orcs are usually savage and selfish, but that doesn't mean there arent neutral or even good ones, and they arent even all that rare. An evil Aasimar would be rare, but they exist. Dark Elves? Well, hard to say, they are pretty rare around these parts, so it's hard to compare what you can expect of them. But generally people just don't trust them in various ways. But that doesnt mean that they wont be civil towards them.
>>
>>3007388
you are speaking of the apprasing, judging or concerned looks we have gotten in Wyverns Bazar, either behind our back, or even right in our face i presume
>>
>>3007415
Those would be examples of people with these ideas, yeah.

It wouldn't be outlandish to imagine a scenario where a Dark Elf gets beaten up by a group of people who have strong emotions towards various stuff. Like a a group of young teenagers who have a rough life and feel unfairly treated, and need to take their frustrations out on someone else, and justify it by halfassed logic like "it's your fault the Lord raised the taxes this year", or "the gods disfavor our fields because our town is nice enough to let the likes of you stay here".
>>
Btw, before doing anything, let's use [Taste of Fear]. In competent groups, when doing missions they always have an scout to view the outcome and report to the base. Might be the case here.
>>
I apologize for shilling it again, but consider joining the Discord, if only to get a notification when the quest is running again or if there are rolls needed

https://discord.gg/2Kszwn
>>
>>3007553
Sorry m8, not a big fan of Discord. I've had some bad run ins with it when it came to quests.

>>3007498
Ah hah! I like your style, seeing if the fear will give us a trail akin to how a bloodhound tracks people.
>>
>>3007553
I'm not into discord, anon, just when I have the time and see the game going on I participate, anything more going to be tiresome.
>>
>>3007609
>>3007632
no problem, i wanted to at least say it again, when more people are active

>>3007498
good idea, supporting
>>
[Requiem] acquired!
A brief ritual which lays the target to rest in a respectful manner, which eases the soul's journey into the afterlife. This makes it harder to raise the target as an Undead, but makes it easier to resurrect them. Grants three negative energy points if used on a corpse, or one if used on an Undead. Also rewards a small amount of experience.
Always assist the nature's balance. You lend some, you give some back. In return, you may find yourself favored by the patrons of such domains.

(will start writing a bit, will post it tonight (eta ½-2 hours))
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(Its a fun idea to play this necromancer who lends the dead, but thank them for their work afterwards.
Also, since you now know what Requiem does, vote on what you wanna do with the corpses. One guy mentioned raising something from a headless corpse, if no one posts im gonna assume raise one, and put the rest to rest. You are currently at 0 negative energy, but have 50 from the gem)
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>>3007849
i really like that implementation, we aren't an undead or even a necromancer by choice and it really reflects that

>>3007859
i remember we have about 15 corpses, right
in that case put 10 to rest to get back up to full, then raise 3 as an amalgamtion that we can control and 2 as helpers if our control limit allows it, otherwise put them to rest as well

they were bandits so i don't mind cutting the heads of first, before we do the raising or requiem
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>>3007878
yes, 14 specifally since you raised one as a Fast Zombie. And since you've leveled up, your max capacity is 40 now.

BUT, I just realized that im gonna need to post another small update before you guys have full info to decide on who to raise or not. apologies. will post it asap.
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Huh, another level up. Nice. You like the feeling. It's not a particularly strong feeling, but it's a feeling of steady growth. Every aspect of you have gotten a little better at combat, and your capacity for the dark light has increased.

It's not like killing a single bandit felt very rewarding, but fifteen of them? That did.

Tina stretches and lets out a heavy breath. "Kahhh~, man did that make me thirsty!". She then walks over to one of the dying ones, poke him with the tip of her boot, and says "well who's dainty now" with a gloating smile. She then kneels down and drains some blood. When she's done, she goes over to another to drink some more, but she pauses and say "hey, something's wrong with this one", with a puzzled look on her face.

You go over and have a look yourself. He's got a bite wound on his left arm with a burn around it, you think Nar bit him. Other than that, he seems unharmed. Only his left bicep is damaged, and yet he lies completely still, save for his eyes which are wide open. You can tell he's very frightened. Hmm, probably something to do with Nar, you haven't really checked up on his Undead type. Ah well. Looking them all over, another one is immobilized like this, while another three have crippling wounds, but aren't actively dying. The rest are either dead or dying. And you smell the fear from the two who are conscious. A quite strong fear, you have no doubt they would be running like all hells if they could.

Now what to do with them?
14 bandits, of which 8 are dying, 4 are dead, and two are just immobile.

>Write in
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>>3007886
also, we should put fodder 1 to rest
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>>3007893
let tina drain the dying and finish off those she doesn't drain, save one to interrogate about where their camp is

experiment with the immobile ones, see if we can break the spell to make them move again, but ultimately kill them too

after that do as >>3007878 said
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>>3007896
i think that is already on the list for later

>>3007893
mercy kill the ones that are dying, then requiem to fill up some energy on 9 of them
interrogate the two away from each other, about the spy and the camp specifically
kill them quick when we are done, then we can get some help
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>>3007849
Huh, I'm going to assume that the whole positive energy concept was changed from last thread or will be used for another skill or upgrade.

>>3007905
>>3007901
Supporting
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>>3007944
Pretty straight on, yes. It will be more difficult to acquire a skill that allows you to handle positive energy, since your life force is now made up of negative energy. However, this skill can be used as a stepping stone to achieve that goal. If there are voters to go for it, it will probably be available as the next ability.
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>>3007953
Well that's good at least. I'm guessing it'll require a ritual of some kind to infuse just enough positive energy into our body/soul without killing us, probably gonna be painful as fuck since we're basically going from cold to hot in a short period of time.
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>>3007978
I take it you are aiming for that ability? What about it appeals to you? Im not against it, just curious
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>>3007994
i would guess he wants to use it to do holy stuff as well, or to kinda immunize us against our weakness to light energy
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>>3007994
From a player's perspective, it will give us more tools to use and take advantage of, possibly even enhance/change some of our current spells in the case of fighting enemies that are weak to holy/positive energy.

From another perspective, I'm led to believe that it is not outside of the case that positive and negative energy can affect a wielder's personality/outlook outside of the regular norm. And by manipulating them, you expose your soul to them, and thus leading further and further into a different personality shift. To create an example of what I'm talking about, you're taking anti-radiation meds to keep from dying because your radiation superpowers did not come with a immunity to radiation.
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>>3008034
Interesting take.
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>>3008034
i get it, to balance out Alice's growing murderous and sadistic thoughts
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Well now. Quite a decision to make here. Two of them are not that bad off, and could easily survive this ordeal. But the reward was for their heads, so... Hah, yeah, no chance they'll live. Besides, who knows how many innocent people they've beaten up, killed, enslaved, and possible raped.

You tell Tina "you can go ahead and drink your fill from the ones that are dying. Ah, but not those two". She gives you a gleeful smile and says "don't mind if I do!", and then promptly waltzes around and exsanguinate them one at a time.

Anyway, putting a pin in that subject that is the two helpless ones, you look at the shambling Zombie that is your loyal Fodder #1. He had a good run so far, and was pretty helpful. Might as well try out your new ability.

You have Fodder #1 lie down on its back, and place its hands on its chest, like if he was placed in a coffin. You then reach into your subconscious, and pull out the motions to perform this last rite for your faithful servant. It takes about a minute, in which you hum a pleasant and somewhat solemn tune, and perform some slow and gentle (but precise) hand movements above the servant. You end it, by placing a hand on his forehead, and steadily close his eyes.

A soft white spark emerges from chest, and within a few moments, his body has crumbled into that well known black dust. The amount is small enough that you could probably hold it all with two hands cupped together. And thus, his earthly remains have been sanctified.
The session felt very professional to you, and you feel like you did some kind of good deed. It's... not the most familiar feeling, really. But it's not bad.

While you performed this ritual, you had Laughing Dead gather the rest of the dead or dying, and place them next to each other. As you look over to them, you see Tina taking her time with them. She smiles in delight as she empties one. She almost looks intoxicated, as she licks the stray blood from her lips. Shortly thereafter she moves over to the next target, and with a look of anticipation, she sinks her fangs into this ones' neck as well. The whole thing looks kinda sensual to her. She really enjoys that stuff, huh. It actually makes you a little envious, since it seems to taste so much better than anything else. Or maybe you're just curious as to how good it tastes to her.

Once Laughing Dead is done collecting the people, you have it and Nar haul their gear into the wagon, might as well bring it while you are here. You also order Laughing to collect the head of each corpse that Tina is done with.

Suddenly, one of the paralyzed people jerks violently for a second, and looks around, (half) naked and afraid. Huh, seems like it wore off.

No one is close to him, and he might run. How should you react?

>Intimidate him to stay
>Skewer him with a dark javelin
>Write-in
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>>3008071
>Intimidate him to stay, show off our dark magic if we have to.

"It would be a shame if you tripped and fell on something that would kill you."
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>>3008071
call for the others and intimidate him with a dark javelin
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>>3008089
>>3008095
Alrighty, locking for this. bo3 1d100+14 for intimidate
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Rolled 43 + 14 (1d100 + 14)

>>3008107
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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Rolled 77 + 14 (1d100 + 14)

>>3008107
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Rolled 9 + 14 (1d100 + 14)

>>3008107


>>3008071
damn, I hope we can infuse our blood to taste as good as that to Tina
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You channel up a good enough chunk of negative energy so that it's clearly visible. Good thing the torches hadn't been put out yet, or he wouldn't be able to see you. You look at him with as serious a look as you can muster, and say "don't even think about getting up. It'd be a shame if you were to trip and land on something... lethal. It's so dark out, and as a Human who knows what you might trip over". You mentally order Laughing to sneak up behind him while you speak.

You taste it, a delectable sensation of fear intensifies. And the despair tops it off when Laughing places and idle sword on his shoulder. You could get used to this taste - it is unlike the taste of food, but it satisfies you in a way you can't quite put into words. But it's wicked in nature. You then consume the dark energy you had conjured, returning it to your gem.

