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File: Necromancer.png (276 KB, 431x600)
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From the person who brought the garbage fire that is AAQ into existence, and also made the less horrible and somewhat original but still pretty bad Colossus Quest, comes A Necromancer Quest

A Necromancer Quest
You are a necromancer, but what type of necromancer are you?

>Wizard, the arcane variety, more quantity, and less quality, snapping off pieces of souls and mixing them with negative energy to animate flesh and bones.
>Death Knight, arcane as above, but you can properly fight in melee and usually do more buffing and debuffing than actual raising of the dead.

>Cleric, the divine variety, more quality, and less quantity, calling out to willing souls and using them to animate pre-prepared vessels.
>Paladin, Divine as above, except it is mostly buffing, debuffing, and melee, with most raising being calling upon ghosts for help, rather than giving them a proper vessel.

>Abomination, a term for unbound sentient undead, usually exceptional in melee and mostly bad at magic, they are still capable of necromancy, if not enough to make another Abomination.
>>
>>3323394
>Paladin, Divine as above, except it is mostly buffing, debuffing, and melee, with most raising being calling upon ghosts for help, rather than giving them a proper vessel.
>>
>>3323394

>Wizard, the arcane variety, more quantity, and less quality, snapping off pieces of souls and mixing them with negative energy to animate flesh and bones.
>>
>>3323422
>>3323464
Now, you can either give me an argument saying "My choice is better for <valid reason here>", you can let me make an executive decision, or I can flip a coin.


This will set the precedent for the rest of the quest on how we settle ties.
>>
>>3323538
Flip a coin. You're not always gonna get people there to argue their side, and executive decision isn't fair enough.
>>
>>3323394

>Wizard, the arcane variety, more quantity, and less quality, snapping off pieces of souls and mixing them with negative energy to animate flesh and bones.
>>
>>3323538
>>3323559

Got it, but this guy here
>>3323566
just voted, meaning I will write up the next part
>>
>>3323394

>>3323422
>>3323464
>>3323566

You are a Wizardly necromancer, but what part of necromancy do you specialize in?

>Spells allows more powerful spells and more effective magic, as well as further specialization

>Animation allows higher quality and quantity undead, allows constructs to be made and further specialization
>>
>>3323594
>Animation allows higher quality and quantity undead, allows constructs to be made and further specialization
>>
>>3323594
>Animation allows higher quality and quantity undead, allows constructs to be made and further specialization
We can get better spells down the line, the most important thing is getting enough strong undead to protect a lab/base.
>>
>>3323594

>>3323614
>>3323626

Well, seeing as you are a Re-Animator, what do you subspecialize in?

>Skeletons, you specialize in cleaning, repairing, matching, and reinforcing bones. Less work, more numbers, more durability.

>Zombies, you specialize in preserving and repairing flesh and organs, as well as surgery to do internal work. More work, fewer numbers, more overall strength.

>Constructs, you do both of the above moderately well, as well as being able to apply these skills into making terrifying, sewn and bolted together monstrosities of bone, iron, and flesh.
>>
>>3323689
>Constructs, you do both of the above moderately well, as well as being able to apply these skills into making terrifying, sewn and bolted together monstrosities of bone, iron, and flesh.
>>
>>3323689
>Constructs

Best plan, constructs + life drain enchant
>>
>>3323689

>>3323698
>>3323706

Well, you are a construct specialized Re-Animator

But how long have you been at the whole necromancy business

>A while, but not too long. no BOP yet, not long enough to solidify your reputation

>A long time, long enough to have just bought a dungeon, long enough to have a solid reputation

>A very long time, You have achieved Lichdom and own a dungeon. your reputation is made of concrete

And over that time you have gained a

>Good reputation, being unstereotypically helpful for those of your specific calling in necromancy

>Neutral, you are rather morally ambivalent

>Evil, you play HARD into the evil scientist stereotype, whether intentionally or not.
>>
>>3323725
>A while, but not too long. no BOP yet, not long enough to solidify your reputation
and
>Neutral, you are rather morally ambivalent
>>
>>3323725
>A while, but not too long. no BOP yet, not long enough to solidify your reputation
We're new at this. Where's the fun in playing a quest as an established achiever?
>Evil, you play HARD into the evil scientist stereotype, whether intentionally or not.
Necromancy=Evil Overlord, I don't care what SETUC says.
>>
>>3323725

>>3323742
>>3323790
We've got
>A while, but not too long. no BOP yet, not long enough to solidify your reputation
for sure, but the neutral/evil part is tied, so unless someone changes their vote, I'm going to flip a coin.
>>
>>3323845
Why not split the difference and say we're more evil than ambivalent, but not quite HARD EVIL?
>>
>>3323849
What about Doofenshmirtz evil? like cartoonishly evil, rather than "burn down an orphanage to get at buried artifacts" evil?
>>
>>3323863
I feel as if that would work.
>>
>>3323863
Sorry, the reference means nothing to me. I was thinking more Lockheed Martin/Pfizer than Skeletor, myself.
>>
>>3323882
It's a Phineas and Ferb reference.
>>
Someone who's totally self-interested, not setting out to be evil, but who winds up doing evil things (such as necromancy) because it's the most efficient way to benefit himself.
>>
Vote 2.0!

>Cartoonishly evil

>No fucks given hyper-efficiency evil
>>
>>3323903
>No fucks given hyper-efficiency evil
>>
Let it be known That I have to leave, and will continue this tomorrow.
>>
>>3323936
Good day to all
>>
>>3323903
>No fucks given hyper-efficiency evil
>>
I'm Back, and hyper-efficiency evil won!
I apologize for leaving mid-vote, as I have an unforgiving sleep schedule.
I Also won't be running today OR tomorrow, as I have many things to do and a crammed schedule.
>>
>>3323903
>No fucks given hyper-efficiency evil
>>
File: Bone Staff.jpg (41 KB, 215x530)
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>>3323903

>>3323907
>>3323998
>>3327717
No qualms evil won

I am back and have another vote

What weapon do you use?

>Staff is Polearm
>Sword
>Crossbow
>>
>>3332719
>Staff is Polearm
>>
>>3332719
>Staff is Polearm
>>
>>3332719

>>3333254
>>3333266
Apologies for the late posting, I wasn't expecting people to actually show.

You get a polearm/staff hybrid, but what kind of polearm? A Spear? A Halberd or Poleaxe? Some weird and esoteric pole weapon I have never heard of? It's your choice.
>Write in for the type of polearm.
>>
>>3333558
>Glaive
>>
>>3333558
Bo staff. Simplistic and underestimated.
>>
>>3332719
>Crossbow
>>
>>3333575
support
>>
>>3333572
I second the glaive
>>
File: war scythe.png (2 KB, 225x225)
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>>3333558

>>3333572
>>3333575
>>3333636
>>3333681
Glaive it is, but, I will ask if you would like the slightly more thematically appropriate war scythe
>pic related
as it is basically the same thing but the blade is on the inner, rather than the outer curve.
>>
>>3333805
Personally I feel that shifting the blade to the inner curve makes it a significantly less functional weapon.
Better for cutting plants, yes. Better for fighting, no.
What I particularly had in mind was second from the left in the attached image, although any of those pictured would be good.
>>
>>3333805
Let's go with the war scythe.
>>
>>3333805

>>3333916
>>3333926
I'll take it as Glaive(second from the left)
>>3333916

So, for the last bits of character creation,

>Gender
>Name
>Race(human, dwarf, elf, etc)
>Goals(what you aspire to)
>>
>>3334046
>Gender female
>Name Gaylia Mirabanise
>Race elf
>Goals TO BE THE QUEEN OF EVERYTHING
>>
>>3334046
>Male
>Henri de Fontinet
>Elf
>Achieve true immortality
>>
>>3334111
Let's go with this one.
>>
>>3334046
Supporting >>3334116.
Hard pass on "be the girl" chargen.
>>
>>3334116
voting for this
>>
>>3334046

>>3334111
>>3334116
>>3334167
>>3334211
>>3334333
We are a male elf by the name of:
Henri de Fontinet, whose goals are to achieve [italics]Proper Immortality[/italics], rather than just mostly immortality which elves [italics]already[/italics] have.

