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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

Archive:http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Construct%20Necromancer%20Quest
(#1 is archived, it's just under one less tag)

And now that Henri is paraplegic, he is making a Spiderchair, and drew up some plans for a death carriage. And rolled a 98. Oh yeah.

>Any special aesthetic touches you want to put on?
>>
>>3401765
Probably not possible to make it look less conspicuous or camouflage it as something that isn’t bone, but if there is then sure.

Also, hello, QM!
>>
>>3401765
Oh! Seatbelts are important. So at a bare minimum there are anchor points for a seatbelt, and an actual strap if possible with current materials.
>>
>>3402408
you could do it like the thing on a rollercoaster.
>>
>>3402404
you could get the skeletons to mash up some mushrooms, mix them with water, and slather that on there.

Also, with your current abilities and resources, you have, it would look like off-color plaster rather than bone without application of "dye"
>>
>>3402513
What color are the mushrooms? And yeah, doing it like a rollercoaster would work.
>>
Have things to do, will pick up tomorrow.
>>
>>3402668
Okay
>>
>>3402582
You have 2 mushroom types, one is Different shades of green, the other is sickly yellow and swamp brown.


Also, I'm Back!
>>
>>3404281
Greens and browns, then. Hello, QM!
>>
>>3404617
Was that a self-affirmation or telling me to make it green and brown? Because if it's the latter, you also have yellowish

Also, know that the Fused Bone powder is off-white when assembled.
>>
>>3404644
I mean make it green and brown. The yellowish bits can be re-dyed green, then.
>>
>>3404909
No, it's just that different parts of the mushroom are different colors.


The way I'm imagining it is like a sedan chair that has the platform reduced to just the chair and 4 legs on each side rather than carrying poles, with the addition of a rollercoaster seatbelt. Sound Good?
>>
>>3404937
Yeah, that works.
>>
>>3405137
Any final additions or should I get to writing?
>>
>>3405173
Nah, it’s good.
>>
I'm Back! Yey. Just some bad news, I can't run as late anymore due to familial reasons of indefinite length.

>Since it's been a day, any last additions? Cup holders? Glaive scabbard? Anything?
>>
>>3407028
Um... glaive scabbard, sure. Why not.

And I understand if you can't run as late, you're the one taking time out of your day to run this.
>>
>>3401765

>>3404617
>>3404937
>>3407095
After going into a mad, deep frenzy of drawing up plans for modes of transport, one for now, one for later.

You are doing the first, one that only takes 2 bodies' worth of materials and can go just about anywhere, even indoors!

You cut up some mushrooms and put them on a boil for later.

A sedan chair, one that can carry itself. Minimal platform and no poles, as that's for show and ease of carrying respectively. 4 legs on each side of the small platform, each flat on the bottom and many segmented. You make sure to add a harness, which, even if a solid one, should keep you comfy and from falling out. You even add a Glaive Holster!

After drawing up those plans and fusing the pieces together, you have Alfred actually assemble the thing for you to fuse. He seems to both like the task and is rather good at it, even drawing an appreciative whistle from one of the dwarves, who gets smacked by the other for praising the creation of the of a creation of an elf, which sparks a debate about whether or not it's okay to praise it, because it isn't it's fault you made it.

After it's done and Fuse it where you can, you take the mushrooms, now a paste, out of their pot and have Alfred slather it on there for some nice camouflage-ish coloring.

After which you animate it, making it respond to simple, short commands.

>Action?
>>
Well, Good day to all.
>>
Rolled 75, 90 = 165 (2d100)

>>3407360
Goodnight, QM!

>Improve Ghost Walk to include Flying- The Space Magic School
>Improve Ghost Walk to include Incorporeality (at least enough to fly through walls)- The Space School

Ghost Mode Go!
>>
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so we made this, but with legs?
>>
>>3408599
Spider legs, even :)
And then we dyed it camo.
>>
>>3408599
Well, I imagined it more like a chair that looks like you made it out of off-color Alabaster, seeing as you ground up and molded the bones, meaning that they don't really look much like bones anymore.

But yes, it does have spider legs. And Camo. and Over-the-shoulder-restraints. And a holder for Henri's glaive.


Also, Welcome to the quest.


Also also, I'm Back and would like to inform you that you don't have the focus for Locumancy, you have a bad GP focus that Alfred is using, and need a higher quality one to consider such powerful spell.
>>
>>3409952
Ah.

