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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 Construct Necromancer Quest


Last time, Henri ran out of gnoll jerky, went to get some food, saw that some corpses he was going to animate were missing, one thing led to another and now he's killed 3 bandits, developed a new spell, and has a damaged ballista and 2 unconscious dwarven engineers.

>Action? Or Questions?
>>
>>3360795
Hi QM!

Hmmm... definitely take the corpses back for later animating, and after we deal with the dwarves keep hunting/foraging/trapping, but I'm torn on whether to capture at least one of the dwarves to learn siege engineering or just killing them.
>>
>>3360801
Ooooh, I had an idea. We have the Mortician's spell, right? So we can capture them and "upgrade" him by getting rid of their limbs. And the limbs are even reusable!
>>
>>3360801
FYI to learn siege engineering would require copious amounts of torture, seeing as they are dwarves, and you an elf.
>>
>>3360806
You would have to cut them off, then use the spell to repair the stumps, remember that Mortician's Mending is exquisitely, extremely painful.
>>
>>3360809
Well yeah.
>Bandits
>Try to kill us
>Remove limbs in retaliation
>Alignment is Pragmatic Evil

What part of this does not scream torture?

>>3360813
Yep.
>>
>>3360817
By the time I put out my first post you had already written your second post.
>>
>>3360847
Oh. Sorry. Eh, it's still the plan. Capture the dwarves, get the bodies and the ballista back to the cave, use Alfred and his axe to get rid of their limbs, "heal" them, then go back to getting actual food. Next turn can be devoted to getting Siege Engineering and other dwarf skills.
>>
>>3360795

>>3360866
You call for Alfred, get him to pick up the ballista wreckage and as many bodies as you could stack on top of the ballista and carry them back, having shoved the dwarves in there on the bottom. You also notice that he had the gnoll mage's staff buried in his chest. Interesting.

>+ 4 capable bodies(2 new, 2 reclaimed)
>+ Wrecked Ballista
>+2 dwarven captives

As you go to the last 3 bodies, one is the orc, having received enough damage that he would be no good for proper combat, and should be rendered down into bone meal and glue.

You go to look at the other 3 bodies that Alfred couldn't carry, ones that Aaron killed. you didn't notice this at first but many bones are either snapped or shorn in half, with the head of one being gone, pulped with Aaron's gauntleted fist if you remember correctly.

>Aaron may be more capable than he appears to be
>+4 Bodies, Materials to be rendered

>Turn ended, that fight took up the turn instead of the food gathering. Action?
>>
>>3360942
>Reanimation*2
>Make dwarves basket cases so they can't escape
>>
>>3360947
Are you sure? You still have no food.
>>
>>3360952
Oh right.
>Food
>Have Alfred watch the tied-up dwarves during Food
>THEN Basket Case
>Then render down some corpses
>>
>>3360942

>>3360947
>>3360957

Rolls Please
>>
Rolled 18, 72, 60 = 150 (3d100)

>>3360966
>>
>>3360975
Roll a d20 please...
>>
Rolled 20 (1d20)

>>3360986
>>
>>3360988
Either this is really good or really bad
>>
>>3360988
>>3360998
Roll 1d4
>>
Rolled 4 (1d4)

>>3361001
>>
>>3360942

>>3360947
>>3360957

>>3360966

>>3360975
>>3360988

>>3361004
You ask Alfred to watch the prisoners, and he turns 2 of his heads their way, nodding with the third.
You leave with a basket, and find some (non poisonous) berry bushes!

>+Minor food source, you can survive but your "guests" can't

You are walking backs when you notice some necromantic energy leaking from somewhere, so faint that most wouldn't be able to notice it. you follow it and find the most useful thing you could find short of more food.

>Mortician's Mushrooms: Mildly poisonous mushrooms used to make the majority of supplies used for semi-magically preserving bodies, highly sought after by necromancers, can grow anywhere with detritus, grows better with necromantic taint present. NOTE, tools still needed to refine them

You giggle with glee and carry a few home, planting them on your trash/ toilet pile.

You then ask Alfred to get to work on the prisoners, standing by to close off their stumps and bask in their screams of pain, which you do.

You render down the bones to meal, the tendons and ligaments to glue, charring the meat and setting it aside for the prisoners to eat.

> 3 units of Bonemeal
> 3 units of glue

Action?
>>
Rolled 11, 16, 89 = 116 (3d100)

>>3361098
>find more food
>reanimate*2
>>
>>3361105
Do you make a construct using bonemeal and mending? Or do you simply animate the skeletons you have?

If you make a construct, describe it to me. Or let me go wild.
>>
>>3361144
Animate the skeletons/fleshy corpses I have. The limbs and the bone meal/glue can be saved for when I don't have pre-made raw materials.
>>
>>3361156
All skeletal BTW
>>
>>3361168
Ah, okay. Anyway, skeletons need to be made, and I need to save my "art supplies" for later.
>>
>>3361098

>>3361105
Although you try to find more food, you don't.

Then you get to animating. You set up an extra good one, fuck up, start over, set up a normal one, and succeed rather well at getting some good skeletons.

>3 Foot Skeletons
>1 Crossbow Skeleton

> They can be commanded by Alfred, should you allow it.

>Actions? Tips? Questions?
>>
>>3361207
>Interrogate Dwarves*3
How many turns of food do I have?
Is there any sort of mess outside the cave I need to clean up?
Do I have any sort of metal scrap?
Any tips you want to give about the spooky Bloodstone bit of the cave?
>>
Rolled 76, 61, 65 = 202 (3d100)

>>3361211
>>
>>3361211
You have a supply of food that sustains you and only you indefinitely, the prisoners have been starving in a corner but you have some meat you cut off the orc and charred because you can't refine the shrooms yet.

Nope, just a trail of broken branches from when Alfred came to help move stuff.

Nope, unless you want to use the weapons or an extra crossbow bolt or two.

That it feels...
good over there and that there is a path deeper. Also, you have only discovered 1/2 of the Bloodstone transformation, the red part.