From there, it's no big deal to restrain him with a set of manacles that you handily kept. You also have Nar bring a set to the other guy, in case he breaks free from the supernatural hold as well.

You then have Nar lead the first guy away from the other, and you follow them as well. When you think you've covered enough distance, you hold, and say "human, speak, how many are still in your camp".

You had started thinking about what to do to make him talk, but it appears to be wholly unneccesary. "We a half of the encampment, with the captain there, there are still fiften at the camp - please please please man don't kill or hurt me, I swear I'll never hurt anyone again, I'll do whatever you want miss, just, please, PLEASE.."

He looks around, with a nervous, searching stare. Blind as a bat.

(cont.)
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Oh the irony. Phrasing, idiot. Phrasing. He's not wrong though. He won't ever hurt anyone again, and he will do what you want him to. You order Nar to bite him again, in order to paralyze him again. And it works. You let the two of them stay there, but go back yourself. You quietly tell Tina about the snack Nar is holding for her, and then you proceed over to the one Laughing is guarding.

"Hiya", you say with a cheerful smile, "so, could you maybe lead us to your camp? Us dainty little Elves would love to meet the rest of your group!"

He seems unnerved by your mock, but he quickly says "yes-of-course, just, please, please don't kill me and turn me into one of those things".

"Great!" you exclaim, and smile at him. You had actually expected them to be competent enough to have a scout to keep an eye on the raiding group, since they were organized enough to have an informant, but that doesn't seem to be the case. You even ask the last guy, and he confirms that they don't have one. If you can trust his info, that is. Still, you feel like you won't have a problem, even if they come to you.

You then turn to the corpses. Now then, how to distribute this. First off, you wanna fill up on some energy. When Tina is done, you will have 13 corpses, and one guide. Maybe just sanctify 9 of them, and try to turn four of them into some kind of servant or servants? It'd have to be something that doesn't require a head, however, if you are to get paid for them. Oh, that reminds you... [Requiem] turned Fodder into dust. Hopefully it won't do the same to these guys. Better test it.

And so, you perform the sacred ceremony for another peaceful soul, and are spiritually rewarded for it. The corpse does not turn to dust. Instead, it seems a bit more.. Pristine. Like it had been groomed for an open casket funeral. Well that's nice. Not quite what you had imagined you'd do to them when you were on your way here, but this has its own.

Ah... But now it just feels like you're desecrating something pure, since you'll have to behead them too. Ah well. Still, [Requiem] should target the soul, so it shouldn't matter.

You take about 10 minutes to complete this final rite of passage for nine of them in total. Not only does it satisfy your hungry heart with negative energy, it also makes you feel ever so slightly more enlightened. It feels like you could level up if you just did this enough. But it'd take a lot of corpses.

Now then, to as for your next masterpiece of a creation!

[I'm gonna try something new here. This is sort of an open write in, on what kind of creation(s) you will be making. What should it be good at, how should it look, will it have any abilities or just some high stats? I also encourage finding a picture to portray this new servant of yours, but it's not a requirement. You have 4 corpses to use]
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(with that i'm gonna end my run for tonight. Thx for playing. Looking forward to see what kinda stuff you guys wanna do. Thought it'd be fun to let you guys try and have a larger impact on what kind of servant you get. Also, feel free to ask or spitball about this. There's a chance I'll post tomorrow, but no promses)
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>>3008314
was thinking of something like pic related, with sharpened hands and feet, like pointed ends, maybe mix more corpses, so there isn't a down or up, it just moves rolling on numerous set's of limbs
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>>3008314
>Ghoul Marauders: A step up from the zombies in both speed, toughness and lethality. However due to their berserk like nature, they have a tendency to go after any non-undead targets and ignore most commands once combat is underway so use them sparingly or when you need an effective distraction. [Can be upgraded into Szlachta with a Fleshcrafting Ability]
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>>3008314
Maybe some kind of zombie which explode once hp reach 0. Physically I'm okey with anything.
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>>3008392
I suggested this as they won't have heads since we are cutting it
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>>3008392
Maybe something like a xorn, but undead?
Or Something bat-like.
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>>3008314
Oh, hey, perfect time to see if we have any unknown abilities with our dullahan side. Could we please put our head on one of these and see if that does anything? Or vise versa and put one of theirs on our body? If either of those turn up something it'd be good to know.

On the subject of raising things, why not see if we can make a dullahan like thing. wont be complete as its completely missing its head but we could use it as an experimental guinea pig for our own strengths and/or limitations.
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>>3009621
We could also try making a decent chauffer-like something or other. Could always use a good get away driver. See how well we could imbue a creature with non combat oriented skills as well.
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>>3009621
Yes, great idea for experiments! Head swaps tests!

How long before the main camp will be concerned about half the crew going on raid? When are they expected back?

The last bandit out in the woods with Tina and Nar....let us also do some other experiments. The world is magical. There are souls per our Requiem. See if we can kill a plant, pull it up and sense a nutritive plant soul. Same for the pheasant ( animal soul). We have the rational mind but the body does things beyond our will - indeed the Dullahan body walks around free of the head, though still in control. Is this the animal soul vs the higher rational one in the head? (Aristotle) Or is it chinese Han and Po ghosts? Can we sense or control a Po/ animal level body soul or is this what our zombies are primarily? https://en.wikipedia.org/wiki/Hun_and_po
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If we have Po ghost control, then the headless actually have what is effectively a ghost head. The next step is working on free floating Po ghosts.

Check Holy guy's magic weapon too!
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>>3009637
>Oh, hey, perfect time to see if we have any unknown abilities with our dullahan side.
It does make me wonder what specific weaknesses we have outside of losing our head and holy magic.
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>>3008392
>>3008420
>>3008827
>>3009038
>>3009621
>>3009637
A lot of ideas floating around, which is nice. You are limited to just four corpses though. And you have 7 free slots for new servants, so if you make 4, they won't be terribly strong. Nar, for example, is a Ghoul who takes up 4 slots. So you'll probably want to raise no more than two, if they are to be somewhat powerful. You could always release some of the ones you already have, but then you'd have to decide whether to put them to rest or just release them.

>>3010112
There's a good chance you can find various details about that in one of the books you bought.

>>3009796
According to your prisoner, the rest of their group wont be concerned until at least another hour goes by.
Regarding the soul subject, cutting a random plant doesn't seem to yield even the tiniest fragment of negative energy. Will the pheasant yield some?
You can't know without first killing it. Animal sentience vs humanoid sapience or Hun(?) vs Po: Alice doesn't know about this stuff yet, but when she eventually reads about the Dullahan, she will discover that the head of a Dullahan has a very unique bond to the body that function somewhat like a portal (food you eat will go to your stomach whether your head is attached to your body or not). It's a bit of a convoluted subject, so feel free to ask again or rephrase if I misunderstood your query.
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>>3010392
I feel I should clarify: How many slots an undead takes up to control is directly relative to how powerful it is.
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>>3009038
this is good, we make two of those with those 4 headless corpses, maybe making them accupy 3 slots each so we have just 1 slot free for an emergency zombie raising during the final battle in case we need a pair of hands somewhere
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>>3010403
agreed, we should maybe heal up laughing and nar too tho
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>>3010404
yes, that too
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>>3010404
I agree with healing up Laughing Dead and Nar, they're going to be a rough main stay of our forces until we have the resources to command stronger undead.

>>3010392
>>3010403
>>3010404
I'm thinking we raise either 3 undead that can take up 2 slots or 2 undead that can take up to 3
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(Im writing stuff, dunno if ill post it tonight, but prolly some of it anyway. BUT, someone proposed that Nar could feel free to eat the corpses of the bandits. Do you still want that? I realize the idea may have changed, since you went and performed Requiem on them.
I'll go ahead and disclose that messing with their corpses won't change anything about how their soul rests: the body is just an empty bag of meat now (although if you raise someone as undead, that usually disturbs their rest)
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(and just to be clear, im working at a very relaxed pace tonight, so there'll likely only be a single update, and it may be hours be4 its up. Just a heads up to manage your expectations)
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>>3010673

if he is hungry and wants to, why not
if that is the case, we should burn the bodys after so that this doesn't fall back on us

also if we have time later on, we should talk to Nar about this situation, since us giving him orders seems a little like we have taken him hostage
if he wants an out, or more autonomie we need to think about it, since we are responsible about his resurrection
At that point Alice (or us) might have been a little drunk on our new power (we were literally drunk i think), so we need to be careful not to loose our humanity in this all
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>>3010708
I'm not keen on releasing him, he was one of the bandits that killed us and I'm certain that if her girlfriend was around he would turn on us.
What I could get behind is using Requien in him to release his spirit, I feel bad for bringing him back sentient and if he wants rest we should give it to him after this raid for good services like we did with the butcher and now fodder 1
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I'm gonna go ahead and lock for raising 1 Xorn-like creature, since that one got two votes as the only one.
If none of the others get another vote, Im gonna random roll which one of them you raise as well.
Also, what kind of undead do you want the fleshly confused Xorn-like creature to be? Tough & slow? Some kind of special abilities? How many slots should it take up? How many corpses should be used to make it?
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>>3010850
>Some kind of special abilities?
Each time it get injured release corrosive poison or miasma. and 7 slots, let's go full bomb! And as many corpse as necessary.
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Tina and Nar came back while you were laying the dead to rest. Seeing Nar after looking at the bandits makes you think of the lover he mentioned, and you get curious.

"That girlfriend of yours, I'm assuming she isn't part of this group since you haven't spoken up about it yet?", you ask in his direction.

He frantically shakes his head in response, and says "ah-no-no-no, 's not like tha', I just fancy Kisha is all, we're not anything like that.. But no, luckily this isn' her group".

Lucky indeed, you're not sure you'd spare her. Depends on what kind of person she is, you figure. Then again, she's a bandit, how redeeming can her personality be to that fact. Again you adress Nar, and ask "thinking about it, last time you mentioned her you spoke up a storm about how 'good' she was and stuff". He averts his gaze with an embarrassed look. "If she's all that good, how does that work with being a bandit and all? I mean she's bound to have done some bad stuff in that position". You did wonder these things last time you spoke about it, but you never got around to ask it.