We are currently in...
>The forests of the Elves
>The mountains of the Dwarves
>The Orcish Wastes
>The warring states of Man

Doing our best to...
>Find a place to make our dungeon
>Hide in an adventuring party
>Run from the Inquisition
>>
>>3334389
>The warring states of Man
>Find a place to make our dungeon
>>
>>3334410
I like this idea.
>>
>>3334389
For italics you use [i]TEXT[/i]
>>
>>3334389
Support >>3334410
Henri ventured forth from the tranquil home of the Elves to carve his dream out of the chaos that holds sway in the realm of Man.
>>
>>3334475
like this?
>>
>>3334389

>>3334410
>>3334435
>>3334491
And now, we begin!


Henri crests the hill, looking over the sparse forests and hills, trying to find a good place to start digging, or mayhaps some fresh...

Materials.

>Roll some 1d20s, please.
>>
Rolled 6 (1d20)

>>3334524
>>
Rolled 7 (1d20)

>>3334524
>>
>>3334524
I need a third roll please
>>
Rolled 15 (1d20)

>>
>>3334524

>>3334540
>>3334545
>>3334614
You see several small villages, all of them radiating out from a castle's road networks

You also see a small cave! perfect for a start to the dungeon.

>Actions?
>>
>>3334639
So, we need some info on our character.
What spells do we know?
How does the magic system work?
How competent are we in direct fighting?

For example, if it's doable, my suggestion would be to attack one of the unprotected villages, killing peasants and reanimating them as we go. Once all of the inhabitants are processed into zombies, set them to work carving the cave into a proper living space.

I have no idea whether that's doable at our current power level, though.
>>
>>3334717
You chose just started basically, so we don't know much

You can blast people with necrotic energy, or if you are feeling risky, imbue your glaive with the same energy to deal more melee damage, because it doubles as your staff. You can, with focus, force necrotic energy into anything, if it's alive it starts rotting, if it's dead it slows down rotting. If it's inanimate, it becomes charged with slowly dissipating energy that will sicken things nearby, or cause damage if struck with the object.

As for utility, you have a slightly spookier version of prestidigitation, and you can cast Mending, specifically on flesh, bones, and iron.

That's all for magic.

Magic works much the same that physical work does, except you make the magic do most of the work so it's less tiring. For example, if you lift a boulder, it's hard and tiring, but if you use magic, the energy you expend is used far more efficiently, so it's still difficult, but you can lift it longer, due to you not having to lift it with your body that is not meant to carry boulders.

We are...
passable in melee. Not good, not bad. We are about a step or 2 up from a levied soldier given a crash course in how to use a spear and not die in the process.
>>
>>3334845
Alright. What about inventory? How are we on food, clothing, money, etc...
Could we conceivably just start living in the cave?
Are we able to prepare meat, if we try to hunt?
Oh, one other thing. Is this a game-style fantasy world with adventurers' guilds and so-on, or is it closer to actual medieval society with the addition of magic?
>>
>>3335058
*Frantically shuffles nonexistent notes*

We don't have much money, about 10GP

You could, if you spent X amount of time hunting, which would be hard to do without damaging too much of the meat. We could try to preserve the meat with magic, although it would require experimentation.

Yes, there are adventuring guilds and what not, but they are really only in big cities and are really just glorified taverns with XXL cork boards.


BTW, you are an elf. Most people don't particularly like elves. Least of all Dwarves and Orcs.
>>
>>3335114
Alright, Homeless Amateur Mage Quest, Go!
Let's try investigating the cave. Maybe if we're lucky there's a bandit gang we can take over or something.
>>
>>3335130
If you want to roll for luck...
>>
Rolled 77 (1d100)

>>3335142
>>
>>3334639

>>3335148
You walk down to the cave, hoping for something to be there worth your time. And there is!

You walk slowly, seeing lights, and humanoid figures surrounding a campfire, roasting a cow.
You squint and take a closer look...


>Roll 1d20 perception please
>>
Rolled 14 (1d20)

>>3335196
>>
>>3335196

>>3335204
Welp, turns out your preliminary assessment was super wrong.
They're gnolls, bloodthirsty raiders who usually roam the countryside like locusts, killing and eating. These ones seem to have made a more permanent camp, something very dangerous, allowing them to raid and collect power.

They have valuable supplies in both the bones of whatever they've eaten recently, whatever they have yet to eat, and their own bodies for your horde.

They might be more useful alive than dead if you can convince them to follow you, however.

>NOPE, NOPE, NOPE, NOT TODAY
>Sneak in and kill any asleep, then get the drop on them
>Frontal Assault
>Attempt negotiations
>>
>>3335252
>Sneak in and kill any asleep, then get the drop on them
>>
>>3335252

>>3335267
Roll me a d100 and a d20
>>
Rolled 10 + 1 (1d20 + 1)

>>3335278
>>
Rolled 28 (1d100)

dice+1d20+1d100 does not work. Noted.
>>
>>3335281
that +1 will count, as they are distracted, forgot to ask you to do that.
>>
Rolled 20 + 1 (1d20 + 1)

Hopefully it's Bo3
>>
>>3335278
>>
Rolled 41 (1d100)

>>3335278
>>
>>3335252

>>3335278

>>3335281
>>3335284
>>3335293

Give me a second, I don't normally tell players enemy rolls, but they rolled a 1 a 20 and a 10, I need time to process this
>>
>>3335307
You Sneak forward, wrapping yourself in your cloak, and you feel... cooler than usual, you look down and see that you are looking rather ghostly!

>Ghost Walk unlocked: You take on the aspect of a ghost, becoming translucent and hard to see/hear, also increasing melee defense due to your blurry, diaphanous form.

This allows you to stride forward confidently and stealthily, not stopping you from almost shitting yourself when the realization that that walking stick is a magician's staff by the side of one of the gnolls.

It turns its head toward you...
and then back to one of the other gnolls, who just fell in the fire trying to remove the dear from the spit.

>Stab Mage
>Wait
>Reveal self, attack
>Write in
>>
>>3335407
*deer
>>
>>3335407
>Stab Mage
We have the distraction.
>>
>>3335407

>>3335474
Can I get a d20+5
>>
Rolled 6 + 5 (1d20 + 5)

>>3335490
Sure
>>
Rolled 7 + 5 (1d20 + 5)

>>3335490
>>
Rolled 5 + 5 (1d20 + 5)

>>3335490
>>
>>3335490

>>3335503
>>3335515
>>3335520
Roll d10 damage, If you want to empower your glaive with necrotic power give me another d20 for the additional stealth round, then add 1n extra+10 to the damage roll.
>>
Rolled 4 (1d10)

>>3335559
>>
>>3335559
Sorry to stop mid-combat, but It's 12:30 and I have to go to bed or risk an incoherent session.
Good day to all
>>
I'm Back, and asking for a vote!

>Empower the Glaive, -1MP
>Just geek the mage
>>
>>3337701
>Immediate stab
>>
>>3337701
>Just geek the mage
>>
>>3337701

>>3337735
>>3337769
Roll me 1d10
>>
File: gnoll mage.png (447 KB, 420x420)
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>>3337877
>>
Rolled 9 (1d10)

>>3337877
HEAVE
>>
>>3337956
Is that a throw or a stab?
>>
>>3338040
That’s a stab.
>>
>>3337701

>>3337735
>>3337769

>>3337877
>>3337956

>>3338040

>>3338077
You look at that mage and realize he is the greatest threat there, seeing as the other one is eating it's now mostly dead friend that fell in the fire. And so you stab it. Hard. Very Hard. The first thing the other gnoll sees is a blade coming out through the ribs of its friend, followed by them being booted into the fire.

>Roll initiative!
>>1d20+5 for surprise
>>
>>3338098
I'll check in later to see if people show back up.
>>
Rolled 11 + 5 (1d20 + 5)

>>3338098
I think this is how you roll, again? I haven't done it in awhile.
>>
Rolled 3 + 5 (1d20 + 5)

>>3338098
>>
Rolled 15 + 5 (1d20 + 5)

>>3338098
>>
>>3338098

>>3338583
>>3338635
>>3338687
Here we go!
You have the initiative, what's your action?
>>
>>3338774
Stab the one that's eating
>>
>>3338774
Send a bolt of necromantic energy at the closest gnoll.
How many are there, by the way?
>>
>>3338870
3 originally, 1 fell in a fire, the 2nd is eating him, you just stabbed the third and booted him into the fire.
>>
>>3338876
Any lurkers? I need a third vote.
>>
>>3338932
Shoot the third one with necromantic energy.
>>
>>3338969
I'll assume you mean second, the third is dead.