>Would you like any advice or have any questions?
>>
>>3361239
What sort of non-necromancy related skills does Henri know, aside from "how to be a sociopath?"
>>
>>3361248
he knows how to fight with a glaive relatively well, can cook passably, and has a PHD in getting kicked out of Elven Forests for being "unclean".
>>
>>3361258
Ah. So not much, and soon Siege Engineering.
>>
>>3361258
>Anything else?
>>
>>3361264
Not at the moment, I kind of want to know what I got out of the dwarves.
>>
>>3361265
Would you like a free vague hint?
>>
>>3361271
Sure.
>>
>>3361273
>Alfred is looking a bit run down...
>>
>>3361289
Hm. Perhaps I should repair him this turn.
>Switch from 3x interrogate to 1x Repair Alfred and 2x Interrogate
>Command all minions by default to TELL ME if they need recharge/repair
>>
>>3361207

>>3361211
>>3361216
>>3361297
You see that Alfred has some wear and tear, so you repair him. And repair him you do. You fix all the cracks he had in his bones from before even being in your service, and fix the cracks from the gnoll's staff he jammed into his chest. But you feel that there is something...

More you could do.
You do go over and interrogate the dwarves, sticking a knife in their shoulder and mending, cutting and mending, until you get the brilliant idea to stab them, leave in the knife, and then mend. BRILLIANT!

>You learn that the Ballista is irreparable.
>If you give them their arms back, they could draw you a blueprint
>Yes, you can make the new one out of bones, but horn and sinew work better for the bow, bones for the carriage are fine.

>Actions? Questions? Wanted advice?
>>
>>3361345
>Give them their arms back so they can draw a blueprint
>Have Alfred stand watch over them while food supply expansion occurs
>Use a spare crossbow bolt to test what happens with Bloodstone, Necrotic Energy, and Metal
>>
Rolled 59, 37, 24 = 120 (3d100)

>>3361345
>>
>>3361362
Roll me a 1d4
>>
Rolled 1 (1d4)

>>3361373
>>
>>3361383
Congrats, it works.
>>
>>3361355
What is meant by

>Have Alfred stand watch over them while food supply expansion occurs

You haven't said you were going out.
>>
>>3361389
Going out to get food
>>
>>3361389
I mean I'm finding more food by going outside, sorry
>>
>>3361345

>>3361355
>>3361362

>>3361383
You can't give them their arms back properly, but you can put the skeletal remains back on, attach some muscles from the orc, and some skin that was left on there. It hurt. A lot.
As their muscles and skin are de-cooked by the residual magic, you leave them with Albert and go out to get food.

And you find some mushrooms! Not sure if they're edible
>Roll1d4 if you try them

When you get back, you decide that if stone works with Bloodstone, metal might work with Bloodstone. And that it does, much more slowly, but it does. The presumably iron bolt turned into a substance that you immediately identify as Black Iron. Black iron is one of the premium substances for necromantic focuses, equal to Blacksteel and second to charged black opal, which is second to charged black diamond.
>>
>>3361462
>Actions or Questions?
>>
>>3361462
Huh. Nice. Guess I can make focuses out of that, as soon as I figure out metalworking.
>>
Rolled 4 (1d4)

>>3361465
>Try Mushrooms

>Interrogate Dwarves some more- what else do they know?
>Develop Mind Control Spell
>Develop Possession Spell
>>
Rolled 14, 43, 53 = 110 (3d100)

>>3361476
>>
>>3361476
You hit the bad number, roll d20s
>>
Rolled 20 (1d20)

>>3361482
>>
>>3361484
This has changed the die roll to a fitting good number, roll d2
>>
Rolled 2 (1d2)

>>3361490
Bipolar dice are bipolar.
>>
>>3361493
You got the less fun, more practical number.
>>
>>3361496
I am unsure whether to be happy or sad.
>>
>>3361500
won't matter if you keep finding mushrooms.
>>
>>3361510
True. Guess I'll have to keep looking then :)
>>
>>3361462
>>3361465

>>3361476
>>3361479

>>3361484

>>3361493
You try the mushrooms, and although you didn't realize it at first, found mushrooms PACKED with necromantic energy, giving you a rush of power.

>Necrotic Nightcap: Mushrooms that collect emanating Necromantic power from the rotting matter they feed on, releasing it if it's crushed or heavily disturbed in the form of highly dangerous (to most people) spores. If eaten (preferably cooked), is tasty for necromancers, or normal people if they have been purified first. If eaten without purification, it releases the energy directly into your system.

You plant them on the garbage heap/toilet.

One dwarf is a passable smith, the other is a passable woodworker.

You have little to no basis on mind magic, always found it hard and complicated. You also don't have a textbook or the correct focus for that.

>Action?
>>
Rolled 78, 77, 52 = 207 (3d100)

>>3361532
>Learn smithing
>Learn woodworking
>Learn Haste
>>
>>3361532

>>3361542
You tell the dwarves to teach you their crafts, they refuse until you threaten to cut off their beards, after which they agree profusely.

You can't learn how to do proper metalwork, but he does tell you about the theory and motions of swinging.

>Barely metalworker

The other dwarf has a bit more able to teach you, seeing as you can just whack a branch and knock it off, then use that.

>Novice woodworker


You don't have the proper focus for that, the last time you tried that you got Lethargy out of it. The only focus that is capable of that in the vicinity is jammed inside Alfred's chest for reasons unknown.
>>
>>3361585
>Ask Alfred why the focus is in his chest
>Do the dwarves have any other useful information
>Attempt to develop some sort of cursing spell
>>
>>3361586
I need rolls, all three are for the cursing spell, the other 2 don't need a roll.

What type of spell are you looking for, Lethargy is already technically a curse.
>>
Rolled 27, 5, 3 = 35 (3d100)

>>3361605
How about a... withering curse, maybe? I'm just trying to buff my magic skill.
>>
>>3361610
And on this note, I will leave for the day. Good Night/Day to all.
>>
>>3361618
Goodnight, QM. See you tomorrow.
>>
I'm Back! and offering a choice between 2 consequences for this failure.