His mouth tugs into a displeased look as he thinks about how to answer you.
"Yah, I hear ya, she's..", he sort of trails off, but then says "girl's gotta eat. 'S like that. She'd never hurt a anyone if she didn' have to, but becos' of some stuff, it's gotta be that way. 'S matter of fact I was trying to save money to pay for me 'n her to travel to someplace where she wasn't wanted".

"Hmm~", you wonder, "wanted for what?"

"..Murder" he admits, with no small degree of conflict in his face. As if the word itself had a power, a silence descends on the area, save for the background sound of the wind rustling the tree top leaves. It feels fitting. You don't answer, since it looks like he's got more to add, but doesn't do so immediately. After a moment or two, he then says "didn' have a choice. She did what she 'ad to".

(cont.)
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He rests at that, but you wanna hear details, and just stare at him with an expectant expression, so as to say 'and theeen...?'. He gets the hint quickly enough, then sighs, and says "suppos'ly some noble snob was pissed at her ol' man for no good reason, and went through hoops to undermine Kisha's family, an' got real close too. 'Til Kisha stepped up, tha' is".

You make a "hmmm~" sound, as you wonder how trustworthy the story is, and if it was really neccesary to kill that noble.

Whatever, enough of that. You can't really decide your stance on Nar. On one hand he's neat enough to have around, but on the other hand you don't think you'd hesitate much to have him throw himself into a group of enemies if it'd secure your victory. Is it bad to raise sapient Undead? It's not much different than slavery, and you'd hate to be a slave yourself...

Either way you wanna make sure your remaining servants are up to standard with the next combat coming, so you go ahead and heal them up. It's pretty costly, but luckily you brought a huge backup. It also takes some time, 5 minutes or so. When you think back on filling the sapphire in the graveyard, you make a mental note to yourself to maybe fill up in the slow way another time, so that you don't empty out another location of negative energy, like you did in Rydding.

While you heal up Laughing, you tell Nar he can go ahead and eat some meat from the ones you have laid to rest if he wants to. He looks at you in surprise, and says "really?", and then looks at the corpses with a certain eagerness. "Then, I guess I'll try one, hafta admit they look pretty tasty..."

He then appraoches a corpse, and start eating it. When he eats it, you can see that eating it for some reason heals him up. Probably one of the Ghoul abilities. Good thing you started healing Laughing Dead first. Still, healing up Laughing Dead is pretty costly, and you are left with only 8 energy.

[will give people time to react on the vote before I add more. May or may not post more tonight]
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>>3010850
Also, QM, dunno if we will travel yet, but let's exchange our abilities with Tina, we know ours and she know hers, but neither of us know each other.

And some questions QM
>-Knowledge (religion): 8 (+10 to undead)
We know +10 of religion because we're undead or it's mean we know +10 the religion of undeads? May be a stupid question.
>-Sense Motive: 12
The hell is sense motive? What does it do?
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>>3010868
No harm in asking.
Knowledge religion is a skill roll used to test your knowledge about anything related to religion, and undead creatures are a part of that domain. To a normal know(rel) roll, you have +8, but if you were to roll for something related to undead, you would have +18 instead. This +10 is because of two reasons: Alice's use of the necromantic sorcery gives her a certain instinct for it, and at the same time she's pretty naturally gifted when it comes to this stuff (which she hasn't noticed herself yet, since she have had no comparison. Most people would need to study for hours before being able to create some of the undead types she just makes on the fly)

Sense motive is basically anything related to getting a read on people. Are they lying? Are they about to do something drastic? Can you distinguish what the look that guy is giving you means?.. All of that jazz.
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>>3010868
>The hell is sense motive? What does it do?
In DnD And Pathfinder but fuck that with a rusty spoon Sense Motive was a skill that allowed a character to be able to discern a character's true motives, if they're lying or telling the truth, or see if they're sending a hidden message to someone else with plays on certain words and so on.
In short, it's the character's only way of getting an incrunch way from the DM if what an NPC is saying is legitimate.
>>3010875
Yeah pretty much this.
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>>3010866
When we raise the new one let's use the free pass we have, I think by now is refreshed.
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>>3010887
i would guess we used that free raise on the running zombie we had in the fight, the one that attacked the priest/paladin/cleric type

>>3010850
i would say a medium creature with the remaining non requiem corpses, tough and strong, maybe 5 points

we can use it as a sort of battering ram, with the enchant of the black flame he would already do enough damage to the camp and the bandits
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>>3010928
You would be correct, but i had actually forgotten all about that ability during that fight, so you still have a free charge... mb
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>>3010866
Not much more to ask him now, lets raise some dead
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>>3010936
Well, aren't we lucky? Things looking good so far, once we end this purge we gotta chill out and read and stuff.
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>>3010928
I'd agree with the medium creature. We kinda lost our meatshield when we got rid of our butcher pal. A big tough kinda mook would be nice to have again.
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>>3010965
>>3010928
I'm in agreement with big mclargehuge as our next minion.
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>>3010855
+1 for undead jihadists
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(don't think im up for a run today, but ill post something saturday at the latest)
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(surprise run!)
______________________

You then consider who to raise, and into what. Different ideas spring to mind. Ahh~, what horrors you could unleash on the world if you wanted to.
Since you have some time to do this, you do it properly and avoid being hasty. You gather up the four remaining corpses, and activate your anti life essence, projecting your attention inside the fleshy mass. A mass that will be the building blocks for your most powerful vassal so far. yeah, you you're gonna make use of all four corpses, and make a beast of an Undead.

As you explore you options, you notice that you could make some kind of spirit being if you wanted to, by using the soul instead of the body. That makes you curious, though. Could you do both? Could you even use the bones to animate a Skeleton, the flesh to make a Zombie, and the soul, to make a Ghost? You need to know. What are the limitations of your necromancy.

Your explore the tunnels of this strange state of being, and try to branch down several paths. You swiftly discover, to your disappointment, that it seems a daunting task. Impossible even. It feels like you're using the same essence. You gather it and focus on a regular Zombie, but as soon as you try to also make a Ghost out of it, the Zombie essence collapses, and is drained into the Ghost part.

A little disappointed, you settle for a Zombie type. Having Latch around was handy, so something similar would be nice. A big brutish type that can take a beating. Figuring this one is gonna be expensive, you use your [Corpse Collector] while making it. Good thing you didn't waste it earlier on that mediocre Fast Zombie.

Using [Corpse Collector] actually makes the experience more pleasant - it's not taxing in any way. A very relaxing feeling, really. Not as much as the time Tina bit you, obviously, but that was outright sedating. This is more of a 'having increased strength so that a burden seems less heavy'-kind of feeling.
It makes you feel powerful too, the fact that you can do this sort of thing without actually working all that hard.

(cont.)
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As you braid the energies you are going to infuse this beast with, you make sure to pack it as densely as you can. Your focus here is making it powerful. Then again, you hesitate. Maybe saving capacity for a smallfry could be a good idea? It would only make a little difference, and you'd have the option of utility, in case you ever need it.

Tina's voice gets through to you during the process. It feels like you are half conscious - you can hear her voice, but you can't actually see anything around you while you are crafting like this.

She asks "at it again, huh? What kind of spook are you making this time?"

It takes a little concentration, but it's not that hard, and so you anwer her "I'm.. not sure. Experimenting. Again. Nothing intelligent though"

"So kind of like the other three?" she quips, and laughs at her own joke.

For a brief moment that makes you wonder: Tina is pretty friendly towards you, but she's your friend. What if you raised someone sapient who wasn't your friend to begin with? There's also the entire question of whether animating someone changes them. You've always been told that all Undead are inherently evil, but you don't feel that that is the case.

Putting such issues aside for the moment, you refocus on your next creation; a servant and tool of death. Getting a little creative, you decide to fill the maze-like channels of its being with a foggy mass of negative energy, just to see what happens. You make sure to sour it up, trying to make it as toxic as possible. A minute later, a horrible merging of flesh stands before you. Since there were no heads, you had to tap into your imaginative side to make something reminiscient of teeth and eyes, but you're somewhat satisfied with the result. The teeth are splintered bones, and the eyes are, well.... Some gooey stuff you don't know what is, mixed with marrow and a shell of bones. The thing is about 210 cm/7 ft. tall, and pretty damn stocky.

***
Abilities for your new creation:
[Necrotic Miasma]: Whenever wounded, a gaseous spray of harmful necrotic energy will lash out from its wound
[Resistance: Physical]: Resistance to physical damage.
[Resistance: Piercing Damage]: Resistance to piercing damage.
[Fasthealing]: regenerates a little hp over time
[Blind]: No functioning eyes.
[Scent]: Strong sense of smell.
***

Huh. Guess the eyes don't work. Or rather, what you intended to be eyes, ended up as a nose or sorts? Anyway, it should be able to locate creatures that have a smell, so it should be fine.
The thing just stands there, and makes no movement or anything whatsoever. Well it is mindless after all.

What should you name this fleshy bag of hurt?

>Write-in
>>
You kinda wanna try out placing your head on a headless Undead, but.... Yeah no, not on this one. And you're pretty sure Nar, Laughing, and Fast Zombie all would take lethal damage if you were to remove their heads.

Ah, speaking of what people can do. You turn to Tina, who's looking at your new creation with a tilted head, and you ask "that thing you can do where you turn into bats and that stuff, do you have more of that, that I don't know about? I think exchanging info here would be a good idea".

She turns to you, takes on a thoughtful look, and then answers "mmmm~, I guess? I guess I haven't told you that I can heal myself with blood, have I?"

"I don't think so no, but I have noticed it".

"Right. I can also do this thing where I make people drowsy, maybe even fall asleep".

"That thing when you bite people?" You answer.

"Wha-? Oh, yeah, no, that's.. Yeah no, this other thing is some sort of Vampire magic I guess. It's like poking in peoples' head. Something hypnotic I guess. It's hard to explain, and I haven't really tried it, but I sort of just know it. Oh, and I can also make myself stronger temporarily. Ah, but all that stuff makes me lose blood, so I'm not gonna do it often I think".