>>3338774

>>3338862
>>3338870
>>3338969
I need d20+2 to hit Anon(s)
>>
Rolled 13 + 2 (1d20 + 2)

>>3338976
>>
Rolled 7 + 2 (1d20 + 2)

>>3338976
>>
Rolled 1 + 2 (1d20 + 2)

>>3338976
>>
>>3339090
pffffffffffffffffft


>>3338976

>>3338979
>>3339002
>>3339090
You step forward, and ready yourself for a stab...
And promptly forget that the gnoll's across a fire, tripping and falling in

>You are now on fire, -1 health

>kill him while on fire
>beat out your clothes
>AHHHHHHHHHHHHHHHHHHH
>>
>>3339098
>>kill him while on fire
>>
>>3339098
>kill him while on fire
>>
>>3339098
>Kill while on fire
We're just that badass. Besides, we can replace it with golem-flesh.
>>
>>3339098

>>3339105
>>3339141
>>3339322

Roll please, 2d20-1
>>
Rolled 9, 15 - 1 = 23 (2d20 - 1)

>>3339333
>>
Rolled 11, 13 - 1 = 23 (2d20 - 1)

>>3339333
>>
Rolled 4, 6 + 1 = 11 (2d20 + 1)

>>3339333
>>
>>3339333

>>3339339
>>3339341
>>3339348
You strike at the beast...
or rather attempt to, because your willpower fails you and you are doing more panicking and screaming than actually screaming

>Still on fire, -1HP

>the Gnoll will actually collect its wits and attack the screaming man who appeared out of nowhere and is now on fire next turn

I must leave, I have hit 2:40, good day to all.
>>
>>3339363
* actually hitting
>>
>>3339363
This is fine
>>
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I'm Back! And I'm asking what Henri wants to do next in this flaming fight with a Gnoll.

>Action?
>>
>>3340265
Welp, guess I'm not running today, Good day to all.
>>
>>3340265
Not sure if you're still online, but I'd rather not see this quest die.
Stop, drop, and roll. Put out the flames with the sand of the cave floor. Then get back up to fight. Since it's 1v1 at this point, gnoll should be an enemy we can handle once we're not on fire anymore.
>>
>>3340265
Still here! Had class.

>Stop Drop and Roll! Then get up.
Yeah, we need to put the fire out.
>>
I'm back, and asking again what people want to do about the fight with the gnoll

BTW when I say I leave, I mean I LEAVE.

> It seems to be stop drop and roll.
>>
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I'm back, and asking again what you want to do with the gnoll fight.

> You seem to want to stop, drop, and roll, correct?
>>
>>3342844
disregard this, I thought I accidentally deleted the post because I am an idiot
>>
>>3342844
Quest seems interesting, might lurk abit. Agree on the stop drop roll, also what would happen if we try to infuse the fire with necro energy??? Probably something we shouldn't do on ourself though
>>
>>3343153
It would go out immediately, Balefire can't burn on cloth or wood.
>>
>>3342840

>>3343153
You stop, drop, and roll, the gnoll taking the opportunity to snap out of it and take a swing at you, missing.

>You are no longer on fire

>>Action?

>Stab
>Empower Weapon
>Necromantic Blast
>Write in
>>
>>3343270
>Animate the dead gnoll
We're a necromancer, right? Can we just cast Animate Dead on the dead gnoll?
>>
>>3343520
You [I]can[/I], but it would make it rather low quality if you do it in one turn. What you specialize in mostly is taking things apart and putting them back together like a messed up jigsaw puzzle, then spending 3 hours animating it to make it more intelligent than the average skeleton. You can also do straight skeletons and zombies, but with no prep, they aren't all that capable. And we can't be having that now can we?
>>
>>3343270

>>3343520

You get the genius idea to do an emergency reanimation of the 2 nearby gnoll corpses!

>2d20 please.
>>
Rolled 6, 8 = 14 (2d20)

>>3343708
>>
>>3343708

>>3343856
You attempt to perform an emergency reanimation, usually only done in dire straights or by impatient novices. You are neither! But you are panicked, and both attempt and fail to do so because of that. Also, the gnoll with an axe is rather distracting, but not all that harmful.

>>Action
>Melee
>Empower Weapon
>Necromantic Blast
>Attempt Emergency Reanimation
>Write in
>>
>>3343987
Stab, it will work this time!
>>
>>3343987

>>3344149

>d20+1 if you will...
>>
>>3344168
I am still here by the way, so if anyone is here thinking I bailed, Please Roll
>>
Rolled 7 + 1 (1d20 + 1)

>>3344168
>>
Rolled 12 + 1 (1d20 + 1)

>>3344355
>>
>>3344168

>>3344383
>>3344392
>Roll 1d10 if you would.
>>
Rolled 1 (1d10)

>>3344426
>>
File: 1537543872611.jpg (11 KB, 349x491)
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11 KB JPG
>>3344474
>>
>>3344474
I do take up to 3 rolls
>>
Rolled 10 (1d10)

>>3344426
>>
>>3344484
> https://www.youtube.com/watch?v=04854XqcfCY
>>
>>3344484
Yes!
>>
>>3344426

>>3344474
>>3344484
You don't just stab him, you STAB him. the difference is subtle, but noticeable. Namely, a 15ft blood spray from a razor-thin cut on the jugular.


You have removed the gnolls


>> Now we are moving into the base management phase, as you finally have a base. You get three actions per turn, and can repeat the same action to do it better or more efficiently.

>Actions?
>>
>>3344505
each turn is approx one week
>>
>>3344505
Animate the gnolls x2
Explore the cave
>>
>>3344505
>Minions x2
>Explore
Yeah I want backup before the next fight. Specifically meat shields.

If we don't need to spend 2 actions to get all the gnolls up and running, then I vote:
>Animate the gnolls
>Explore the cave
>Explore the forests near the cave

Actually would we be able to keep the Shaman as a caster?
>>
>>3344520
It would require experimentation, and you're pretty sure that since sentience, or at least rather large amounts of intelligence and an Item enchanted with a variety of spells, or a normal intelligence undead with a simple magic item are required to make an undead who can cast magic.
The first is a deplorable thing to do, as it could theoretically lead to a self-perpetuating horde if the necromancer is killed or orders it so. It's are bad enough to get other necromancers to come after you. The 2nd might get a few weird looks, the third is entirely fine.
>>
>>3344543
Is it possible to remotely see what the undead are seeing?
>>
>>3344547
Again, possible but with research.
>>
>>3344553
How many actions do we need to get the knolls animated then?
>>
>>3344520
>>3344554
Also, 2 actions for the same job are never necessary, they just improve quality,

SO,

1 action is up to standard, it won't fall apart later, but seeing as you don't have much to prepare it with it isn't the best, you would do better if you had the supplies you find in a morgue. 1 action is for line infantry and small constructs

2 actions mean they are more intelligent, more powerful, overall better. usually used for shock troops and mediocre constructs

3 actions are what you use for elite bodyguards or horrific constructs, only the most cunning and powerful take this much effort to create
>>
I will be leaving now, as it is 2:37 over here, and I must say I had fun despite the slowness.
Good day to all!
>>
>>3344574
Goodnight mr qm
>>
>>3344571
Ah, this is helpful. So I vote for the stick with the 2x Animate plan for now, since we need quality meat shields but we also need to see what we have to play with.

>Animate Gnolls x2
>Cave Explore

Goodnight, QM, see you tomorrow.
>>
I'm Back and eating mug cake! And asking whether you want to re-vote, or just give me 3d20.
>>
Rolled 7, 1, 1 = 9 (3d20)

>>3345159
Nah just didn't know the mechanics. Now I do, and I think that the meat-shields should be shock-troop quality.
>>
>>3345189
...WELP. No troops for us.
>>
>>3345189

Roll 2d100, just to see how bad it is.
>>
>>3345205
Also tell me whether you tried to zombify them, skeletonize them, or turn them into a construct, your specialty.
>>
Rolled 85, 100 = 185 (2d100)

>>3345215
Construct. :(
>>
>>3345253
...I don't know whether my extremely bipolar dice are good or bad right now.
>>
>>3345254
Very good for the exploration, bad for the construct.
>>
File: Nito.jpg (370 KB, 1920x1080)
370 KB
370 KB JPG
>>3345159

>>3345189

>>3345253
You decide to be just a little bit extravagant in your first creation in the real world, making a construct. You don't have much needle and thread, so you have to make do with stripping the flesh and cooking it, only using the skeletons, and you make a masterpiece!