You either fail and massive immediate consequences, or you get long-lasting, extremely nasty ones...
What will it be?
>>
>>3363008
...Both of this is bad. Um... Immediate? I don't like the sound of extremely nasty long lasting consequences.
>>
>>3363026
To clarify, I got this wrong, it's a later consequence that happens all at once and is horrible and keeps going afterward, or one that starts now and is long lasting but nowhere near as bad in the now of it happening.
>>
>>3363044
Oh. Um... Start now.

Small doses of bad that can be dealt with one at a time is better than taking the same quantity of bad in a gigantic spoonful.
>>
>>3363062
Start now is not that. Start now is one big, low burning but unending dose of bad.


Start later is one big bit later, then more spread out in waves you can prepare for.
>>
>>3363075
...Waves, I guess?
>>
>>3363091
roll a d20, for reasons I shall not tell you yet
>>
Rolled 13 (1d20)

>>3363096
>>
>>3363133
You get to know EXACTLY what one is. you choose.
>>
>>3363141
One of the two options? I guess know what the waves are?
>>
>>3363147
you manage to not blow yourself up, but the unleashed blast of energy alerts the church, which then alerts the inquisition, which then alerts the Paladins to CLEAVE AND SMITE EVIL.
>>
>>3363161
So either maiming or the Spanish Inquisition.

...Maim! I can fix maim!
>>
>>3361585

>>3363175
You make the spell, so far so good. You run over the spell, should work just fine. THen it doesn't. you did it away from the dwarves as to not kill them for future interrogation, and so the spell goes after YOU. You don't feel anything at first, but the sensation of feeling all the energy leached from your legs and passing out, then waking up to see them withered to the point of nothing but blackened skin, ligament, and bone is a peculiar one.

> You are now paraplegic, can only be undone by curse removal magic.

>Wither: You can wither a man's flesh away and scar him for life with this spell.

>Action?
>>
Rolled 36, 37, 98 = 171 (3d100)

>>3363249
...Theoretically, could I make zombie legs? Or skeletal legs?

>Curse Removal Magic Research*3
>>
>>3363261
>If cannot Curse Removal for some reason, then it's Undead Legs
>>
>>3363261
You could, but as of now would have a mind of their own, literally.
>>
Pause for a moment I have homework.

Post questions, I will answer them afterward
>>
>>3363325
First, Character Sheet.

Henri

X HP, went up by 3 from original.
Currently Paraplegic

Skills
-Barely Metalworking
-Novice Woodworking
-Siege Engineering
-Critfailing "Necromancy" (Read: Faffing around with random spells and accidentally making sapient undead and crippling himself)
-Shitty hunter
-Passable cook
-Literacy
-Sociopathy
-Ultimate Mastery Getting Kicked Out Of Elflands For Being Unclean

Spells
-Blast
-Radiation
-Mortician's Mending
-Animate Whatever
-Ghost Walk
-Weaken
-Wither
-(Potentially) Curse Removal

Resources
-A bunch of boxes
-Alfred the Dark Souls Boss
-Three Normal Skeletons
-One Crossbow Skeleton
-Two Traumatized Paraplegic Dwarves
-Glaive
-Bloodstone Focus- In Only
-Food
-Water
-Relatively Hidden Cave
-Aaron???
-Broken Ballista
-Bloodstone Sample (contains Black Iron Veins)
-Creepy Bloodstone Tunnel
-Bone Meal
-Glue
-Two Pairs of Skeletal Dwarf Legs
-I'm Probably Forgetting Stuff

Oooh, crafting idea.

So remember the Bloodstone focus from last thread? So what if that got embedded in the glaive, touching the blade- maybe as a capstone or something- and then the blade got transmuted to Black Iron? How effective would that be?
>>
>>3363374
Oh, I forgot the Preserving Mushrooms (unresearched) and the Infinite Food Mushrooms under resources.
>>
>>3363374
How many HP does Henri have, anyways?

How do we learn alternative schools of magic? The image of an evil sorceror isn't complete without the dark spire and the crystal ball/scrying pool/mirror
>>
>>3363374
Is alchemy a thing in this world?
>>
>>3363374
Is it possible to make contagious spells? Like how Chain Lightning in DND can jump targets, or a spell that spreads if an affected person touches an unaffected person during the duration or something?
>>
>>3363374
Okay so I looked at some pictures of glaives and a capstone wouldn't work, so how about making a stone ring that fits up the shaft and is touching the metal bits, then attaching the focus to that? Or adding more foci to make a ring of foci?
>>
I took an Icecream break so let's get cracking

>>3363376
They aren't infinite food mushrooms, they are edible(by you) power-up mushrooms. Enough for 5, + berries is 6

>>3363381
17
A textbook, an appropriate focus, and practice

>>3363393
Yes

>>3363423
Yes, but it would most certainly be a highly contagious magical disease, one that would put you on watchlists.

>>3363482
For you, the Focus is the glaive, the Sigils are carved on its surface.

Set up another round and I'll finish them after HW
>>
>>3363520
Alright, so attach a Bloodstone chip somewhere and make it a Black Iron Glaive, and the foci can be saved for something else. Got it.

...Actually, is there still necromancy in Henri's legs? Maybe the Bloodstone Foci could draw it out?

...Maybe that's what I do on the 98?
>>
>>3363567
Your glaive is already Black Iron

This curse is something you need help for. Only a nat 100 can help you now.

> I can answer your question, but I'm too tired to actually write out a proper story.
>>
>>3363759
Oh. The 3 actions are for prostheses then.
>>
Well, good night, I have to sleep eventually.
>>
>>3363811
Goodnight, QM.
>>
I am back. YAAAAAAAAAAAAAAY. I'll have to pause in 2 hours.
>>
>>3365124
And I have class in half an hour, that will last for two hours. Yay. What happens with the attempted prostheses?
>>
>>3363249

>>3363261
>>3363263
>>3363804

You have a brainstorm session On how you could fix your legs, and a storm happens indeed. In order of probable desireabilitt

>You could go to a curse removal specialist, most of which are in the church.

>You could cut off, reanimate, then reattach your legs. Possible infections and lack of fine control, due to it not actually being connected to your brain properly. The latter could be remedied if you develop the link further.

>Exoskeleton. Remedies the first problem of the second option, and can be fixed the same way.

>A Mount. If you make a relatively intelligent mount, you wouldn't need to worry about controlling your legs/replacements, it controls itself and could protect you.