"I see. I don't know how much you can use that stuff, but don't overdo it. Ah but don't hold back either, if gets dangerous".

She gives you a wide toothy smile at that, with eyes closed, whereafter she says "'Course I won't hold back in that case, silly".

After that, you give her a quick rundown of your abilities and spells. The [Presence of the Undying King] seems to go over her head, but you're not sure you're explaining it right. Then again, you're not sure you understand it 100 % either yourself.

While explaining, you search amongst the gathered loot, and you fetch the morningstar that the holy guy had, and examine it. There isn't any immediately visible aura from what you can see. But who knows, you're no magic expert.

She then says "that [Undead Flame] sounds dangerous, does it hurt the one it is cast on?"

You shake your head, and say "no of course not, it's basically just negative energy".

"Oh good, then you should try using it on me sometime! Buu-uut not while I'm drinking. Wouldn't want the yummy blood to dry up or burn or something. Oh, speaking of which, can I keep one of the bandits? We have shackles to spare, and I wanna try some beguiling stuff on one when we have the time".

You stare at her for a second in surprise. Huh. Well.. Uh. What should you answer her?

>Write-in
>>
(okay 'run' might have been a big word, not sure I'll post more right now. 'Update', then)
>>
>>3015162

i would vote for brute since i see him more of a disposable tool that we will requiem once we are done with the bandits. there is just no way we can get him out of there without damage and even then i doubt we can just take him with us and not be discovered

>>3015182
we still need some infos from them so its a good idea if she can train a little, but as bad as it sounds we need to get rid of him before long.
get the infos with her 'hypnosis' after we are done with the bandits, then kill him quick and requiem
>>
>>3015162
>>Write-in
Mr. tooth maybe, I'm not very good with names.
>>3015243
>brute since i see him more of a disposable tool
I see it the same, supporting this.

>>3015182
>>Write-in
Tell her that we don't mind, but we have to be straight to him about who's the master here if he value his life. Maybe that hypnosis thing can work for that.
Also, we have some nice party here, when we attack them just going frontal will be enough surprise attack for them, the damn beast of a zombie we got going to be a real deal, but I want to try using the [Presence of the Undying King] to see how far we can disguise these creatures.
>>
(heading to bed. Will consider posting sth tomorrow)
>>
>>3015381
see you tomorrow then, the quest seems to move slow so an update a day should work so people can vote
>>
>>3015243
This, use hipnosis to interrogate him but kill him after it, drain him.


>>3015182
Tell her that she can try to put us to sleep when we make camp later so she can train, it would be interesting to see if we can be affected by it too.

After she uses hipnosis and then we kill the guy let's move to the bandit camp to finish them off, we can have another party there
>>
>>3015243
Support. Brute is good for the hulk or Hulk. We do have the one bandit don't we? Or we can save one later for Tina to experiment with.

We do need to keep in mind that the other Bandits will start to wonder where their buddies went in the next hour. We can either prepare for them or try to sweep around them and come at their camp in the early hours before dawn.
>>
>>3016439
I prefer to go after them now, they are probably expecting their buddies to come back with two pretty elves while drinking and partying.

we let Tina experiment a bit with the bandit but have her drink him dry before we move so she can replenish her reserves since those hypnosis things drain her a bit
>>
"I..", you start, but then shrug at Tina, and continue "I don't see why not. Do you mean that guy?", at that you nod to the guy off to the side who Laughing is holding hostage.

"Ahah, no-no-no, I have no idea what I can actually do, I just thought if one of the others survive, I could try it out. I'm thinking if I can manage to charm one of them permanently, maybe I could have him walk around as a docile blood snack".

Huh. Wonder if she can do that, though. "You do realize that it'd count as illegal slavery, right?", you ask her.

"PUH-lease!" she says with an overly indignant expression, "And what you're doing is completely legal?"

"Well.. That's true, I guess. But still. I guess we'll see how it goes if we manage to capture one. Ah, but what about that one over there? Wanna maybe try out some of that stuff on him before you drain him, maybe he could give us some useful info", you offer.

She shrugs, and says "sure, can't hurt to try".

You both approach the surviving bandit, whose paralysis have subsided by now. Tina place herself in front of him, and hold up a hand, with the palm facing his head, and she looks like she's trying to concentrate on whatever process she's in. After a few seconds, a few red tendril-like strands sprout from her palm, flow through the air, and seep into the back of his head. For a moment he looks like he's panicking, but just as soon it's gone. As the magic takes hold and disappear into him, he straightens up and shoot his head back, only to relax again a second later. His mouth is now slightly agape, his eyes half closed, and his posture is very relaxed.

(cont.)
>>
"Hey, 'you awake?", Tina asks the bandit. He nods. "Oh, uh, good.. So uhh", she then looks at you and shrugs, then looks at him, and orders "I want you to tell me if there's anything you think we should know before attacking the rest of your group".

He nods, and then speaks. His speech is sluggish and drowsy. "There is... You should be careful... if you go through the gate..... There is a trap... A pitfall... Close to the gate... And captain Rikard is strong... Good equipment... Supposed to have been blessed... By a Demon... Everyone is scared of him.."

While you listen to their conversation, you look at your new minion.

Brute is an apt name for this new servant, you figure, considering his tasks will primarily be taking hits and breaking stuff (and people). You wonder how your ability will work with this creature, and if it can even mask such a being. Might as well try it out, you figure, and so you activate your [Presence of the Undying King] on it. At first it warps and takes on the appearance of large burly man - two of its appendages (one arm and one leg) are absorbed into its body. But you notice that you can actually make it appear as something specific instead, if you would rather.

Tina looks at you over her shoulder, and says "This stuff is a lot harder than I thought it would be. But Demon, huh? That sounds scary. Do you think it's true Alice? I've never seen an actual Demon before"

>Have her ask him something (specify)
>Have her drain him, then put him to rest, and then go assault the bandit camp
>Something else (specify)
>>
>>3017021
>>Have her ask him something (specify)
if the front gateis trapped ask him for other possible angles for us to attack, weak spots on the defense and such things, then
>Have her drain him, then put him to rest, and then go assault the bandit camp

"Tina, you know you look too cute for a vampire mistress right?"
>>
>>3017032
Yeah, let's go with this. Ask the bandit for any escape route they have and values too.

Btw QM, if you makes Tina order us to do something too it will be a good thing for us, like telling us to go and eat a bandit due to she is curious if we can or something, the idea is avoid asking for permission from us if she wants a thing. The more immersion the better.
>>
>>3017021
>>3017032
i agree with the question about the defense, maybe ask him if there are mages and how many people there are in general

>>3017042
i think tina is just now getting comfortable with her own abilites and new unlife, i honestly liked the back talk about how our abilities aren't exactly legal either
we should talk about it, but lets wait until after we are done with the bandits
>>
>>3017032
>>3017042
>>3017046

Agreed with everything

Can't wait for awkward longing stares and nibling on elf ear after we party!
>>
"I hope it's not true", you say, "I haven't met any Demons either, but I've heard they are strong".

Tina shakes her head slowly, and says "well, we'll see how strong he is when we get there. I don't have anything else I wanna ask him. How about you?"

"Yes, actually I wanted to ask", and then you turn to him, "you said the gate was trapped with a pitfall, is there a better angle for us to get in then? Are there for example any escape exits or weaknesses?"

He doesn't answer at first, and while you wait for him to answer, you notice that his irides have gone red, in a supernatural looking way. Doesn't look like he's gonna answer. You look at Tina with a puzzled look, and ask "am I doing anything wrong here?"

She shrugs and say "iunno, it's the first time I try this too". She then looks at the prisoner again, and says "oy, answer her, Human".

That gets his attention, and he looks at you and say "the gate... is the easiest way... the trap is easy to avoid.... if you know where it is... just get close to wall.. and walk along the edge to the gate... the trap is several meters... away from the gate.."

Apparently that hypnotism, or whatever it is, only makes him listen to Tina. Well whatever, it works fine.

"Alright, a few more questions", you say, "can you confirm for me how many people are at your camp? And are there any mages among you? And I also kinda wanna know if you have a lot of valuables in your camp".

Tina whistles at that, and says "you sure are thorough Alice!"

You shrug with one shoulder at that, and say "doesn't hurt to be prepeared. It's a common saying that 'knowledge is half the battle', after all".

The bandit then answers you, "There should be.. 24... I think... 9 of those should be prisoners... Tiriel is a wizard.. She can perform lightning magics... She is Beastblooded*... The only one in camp.. Captain aint a mage... but his sword can stab from a distance... We have a lot of trade goods... The prisoners are worth a lot too..."
*Beastblood is a race term for the races whose appearance are reminiscient of animals, like the Kitsune. It is also often used about the halfblood offspring they may have, who inherit any such traits

(cont.)
>>
Well, good to know. You nod at Tina, and say "nothing else I wanted to ask".

Tina then says "right on. Then we should just have him escort us to their camp. Lead on, my poor subject". The last part comes with a playful haughtiness.

You shake your head in amusement, and comment that "Tina, you're too cute and harmless looking to act like a Vampire mistress, you know that right?"

She laughs at that for a short while. "A-ha! But that it just a part of my clever ruse! I lure my victims into a false sense of security, and then... GA-CHOMP!", she exclaims, and puts on an act like she's sneaking up on someone, and bite them.

______________
5-10 minutes later
______________


"It's up ahead.. about 100 meters (300 ft.)", the bandit warns, like Tina asked him to.

"Thanks a bunch, you've been very helpful!", Tina says with a childishly overblown smile, before she walks up behind him, and bites onto his neck. That ends the charm, but he remains pacified due to the effect of her bite.
After a minute or so, you clear your throat, and say "we should probably get going", since she hasn't finished yet.

A few seconds later, she lets go of the corpse, and says "fiiiiine~, but only because there's more of them in their camp.."
You make sure to put the corpse to rest with [Requiem].

You then move on, and soon after you see their encampment in the middle of a clearing in the forest. There's a wooden palisade wall around it, very much like the last one.