>Investigate the Bloodstone Tunnel
>Depends on what happens in the Tunnel

Just use the same rolls.
>>
>>3410091
Those are both really the same thing, Do you want to spend both on the tunnel?
>>
>>3410125
Sure, the tunnel needs exploring and those are good rolls.
>>
>>3407360

>>3408393
>>3410091
>>3410209

You decide you need to explore the tunnel, for many various reasons.

>Who or what do you take? Alfred, skeletons, You could even wait for Aaron. Do you take food? Things such as that.
>>
>>3410254
Alfred, Skellies, Food, Light Source, and any random useful adventuring bits and bobs that are lying around, like rope and some bags. The dwarves are presumably hidden somewhere they can't get out due to the automatic Aaron-proofing action, so that should be fine.
>>
>>3410425
Are you sure that's it? Just Skellies and Alfred, no Aaron, Basic provisions?
>>
>>3410458
And the Glaive, and any other useful bits that are around, like rope.
>>
>>3410560
Well, the glaive is a given, and the rope was included in the provisions. You sure you don't want all you can get?
>>
>>3410573
* all the help
>>
Hey, I'm still running
>>
>>3410803
Nah, fine with what I have. The whole point is to poke around with the necromancy stuff where Aaron can't see.
>>
>>3410883
Just FYI, the 2 actions per turn thing goes away if he knows about it, I wouldn't stick that on you permanently.
>>
Good day to all
>>
I AM BACK,AND ACTUALLY HAVE THE MENTAL CAPABILITY TO WRITE A POST!

>I must, however, ask that you tell me whether that is all you want to bring, again.
>>
>>3412287
Yes
>>
>>3410254

>>3410425
>>3410560
You grab Alfred, The Skellisquad, and some provisions. You make sure to do this after Aaron leaves.


You enter, and it feels...
...
...
...
...good
...
...
...comfortable
...
...right

>roll d20
>>
Rolled 18 (1d20)

>>3412616
>>
>>3412616

>>3412639
>Keep going
>Turn Back
>>
>>3412651
>Keep going
>>
>>3412616

>>3412639
>>3412861
You go deeper into that comforting feeling and the dark, noticing Alfred speed up slightly.

>2d20, please...
>>
I am still running if there's anyone checking in on the thread
>>
Rolled 13, 5 = 18 (2d20)

>>3413546
Sorry, was busy with school project.
>>
>>3413663
1d2 please...
>>
Rolled 1 (1d2)

>>3413668
>>
>>3412878

>>3413663
>>3413671

You pause for just a moment, and your skeletons continue without you, Alfred taking a couple of steps then stopping.

Oh well, it feels too good down here to much care.

>Roll1d20

>Go deeper
>Keep going
>Turn back
>>
Rolled 16 (1d20)

>>3413682
>keep going, but keep an eye out for traps or ambushes
>>
>>3413690
Roll another d20
>>
Rolled 8 (1d20)

>>3413711
>>
>>3413682

>>3413690
>>3413841
A thought comes into your head to look out for traps, but there couldn't possibly be any in such a wonderful place!

You keep going forward, and you feel just lovely, you haven't felt this good since you were a student of Necromancy, just absolutely bouncing!

>Head on down home!
>Go deeper in this lovely, happy hole!
>Keep going on this fine stroll!
>Leave? Why would you want to leave!?
>>
Rolled 7 (1d20)

>>3413891
>Keep going. Be suspicious- why do I suddenly feel like I'm on drugs?
>>
>>3413891

>>3414037
You keep on this fine stroll, not having noticed that Alfred isn't having any of this shit and leaves for the last stop.

You go down and see illuminated in a fine blue glow of large luminescent mushrooms, a massive pool of dark water, and in the center of that pool, a bloodred stalactite reaching from floor to vaulted cavern ceiling, and at water level on the stalactite a cave, one that feels right and proper homely for out here even!

>Look at those beautiful mushrooms!
>Look at and mayhaps take a drink of that beautiful water!
>Go to that homely cave!
>>
Rolled 12 (1d20)

>>3414163
>Wander around, examining things but no touchy yet. Mentor always said to never touch the weird magic stuff without thoroughly examining it first. Wait... didn't my mentor say drugs were bad?
>>
>>3414163

>>3414222
You go and just... wander for a bit, You know you shouldn't touch it but you rereeeeaaalllyyyywant to!