Temporary measures

>Have Alfred carry you

>Wheelchair of Doom.

Actions?
>>
>>3365223
* reverse order of probable desirability
>>
>>3365226
Back from class and homework. I guess the next bit of research is better brain control.

Wait, I reattached the dwarves arms and they could still draw schematics for the ballista. Why can't I reattach my legs?
>>
>>3365223
I say we go with the curse removal if we can. Problem being that the only things that can take us are obviously unholy typically
>>
>>3365839
Problems with that:
We don't know of any local curse removal specialists.
We don't have a good answer ready for when the curse removal specialist, who is probably in the Necromancy-hating Church, and definitely located in the elf-hating Human Lands, asks why we were exposed to serious necromancy like withering curses.
>>
>>3365839
Although you do have a point about the other options radiating necromancy.

Maybe make a mount/wheelchair for now, then later try and find a curse removal specialist?
>>
>>3365780
You attached a bunch of cooked orc meat and skin to them and then attached them with mend, purely mundane injury, although they still can't use their arms right, they are functional.
>>
>>3366018
Ah.

Anyway, I guess this turn will be dedicated to turning four dwarf legs and some skin into an all-terrain wheelchair.
>>
Rolled 87, 70, 2 = 159 (3d100)

>>3366088
>>
>>3366444
...Can I get your crit ranges, so I can see exactly how badly I am failing at everything?
>>
I'M BACK, AND ACTUALLY HAVE THE PRESENCE OF MIND TO PROPERLY RUN!

Also, I will be nice and tell you 2 things, you have 3 bodies worth of skeletal construct material and can use that, and that you get a reroll.
>>
Rolled 1 (1d100)

>>3367530
Rerolling the 2.

Oh! Well then, let's turn the arm-chair into a leg-chair. Preferably a relatively speedy one.

Maybe it could be a spider-legged chair. Spiders are fast and maneuverable. Later I might even be able to upgrade it so it can go up walls.
>>
>>3367540
...DAMN IT DICE.
>>
>>3367545
...And I just realized it was a Bodyguard tier wheelchair. Which means it's probably going to be a tougher-than-Alfred-spider-chair-of-DOOOOOM that wants me dead.
>>
>>3367557
Were you making a mount, or a "wheelchair"?
Very important for what I'm going to do to you.
>>
>>3367634
Legs-chair to potentially be later upgraded to a mount.
>>
You decide to make a walking spider chair, that way you won't have to crawl around.

You order Alfred to get the bone dust and the glue, then you get to wor-

"HEEEEEEEEEEEEYYYYY HEEENNNNRRIIII! I WHANTED TO SHEE IF YOU *hic* NEEDED ANYTHING AND I BROUGHT SOME BOOoooooozzzee. . . "

Aaron said, trailing off as he sees you, Alfred, your 4 skeletal guards, the dwarves, and the general aesthetic of the room.

>Say nothing
>Try to explain(Write-in for bonus points)
>He knows too much
>Write-in
>>
Rolled 23 (1d100)

>>3367761
...WELP. Umm...
Umm...

I mean he's drunk? Go with that?

"This is a dream, you got too drunk and passed out."

If that doesn't work then I guess it's time for murder.
>>
>>3367840
Okay that didn't work. What's the range on Wither?
>>
>>3367840
You can give a better write in for a better bonus.

>>3367844
With most necromancy spells it keeps going forever until it withers away, it's usually a matter of accuracy.
>>
>>3367868
This really isn't a good situation. There is really no good explanation, so I'm trying to make him doubt what he's seeing.

Ummm...

Refuge in audacity? Just act normally and deny everything? (Points for balls?)
>>
>>3367761
>>3367840
>>3367844
>>3367878
You decide to act normally.

He double takes at Alfred and says
"THere's a MAHNSTAR! I'll save ye HenRII!"

He draws his sword and fumbles for his shield, settling for a clear bottle full of some substance.

>Try to calm him down
>Let Alfred K.O. him
>Let Alfred kill him
>>
>>3367926
>Let Alfred KO him
Eh it'll be fine, Alfred is OP.
>>
>>3367936
You give him a look that says "Don't kill Aaron"

Aaron strikes at Alfred, moving surprisingly gracefully in his drunken state, and doing surprisingly well, and as Alfred attempts to return in kind, he trips over his own legs as if he was the drunken one, and in his attempts to get up, hit himself twice.

>Aaron is completely fine

>Alfred is rattled(>1/2HP)

Nat one's a hell of a drug

>Ask Aaron to stop
>Let it continue
>Join in
>>
Rolled 69, 66 = 135 (2d100)

>>3368132
>Join in
>Weaken Aaron

One die for me, one die for Alfred. Khornite dice go?
>>
>>3368139
I'm rolling for Alfred, you need one more roll

Also note, Aaron does not realize that he is destroying your minion, he may stop, he may continue if you say to stop.
>>
Rolled 7 (1d100)

>>3368150
>>
>>3368155
...Can I please have the ranges on crits so I can tell when I'm critfailing as opposed to being in limbo?

The khornite dice truly do not care from where the blood flows. Or in this case, the paralysis gas.
>>
>>3368139
>>3368155

*Facepalm*
It's combat, you need to be rolling d20s
d20+2 for Lethargy
>>
>>3368158
It's the highest and lowest number available, 2 of the same rolls overpower any higher roll(2 5s go over one 10), and if you have several really bad or good rolls I will make it more "interesting" than usual.
>>
Rolled 18 + 2 (1d20 + 2)

>>3368163
Sorry, derping. Bleh.

>>3368171
Ah. Thank you for explaining.
>>
>>3368221
2 more please
>>
Rolled 5, 14 = 19 (2d20)

>>3368286
>>
I forgot, one more for various reasons.

>1d20
>>
Rolled 16 (1d20)

>>3368302
>>
>>3368132

>>3368139

>>3368221
>>3368289
You decide that it would be good to weaken Aaron, he was surprisingly competent when drunk. You cast Lethargy, slowing and weakening him. He was unable to get a good swing in, and Alfred returned the favor he was dealt earlier.