Tina says "ah, as to how we get in, shouldn't we just do like last time? Just have your Zombies go ahead and storm the gate, and then back them up? Worked like a charm last time"

That's a good question. You've given it some thought, but haven't decided what you think is the best approach yet. You are mindful of their trap, however. The only thing you can see aside from the wall, is smoke coming up from a fire inside, a wooden pole of some sort sticking up somewhere in the middle of the camp, and a single guard standing watch. He's standing behind the wall, probably on a mound of earth, or something. You can see the middle of his torso and up, the rest is covered by the wall. He's pretty close to the gate, but obviously haven't seen you yet.

(You've tied the horses to some trees back near the road, since the forest is too dense to bring the wagon)

>Storm the gate (with Brute spearheading the charge)
>Something else (specify)
>>
>>3017271
if we see his torso, could not just kill him with our necrotic lance?
with a little luck they don't notice and we can get into the camp proper before we do anything

otherwise we just storm the gate like last time, but be careful to avoid the trap maybe disguise brute first and when he is in contact with the gate buff him with the fire
>>
>>3017276
this, necrotic the sentry
disguise all the undead so we don't tip off the prisoners, we may get some coin for saving them.

Brute takes the lead of the charge, we are in the job of dealing with the mage, she is our number one priority and we have to kill her ASAP when we see her, shouldn't be hard to see since she is beastkin or something. Second one is the bandit killer, since he is probably stronger and more difficult to kill we will need Tina's help with him probably, but without his mage to help we will be able to gang up on him.

the others keep thining their numbers and creating general havoc
>>
>>3017286
>>3017271
Oh, i almost forgot Nar, ask him to flank the ones distracted by brute, let him use his judgment and his paralizing ablity when approriate
>>
>>3017042
Forgot to answer. I appreciate the advice, I have indeed thought about making her take more initiative on stuff. She would probably be vey hesitant to force Alice to do anything, since a lot of people would be angry if forced to do anything.

>>3017276
You can indeed aim for him from a distance.
>>
(done for today, unfortunately)
>>
>>3017291
Also remind Nar about the pit and stay close to the walls.
>>
>>3017271
Should have used him to give the password or call for some to come help haul stuff...too late now.
>>
>>3017271
Points to recall: keep a captive bandit if possible - ask about the informant in town.

Draw up necro energy on the last one we had guide us.

Capitives - we want to make sure we hide our minion's appearances before letting any see us or letting them out.
>>
>>3017456
[Requiem] draws the energy, and we are hiding their appearances.
>>
>>3017286
>>3017291
Backing.

I can't think of anything else to add to the plan.

Oh wait one more thing animating zombies during the fight wouldn't be a bad idea given the casaulties we are likely to suffer. Preferably fast ones that can track so nobody can escape alive.
>>
>>3017271
>>Storm the gate (with Brute spearheading the charge)
>>Something else (specify)
Suggest to Tina if she's up to the task to flank the mage, going on bat form. The way to deal with her is up to her.
>>
>>3017271
>>3017659
Rule #1: Geek the mage.
>>
>>3017676
personally geek the mage, we ain't taking no chances
>>
>>3017484
>>3017286
>>3017291
>>3017659
Since we have big mclarge huge. We could see if he can use trees as weapons, so we can use him as a impromptu artillery piece.
>>
>>3018014
i doubt it, he seems more build to be a ram or a tank
>>
>>3018026
I'm just sayin it's a possibility. And if he can't do that sort of thing, then we can try it out with the next batches of corpses.
>>
Let's get this combat started then.
Gonna need a best of three 1d20+18

>>3018014
That is something you could try, but it would probably make a lot of noise if it works
>>
Rolled 16 + 18 (1d100 + 18)

>>3019262
lets hope this helps
(pls no critfail)
>>
Rolled 5 + 18 (1d20 + 18)

>>3019262

>>3019270
fuck me, wrong dice
>>
"I'm gonna see if I can hit that sentinel up there", you offer, "you four run to the wall over there, and from there go to the gate and breach it as fast as possible. Nar-khur, once you're inside, your job is assisting Brute here by flanking. Tina.."

You hesitate. She still hasn't got a class, so her only combat power comes from her Dhampirism. But she have been able to hold her own so far.

During your brief hesitation, Tina herself speaks up "I'll try and see where I can help. Probably gonna try my bat-thingy if they have someone who look easy to take down. Maybe that mage".

You nod, and add "we should all keep an eye open for the wizard. No telling how powerful they are".

Considering how little you still know of classes and magic, it's best to keep your guard up. Tina adds that "we should probably also keep our eye open for their captain, with that magic weapon and all. I think I might keep it when we win, if it's got a strong enough of an enchantment on it!", the last part she says with a hopeful smile.

After that brief discussion, you conjure up a [Energy Negative: Javelin]. It has been a reliable trick so far. You then hold up the javelin, ready a throw, but take aim for a few seconds first... And..... Whoomp! A deep, low, bass like sound reverberates from its trail. The lance perforates the watchman straight through the torso, and disappears into the nightsky behind him. He doesn't even have time to react, as the force of it throws him backwards a meter or two, before he falls to the ground and tumbles another few meters somewhere behind the wall. A vulgar display of power, the satisfaction of it brings a slight tingle to your spine.

At that signal, your group of servants rush to the encampment as instructed, and start ramming at the door. Figuring you have the energy to spare, you decide to light up Brute with an [Undead Flame], as you jog up to the torch placed outside the gate and extinguish it in the dirt. Unortunately, it seems the spell on Brute does nothing to damage the door. Maybe it only works on people.

(cont.)
>>
Despite that, the door is broken open soon enough, as Laughing and Nar both cut at the rope that held the thing together, while Brute, well.. Brutalizes the door. The door is broken open in less than ten seconds, and your servants rush inside, looking for victims. You jog to the door opening, and while going there, you hear Laughing's recognizable laugh inside. When you get there, you see your servants engaging five people who are all pretty shaken from the whole thing. Two of the bandits have already fallen to your servants.

As you take it in, another five exit their tents and join up in the combat. Or so you thought. Two of them start running for the gate, where you are. One of them stops halfway there in panic, as he sees you, while the other seems to be aiming for running past you.

Getting a good look at the situation, you think most of them were asleep a minute ago, only a few of them wear armour (and nothing heavier than simple leather). Among the bandits, you spot a big guy who wields some sort of large rapier (an estoc), and he has managed to get a good jab in on Nar. You also see a Beastblooded woman, presumably the wizard, she stares at your servants in shock for now. You have several options here, but both of the guys who ran for you are armed. And even though one stopped, and the other looks like he just wants to run away, you can't deny the possiblity that they may go for you, should you decide to ignore them.

Tina, who stands beside you, says "I see the mage, I'm gonna stop her!", and it seems like she's going to go for her.

>Attack someone with your scythe (who?)
>Attack someone with [Energy Negative: Javelin] (who?)
>Write in
>>
>>3019329
>>3019330

how much energy do we have left and how much does javelin cost?
>>
>>3019344
You have 2 negative energy yourself, and 50 in the gemstone.
Javelin costs 5.
>>
>>3019330
then throw a javelin at the fleeing guy and then attack the other one with the scyth
>>
>>3019330
Javelin at the leader, scythe at the guy trying to run. Handle the guy that's taken a pause if he comes for us.
>>
(status update: it seems i won't be able to write another post before some stuff irl. But on the flipside, i promise that i'll either write it when i get home in 4-7 hours, or tomorrow)
>>
In the meantime, 2x best of 3 1d20+18 for attacking stuff, so i got that to write from
>>
Rolled 15 + 18 (1d20 + 18)

>>3019379
Rolling
>>
Rolled 20, 13 + 18 = 51 (2d20 + 18)

>>3019376
>>3019379
dont worry, life is always first priority
>>
>>3019386
other 2
>>
Rolled 7 + 18 (1d20 + 18)

>>3019346
Sounds good, gotta keep our act.

>>3019379
>>
Rolled 15 + 18 (1d20 + 18)

>>3019379
Now for the other stuff. Maybe.
>>
>>3019353
This plan - supporting.
>>
Rolled 16 + 18 (1d20 + 18)

>>3019379
I can give the dice a spin.
>>
Guys what the fuck? Javelin that mage asap!

It can put us and Tina in danger
>>
Rolled 7 + 18 (1d20 + 18)

>>3019528
Rolling for geeking the mage after we deal with the guys so you can have a smoother update, even tho I believe we will pay heavely for not killing her first
>>
>>3019528
Ask Tina to use her bat thing to float through the crowd unharmed and assassinate her
>>
>>3019875
i think tina is already on her way to take out the mage/wizard whatever
>>
File: 1479985284132.gif (507 KB, 245x189)
507 KB
507 KB GIF
>>3019877
>mfw I just reread the post and realized that
>>
Rolled 1, 8, 18, 11, 9, 16, 18, 16, 6, 4, 12 = 119 (11d20)

(don't mind me, im just a pdf file)
>>
Death waits for the slightest lapse in concentration

You consider the flow of battle. If Tina can be trusted to handle the wizard, then you have got the time to deal with the ones in front of you. At a glance, it seems that their presumed leader is the most dangrous enemy at the moment, and you'll deal with that. But first, you wanna make sure no one escapes, so you wield your scythe to attack the guy who darts for the gate. He's at full sprint, and by the time you wield your weapon, he's already getting pretty close. As he sees you aim for him, he balks and decide to turn around, but being at full sprint, that makes him fall prone while he slides on the ground for a meter, and lands pretty much in front of you, holding an arm up to cover for himself.

You feint an attack at the guy, which he tries to defend from, as he tries to stand up, which leaves him open for your actual swing. Your strike catches his thigh, and cuts pretty deep, which makes him fall prone again, as he screams and holds his leg. From there it's a simple job to embed your blade in his torso - the entry wound is behind his right shoulder, and the blade goes about half a meter into his chest from there. His screams stop, and he has an expression of agony and shock. You pull the blade out, and he leans to the ground with sounds of extreme discomfort, before you jab the blade into his skull.

That was rather easy. The other bandit who ran for the gate seems stuck in a horror-induced stupor after the gruesome finish you just performed, and you hear him mutter "D..-Dark Elf..."