>pic related but with gnoll skulls and only 3 skeletons

Unfortunately, you forgot to beef up the parts for control, AKA the parts that make it not murder you.

With an axe in one hand and a mace in the other, it looks upon you with barely restrained violence.

>DEANIMATE!!! DEANIMATE!!!
>Hastily beef up the control parts.
>Add a binding ring, then do one of the above
>It should be fine. . .
>>
Rolled 89 (1d100)

>>3345276
>BEEF THE CONTROL NOW NOW NOW
>>
>>3345293
Okay so now that it PROBABLY won't murder us, what the hell did we tear out of Dark Souls?
>>
>>3345302
a monster that is far more powerful than you realized
>>
>>3345323
...Bipolar Dice Good? Tentatively?
>>
>>3345329
not with the roll it got...
>>
>>3345333
I don't want to end the quest via dying yet. :(
>>
>>3345276

>>3345293
>>3345302

You set about reinforcing the control lines, felling it's surprisingly weak attempts to break out...

You are just about finished when it proceeds to start siphoning your energy into ITSELF FROM THE CONTROL LINES.

>DEANIMATE WHILE YOU STILL CAN!
>TURN IT OFF AND ON AGAIN!
>BINDING RING, THEN DO SOMETHING ELSE!
>>
>>3345340
>BINDERS THEN TURN IT OFF TURN IT OFF
>>
>>3345345
I NEED A ROLL MAN! I NEED A ROLL!
1d100
>>
Rolled 1 (1d100)

>>3345345
PLZ DICE NO HATE
>>
>>3345353
WHY DICE WHY

NEXT ACTION IS GTFO
>>
>>3345353
I actually started laughing.

I'll give you a deal, you could get lasting repercussions with no current negative effects, or I could have this thing break out and try to kill you.

>Take the deal.
>No deal.
>>
>>3345359
...I don't think I can solo this. Not with the dice hating me like this.

>Deal
>>
>>3345351

>>3345353

>>3345359

>>3345368

You decide you need to Make a binding circle to keep it from killing you, then Deanimate it! BRILLIANT!


...Or at least it would be if you ACTUALLY DREW THE DAMNABLE THING! This way it just breaks out, and you scramble away in fear.

But you see the violence in its eyes... fade somehow, replaced by intelligence.

>You have Constructed Gravelord Gnito

>You now have a made an Abomination. Abominations are intelligent undead, with their own wants and desires. Only liches are okay, vampires are up for debate.

>Now even [1]other necromancers[/i] will go after you, seeing as you have one under your control.

Action?
>>
Rolled 25 (1d100)

>>3345500
...This is both better and worse than I thought it would be. I thought our up-and-coming Lich would be mauled and need some golem limbs, but now we have a sapient undead that may or may not be under our control and that other necromancers would really really want. Um...

>Tentative social? I mean it did just try to murder us, but it doesn't seem like it's about to do that anymore?

Dice plz no more hate
>>
>>3345517
They don't want it, they want it dead
>>
>>3345517
You can write in what you say or do to help negate bad rolls.
>>
>>3345539
Ah. Still! Point stands. Bad attention.

>Erm, hello? Can you understand me? Do you have a name?

I really don't know what else to say.
>>
>>3345500

>>3345517
>>3345548
You decide to not attempt to kill it

"Erm, hello?"

Its heads swivel down to meet your gaze

"Can You understand me?"

Its heads nod

"Do you have a name?"

It shakes its heads no.

>>Name it?
>Gravelord Gnito
>Write-in

>>Action?
>Continue with the exploration
>Rest up
>Write in
>>
Rolled 92 (1d100)

>>3345596
>Ask if it would like the name Alfred
>Ask it to please stay in the cave for the moment, because it may be attacked if it leaves.

Gotta make sure Alfred stays out of trouble before exploring, and there is no profit in being impolite to the murder-machine.

Also I'm imagining Batman now. Rolling to convince Alfred to stay and not get into trouble. Working o the assumption I don't have any sort of non-social control over Alfred.
>>
>>3345596
Also class is about to start so I'm going to have to leave for a bit.

...Dice why. Why do you like me NOW and not before when we were creating Alfred?
>>
>>3345628
Well to be fair, the sentient murder machine has 8/3 times as much health as it should, and is well, sentient.
>>
>>3345622
You don't need to roll to control it, it likes you.
>>
>>3345653
I'm asking for politeness to Alfred Who Can Probably Kill Me By Sneezing Too Hard.

By "Likes Me" do you mean "Control" or "Alfred Has Free Will But Likes Me Because I'm His Dad?"

See you in a few hours.
>>
>>3345628
Well, seeing as the only current participant has left, any lurkers about? I do need posters to QM
>>
>>3345669
I am still here. Anyone who wants to post?
>>
>>3346026
Back from class. Am I really the only one playing?
:(
>>
>>3346035
Seems like it, Question, are you that one guy from Britain that was my only fan for a while?
>>
>>3345659
You have control, but he could snap it at will. He does like you because you made him and have been nice as of yet.
>>
>>3345596

>>3345622
You Rather politely ask if it would like the name Alfred, in return he nods and points off toward a pile of crates, the one at the top in particular.

>Check crates
Y/N?
>>
Also, what did you think would happen here>>3345517 ?
>>
>>3346121
>Y
>>3346125
I was trying to feel out, in character, exactly how smart Alfred was and also trying to see if I still had any control over Alfred or if I had to be polite to the murder machine to get it to follow orders or at least not kill me.
>>
>>3346251
Ah, you misunderstand, I mean the
"...This is both better and worse than I thought it would be."
comment
>>
>>3346121

>>3346251

You go over to the specified crate and find...

Roll 1d10
>>
Rolled 9 (1d10)

>>3346283
>>3346301
Better because I thought we were going to get super maimed and then have Alfred either dead or rampaging. Worse in that other necromancers, if they find out about Alfred, are going to actively hunt our noob ass down and kill us.
>>
>>3346301

>>3346350

The crate had 9 Fancy Hats! apparently, he both retained some of his memories from life, and wanted the proper fashion accessories to go with his name.

What fancy hats do you pull out?
>Bowler
>Top hat
>Write in
>>
>>3346376
>Top Hat
>Bowler
>Stack of 7 Random Hats

I'm getting my money's worth out of the hat crate, despite Alfred only having 3 skulls :)
>>
>>3346382
May I please ask that you specify the fancy hats, I can't pull another 7 types of hat off of the top of my head.
>>
>>3346411
A fedora, a bearskin (think the gigantic furry hats), a beret, a bicorn, a boater, a deerstalker, and on top of the mess a fez. Somehow they are all visible and despite being tilted at strange angles never fall off.
>>
>>3346376

>>3346382
>>3346425
It turns out that the hats are slightly magical, allowing maximum stacking!

Albert sees your visible confusion over why you were asked to open a crate of hats, until he points at the top hat, and then one of his 3 heads. You throw him...

>what hats do you throw him?
>Top hat, Fedora, Bowler
>All
>>
>>3346458
Top hat.
>>
>>3346488
I'm gonna assume you throw him the other 2 so the other heads aren't hatless.
>>
>>3346497
Sure. Alfred now has hats. What else was in the cave, since Alfred is now probably not going to cause problems?
>>
>>3346501
give me a d20 search roll
>>
Rolled 19 (1d20)

>>3346632
>>
>>3346632
You finally search the cave and see something as you go further back, The stone is...

S T R A N G E

Blood red and onyx black, there is something discreetly wrong about the stone, but something oh so right about it.
back of the cave stretches ever longer, ever deeper...

>Go forth
>Turn Back
>>
>>3346680
>Screw it, go forwards. YOLO!
>>
>>3346680

>>3346692
You think back on something your teacher taught you. "You only live once." Then again, he was a lich so you don't think that applies to him, but it certainly does to you!

You go deeper, and it gets darker, ever darker. The cold stone becomes cooler and the sense of wrongness ever fainter, the sense of complete and utter right ever sharper.

You cannot see

>Turn Back!
>Go forth...
>>
>>3346716
>Turn around, get Alfred, then come back
Yeah I'm thinking maybe we want the guy we made to be a bodyguard, actually.
>>
>>3346722
The sense of rightness, warmth even, despite the cold still calls...