>Aaron is not fine

>Action?
>>
Rolled 13 + 2 (1d20 + 2)

>>3368352
More Weaken.
>>
>>3368352

>>3368367
You think to cast Lethargy on Aaron again, it should work, right? No. Whatever was in that bottle he was holding was probably magical, because he just took a swing and ignored all of the effects of this casting, and shook off the lastone as well. He and Alfred exchange blows, both missing.
>>
>>3368380
>Aaron is significantly better

>Action? Trying to stop him is still valid.
>>
Rolled 20 (1d20)

>>3368388
>Heal Alfred
Alfred still needs heals.
>>
>>3368406
You need to be next to him for that, We will use that 20 for something else, NEXT TIME!


M U A H A H A H A!
Good night and good day to all!
>>
>>3368409
Goodnight, QM!

Hmmm... probably another Weaken.

I wonder if Aaron is too drunk to notice we’re helping Alfred?
>>
I am back! and to answer your question here:
>>3368417
Yes, he is.

> Action? Trying to calm him down is still valid.
>>
>>3370012
Weaken with the crit.
>>
>>3370016
Can I get another d20?
>>
Rolled 19 (1d20)

>>3370064
>>
>>3370012

>>3368406
>>3370102
You do the only thing you feasibly can and cast Lethargy, ad cast it harder than usual. it doesn't seem to have any extra effect however, nor does it stop him from getting a good hit in on Alfred, nor does it help Alfred enough that he is able to hit this surprisingly-powerful-while-drunk-warrior.

The dice were with Aaron on resisting that spell

>Alfred may run soon to preserve his unlife

>Action? You may want to attempt to calm him down now.
>>
Rolled 16 (1d20)

>>3370115
Yeah gonna try and calm him down. Have reality soon, though- going to need to leave for awhile soon.
>>
>>3370216
Do you say anything in particular?
>>
Ummm.... any lurkers?
>>
Well, goodnight to all.
>>
I'm Back! Is there or is there not a write-in, no write in and I'll get started.

>Write in?
>>
>>3372312
Back. No write in.
>>
>>3372817
Just a question, how many different devices do you have, I've counted 4 different IDs and this is making me progressively more curious.
>>
>>3370115

>>3370216
>>3372817

"Aaron, Stop!"
you cry, in an attempt to not have him destroy your most powerful creation

"Wuh? Why naht?"
he says, burping afterward.

>He's my creation.
>He's a friend.
>I found it and am studying it.
>>
Rolled 19 (1d20)

>>3372841
I'm an anon that switches between Laptop and Phone in order to keep playing.

>>3372975
>I found it and I'm studying it.
>>
>>3372975

>>3373738
"Can yeh study it erf it's deed?"

"..."

"Urrhhhghh. Fine. I was havim fun ya know."
He says, throwing you a bottle. It is full of the same clear, possibly magical substance that he took a swig of in the battle.

"Take a drink! Thas waht I brought it fer!"
He says, now ignoring Alfred and plopping down beside you.

Drink?
>No, it has something that heals which might hurt necromancers.
>Yes, take a swig.
>Yes, take a gulp.
>Yes, drink all of it.
>>
Rolled 41 (1d100)

>>3373842
>Yes, swig.
>>
>>3374336
roll a d20
>>
Well, It's 12:37 and you never rolled that d20, so goodnight to all.
>>
I'm back! And asking for a d20 roll again, please.
>>
Rolled 19 (1d20)

>>3376162
Hi QM. Been having a busy weekend.
>>
>>3376162

>>3376346
You take a swig as directed, and now know 2 things about...whatever this is.

>it is not magical
>it is the strongest booze you have ever tasted and are surprised you aren't unconscious.

>You can time skip spending the night getting drunk with Aaron, or ask him questions ask him to do things.
>>
>>3376372
>Spend night pretending to get drunk with Aaron- as in, take a “swig” occasionally, but don’t actually drink any
>>
>>3376453
Are you sure about no questions? You still know nothing about him except that he is apparently competent, and likes to chug paint stripper.

You also don't know the reason why this is nat one worthy yet
>>
>>3376465
>Ask what he even does for a living
>Ask why he even came to this forest
>>
>>3376372

>>3376453
>>3376542
You decide to not actually drink it, just swish it in your mouth a bit, which has the added benefit of killing everything on your teeth, even if it hurts.

"What do you even do for a living?"

he straightens up at this, stands, and says
"I am a Freelance Hedge Knight, hence the veerry *hic* unbright and noble colors on mah shield."

You notice that his shield is indeed painted in blacks, grays, and browns, with a white lance, the symbol of freelance knights everywhere, superimposed on top of them.
You know freelance knights are usually knights whose house that they served have been annihilated, with hedge knights being knights who own no land.

"So, why did you come here?"

"Teh give yeh some booze ahs payment."

"No, the forest in general"

"Ahhh, sem bandits set up eround here, ones that had a ballista, and then the mayor put a bounty on their heads and my armor needed some maintenance so I went n' killed 4 of them, that was round this cave, and when you saved my life, then I ran off to get after the other 6 what did run away, I found one who bled out but the other 5 just up n' disappeared, but they sthaped bothrin the people so I still got the bounty"
he finishes with a smile.

>You have noticed that he both tends to drink a lot, and that he spills everything when drunk and asked about it.
>>
>>3376613
>any other questions?
>>
>>3376616
>So who did you serve before you were freelance?
>>
>>3376616

>>3377539
"So who did you serve before you were freelance?"

"Heh. Never actually did serve anyone*burp*, peeple just thought I was a knight one day, what with all the adventurin' n' chivalry I was doing and my general arms n' armor. 'Ventually, when earls and counts started calling me Sir and asking who I served, I got the lance painted on mah shield. Called in a few Faevors and got knighted, no one objected, 'specially cause I got my ceremony done be another 'hedge knight'"

>He is a Knight, and never actually served, the only thing he has above a mercenary is a sense of honor and the right to have "Sir" in front of his name.


>Actions?
>>
>>3377664
>Opinion on the church
>Local curse-breakers that would be willing to work on an elf
>>
>>3377664

>>3377695
"What's your opinion on the church?"