>Look at those beautiful mushrooms!
>Look at and mayhaps take a drink of that beautiful water!
>Go to that homely cave!
>>
Good night.
>>
>>3414888
>Look at the pretty mushrooms. What kind are they? I... remember... um...

First roll is to resist the charm effect, second roll is to ID the mushrooms.
>>
Rolled 8, 19 = 27 (2d20)

>>3415516
Dice, please stop.
>>
>>3414274

>>3415516
>>3415517
You look at those wonderful mushrooms, but just before touching them remember, that they look very familiar...

Ah, you remember, they look pretty but you shouldn't eat them! Not too much at least. That's what you remember.
You put a smaller one in the bag for later.


>Look at and mayhaps take a drink of that beautiful water!
>Go to that homely cave!
>>
Rolled 18, 4 = 22 (2d20)

>>3415598
Look at the water, but no drinking! You're not supposed to drink magic things without identifying them. Mentor always had such good advice... why did I leave again? Oh yeah, "abomination against nature!"

Resisting and IDing again.
>>
>>3415598

>>3415605
You look at the water, and go closer.
you lean down and almost take a drink, but remember not to drink it before taking a look.

The water looks just a little bit darker than usual, could it be bad...?

No, this water is perfect! You bottle some for later.


>Go to that oh, so homely island cave!
>>
Rolled 12 (1d20)

>>3415634
>Island cave! Use the spider chair to avoid touching the water. It... it was bad? Bad water?
>>
>>3415703
Roll another d20
>>
Rolled 4 (1d20)

>>3415727
>>
>>3415634

>>3415703
>>3415740
As you go into the water, you feel...

energized by it.

The water is up to your neck.

>Keep going
>Keep going
>Keep going
>Keep going
>Keep going
>>
Rolled 9 (1d20)

>>3415749
>Resist
>>
>>3415793
roll another d20
>>
Rolled 3 (1d20)

>>3415793
DICE. STOP TRYING TO KILL ME.
>>
>>3415749

>>3415793
>>3415816
You have your chair go in and just take a nice long drink of all that water.


>Keep going
>Keep going
>Keep going
>>
Rolled 6 (1d20)

>>3415835
>Wait I'm paralyzed, I can't swim!
>>
>>3415835

>>3415859
You are stuck to your chair

You continue taking those nice deep breaths and drinks of water.

>Keep going
>>
Rolled 4 (1d20)

>>3415873
>Wait drowning is bad!
>>
>>3415873

>>3415897
You take one last oh so sweet drink and then...

Darkness.
>>You Have Died

Choose:
>New Character
>New Quest


>What did you think of this quest?
>>
>>3415907
I think that it was a good quest, but damn the dice whyyyyyy
>>
>>3415907
Also
>New Character
>>
>>3416040
Anything you would have rathered I did differently?
>>
>>3415907

>>3416046
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.
>>
>>3416057
>>3416053
Mostly I'm mad at the dice. It was going pretty well until the dice decided that Henri wasn't sacrificing enough blood and tears to them.

>Wizard again
>>
>>3416057

>>3416069
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
>>
>>3416075
>Animation
>>
>>3416075

>>3416087

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. (locked)
>>
>>3416096
>skellies
>>
>>3416096

>>3416110
Well, you are a skeleton 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.
>>
>>3416113
>Neutral Noob

Last time with Henri worked pretty well aside from the dice hating him.
>>
>>3416149
Henri was actually evil if you remember.

I also need the top option.
>>
>>3416160
>A while but not too long
>>
>>3416113

>>3416149
>>3416163

What weapon do you use?

>Staff is Polearm
>Sword
>Crossbow
>>
>>3416166
Crossbow, I think. I just have an image of a crossbow shooting spell bolts and I think it's cool.
>>
>>3416166

>>3416171
So, for the last bits of character creation,

>Gender
>Name
>Race(human, dwarf, elf, etc)
>Goals(what you aspire to)
>>
>>3416185
>Female
>Alexia
>Human
>Magitech Revolution is a go! I'll show them, I'll show them all!
>>
>>3416189
And what exactly do you mean by that? I need a more concrete goal.
>>
>>3416262
Mostly she wants to make magitech and prove beyond a doubt that it's viable large-scale. Hopefully the dice will favor her, unlike Henri.
>>
>>3416323
Well, necromancy isn't really the school you want to try that with.
>>
>>3416344
Ah. ...Um... alternate concept...