>1d20 please...
>>
Rolled 15 (1d20)

>>3346733
>>
>>3346733

>>3346739
Your sense of self-preservation overwhelms your sense of comfort and you go back to get Alfred, who comes with.

>Any other preparations for your delve?
>>
>>3346758
What sort of resources are there in the former gnoll camp aside from Alfred and hat-crates?
>>
>>3346765
there was only one crate of hats, you haven't checked the rest of the crates, and would take up your action rather than going to the depths, you do see some torches, clothes, and food strewn about however.
>>
>>3346800
>Bring a torch, and some food. Obviously my elven vision isn't good enough for this potentially-magical darkness. We may be awhile, so provisions would be important.

Right, now let's get down into the weird cave.

Actually, before we head into the weird magic stone bit, can I try feeling out the stone, see what I can make of the weird magic coming off it?
>>
>>3346809
It would be easier if you had a separate sample, take a sample?

>note, taking and analyzing a sample will end turn, progress to next turn will occur.

>Take sample?
Y/N
>>
>>3346823
Y
Cave isn't going anywhere
>>
>>3346823
>Y
Yeah, we need to know WTF this stuff does.

>>3346830
Hello, new Anon!
>>
>>3346823
>>3346830
How will you go about this?
>>
>>3346837
Are there stalactites or stalagmites? Alfred is strong, have Alfred break a chunk off. Although first Alfred should probably have a makeshift glove out of some of the clothes, or use the end of one of his weapons or something.
>>
>>3346837
Spend a turn to take and analyse the sample. Make sure we're as nearest to the exit as possible.
>>
>>3346837

>>3346844
>>3346845
Give me a d100 roll, there are stalactites/gmites
>>
Rolled 10 (1d100)

>>3346851
>>
Rolled 27 (1d100)

>>3346851
>>
Rolled 40 (1d100)

>>3346851
>>
>>3346851

>>3346852
>>3346872
>>3346876
Although Albert is massively strong, he can't break off the smallest piece of this stone.

Roll d100-10 for no proper samples
>>
Rolled 85 + 10 (1d100 + 10)

>>3346883
The dice are back to hating again.
>>
Rolled 65 + 10 (1d100 + 10)

>>3346883
>>
>>3346889
>>3346890
...Okay, perhaps I spoke too soon. 75 is respectable.
>>
>>3346883

>>3346889
>>3346890
You have figured out several things about this stone.

>It is Nearly unbreakable, only having cracks appear
>The Black part is metallic, the red part is stone-like, but still somewhat metallic.
>They are repaired with necromantic energy
>They are Charged, very faintly, with necromantic energy

It turns out that building a dungeon here is going to be more difficult than you thought.

>Next turn


No one has found the lair

> Actions? or Questions?
>>
>>3346928
>Investigate the remaining crates
>Try and gather some of the magic necromancy rock again
>Investigate the forest in the area- what surrounds our new base of operations?
>>
>>3346940
>>3346890
>>3346872
>>3346928
What I'm thinking with the Necro-Rocks is that maybe we could use them to make some magic items- maybe using them as focuses to amplify our staff, or maybe to make super-tough golems?
>>
>>3346940
!'ll need 1d20, and 2d100
>>
Rolled 3 (1d20)

>>3346959
Here's the d20 first
>>
Rolled 55, 97 = 152 (2d100)

>>3346956
And here are the d100s
>>
>>3346928

>>3346940

>>3346959

>>3346961
>>3346962
It turns out that the crates housed a mining operation's worth of supplies, one that had not just a large amount of picks and shoring, but a Dwarven Rock-Cracker! it is a device specifically meant to break open durable things, and as you apply it to one of the stalagmites, you get a piece of rock!

It also turns out, that the forest is rather sparse, not providing the best cover or forage/ game.

It is 12:27 and so I must bid you good night(morning).
>>
>>3346970
See you tomorrow, QM.
>>
I'm back, and asking for your actions!

>The cave is hidden

>Actions?
>>
>>3348299
>Research Stone Golems
>Research Necromancy Rock Growth
>Research Necromancy Rock Magic Item Creation

This is basically our main resource right now, let's improve on it.

Since it self-repairs via necromantic energy, maybe pumping more necromantic energy into it will make it grow more of itself. Can it be grown into shapes? Can we use it to make golems? Can we use it as a focus for our Glaive-Staff? What can we do with the magical blood rocks?

Actually, idea.
>Name Necromancy Rocks: Bloodstone
Because it's blood red in places and it interacts with necromancy in somewhat useful-seeming ways.
>>
>>3348313
I'll need to have d100 for each Idea
>>
Rolled 94, 55, 87 = 236 (3d100)

>>3348352
>>
>>3348299

>>3348313
>>3348356
You go and break off an entire stalagmite, in small pieces. You try and grow the stone by pumping more energy into it, but you can't pour enough energy in there to see a substantial effect. That is, until you move the rock, which stuck to the ground and turned it into the red part of Bloodstone! You have Alfred shape a small statue from normal stone, and turn that into Bloodstone. Then you attempt to put a Reanimation circle around the golem, to power the necromantic rock. It works until it doesn't. It moves inside the circle, taking up more and more power until you have to shut it off or die, after which it proceeds to stop moving, power not enough to animate it,

> It turns other stone into the red component of Bloodstone, and you can attach 2 separate pieces together to attach them.

>You could theoretically create a golem out of the red part, but you do not have enough power to keep it functioning, nor do you know how to properly make golems, this was a jury-rigged attempt

And finally, you attempt to carve a focus out of the Bloodstone, but you can't actually scratch it to carve a focusing sigil.

>It would theoretically make an amazing focus, but you can't actually make it a focus, you lack the physical capabilities.
>>
>>3348422
>>Action?
>>
>>3348422
So basically we're level locked on the Bloodstone. At least we can make more of it.

>>3348424
>Check supplies, been kind of ignoring the fact that I'm a squishy living organic that needs to eat
>Figure out how to do Mending on stones- going to be useful in a cave.
>Examine cave entrance. How concealed is it?
>>
Rolled 21, 29, 45 = 95 (3d100)

>>3348424
Rolling for three actions.

Actually, I have an idea for next turn.
>>
>>3348429
Only the red part so far
>>
>>3348424

>>3348429
>>3348431
It turns out that you have been living off of spare magical energy and small pieces of gnoll jerky that were made by being left out on accident after being cooked dry.

You find out that although you can't do mending on stones, you do remember you can mend and merge bones, as well as flesh, to a lesser extent.

The cave entrance is rather open, that's how you saw it from the hill, but it does narrow before coming to the part you reside in, the part where the Bloodstone meets the normal stone.
>>
>>3348459
>Attempt to conceal the cave entrance- make it look like a pile of rubble or something, since we have no noted skills at stonemasonry and we can't do the Mending on stone
>Attempt to carve a focus out of normal rock before transmuting it to Bloodstone
>Attempt to make self look relatively normal for the human lands- in order to get anywhere we'll probably need books, and that means interacting with the townsfolk in ways that isn't "murder."
>>
Rolled 77, 60, 13 = 150 (3d100)

>>3348459
>>
>>3348459

>>3348473
>>3348476
You get Alfred to take a pick to the walls of the cave and set the rubble around to make it look less obviously lived in from the outside

You get the genius idea to make a focus out of stone, then transmute it to Bloodstone. The stone sigil you carved, if rather shakily, is laid there for a few days to become red. After 4 days, it is entirely the red part of Bloodstone. you try to put power through it, but it only goes in, it doesn't go out unless you pull it out.

making yourself look normal would require a bath and proper nutrition. You have neither. Even if you did make yourself presentable, you wouldn't be able to shake off the anti-elven sentiment that surrounds most of the world without clipping your ears and possibly going through facial reconstruction surgery.

>>Actions?

>Questions on the setting?
>>
Rolled 33, 15, 5 = 53 (3d100)

>>3348591
>Practice being stealthy
>Attempt to locate a water source
>Attempt to develop Haste or Expeditious Retreat

So why do humans have beef with elves? How many people don't like elves? In the human areas, how likely is one town to help another? How despised are necromancers?
>>
>>3348603
As for the first, a gigantic human empire out west, one headed by the nobility of part-elves that got really lucky when the bachelor king's dick got the better of him and he boned an elven maid, then his sense of honor got the better of him and he crowned her queen. The elven nobility took massive offense to this, snuck by/bribed the dwarves, then went to war and unleashed massive, world-shaking magic on them. One of these things, done after they won, created the Orcs and Orks.