"Depends on teh church, If yer talking about the most dominant one, tah on eabout the Sol/Lune good/evil thing? Good at healing, mostly friendly, good people. Unless you worship another non-sun related religion, then it varies. And HOOO BOY, you better run if you worshipping something in the night that ain't the stars"

"Depends on the curse ENTIRELY, if it's somthing like 'yer hair sticks up', and not 'petrified' just go to the local church. if it EES the latter, go to one of the larger cathedrals. That one about Sol takes just 'bout anyone."

>He likes the main church, the one that hates you, even if he didn't say he's part of it. They would remove the curse if you could hide your Necromancer-ness. The problem would be getting there without getting shanked 37 times by an angry orc in an alleyway.

>Actions?
>>
>>3377821
>Ask about if the town nearby would be okay with an elf coming over.

By the way, is elemental magic a thing, or is it working on the DND schools of magic, or what? What are the schools of magic?

I'm asking because I came up with an idea to improve Ghost Walk to include flying, but I need to know what school of magic that would be.
>>
>>3378417
That will be answered NEXT TIME!

>stock maniacal laughter

Good day to all.
>>
I'm back, and asking if you have any more questions for drunk Aaron

>Actions?
>>
>>3380154
Well, it seems there is no one here. Good day to all.
>>
I'm back!

>Generic Fanfare

and I am continuing the Aaron scene.

>Actions? Timeskipping is always valid.
>>
>>3382170
Still want the town elf prejudices thing

Also
>Could you not mention that I'm studying the monster over there?
>>
>>3382547
>If he asks for an explanation, mention how he immediately attacked the monster and how people would come to destroy it before I was done studying it
>>
>>3382557
>And also how they'd get hurt/killed fighting it
>>
Apologies, I have a thing to do and may not be able to post for a bit.
>>
Okay, I can post, It will just be intermittent.
>>
>>3382170

>>3382547
>>3382557
>>3382582
"Could you not mention I'm studying the monster over there in town"

"Shure, juss a quession, howd'ya keep it from killin' ye?"

>Action?
>>
>>3382787
Um, um, um...

>I found a magic item that could get it not to attack things with it.
>>
>>3384129
>If he asks to see it show him the bloodstone focus
>>
>>3382787

>>3384129
>>3384307
"I found a Magic Item"

"Heh, cool"

>He suspects nothing

>Action? you can end this and get a summary of what we have learned at any time.
>>
>>3384462
>No more questions at this time. End.
>>
>>3384462

>>3384501
>Aaron drinks paint stripper like it's flat ale

>You have noticed that he both tends to drink a lot, and that he spills everything he knows when drunk and asked about it.

>He is a Knight, and never actually served, the only thing he has above a mercenary is a sense of honor and the right to have "Sir" in front of his name.

>He likes the main church, the one that hates you, even if he didn't say he's part of it. They would remove the curse if you could hide your Necromancer-ness. The problem would be getting there without getting shanked 37 times by an angry orc in an alleyway.

>He suspects nothing.

To sum it all up, he will probably spill everything if he gets drunk and remembers this night which it looks like he <Roll d100>

The church will fix you up if you have a magical disguise, although he was talking in general, being too drunk to notice your legs. Maybe he could get someone more tolerant, but he was talking in general, like if a friend of yours get's cursed.

>Action?
>>
Rolled 81 (1d100)

>>3384614
Please don't please don't please don't-
>>
>>3385105
roll d20
>>
Rolled 12 (1d20)

>>3385124
>>
>>3385105
>>3385171

He doesn't remember, but he's going to stop by every week, and unless you tell him you are a necromancer, automatically spend one action per turn to hide it.Here's the nat one coming in to play

>Action?
>>
>>3385307
So about those schools of magic?

>Hide Necromancy (LOCKED)
>Try and get the focus out of Alfred's chest
>Try and finish the wheelchair if it isn't already done
>>
Rolled 98, 82, 53 = 233 (3d100)

>>3385307
>>3385363
>>
>>3385369
Hide necromancy doesn't need a roll, which do you want to use it on?
>>
>>3385394
The wheelchair, then. I only get two actions now anyway, may as well swap out the lowest roll.
>>
Good night to all. Bye.
>>
>>3385828
goodnight QM
>>
I'm back! and I'm asking if you are sure about that replacement choice.
>>
>>3387095
...Actually, can I just drop the 53 off the end since I only needed to roll twice? If not then yes I still want to do that.
>>
>>3387169
You can basically invalidate a roll using the 93 because Hide Necromancy requires no roll and I'm in a good mood.
>>
>>3387185
Invalidate the 53.
>>
>>3385363

>>3385369
>>3387211
You finish cleaning up after your failed attempt of making the wheelchair and repair Alfred.

And then you clean up after Aaron's now weekly visit.

>>ENCOUNTER<<

You are going about your business, when you hear.

"Hey, Cletus! This is that cave that that knight went off to ain't it?!"
Says a young voice with a thick rural accent.

>Alfred
>Ignore Them
>Wiggle out here and annihilate them yourself
>>
>>3387234
>Keep listening- doesn't look suspicious, because everything's cleaned up.
>>
>>3387346
Just FYI, the cave goes kind of like this, the proportions are off.


=====
= TD =
= =
===== ======
= =
= =
= You are here =
= =
===== =====
==== ====
== O ==


TD= tunnel downwards
O= outside
>>
>>3387371
well, that didn't work.
just look at the larger lines to understand the size of the sub chambers
>>
>>3387371
>Shoo Alfred into hiding, be in the central room being there, keep glaive close.
>>
>>3387375
also, the gap between the entrance cave and your residence cave is small, you only found it because the gnolls you made Alfred out of had set a fire in there.
>>
>>3387379
Is there any indicator there's someone there?
>>
>>3387387
On their side, I mean.
>>
>>3387387
Not unless they have magic and are really good at sensing energy. Or Alfred is stomping about louder than usual/any other particularly noisy activity.
>>
>>3387394
Everything should be pretty quiet right now, with my sitting there and Alfred not stomping.
>>
I have homework, give me a minute.
>>
That took longer than I thought, good night.
>>
>>3387924
Goodnight QM.
>>
OKAY I AM BACK, AND I CAN RUN TILL 1:00 AM


>Keep listening- doesn't look suspicious, because everything's cleaned up./Shoo Alfred into hiding, be in the central room being there, keep glaive close.