She really, really pissed off someone, leading to grudges and eventually, that person becoming, say, a mayor or local person in charge of the church. Said person still held the grudge and her studies of necromancy were exposed. Alexia then fled imminent burning at the stake or something like that, and her goals now are orientated around avoiding the imminent adventurers coming through, protecting herself if she does run into said imminent flood of adventurers, and maybe getting some payback later.
>>
>>3416362
Payback, got it.
I can assume by the way you worded it said person is of significant enough power to hire or requisition adventurers to come after you?
>>
>>3416378
Significant enough, at the minimum, to get people to pay attention to there being a necromancer running around animating corpses and laying plague/famine/whatever around.

They just maaaay be exaggerating and scapegoating the convenient necromancer for their career's problems. Just a liiiiitle teeny tiny bit.

(Sarcasm is hard to convey in text.)
>>
>>3416388
Don't worry, I got it.

Where did we run off to?

>The Orcish Wastes
>The Elvish Forests
>The Dwarven Mountains
>The Warring States of Man(Different)
>A Relatively Peaceful county(The same as last time)
>>
>>3416409
Hmmm...
>Warring States of Man

Let's do something different that will still allow for advancement, and also won't get Alexia ganked immediately.
>>
>>3416427
Oh, and where she'll blend in a bit.
>>
>>3416427
Do you want more info about everything?
>>
>>3416446
Sure, information is good.
>>
>>3416453
The Orcish Wastes don't care about necromancy, it's a tool.

The Elves hate it, go figure.

Dwarves don't mind divine necromancy, don't even really mind abominations so long as they can't use magic, but beg to whatever you pray to to send help if you desecrate their tombs without permission.

It varies massively among the warring states.
>>
>>3416473
So Orcish Wastes won't hate me more than they hate anyone else, the Elves are Hard Mode, the Dwarves will be nervous around me, and the Humans vary.

Then again, the Orcish Wastes probably won't have as many magical texts and the like and the wilderness will be full of monsters.

On the third hand, the monsters will be excellent bodyguards once reanimated.

Hmmm...

>Orcish Wastes

As long as I don't die before I can get my hands on a monster corpse I should be fine, right?
>>
>>3416485
You should be fine, but remember you can't make Alfreds, you can only improve upon what's there.
>>
>>3416512
And there's a much better base of, "What's there?" in the Orcish Wastes. You said there were monsters there, so as long as I can take down the first monster, the rest shouldn't be so hard.
>>
>>3416526
Any questions in general?
>>
>>3416669
Anything about the Orcish Wastes aside from that it's probably full of monsters and orcs.

Some specific questions:
>What are Orcs like in this world?
>How much will people care if a human wanders into town and buys magic books?
>How scary, on a scale of Sesame Street to the Nine Hells is the wilderness, and are there any places to avoid?
>Are there any sorts of widespread honor systems or something that I should watch out for to avoid getting entire clans of orcs declaring blood feuds and stuff like that?
>>
>>3416706
There are 2 types of orcs, Orcs, and Orks.

Orcs are the Tolkienesque variety and are the result of some elves being assholes to other, nicer elves. Sizes varying from smallish to huge, Sort of unaging, smart, really enjoy making technology (not magi-tech)

Orks are what happened when said asshole Elves were assholes to the Humans that worked for the nice elves, looking like Warhammer Orks but being slightly nicer.


Depends on the size of the town and the amount of proficient magic users in it


The orcish wastes are the result of magic being purposefully fucked beyond all recognition and then having 300 years to settle down, so mostly a 6-7, some (very few, but still there) places are 1-5, a few (more than 1-5 but still rare) 8-10.

Orcs still hold to the honor system they had before the war, loosened a bit, solid but relaxed. If you insult someone prepare for either a returned insult, or for them to laugh it off for the most part. Honor duels are a thing.

Orks Have loose rules equating to not killing anything that doesn't give a good fight, if it does give respect, if they beat you 1v1 they are your boss, if you agree on a fight don't back out or cheat. (do something like have a mage in the stands or poison the other guy, unless you agreed that was cool beforehand.).
>>
>>3416753
Alright. I'm assuming it's essentially towns dotted over vast stretches of wilderness?
>>
>>3416759
A few towns clustered around a city, the closest thing to a nation there, many independent towns, plenty of spread out villages and hamlets, and roving tribes of Orks.
>>
>>3416765
Alright. Let's start then!
>>
>>3416915
Tomorrow, in a new thread, because I must leave.
>>
>>3416956
Goodnight, QM.



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