The Dwarves hate them for causing them to lose a rather friendly trade partner and ally, besmirching their honor in the process, Humans dislike them because they destroyed the stabilizing force in the region, and Orcs despise them because they are leftovers of that great, wonderful place that was turned into a wasteland for the most part.

The elves can't do anything about this because they are still in recovery from that massively pointless war, one that killed most of their good mages and best warriors.

the only humans that like elves are the small belt of buffer states that the elves have puppeteered over time. The only Orcs and dwarves that like elves are ones that have personally adventured with them and found them to be good people.

In the human areas, the small city-states are all on their own, the surrounding villages and castles depending on themselves and whatever is directly up the hierarchy for security.


For the last part, a list of how despised they are from the average person. If you live in a place with legalized necromancy, they will probably be higher on the list

Good Paladins
Good Clerics
Good Divine Necromancers
Wizards
Sorcerers
Fey Warlocks
Neutral Clerics
Neutral Paladins
Neutral Divine Necromancers
Evil Paladins
Arcane Necromancers
Old One Warlocks
Evil Clerics
Fiendish Warlocks
Evil Divine Necromancers

If you make an abomination, normal people won't care but the paladins and clerics will.
>>
>>3348591
>>3348603
You attempt to practice stealth, but with only Alfred as a baseline, and opposition, you can't improve.

You have enough water for you and 2 others, slightly Necromantically tainted, you would need to purify by pulling out the taint to be able to give it to someone else.

You have an Idea, you've heard that some wizards are able to channel power into themselves in such a way as to speed themselves up! Let's try that out, shall we? You ready your staff, channel the power, take a step...

And fall on your face, your legs clumsy and weak, unable to support even your modest weight. You cannot walk for 3 hours

>You may be able to weaponize this.


>>Actions? Further Questions?
>>
Rolled 96, 17, 52 = 165 (3d100)

>>3348670
...Well, at least we have a paralysis spell.
>Aquire birds (use the Weaken spell?)
>Animate Birds
>Use Birds to scout out area

Much better plan than sneaking in myself. If I don't catch birds, then drop actions until either all the actions are catching birds or there are 3 taken actions.

What's the general mix of sapients in the human areas? How common are magic users? How large does a town usually have to be to have magic stuff like spell books or resident casters? How dangerous is the local area, monster-wise?
>>
>>3348689
a few things, one, that isn't a spell yet, merely an (un)happy accident, two, you don't have a way to preserve the birds so they will fall out of the sky after a while, three, you don't have a way to know what the birds actually saw.
>>
>>3348724
Ah. Okay, updated plan.
>Make Paralysis Spell
>Figure out a way to actually preserve zombies that is maybe based on casting Necromancy Mending on them? Because we don't have formaldehyde and stuff yet.
>Figure out a way to sense through minion senses. Do we know any scrying theory? Because we could use that.

Update preparation for plan Spy Birbs. Just use the rolls from before.
>>
>>3348689
The mix of races is mostly uniform for the villages, you might get a few ork/orc mercenaries or dwarven merchants if you are in town, if you are in the elvish buffer belt you will usually only see humans and elves.

Magic is common, every village has one person who can use magic. However, usually, this is limited to basic alchemy and a cantrip or 2, mostly mending and prestidigitation. There is usually one or 2 competent magic users in a town or castle 10-12 weak ones as well, and if you are in a city there is usually 10-12 competent ones and 50+ weak ones, maybe one worthy of note as well. these numbers go up the larger the city and they spike if there is a magical college.

As for monsters, most of those are over by the dwarves, elves, and orks/orcs. The real danger is the people in the warring states
>>
>>3348736
You decide to make the accidental self-crippling spell into an actual spell. And so you do. You channel the energy, and...

>You point your staff and a sickly yellow beam of light lanced out, reaching clear across the length of the cave!
>You wave your staff, and a cloud of thick, sickly, yellow gas pushes out in a wave from the arc you made!
>You tap the butt of your staff against the floor, and sickly yellow gas leaks out of your pores, surrounding and clinging to you

You, unfortunately, don't have any flesh to try this with that you aren't going to eat later.

You do set up a spell that should work, but you only have Alfred to try it with and are scared of trying to do it to him.

>ENCOUNTER ROLLED
You hear several cries of pain coming from the entrance of the cave, then a shout of
"HAVE AT THEE KNAVE!"
Then another shout of pain, the scream of a horse, then pained, derisive, laughter, then several meaty, then crunching, thudding sounds.

>Investigate?
>>
>>3348799
>Option 2- Gas cloud in an arc- Maybe learn more variations later?
>Where's Alfred right now?
>Investigate sneakily after resolving the Alfred thing
>>
>>3348810
Alfred is chilling out, juggling his hats, you wave him over and have him get his weapons and wait in preparation for a fight.

You walk over, then crouch in preparation to sneak out to see what's going on
>Do you use ghost walk?
>>
>>3348832
>Yes
I forgot we had that.

Right. Current Spell List:
>Generic Necromancy Blast
>Generic Necromancy Infusion- Makes Radiation, Basically, But Necromancy
>Ghost Walk
>Mending- Flesh/Bone/Iron only
>Paralysis Gas Arc

Can I keep up Ghost Walk and cast other spells at the same time? Does Ghost Walk let me walk through walls?
>>
>>3348842
Yes, Maybe if you do some more research on it.
Also, the new spell is called Lethargy, the opposite of Haste.

What Ghost Walk actually does is increase AC slightly, and increase stealth, it caps off your MP lower than usual, however.
>>
Rolled 5 + 5 (1d20 + 5)

>>3348868
It's also my only defensive buff, and I am a squishy squishy wizard that nearly got murdered by three gnolls, one of which fell into a fire and one of which was eating the flaming one.

Anyway, have a stealth roll. I think +5 was the bonus for Ghost Walk?
>>
>>3348881
...Dice, WHY.
>>
>>3348842
Roll 1d20+2

>>3348881
I'll let you reroll, it's best of three, and that roll doesn't have the correct bonus.
>>
Rolled 15, 20, 8 + 2 = 45 (3d20 + 2)

>>3348933
Ah, okay. Thanks.
>>
>>3348941
...Welp. I am the stealthiest elf that ever stealthed.
>>
>>3348799

>>3348842

>>3348933

>>3348941
>https://www.youtube.com/watch?v=XAYhNHhxN0A
You sneak on in there like no one has ever known the concept of stealth before you came along.

You see a rather busy scene, several corpses of what look to be bandits, a dying horse, more a large pony really, with burns around its neck and cust along its flanks. you also see the man that was presumably its rider, a large man wearing a sugarloaf helm, a long chainmail hauberk, and steel gauntlets. his Longsword and tower shield are thrown aside in favor of his fists, as he has just finished pulping a man's skull, a mage by the look of him, with his hands. He stumbles over to his horse and holds its head in his hands. As he does this, you notice that with the amount of damage he's taken, he shouldn't be standing.

>Help him
>Watch
>Try to kill him
>>
>>3349017
>Watch
>>
>>3349017
Ask any questions you would like to ask about your capabilities or the situation if you need to.
>>
>>3349043
How many bandits are left, and roughly how far away is the combat from the cave?
>>
>>3349043
Also, related question, what are my ranges on Generic Blast and Weaken?
>>
>>3349046
None, they are all dead, it is happening in the mouth of the cave.

They are of nebulous range, with the Necromantic blast being theoretically infinite and dissipating over distance, and Lethargy is dependant on wind and ventilation.
>>
>>3349069
How ventilated is the cave and which way is the air moving?
>>
>>3349077
Out, that' the only way out for the air.
>>
>>3349091
*That's
>>
>>3349091
So then theoretically the paralysis has would hit mister Probably A Paladin if I gassed him. Okay, plan is made.

>Cast Weaken at the Paladin while his back is turned. Nobody can know I’m here: people hate necromancers.
>>
>>3349103
I can tell you right now, He does not look like a paladin, he has no holy symbol on him, and he is far too dirty. He also would have healed his horse by now if he was a paladin capable of killing all of those bandits, and a mage.
>>
>>3349017

>>3349031
He is doing nothing but kneeling there crying over his dying horse.