>Y/N
>>
>>3389356
Y

Also, you still haven't mentioned the schools of magic. Maybe after this encounter?
>>
>>3389382
Oh, I can tell you now.

There are really only magical schools in the collegial sense, But I assume you are talking about types of magic.

Spell schools have overlap and crossclass for FUN! in this setting. For example, if you wanted to see a blow before it happened in real time, like a shadow in front of the blade, you would use a chronomancy/mentomancy crossclass spell.

The classes of magic in order

>Abjuration, the class of spells dealing with Raw magic energy, usually to shield

>Chronomancy, the magic of time, usually used to speed up or slow down time, best used crossclassed.

>Locumancy, the magic of space, usually to move things

>Mentomancy, the magic of the mind, does what illusion and enchantment do in D&D

>Invokation, the magic of using various un arcane energies magically

>Necromancy, the art of positive and negative energy manipulation.

>Transmutation, the arty of using magic to shape things.


There are 3 other types of magic, Enchantment, Summoning, and Ritual.
I can explain those as well if you wish.
>>
>>3389446
How do combination spells work? Say, if I wanted that chronomancy/mentomancy spell, then would I need a gold focus, a focus made of both chronomancy and mentomancy materials, or just one focus of either chronomancy or mentomancy material?
>>
The first is good, the second is optimal, the third only works if the spell is mostly one class or another.
>>
>>3389470
So say, if I wanted to upgrade Ghost Walk to let me fly while using it, would that would with my current foci? Necromancy/Locumancy, right?
>>
>>3389486
Probably, you could technically use other schools, but those would be rather volatile.
>>
>>3389515
Why?
>>
>>3389549
You could use Abjuration or Invokation to sort of push yourself in the air.
>>
>>3389559
What are the differences in effectiveness and stability?
>>
>>3389582
The Locumancy is far more stable, and pretty fast. The Abjuration is not all that stable, but faster(think hover boots). The invocation would be highly unstable, and extremely fast(think rocket boots but it's your feet).
>>
>>3389620
So I was right the first time. Locumancy hybrid it is, next time I have a set of research actions. Mentomancy also sounds important for the prosthetics.
>>
>>3389681
Mentomancy is also really good if used with Locumancy, putting the entirety of the knowledge of a 4-d hypercube into someone's head is an amazing insanity inducer,
>>
>>3389694
Nice. I'll keep it in mind.

Before we go back to the current crisis, what are the material types used for each school?
>>
>>3389697
Either magically charged metal (Black Iron comes to mind), or a gemstone, various colors of diamonds work for all of them.

>Kyanite for Abjuration

>Amber for Chronomancy

>Corundum for Locumancy

>Chrysoberyl for Mentomancy

>Opal for Invokation

>Onyx for Necromancer

>Cordierite for Transmutation
>>
>>3389811
Got it. So, the current crisis was Alfred hiding and Henri sitting there quietly, waiting for the knights or whatever to go away?
>>
>>3389865
no, they're just some tweens checking out the place that fancy guy went off to
>>
>>3387234

>>3387346
>>3387375

"Jerry, There ain't nothing here!"

"Let's go home then Cletus."

You hear footsteps as they leave.

>Continue or new actions?
>>
>>3389921
They're gone, so back to work.
>>
>>3389921

>>3390067
You decide to get the Focus out of Alfred's chest, but he stops you when you ask him to take it out.

>Action?
>>
>>3390078
Ask him why he doesn't want it out.
>>
>>3390078

>>3390087
He holds up 2 fingers and points at one of his skulls, the middle one. You recognize it as the gnoll mage. Sentimentality?

He gestures that he wants to do a demonstration of the second reason.

>Action?
>>
>>3390103
Let him demonstrate on something unimportant, like a rock or something
>>
>>3390103

>>3390263
And so he demonstrates, a blast of necromantic energy coming from the staff!
This is the reason people don't want abominations made, as it is possible that Alfred could go on to make more of himself, in an undead tide of Von Neuman Alfreds.

Action?
>>
Also, I won't be able to go as late as I thought, because this conversation happened:

Dad: Pseudo Ren-fair Time! You wanna come?

Me: Yes!

Dad: Get up at 8:00

Me: I changed my mind!

Dad: Nope!

I can run until 10:00
>>
>>3390378
That’s fine. Let Alfred keep the staff, switch the “take focus” action to upgrading Ghost Walk to include flight.
>>
>>3390424
That focus, however, is what lets you cast more than one type of magic. Also, that took an action.
>>
>>3390362

>>3390424
>>3390446
And then, you make the "Wheelchair"
What shalt thou sweet ride be?

>Actual wheelchair

>Spiderchair, Spiderchair, does whatever a Spiderchair can!

>Something else?
>>
Well, it's ten. Good night.
>>
>>3390513
Spiderchair! This is the spider-chair of dooooom!

And anyway, if Alfred can cast, maybe I can teach Alfred how to cast some useful things. Like healing!
>>
>>3390638
>>3390886
Also, goodnight QM
>>
Okay, I am going to go and Archive this, ask me any questions you would like.
>>
>>3392780
So what was that about Enchantment, Summoning, and Ritual?
>>
>>3393257
They are the three other3 types of magic.

>Enchantment is the creation of magical items and infusion of magic into previous magic

>Summoning is using magic to either create or call a creature or item made of magic.

>Ritual is normal magic used with a giant, immobile, stone focus to cast the spell at many times the normal power.

The one thing they have in common is the giant, immobile, stone focus that they are written on, made to do that one spell.

Any further clarification needed?
>>
>>3393348
>>infusion of magic into previously made items
>>
>>3393354
Any specific magically charged metals?