Seeing as he's no immediate threat, you take a moment to look to Tina and the Beastblood. Tina stands behind the wizard, who seems to be in a complete daze. Tina holds her shoulder and point at something, and talks to the wizard, close to her beast ear.

The rest of your servants are still in combat with the rest of the bandits - you think all of the bandits are outside of their tents by now. Two of them are completedly naked, but armed. You've never gotten used to the sight of how hairy humans are, it's honestly kind of off-putting. If they want to look primitive and brutish they should at least go all out, like Orcs, instead of halfassing it.

(cont.)
>>
You figure the mage is dealt with, and decide to direct your attention to the rapier guy. One vicious lance, coming right up!

You conjure up a dark bolt, and aim at the presumed leader. The sight of your spell makes the remaining bandit who's close to you fall on his ass, the dread ever more present in his face, much to your satisfaction. They should fear you. You can feel a giggle build in your stomach, but settle for cracking a smile, as you throw the javelin with anticipation of the damage it will inflict.

You had aimed for his stomach, but he surprisingly notices the attack, and manage to dodge it to a small degree. It still rips right through his side, and his face twists in pain for a brief moment, but that's all it takes Brute to react to this opening, and it strikes violently at his torso. After the disgusting crunchy sound of the pummeling, the man ragdolls as he is flung two meters backwards, and rolls a little. He doesn't seem to be getting up.

From there on it's a pretty onesided deal. Well, more so than before.

A Half Orc raider runs for the walls, aiming to exit over there. You're about to conjure up another javelin, before he is struck but a lightning bolt from their mage. This makes him fall and take a knee, but Fast Zombie is already upon him before he gets up. And while he is remarkably tenacious, and even gets two punches in on Fast, it doesn't take more than a few seconds for its vicious clawing assault to rend him.

And just like that, it's all done with. Catching them in their beds made this even easier than last time. And sure enough, there are 15 of them, 11 of who are dead or wounded heavily enough to be out of commission.

"Woohoo! We rock!" Tina shouts out. She then jogs up to you, and say "hold the fort will ya? I'm gonna go get the wagon, and then I'll cuff up the survivors so I've got something to snack on tonight at my own pace".

>Response, and actions?
>>
Additional info:
The encampment itself is very much like the last one - a fireplace in the middle, several tents, and a decent amount of merchandise scattered about (likely stolen). Nar is currently checking the inside of each tent.
Near the middle of the encampment is a large wooden pillar, about 50 cm/25'' thick, and about 5 meters/3' tall. It doesn't seem to have a clear purpose.
The lighting in the camp is poor, with only a small fire left in the fireplace, and four oil lamps placed. Probably because they were sleeping.
Behind one of the tents are a bunch of wooden cages where their prisoners are.
>>
>>3021145
Tell her ok for now, we might need to talk to her about her thirst. we should test our necro-blood again, see if we can keep it effective for the whole time

>>3021147
use the Presence of the undying king to disguise our minions and free the prisoners, get them out of here
>>
>>3021147
Hmmm make Nar escort the prisioners to town, they shouldn't see what we are about to do here since we will have to colect all these guys heads.
Kill the mage while she is under the spell, It's too risky to have her break the trance and attack us or escape, count the loot and prepare a party for us and Tina, put the surviving bandits on the cage, cuffed so we can kill/drain them later
>>
>>3021155
Giving her more of our necroblood sounds like a good idea while we are at the party
>>
What about the other adventurers we were told about, who were planning on attacking this camp? Are they going to turn up any time soon, and would that be a problem us?
>>
>>3021162
Problem *for* us
>>
>>3021162
I don't think they know where the camp is, nobody knew, they were probably going to try and get ambushed like us
>>
>>3021162
they planned to attack tomorrow, so in the morning i would say, unless of course a bunch of prisoners turn up and say the bandits are dead
>>
>>3021160
oh, and also, requiem the bodies to get some more energy, we will need to try the necro-blood thing
>>
(taking a break for about half an hour or so before I write the next part)
>>
Savour the misery
"Yeah sure, go ahead", you tell her. She flashes a toothy grin in a childlike manner, and walks towards the exit.

At the same time you order Nar-khur to free the prisoners, and lead them to town. He seems reluctant at first, but does as he is ordered. Of course you have activated your [Presence of the Undying King] before entering the place, since you knew there'd be prisoners, so there shouldn't be an issue with that part. Meanwhile, you have Laughing Dead gather the corpses of the fallen. Once Nar has left with the group of civilians, you order Brute to gather the ones who are still alive, and lock them up in the cage.

While Brute attends to that business, you regard the dead and heavily wounded. Six of them are dead for sure, while another five (the presumed captain included) are wounded enough that you figure they won't be getting up anytime soon, and may die on their own, given time. You go ahead and perform the sanctifying ritual on the six of them.

What should you do about the rest though. Four are in a cage (including the mage), they are all relatively fine, and another five (presumed captain uncluded) are wounded.

>Kill the wounded and perform the [Requiem] rite on them
>Let them live for now
And also
>Let the unscathed live for now, but kill the mage
>Let the unscathed live for now, including the mage
>>
>>3021189
>>Kill the wounded and perform the [Requiem] rite on them

>Let the unscathed live for now, including the mage
>>
>>3021189
>Kill the wounded and perform the [Requiem] rite on them
tina drain
>>Let the unscathed live for now, but kill the mage
let tina drain her, she's too dangerous
>>
>>3021191
geeeeeeek the mage! she is surely NOT a pdf file
>>
>>3021191
question:

if we kill the mage can we use her body to do a magically infused undead? like a bone mage or something? I just don't want that pesky conciousness present on the corpse, to enslave the dead body it's something, but I'm not too keen on enslaving any more minds like we did with Nar.

also, Tina got a new rapier apparently
>>
To geek, or not to geek.

>>3021241
Short answer, yes, but a sapient one.
Details:
Generally speaking, when animating, if you make a mindless creature, you then convert its former power into 'undead levels'. In other words, you create an undead creature of approximately same power. This process makes them lose any features they had before they died, and take on new undead features instead.
On the other hand, when making intelligent undead, you can have them retain their original features, and gain some undead traits. An intelligent zombie would usually lose some accuracy & evasion, but gain some physical power & defence. More or less a zero-sum game. The result would be an undead version of what they could do while alive.

However, you *can* make mindless undead who have something like spellcasting powers. You could for example make a minor wraith-like creature from a persons soul, without making it sapient, and it could have something like a life draining spell or a few spells related to its theme. If you create a more powerful undead, then its options are richer as well.
>>
In other words: yes, you could make a magic type servant from her corpse, but if it's mindless, then there will be no benefits from making it from her corpse over any of the other corpses. Except if she turns out to be higher lvl.
>>
>>3021248
and if it's intelligent, must it be her intelligence or can it be something else, like an improved version of laughing?
>>
>>3021258
The actual person will be the same. Depending on what type of undead they become, and how strong their will & sense of self is, they may experience changes in their personality however. A Banshee for example will almost always be overcome by a sense of grief, and malicious as a result. A Lich will almost always become very hateful of everything living.
>>
Laughing Dead is a case of a person with a very poor sense of self, combined with an undead type who has a decent chance to change the person. Almost nothing remains of who he was.
>>
...Ah, technically, it could be possible to have an empty body, and have some sort of spirit posses it, but you'd still end up having someone who was once alive as a sapient undead now. But that's a tricky process.

What part of the intelligent undead is it you want to avoid? Maybe I can find a suggestion, depending on what it is
>>
>>3021268
I just don't want to bind their souls and personality like we did with Nar, let their soul and consciousness pass to the other side while we use the body, you know?
that's why I mentioned bone mages from various games, mindless skeletons, but still spell flinging ones.
Just wanted to know how they work in your setting.
I ask because I was having some reservations about keeping people trapped under our command like we do with Nar
>>
>>3021258
i think we should avoid the case of sentience in our minions, unless we want to get to the question on slavery again
if we do that i doubt we could convince other people that we can be taken serious in our claims to be a decent person
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>>3021274
agreed, i doubt it is possible, magic is something used by the mind first and formost, no way around that
>>
>>3021275
yeah, that's what I'm worried about. for now I think I don't want to raise any more sentients
>>
>>3021274
In that case, your best option is probably to avoid sapience alltogether, there *will* be a soul involved.
But yeah, you could totally raise something caster-ish, but you could do that from pretty much any humanoid, not just the lightning mage. Ah, but one thing that'd be a difference is stats. Her caster stats are likely to be higher than the average bandits' caster stats, and thus you'd likely have a more potent caster servant. It's unlikely to be very versatile in its caster abilities, if it is mindless, as the only real downside.
>>
(taking a pause, might write something in a couple of hours)
>>
>>3021282
ok, now I understand it better, many thanks.

I could postpone the decision about the mage if we at least make her unconscious, maybe with some help from Tina.

Still want to kill her bad tho
>>
>>3021301
Np. I can understand your reluctance regarding the mage, magic is often sort of a wildcard, and you guys probably don't have a clear vision on what magic can and can't do in my setting, which makes it even more of a wild card. So plenty of reason to be on guard.
>>
Posting this on behalf of Nzombie (asked someone to do it, from the discord):

Ask Tina if she decided what class she wants, if she wants warrior we can save or raise the leader so he can train her, or if she wants mage we can do that with the mage
>>
>>3021305
support this
>>
>>3021305
>>3021312
We can offer them this and say we will release them to the after life after they are done with the training
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>>3021305
i support it, its a good suggestion
>>
>>3021305
Personally I'd rather not risk it and have the bandit trainer purposefully fuck up the training so that Tina unknowningly leaves herself openings to attack as one last fuck you to his killers.
>>
>>3021461
He can't disobey orders if we raise him, he will do to the best of his abilities, like Nar. And when he finishes it we requiem him
>>
>>3021559
>He can't disobey orders if we raise him
I didn't say anything about disobeying orders, what I said was more along the lines of interpretation, much like how a genie can grant you a wish but it's up to the genie to interpret the wish in their own way (usually the worst way possible).
>>
>>3021584
i seriously think that tina is smart enough not to trust him fully, if she even goes for that offer
also there is the question of him being smart or creative enough to actually think of it and if he is slick enough to do it without anyone noticing
>>
>>3021584
I don't think he has that much agency to misinterpret orders, we can literally take full control of his actions with our mind, I think it's safe to say he will train her the best he can, if she wants it of course.
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>>3021589
>i seriously think that tina is smart enough not to trust him fully, if she even goes for that offer
Very true.
>also there is the question of him being smart or creative enough to actually think of it and if he is slick enough to do it without anyone noticing
It's not the first time a rogue has gotten away scott free even with the metaphorical gun in their face. But it is also a good question to bring up.