>Help
>Continue to watch
>Cast Weaken at the Paladin while his back is turned. Nobody can know I’m here: people hate necromancers.
>>
>>3349123
>Weaken
>>
>>3349125
Give me a d100 roll
>>
Rolled 95 (1d100)

>>3349135
>>
>>3349149
The dice really don’t like this fighter.
>>
>>3349135

>>3349149

He can't take it, he falls unconscious

>Heal Him(will stay unconscious)
>Heal Horse
>Kill Him
>>
>>3349185
Just a note, you are able to heal using Flesh/Bonemending, it hurts massively, but is very efficient
>>
>>3349191
Was going to ask about that at some point, actually. Thanks. Still, time for getting the bodies inside and cleaning up the evidence.
>Kill the horse and the man.
>>
>>3349203
Just a note, are you sure you want to do this,
as this guy is basically the only chance you have to get many things from towns that you need to do advanced necromancy, and that you wouldn't be able to get otherwise without gratuitous violence you currently aren't capable of. He is also the only source of information you will have for several weeks if all rolls for the cave staying hidden go well.
>>
>>3349236
Hm. On one hand, you have a point. On the other hand, people hate necromancers, I'm bad at social RP, and the dice hate me.
>>
>>3349236
Right. Have a plan.
>Heal but leave unconscious. Heal the horse too.
>Hide the bodies and Albert. In fact, hide all the creepy necromancy shit.
>When he wakes up, fake being a random completely non-necromantic hermit that totally just healed him and his horse out of the goodness of our heart.
>Hope the dice don't feel so hateful.
>If everything goes horribly south, knock him out again and kill him or call for Albert and kill him.
>>
>>3349253
Alfred, I am misnaming my Dark Souls Boss. Bleh. Thinking about Resident Evil too much.
>>
>>3349253
Funnily enough, the only creepy necromancy stuff you have is Alfred
>>
>>3349303
Right. Hide the bodies and Alfred.
Plan Faking Being A Random Magical Not A Necromancer Hermit is a go.
>>
>>3349303
Also, since I'm healing the horse, then that should help with making the Fighter Guy like me.

Wait, do I have any rope or anything to leash the horse to a tree? B/c pain means the horse will probably flee.
>>
>>3349185

>>3349253
You heal the horse first, as it is closer to dying, then the man. As you heal, you notice that he is both massively scarred and actually MASSIVE. You hide Alfred behind a wall of crates, and drag the corpses outside but still nearby. You also tie the horse outside to a rock.

He wakes up after a while to the sight of you leaning over him dripping water into his mouth with a cloth.

He scrambles away and says
"Who? What? Where?"

>What do you say, if anything?
>>
>>3349366
>Hello. You were fighting near my home and I came out to see what was happening. I saw you passed out near your horse and healed the both of you.
>*motion to horse*
>>
>>3349366
>My name is Henri, by the way. What's yours?
>>
>>3349370
>>3349370

"Hello. You were fighting near my home and I came out to see what was happening. I saw you passed out near your horse and healed both of you."
You motion to the entrance of the cave
"My name is Henri by the way. What's yours?"

"A-Aaron"
He says this in a surprisingly soft voice
Thank you Henri, my life is indebted to you"

>You now have Aaron, as a resource

And with that, I must leave, my sister showed up unexpectedly and distracted me from actually posting this. Good day to all!
>>
>>3349916
Goodnight, QM. I honestly didn't expect that to go so well. Time to figure out how to use Aaron as a resource without revealing that we are a super evil necromancer.
>>
I'll not be here today as well, my sister is still here and brother-sister bonding time is incoming.
>>
>>3350719
Have fun with the sister, QM.
>>
>>3323394
love me some necromancers, can someone gimme a quick run down of whats happened to catch me up? x
>>
>>3353222
We are an elvish necromancer named Henri who is Pragmatic Evil. We’re a complete scrub looking for immortality, as opposed to elven pseudo-immortality. We went to the Human Lands, which are a bunch of warring city-states, and found a cave where we killed some gnolls and, through a hilarious series of critfails, reanimated them as a Dark Souls Boss named Alfred. Alfred is sapient but still ours, which is bad, because other necromancers hate sapient undead that aren’t Liches or maybe Vampires. We also found some magic rocks called Bloodstone that we’re attempting to figure out how to make into magic items or golems, because they’re super tough and really good at absorbing necrotic energy. We screwed around for a bit in the cave and figured out a spell that made a paralyzing gas, until we met a fighter named Aaron who had killed some bandits and was upset about his horse being fatally wounded. We knocked him out and healed him and the horse, in order to later use them for “getting stuff from town” purposes. Aaron woke up and now we have him as a resource. Then you showed up.

Welcome, new Anon!
>>
>>3353408
very sexy
>>
>>3353435
Please consider that our current dating prospects are:

Some Random Figher
A pile of dead bandits
A Dark Souls Boss made of gnome skeletons
A horse
>>
>>3353599
Not gnome, gnoll. Autoincorrect why.
>>
I AM BACK!

>You are still sitting in front of Aaron, is there anything you want to ask him?
>>
>>3354028
Nothing I can think of off the top of my head
>>
>>3354108
It can be anything from his capabilities to his hopes and dreams to what you want him to do for you.
>>
>>3354108
Or if you want to move to the next turn, just say so
>>
>>3354195
I vote time skip.
>>
>>3354195
Sorry, been busy today. Been working out furniture for a new apartment. That and homework.
>>
>>3354028

>>3354307


>Actions?
>>
>>3354410
>Where's Aaron?

>Research how to buff magical capacity
>Research improvement of Ghost Walk
>Practice with glaive
>>
Rolled 72, 14, 3 = 89 (3d100)

>>3354443
Have some rolls
>>
>>3354410

>>3354443
>>3354447

Aaron left for reasons unknown, what you heard was something along the lines of "more bandits to remove from existence, I'll be staying in the area for a while and stopping by to see if you need anything"

I'll give you this for a freebie, you do this by learning more and improving already known spells.

You attempt to improve ghost walk, but just end up producing a lot of mist, not even actually being able to cast it until you revert the things you did to the spell.
>Something may come of this with more research

You try and get some practice and end up spraining your ankle.


>>EVENT

You are out of food. The necromantic taint in the water is helping sustain you, but that doesn't help with no food at all.


>Go hunting
>Eat the corpses that Aaron left
>Go foraging in the depths
>>
>>3354636
>Go foraging/hunting, maybe set some snares
>>
>>3354636

>>3354647
Give me 1d100-5
>>
Rolled 1 + 5 (1d100 + 5)

>>3354662
>>
>>3354672
...
Dice. Dice, why.
I literally rolled a NEGATIVE FOUR.
>>
>>3354672
>>3354675

Roll a d20 to see if Aaron or Alfred saves you.
>>
Rolled 2 (1d20)

>>3354686
>>
>>3354692
DICE. STOP TRYING TO KILL ME.
>>
>>3354692
>>3354698

It's still best of 3
>>
Rolled 7, 6 = 13 (2d20)

>>3354715
Dice, please.
>>
>>3354717
...At least it's not critfails?
>>
>>3354692
>>3354715
>>3354717
>>3354722

I'll give you a choice, you can get help, and deal with the consequences, or have no help and deal with those consequences.

>Y/N?
>>
>>3354736
No help is probably crippling or maiming, which I can at least sort of fix with magic, while getting help is unknown...

Let's go with No Help.
>>
>>3354747
I should clarify, you will know both the people that come to help
>>
>>3354752
Ah. So Help is probably Alfred and Aaron meeting. That would mean I'd have to flee with Alfred and whatever Bloodstone I could carry, because necromancers are actively despised in this world, especially when they're evil.

Erm...

I'm going to stick with No Help, there's a good thing going with the cave.
>>
>>3354765
Also remember, although you don't know how his word will hold up, he is indebted to you for life, at least until he saves yours. (you get dropped to zero and survive because of him directly)
>>
>>3354784
You seem to be really pushing for Help, so I guess I'll switch to Help.
>>
>>3354786
I don't want to sway you, because there will be consequences, just that No Help's are more direct and Help's are more long term.
>>
>>3354853
No Help, then, because I want to just tank these immediate consequences.
>>
>>3354636

>>3354647

>>3354662

>>3354672
>>3354675

>>3354686

>>3354692
>>3354698
>>3354717
>>3354722

>>3354736
>>3354747
>>3354765
>>3354786
>>3354881

You walk out of the cave and see that the corpses that you left out there after Aaron showed up are gone, and there is a trail through the underbrush showing where whatever took them went.