Also, can I get a ballpark on a combo black iron/bloodstone focus' effectiveness, like the rocks in the back of the cave?
>>
>>3393458
Black iron holds and releases magic, the bloodstone only holds it unless you suck it out, so it would be good for big spells or, if you only used bloodstone, necromantic rituals.
>>
>>3393482
Ah. So it acts as a battery, got it. Probably good for enchanting too.
>>
>>3393458
and for the metals, Basically, it is some variety (or varieties) of iron or steel pumped full of magic.
>>
>>3393530
Ah. Actually, are there sources of magical power that aren't "I'm a wizard and therefore I have magic?" Because if I can make batteries and use them to charge up my spells or my magic items...
>>
>>3393612
Everyone can use magic, it just requires massive time investment for relatively little gain if you are being safe, so stuff like becoming paraplegic doesn't happen.

Wizards study, clerics pray, warlocks argue with their patrons.

Wizards as reckless as you are experiment like you do, clerics as reckless as you go on one man crusades and missions, and warlocks as reckless as you renegotiate their contracts, all of which result in massive power spike in return for high risks of bodily harm.


You can, however, make batteries and use them to charge up magic items or spells.
>>
>>3393639
Right so maybe next time have a ritual circle set up to drain new spells into Bloodstone batteries, so that I don't accidentally maim myself twice. :\
>>
>>3393646
What do you mean by that?
>>
>>3393653
I mean, this time I got crippled because the spell lashed over to me instead of to something else, right? So if I had a circle built to drain magic into something, that would be much safer to target into than letting spells ground into me.
>>
>>3393661
You would need to finangle it so it wouldn't suck all magic out of any spell, just ones with no specified target, but yeah.
>>
>>3393678
Exactly. Or a manual trigger, when I felt the spell wrench out of my control.
>>
>>3393685
Yeah, that would be way easier to work out.
>>
>>3393691
But anyway, there aren't any sort of locations that just exude magic? Or ways to generate a lot of magic very fast?
>>
>>3393698
Well, where do you think the Bloodstone is coming from...
>>
>>3393706
Ah.So I could probably make a tap and stick it down there.
>>
>>3393714
Well, you never did explore deeper...
>>
>>3393718
Yeah, I've been busy. And I still need the wheelchair. And now I'm distracted by batteries and anti-critfail measures, and upgrades of the Ghost Walk spell.
>>
>>3393724
any other questions?
>>
>>3393806
Not off the top of my head.
>>
>>3393815
Well, know that you can do just about anything if you can reason it and have the capability.
>>
G' night to all.
>>
>>3394168
Goodnight, QM.
>>
I'm back and ready to answer more questions.
>>
>>3395106
Hmmm... A mana tap for necromancy would probably be made of Black Iron, right?
>>
>>3395989
What do you mean by mana tap?
>>
>>3396007
Like what I was thinking about before- sticking a tap in the Bloodstone Tunnel after investigating it and using it to charge up a bunch of batteries. Like a water wheel or a solar panel, except magic.
>>
>>3396110
You would need to go to the source, but yes.
>>
>>3396122
How would my minions be affected by the necromancy coming off the tunnel?

Would I need to have a direct wired connection between the mana tap and the batteries in order to transfer power, or could I use Abjuration to transfer power to unconnected batteries?

Are there any negative effects to having overcharged batteries?
>>
>>3396136
It would depend on the minion...

You haven't the slightest idea how to use Abjuration, so yes.

You aren't sure you can overcharge them.
>>
>>3396136
Also, it would be an energy tap, just one with a filter.
>>
>>3396147
Alfred vs the Generic Skellies, then.

What happened to the dwarves? Are they still around?
>>
>>3396166
They are around. Surprisingly happy, they get 2 people's worth of mushrooms daily, and they like mushrooms.
>>
>>3396174
Would it be possible to wrap up the current turn? I was making the spider-chair with a 98 since the 82 was for Alfred, right?
>>
>>3396210
I'm kind of saving actual progression for the next thread, and letting you get all of the bad ideas out of your system and brainstorm on how to progress your necromancy preemptively.
>>
>>3396210
something else you can do is give me a proper descrition, otherwise, I am going to have to take liberties that involve me being bad at describing and designing things
>>
>>3396246
*description
>>
>>3396246
I was using the extra dwarf legs and some of the bone scraps and glue, so it looks like a leather (probably made of either dwarf or elf skin) chair, with bones making up the frame and a skeletal dwarves leg at each corner.
>>
>>3396296
WOAH WOAH WOAH, you don't realize the artistic freedom you have! the bones are powdered, and that means you can shape it however you want after you mix it with the glue. you also don't have any leather, unless you want to send some skeletons hunting after animals or butcher the dwarves.
>>
>>3396342
Then it's a currently-uncomfortable bone chair instead of a cushier leather chair.

Alright, it's more of a carriage or a tank, really. The bones come up to form walls and a door, and there are windows with room for shutters to be added later, for defensive purposes.
>>
>>3396357
Do you want to up the "brain" from wheelchair to mount? If you do you can probably put something... Dangerous on top.
>>
>>3396380
Yes, up the brain! Up the brain! It has scythe arms now! Unless whatever you were thinking of putting on top was scarier.
>>
>>3396403
That's capable of going on the sides, I was thinking you were finally going to use the, ya know, dwarves who can make ballista.
>>
>>3396428
*Ballistae
>>
>>3396428
Oh right. I completely forgot about the ballistae wreckage! Ballistae tank with scythe arms go!

This has turned into an episode of pimp your wheelchair.
>>
>>3396546
*Pimp your death carriage

on a more practical note, you are making an entirely new ballista, and don't have enough for the carriage unless you break down your existing skeletons.
>>
>>3396573
Use Bloodstone instead of bone for walls, then.
>>
>>3396573
It'll also be near impossible to hide, seeing as something of that size would only fit in the entrance.
>>
>>3396584
...Damn, forgot about that. Right, Death Carriage is a no for the moment. Just standard wheelchair for now.
>>
>>3396582
That's smart, you would need to delay actually finishing it though and use the 98 for either the frame or weapons, seeing as you need to cut off a normal slab, then turn that to bloodstone.
>>
>>3396598
98 for the base. I can build off of that later, but right now Spider Chair is needed.
>>
>>3396612
98 for the base of death carriage or for a personal chair?
>>
>>3396635
Personal chair with room for expansion into death carriage base, if possible, but if not then just a personal chair. The personal chair is needed now and the death carriage is just impractical at the moment.



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