>>3021597
>I don't think he has that much agency to misinterpret orders, we can literally take full control of his actions with our mind
You're going to need agency if you have to train someone. Not only that you're making it sound like we got a magical alarm in our head that tells us when a minion is fucking up an order(which is odd because I don't think we have such a thing). And even if we can easily take full control over his actions, we're only bringing ourselves back to square one if we do so since it's all of us and none of him and it's his personality that will allow him to teach in the first place.
I could be misreading or forgotten a few things since it's been a long while since I last brushed up on what we can and cannot do with necromancy.
>>
>>3021624
Tina also has mind control abilities. So she could just tell one or the other to train her.
>>
Clarifiaction on servants disobeying orders
If Alice somehow manage to get a servant who has a much stronger will than her, then it could possibly disregard her orders. But we are talking extreme differences, like if she somehow managed to raise a lvl 20 Lich or sth.
As for interpretation of orders? Yes, they can do that, if only just a little. I didn't write this into the scene, but Alice actually had to order her unintelligent servants to stop "killing all living people" in the camp, as she saw Brute go towards the prisoners once combat was done.

To what extent can they interpret her orders? Very little. If you were to raise the bandit chief, and order him to train Tina, but also order him to not hurt her, then he would never be able to do so. It is not the wording of the order that matters, it is the intention. The reason her servants were about to attack civilians, was because Alice hadn't thought of that when she gave the "attack" order, but it took a fraction of a second to order them to stop once she noticed.

In the case of the bandit chief, if his orders were as earlier stated, then he couldnt harm Tina in any way. He wouldn't be able to attack her, he wouldn't be able to call for help from anyone he thinks might attack her, and so on.

Feel free to ask again, if anything is left unclear.
>>
>>3021654
The only reason why I can be more agreeable with using Tina's method of mind control is that it Influences the target to want to do it, rather than being coerced against their will.

>>3021661
But did Alice command the chief to not fuck them over in the long run after he was gone? Now that's my question.
>>
10 minutes until I'm gonna let the coin do the talking on whether mage survives for now or not, since there is 1 vote for, and 1 vote against
>>
>>3021666
Well if we are talkinga bout the bandit leader, then he is still alive, just badly maimed, so she hasn't ordered him to do anything yet
>>
>>3021661
>>3021666
To clarify why I'm so insistent on this, it's because I'm a paranoid jackass.
>>
>>3021670
Well to be fair you don't know a lot about my setting, or me as a qm, so I don't think it's strange for you to be paranoid. With both of those factors being unknown, you honestly have no idea what to expect. For all you know I could drop a high level undead-slaying-paladin in your face, and tell myself it's totally cool to do so.
>>
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Rolled 7 (1d20)

In accordance to Ecaflip's tenet, bless this coin.

Odds, Beastblood lives for now.
Even, Beastblood is too dangerous, and dies now.
>>
>>3021189
>>Let the unscathed live for now, including the mage
Want to ask all of them where is their leader just to confirm, if they point one kill it and tell Tina when she comes back to ask them too, just in case.
Aaaand, talking about spirit, if we create a ghost that is supposed to be from the spirit, can it use magic without being sapiens? Or conscious. Regardless of this I suggest to create one from the bandits, gotta put to rest some of our servants first and cut the bandits heads before doing anything, we can intimidate them to answer questions.
>>
>>3021727
I don't think Tina went anywhere. She's here with us, Nar is the one that took the prisoners to town
>>
>>3021727
Incorporeal undead don't have to be sapient. Some are, some aren't.

>>3021733
She's going to get the wagon, which is about 20-30 minutes away from camp
>>
>>3021727
Forgot, we need one of them (Tina controlling it be the best option) to bring us all the bounties they have, to tell us about the informant and out of curiosity tell us who were each one of the prisoners.
>>
>>3021746
man, her hypnosis might actually be the most dangerous thing about our grp
>>
>>3021737
>Incorporeal undead don't have to be sapient. Some are, some aren't.
So, it's work same as the zombies. Their class goes to the "race" or abilities, which is ghost?
>>
>>3021751
We have a limit of how many we can bind, so having her add more servants is a treasure, wish she do exploit that.
>>
>>3021756
Basically yeah. If you create an unintelligent incorporeal undead, it will have abilities (and possibly spells or spell-like effects) based on what kind of ghost it is.
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>>3021751
Well yeah, it's basically an influencer rather than a hijacker. Which is why she's also useful in urban environments.
The only real concern I have about her is the danger of her rejecting the more "humane" parts of her and going full vampire and having to be put down due to being a danger/threat to the people around her, especially us in particular.
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>>3021763
holy shit dude, don't even joke about putting down based Tina, we can keep her human enough, no worries
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>>3021770
>don't even joke about putting down based Tina
I'm not joking m8. Being unded is srs business.
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>>3021778
Well, if she goes full vampire, I take sides to her, besties for ever.
>>
With Tina off to fetch the wagon, and Nar on a journey back to the city, you're left to figure out what to do. In curiosity you pick up the estoc their presumed leader used, and give a few good thrusts with it, imagining how it would be to fight with. It's a bit heavy for you, but not by much. Doesn't feel like a very efficient weapon up close either. But then again, what do you know about martial combat? Not a whole lot. It was fun using the scythe though, you felt like a prophet of the Grim Reaper, or something like that. Either way it felt pretty cool.

When you thrusts the empty air with the estoc for the sixth or seventh time, it gives a small booming sound, and you see a small amount of dirt scatter where you pointed it at. Yeah that one guy did say something about a magical weapon. So that must be their leader. You look over at him. He seems to be unconscious. You stab the tip of the estoc into the ground, and leave it for now.

Bringing a torch with you, you go over the the cages, and look at one of the bandits. He's obviously nervous about the situation. Well he should be, you are planning on ending his life soon enough. But no need to tell him that. You squat in front of the bandit who sits in his cage, and ask "heya. That one over there, is he your leader? The 'captain' I heard one of you call him".

The bandit looks to where you're pointing, and squints his eyes. He has a rough time seeing in the dark, so you order Fast Zombie to bring a torch over to the presumed leader. Once there, the bandit confirms with a nods, and says "yes, that's him. Is he dead? A.. Are you gonna kill us?" with a shaky voice.

You offer him a small smile, and say "oh no, don't worry, I'm not gonna kill you". And it's true. You aren't.

He then starts asking more questions, like what you want from them, but you frown and wave your hand dismissively as you get up. "Arhhh, no more question, please" you say, as you walk away from the cages.

You shrug to no one in particular, as you figure you may as well end the lives of the wounded and dying. That'll still leave four for Tina to drain, that should be enough to sate her appetite. While thinking this, you stroll about, and deal each of the maimed a coup de grâce with your scythe.
After you've given them death, you then offer them peace, by performing the sacred ritual on their remains. It's starting to be a really satisfying ritual to go through. Spiritual even, like you're helping nature maintain balance or something like that.

You've ordered Laughing Dead to keep guard by the cages, in case any of them try anything funny. And other than the occasional sound from the cages, and the crackling of the fire, it's just quiet now.

(cont.)
>>
>>3021778
>>3021795
this, besties before humies
>>
Level Up!
Stats increased!
Acquired [Sight of Destiny] ability!
By looking a person in their eyes for seven seconds, the Dullahan will be able to discern the name of the target.

Acquired [Pale Whip] ability!
The Dullahan extracts the spine of a living humanoid, and using supernatural curse magic, the Dullahan fashions the spine into a wicked whip that can be used as a weapon. The whip itself will rend flesh as well as any weapon, and has an enchantment bonus equal to the Dullahan's level. At tenth level, whena Dullahan strikes someone with the whip, there's a chance that a curse will befall them.

Acquired [Command Undead] spell!
Take temporary control of target undead. Lasts for 1 minute per level for unintelligent undeads. Lasts for 5 seconds per level for intelligent undead.


Please choose two additional abilities or spells.

For your leisure, here is a list of things I've noticed brought up:
-Miasma effect
-Dark elf camouflage related effect
-Corrupt an area so that it's treated like you're surrounded by corpses
-Corpse spy, sense through a minion.
-upgrade to requiem that allows the manipulation of positive energy
>>
(this is gonna be it for me tonight. Thanks for playing. A lot of activity this time around, guess it's becos its weekend. No promise about when i run next time, though it may be tomorrow. Also, Im thinking of using this picture as OP pic, any thoughts?)
>>
>>3021913
>-upgrade to requiem that allows the manipulation of positive energy
>-Corpse spy, sense through a minion.