It turns out what took them was their compatriots, who turn out to be an orc and 4 dwarves, all of which turn around, see you and your pointy ears, and pull out their weapons excepting 2 of the dwarves, which run off.

>Roll Initiative you treehugger
>>
Rolled 4 (1d20)

>>3354931
>>
>>3354931
>>3354932
Thankfully they are out of range, meaning that they have to run toward you, excepting the dwarf with a crossbow, but he hasn't fired yet

>Actions?
>>
>>3354953
Weaken the ones running towards me.
>>
>>3354960
Roll d20+2
>>
Rolled 18 + 2 (1d20 + 2)

>>3354970
>>
>>3354953

>>3354960
>>3354977

You use Lethargy on the orc and the axedwarf and although they slow down they still reach you. This does not stop the crossbowdwarf from shooting at and missing you, and then the orc and axe dwarf take a swing at you, only the orc hitting.

>Your Action?
>>
Rolled 17 + 2 (1d20 + 2)

>>3355070
More Lethargy!
>>
>>3355070

>>3355248
You cast Lethargy, slowing them further, making them even weaker. Nobody can hit you, the orc even fumbling his weapon and giving himself a nasty cut

>Action?
>>
Rolled 19 (1d20)

>>3355335
Stab one of the enemies
>>
>>3355351
At this point, I think the dice just really want you to be in combat, not that they hate you.
>>
>>3355351
Which enemy?
>>
>>3355377

How about the axedwarf?

And yeah, I guess they're just Khornite dice.
>>
>>3355407
Roll damage, please, d10s
>>
Rolled 6 (1d10)

>>3355411
>>
>>3355335

>>3355351
>>3355413
you stab the axedwarf, and he cries out in pain, but the orc powers through the Lethargy and strikes you on your left arm, making it useless. The crossbowdwarf is still missing his shots as well.

>Action?
>>
>>3355444
Stab the axedorf again
>>
>>3355451
a d20 and d10 if you will...
>>
Rolled 4 (1d20)

>>3355459
>>
>>3355460
no d10 needed
>>
Rolled 8 (1d10)

>>3355451
>>
>>3355444

>>3355460
You Miss your strike on the axedwarf, and his compatriot with the crossbow pays you back with a glancing blow, as well as getting his own vengeance with an axe to the side

>You are barely standing.
>>
>>3355531
>Mending on self
Crap need heal
>>
>>3355565
1d10, then 1d20 to keep from passing out.
>>
Rolled 9 (1d10)

>>3355586
>>
Rolled 20 (1d20)

>>3355565
>>3355586
>>
>>3355591
Roll me another d10
>>
Rolled 6 (1d10)

>>3355595
>>
>>3355591
Super not passed out. Bloodlust engaged
>>
>>3355531

>>3355565

>>3355586

>>3355589
>>3355591
>>3355596
You Mend. You repair yourself manually, and through the pain, cut the orc's arm off and grab ahold of it, instinctively mending the shattered parts of your body using the materials through the pain, then throwing it aside.

>+3 max HP, fully healed

>Mortician's Mending unlocked

>Mortician's Mending: You can restore bodies Living or Dead to their natural state or even alter and improve them with some focus, a touch, a lot of pain, and the risk of failure so long as you have material. If what you are working on is not natural, such as a construct, it is simply much easier to mold and knit bones or muscle together.

>Action?
>>
>>3355702
>Stabby time!
Hehehehehe! Thank you dice!
>>
>>3355702
>Note, everyone is terrified and the orc is almost dead.
>>
Rolled 8 (1d20)

>>3355711
>Stab the orc then
>>
Rolled 8 (1d10)

>>3355711
>>
Rolled 16 (1d20)

>>3355714
>>
>>3355702

>>3355705
>>3355714
>>3355725

>>3355722
The orc is severely stabbed, the dwarves are panicking, and as such the crossbowdwarf hits the axedwarf in the shoulder, but the axedwarf still manages to hit you.

>Action?
>>
Rolled 20 (1d20)

>>3355771
Stab the axedwarf
>>
Rolled 6 (1d10)

>>3355780
Praise the Khornite dice!
>>
>>3355771

>>3355780
>>3355793
You stab the dwarf, and in a lightning-quick movement, chuck it at the other dwarf, killing both! you retrieve the Glaive.

>Action?
>>
>>3355831
Who's left?
>>
>>3355857
Nobody that you can see
>>
Rolled 20 (1d20)

>>3355899
Look around- anyone else?
BTW have to go for awhile soon
>>
>>3355831

>>3355964

You hear a crash, and see the 2 dwarves who ran off at the beginning of the fight and some wreckage. They were trying to cart a Fucking Ballista over to kill you, heard the screams, sped up, and crashed and were knocked out.

>Actions?
>>
>>3356019
Actually, on second thought, It's getting late so I'll stop running properly, but I will take any questions you have.

>Questions?
>>
>>3356030
Good day to all, I am leaving properly.
>>
>>3356155
In the morning I’ll kill them and animate the bodies, then go back to hunting. Goodnight QM.
>>
>>3356178
Undead ballista construct when
>>
>>3356338
oooooooh I like this idea
>>
I am back! I don't have as much time to run today and will have even less tomorrow. So, I will take any questions you have, whether it is about your capabilities, the world, or the nature of magic itself.

>Questions?
>>
>>3357903
Can we make a ballista construct?
Where did all the bodies go?
Does the Mortician spell transform flesh to be the same kind of flesh as the creature it’s being attached to?
>>
>>3358010
If you have enough materials and a siege engineer, yes. It's rather broken currently.

They were dragging them off, they are pretty rotten by now, the three you just killed are still there, and the 2 that crashed are unconscious.

If it is alive and vaguely similar, yes. So a deer could only take flesh from other deer, even from different species of deer. Not if it's dead though, if it's dead it doesn't really matter.
>>
>>3358041
What is the basic overview of how magic works?
How do undead compare to standard humanoids- IE generic guard/bandit?
How difficult is it to make magic items?
>>
>>3358341
You need a focus. A focus has a sigil(s) carved on it for the purpose of the magic you are doing, and different materials work better and handle more sigils. That's why you only ever see crystal balls used in divination, they can handle absurd numbers of divination sigils. That and massive amounts of training are what is required to become good at magic Copper, silver, and gold Foci work for all types of magic, being better in that order.

Undead, the unprepared ones you see novices raising are slow, stupid, strong, and cheaper if they're a zombie. If they're a skeleton they are faster, smarter, only technically stronger than humans, and more expensive.
If you prepare the undead, such as reinforcing the bones of a skeleton or repairing cracks or even simply a better Reanimation circle, they become stronger, more durable, and smarter.

It depends on the item. if you want a flaming sword, pretty easy. If you want to turn off the fire or keep it from ruining the sword, things are more complicated.
>>
>>3358407
What kind of magic does stone work best for?
Is it possible to learn multiple kinds of magic?
How well does regular old stone work as a focus?
>>
>>3358427
Stone doesn't work as a focus, but it is the best material for stationary magic. By this I mean whenever you want to set up a ritual or something of the sort, you use stone. That's why dwarves are the best at ritual magic.

Yes, it's just rather hard to remember not to cast magic when using a different focus, if you have a GP focus it is way easier.

see first part
>>
>>3358446
How many guards are usually in a town in the human lands?
What's the local geography around the town, more specifically than "There's a cave and a forest around it?"
How rare is gold? Is it used in currency?
>>
>>3358492
If we assume 1000 people, probably about 40 fulltime and about 200-350 in the militia

It's a bit hillier than usual, It's a castle town, and the cave you are in is in about the center of the forest in a large, bordering on mountainous, hill.

Gold is fairly rare. not rare enough to not use in currency of course. 100 silvers equal 1 gold, 100 coppers equal one silver. the exact worth of everything depends on where it's from due to mixing metals and counterfeits, dwarvish and elvish being the most reliable.
>>
So for this turn, let's kill the unconscious dwarves and raise them to foot solider quality.
>>
>>3359497
First we need to resolve the Run Out Of Food Event, as opposed to the combat that happened because we critfailed the Run Out Of Food event that gave us this lovely ballista that we need to figure out how to turn into a golem.
>>
LET IT BE KNOWN I AM STARTING A NEW THREAD UNDER THE NAME

"Construct Necromancer Quest #2"

IT DOESN'T HAVE THE SAME NAME SO I WANTED TO CLEAR UP CONFUSION. THAT IS ALL
>>
>>3360779
Thanks QM



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