>>3021923
thanks for running.
>>
>>3021923
thanks for running and i really like the pic

>>3021913
pale whip is gonna be terrifying and might be something we should avoid using

i vote for the area of corpse effect and spy sense
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>>3021913
>-Corrupt an area so that it's treated like you're surrounded by corpses
We can upgrade Requiem next level.
>>
>>3021913
>>3021937
Oh fuck I didn't notice that we can pick an extra ability.
I'm gonna pick Requiem Upgrade as the second choice
>-upgrade to requiem that allows the manipulation of positive energy
>>
>>3021913
>-Miasma effect
>-upgrade to requiem that allows the manipulation of positive energy
Good run, QM.
>>
>>3021913
>Miasma effect
>other: imbuing weapons temporarily with negative energy/creating weapons from negative energy

I will admit I'm a sucker for full necromancy route
>>
>>3021913
-upgrade to requiem that allows the manipulation of positive energy
-Corrupt an area so that it's treated like you're surrounded by corpses
>>
>>3021913
>[Corrupt]
>[Requiem's echo]
Everyone like the names?
>>
>>3021913
>Corpse spy, sense through a minion.
>upgrade to requiem that allows the manipulation of positive energy
>>
>>3022264
[Corrupt] is simple to remember and it's to the point, I like it.
Now if [Requiem's Echo] was changed into [Requiem's Ascension], it would be more thematically appropriate since our "song" is being answered in return by the divine.
>>
>>3022264
i like requiems echo, how about [Grave reminder] instead of corrupt
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>>3022305
>>3022364
[Requiem's Ascension] seems more like what we could call the ability to bring back the dead. So that they're alive again I mean.
[Grave reminder] sounds like a trap of some sort to me. [Grave marker], or [Zone of Energy: Negative] could work, though the latter is less poetic.
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>>3022386
i like your grave marker idea
zone of energy seems to factual, to much like a scientific explanation to be from alice, i imagine her more poetic since i assume she read a lot of books in her time in the village
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>>3022386
Grave Marker could work too.
As for your interpretation of [Requiem's Ascension], do you mean Resurrection?
>>
another idea instead of corrupt, Grave Presence
>>
>>3022415
Yes, it's amazing what words can be forgotten when I remember aglet, superfluous, and antidisestablishmentarianism.
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>>3022446
>and antidisestablishmentarianism.
Gesundheit
>>
>>3022446
antidisestablishmentarianism
are you sure that is not taken from a german newspaper?
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>>3022455
>Antidisestablishmentarianism is a political position that developed in 19th-century Britain in opposition to Liberal proposals for the disestablishment of the Church of England—meaning the removal of the Anglican Church's status as the state church of England, Ireland, and Wales.
Sadly boss this one ain't German.
>>
>>3022475
huh, could have fooled me, germans tend to fuse words like crazy, there is no end to what can be put together
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>>3022480
isn't tub "reverse boat" in German?
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>>3022698
no, tub as an objects literal translation would be bathtub, that is pretty much the same
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>>3022710
Cool, thanks for the language correction man.
As an aside, and slightly more quest related, positive energy ability called [Twinkle Twinkle]. Starting power or late game?
>>
>>3022386
>[Grave marker]
How about [In the name of our grieves]? I think is very damn poetic and goes to the point, maybe. To make more symbolism this quest we could name our skills as we would name a song., in the case of requiem could be [A sinner for a requiem] or something like that.
>>
>>3021913
-Corpse spy, sense through a minion.
-upgrade to requiem that allows the manipulation of positive energy.

Start with body strip and search the dead.
Search the tents. Collect the loot and have Hulk carry it to line up by the wall. Keep an eye open for any scrolls, parchments, books or papers.
Collect the bounty heads from the dead once we have a bag, barrel or chest for them.

>>3021746
Yes, keep the mage CUFFED and gagged please. Tina can charm and ask about hidden caches of loot, the contact(s) in town(s) and any other treasures. The grunts may not know what the bosses do. We could finish the captain, raise him with awareness and forced to obey, and grill him and then Requiem him when done. You can't trust them living. The dead obey.
>>
>>3021913
Btw, QM, this is personal opinion, so
>Acquired [Sight of Destiny] ability!
>By looking a person in their eyes for seven seconds, the Dullahan will be able to discern the name of the target.
I do not believe is a good idea this ability. Going further than that we may have the typical [Appraisal] which, in my opinion, is a damn error everywhere. Even be able to see the name of a target is too much and can ruin the experience of the quest and story itself and I can certainly foresee that in many of our future options will be "Look that guy for 7 seconds!" and all its varieties. My recommendation is to erase it, but is up to you of course, QM.
>>
>>3021275
>>3021274
Since we are mostly hunting worse than us, consider it working off karmic debt. They do some good. Maybe we offer to let them have a choice- depending on the type of undead, maybe a second chance.
>>
>>3023398
7 seconds is a long time, and this is only useful in a social situation.
Appraisal might be useful in combat, but I'm doubtful it's going to be just "look at someone for 7 seconds." I'd suggest Appraisal of items and opponents be at minimum a full minute of uninterrupted study if implemented, and not include things that are unfamiliar to us, are not something common to thought, or are specifically hidden from us.
As an example, we would see that the opponent has advanced sword training, and is an agile fighter, but not that he has three knives hidden on his body coated in poison.
Or we could see that someone is capable of holy magic, but not that they are also seeing two seconds into the future.
Thoughts?
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>>3023527
Anon, you missed my point. The thing is that just by using an ability we do get direct personal information about a target, that is poison for any story and for that it shouldn't be there, we will be like "Let's see her name, and his name, and its name" at everything (assuming), it's going to be worse if somehow even that ability evolve or there's more with the same style, for that reason is better not having it from the beginning.

Also I really want to keep this from becoming like those generic isekai thing where you literally can do everything because you can have information about everything. It ruin the damn surprise and effort-to-know factor.
>>
>>3023837
You're worried we'll know everything, which I agree would be dumb, and gave examples on how to handle an analyze skill better for the story.

In D&D 3.5 there are cursed items, when they are appraised, they don't show themselves to be cursed. Unless it's someone that's VERY good at appraising magic items. I've had characters lose arms and legs and LIVES to what I thought was a +2 longsword, but was a Sword of Betrayal.

There are also tells for a lot of things in opponents, but none for others. Magic will have an aura, fighting style will have a stance, venomousness often has bright colors and patterns. We can tell these from EXPERIENCE.

We will have to read the books we bought, and look into magic, and magic items, then we can look at things and (sometimes) say "hey, that has Illusion magic on it!"

Long story short, Analyzing things isn't OP, It's a skill that must be practiced and developed. And that's how best to handle it.
>>
>>3023916
I would prefer if we don't have it, but *sigh* just hope nothing bad happen to our peaceful and enjoyable quest.
>>
>>3023398
I can see where you are coming from with a worry that you will hold too much control.
I actually thought about using appraise from the beginning, like so many other. I didn't though, for various reasons, and you will never get an ability like that.
This ability gives you something akin to it, as you will be able to discern the names of every creature who has eyes you can look into for 7 seconds. In other words, a small measure of knowledge.

There are somewhere around three reasons I gave this ability to Alice.
1) It's just pretty damn cool and creepy.
2) It seems fitting, that something as ultimate as death holds intimate knowledge about everyone who will enter their domain eventually, and I intend for Alice to seem like something like a manifestation of death, given time.
3) It is the direct prerequisite to another ability she will get - without it this ability, the theme wouldn't work as well. But don't worry, it's not more game-stalling info you will get.

I hope this won't ruin your experience, but I don't think it will - it won't really interfere with my posting speed. Sometimes I might mention it for certain npcs, like "description of stuf, blah blah blah, btw his name is Greg, and blah blah blah".
Other than that, people are free to ask about a specific person's name between posts, as I aim to answer mostly any question.
But it won't be an actual prompt, where you spend an entire answer looking at a name. And more often than not, players tend to not care about npc names, unless the npc is interesting or seem important for some reason.
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>>3024691
i must warn you, we might make people important just by asking the name for some random mook you never intended to be more than fodder
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>>3021778
btw, nice reaction image, I NE'd.
>>
>>3024707
Hah, don't worry, I've GMd for more than 15 years, I am very well acquainted with the situation of players suddenly getting attached to some uninspired npc with a random trait, like a lazy townsguard.
>>
whoppity wondred, someone roll me a 1d100
>>
Rolled 3 (1d100)

>>3024731
>>
>>3024734
kektus
>>
Rolled 85 (1d100)

>>3024731
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>3024734
Thanks, ah but unfortunate.
>>3024751
Creepy and/or cool. Unfortunately I only needed one roll - but yours would have succeeded. Ah, such a cruel mistress, fate can be.

So if i counted this right, the votes are as follows:
Requiem upgr 6
Corpse spy 4
area of corpse effect 3
Miasma effect 2
Imbue weapon/create wpn from negative energy 1

So Corpse Spy is pretty straight forward. But the ability based off of Requiem hasn't been clarified yet. They both work as follows:
[Corpse Spy]
Assume the senses of one of your servants. While spying in this manner, you cannot use the senses of your own body, except for pain or similar disruptions. Costs 3 negative energy.

[???]
Whenever you use [Requiem] to put a creature to rest, you take tap into the duality of negative & positive energy, and thus you also gain 1 positive energy to use.

I like all of the names you guys came up with. Very creative. Requiem's Echo, Requiem's Ascension, Grave Reminder, Grave Marker, Zone of Energy: Negative, Grave Presence (may have missed some). Since you came up with these awesome names, I'm gonna let it be a vote (probably the last stuff going on ITT). I addition to those, I throw in my own suggestions as well: "Mortui Vivos Docent" (Latin may not be fitting), "Balance of Nature", and "Through Death, Life"


>>3021932
and yeah, [Pale Whip] is scary shit indeed
>>
Also, you gained this ability for obvious reason:
[Energy Battery: Positive]
>>
>>3024771
>Requiem's Echo
>>
>>3024771
[Pale Whip] Is some ultra metal shit right there.

>>3024771
Voting for
>Requiem's Ascension
>>
Shite, knew I forgot some vote options:
[In the name of our grieves]
[A sinner for a requiem]
>>
>>3024771
we better do the vote in the next thread, cause this one will probably fall off soon
>>
>>3024893
hmm may be a good idea. just feels odd to start a thread with a vote like that... if i write another update tonight, im starting a new thread with it, and prolong the vote there as well
>>
>>3024958
just do the vote on the side of the next update, the name is not that improtant to have now
>>
>>3024958
>>3024995
Yeah it wouldn't hurt to do this vote in the next thread
>>
Aight, thought I might post something tonight, but I can feel I need to unwind instead. Vote postponed until next thread. If it doesn't come up while this thread lives, look for >>3021923 this picture.

And thanks for playing along so far guys, hopefully the quest will continue being enjoyable for both of us for some time yet.
>>
>>3025044
write up the description for this one and I can archive it again
>>
>>3025179
i already put it in the archive
>>
>>3025196
nice man, thanks





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