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  • File : 1295928362.jpg-(40 KB, 400x480, 1295274501866.jpg)
    40 KB Necromancer Quest Daerth 01/24/11(Mon)23:06 No.13648031  
    I was still young and naive when I encountered my mentor for the first time. He dressed in a most in-habitual manner, had this scent of death and decay following him around, his pale visage always sporting the serious look. He called himself a Necromancer, and that alone made the village wary of his arts.

    But I was not afraid, and my interest in the man was genuine. After much supplication and a lot of efforts, he accepted to tutor me into the secret arts.
    It was then my eyes were opened, and a new world called upon me with a single truth: Death cannot be controlled. Nor it is selfish or greedy.
    Death just is, and we are its steward.
    >> Anonymous 01/24/11(Mon)23:07 No.13648042
    Continue.

    I also want to play as a Pangolin.
    >> Daerth 01/24/11(Mon)23:08 No.13648068
    For ten long years I've learned everything I could learn from the aging man.
    How raise, control, and destroy the undead, unleash terror into the minds of monsters, bring life to what never knew it, drain the strenght and mind from creatures, speak with the death, and so on.

    I've learned how to open my mind and commune with the dead, our powers being mostly given by the recently deceased, always wandering the world under the twilight.

    We are guardians to the darkest secrets, and I was told never to abuse our link with the spirit world. We were once part of a much larger order, but we declined in numbers recently. He warned me however that not all Necromancers followed the old order, and rarely showed the respect to the death they deserved.
    >> Daerth 01/24/11(Mon)23:11 No.13648096
    It was the last day of weekend, and for my free time I decided to spend most of it fishing, by the local brook near the mentor's hut. It was a beautiful day, the wind softly blowing from the west, where the local village stood.

    But not all was as beautiful as it seemed and the spirits started whispering warnings. Usually I paid no heed to them as our mentor was competent enough to answer their outbursts, but as the day went on they become more and more insistent.
    It was clear that something went wrong, and the very notion that they had to seek me out rather than my mentor sent chill into my spine. I packed up my stuff and ran toward my mentor's abode for council.
    But when I saw the stack of black smoke rising in the sky, my deepest fears started to get a hold of me once more, as I found the mentor's hut on fire, and a flash mob filled with torches and pitchforks
    >> Daerth 01/24/11(Mon)23:11 No.13648109
    > Your name is Daerth Shatterbones
    > You are an apprentice Necromancer
    > Your alignment is True Neutral - for now.
    > Your clerical domains are Death and Repose
    > Your arcane specialization is Necromancy
    >> Anonymous 01/24/11(Mon)23:14 No.13648143
    > Your clerical domains are Death and Repose
    > Your arcane specialization is Necromancy
    Could you elaborate a bit?

    Also: sneak away. Get some traveling gear. Bed roll, any money, food, water skin, any books that are needed.
    What kind of stuff does Daerth own, anyways?
    >> Anonymous 01/24/11(Mon)23:16 No.13648163
    once your safe, try to summon Mentor's ghost for advice
    >> Anonymous 01/24/11(Mon)23:22 No.13648227
    >>13648163

    you're*


    also bump for supporting fledgling quests
    >> Anonymous 01/24/11(Mon)23:29 No.13648323
         File1295929788.jpg-(52 KB, 679x961, 1294561983716.jpg)
    52 KB
    Mantid requests OP's return.
    >> Daerth 01/24/11(Mon)23:33 No.13648360
    >>13648143
    Alright. Imagine a shaman, mystic-surge, or better, a true necromancer as a base class. We have access to a mix of arcane and divine magic related to necromancy. Our powers come from the spirit world and the restless dead themselves, and our alignment decide what we can do - Death domain is anything undead-related, while repose domain is anything to help them rest in peace. Basically you help the living find a peaceful death and bring back rest to the undead. Its in your best interest to keep a neutral alignment.

    Now you can raise and control your own undead, they are willing servants that heed your call.
    >> Daerth 01/24/11(Mon)23:38 No.13648423
    >>13648360
    Also in this setting the recently dead wander the world for a couple years before reaching the afterlife. Some ghosts can't find peace of soul and stay forever.
    Service to the order is a quick and efficient way to purify soul or something.
    >> Daerth 01/24/11(Mon)23:49 No.13648541
    >>13648143
    Its the weekend and Daerth's day off. Anything magic-related is either left at home or in the burning hut. You remember your spellbook was left in the bedroom. Luckily, you kept your pendant and ivory dagger with you.

    So you decide to sneak away from the burning hut, and doing so by walking away nonchalantly. You guess your first destination is your own home.
    >> Sasha !ApPkmtJbAE 01/24/11(Mon)23:54 No.13648578
    First priority: find our house, save what we can from it. Do we have any family that might get targeted by a bigoted mob?
    >> Daerth 01/24/11(Mon)23:57 No.13648622
    There seems to be no one guarding your own abode.
    You hurry and collect your most precious items with you - a backpack, your spellbook (pocket edition), a bunch of spell components, food (cheese and bread), and a purse (with 5g).

    You also leave a note to your landlord, saying that you are most likely leaving the village as you fear for your own life.

    Then you decide to summon your mentor's ghost, but a knock on the door stop you from doing so.

    > You get items: Spellbook, fishing rod, purse, food, spell components.
    > You get money: 5g
    >> Daerth 01/25/11(Tue)00:01 No.13648658
    You have a sister, but you doubt she'll get targeted by the mob.
    >> Anonymous 01/25/11(Tue)00:24 No.13648940
    >>13648622
    Quietly crawl out of a window and sneak around to see who it is.
    >> Daerth 01/25/11(Tue)00:33 No.13649071
    Your first instinct was to sneak away once again until you heard her voice calling for you. Its your sister, the only person you trust (still alive, that is) and she seems worried. You casually invite her in, then double-lock the door.

    "Where you been? I've was looking for you all day."
    "I was out fishing, until the spirits became restless.
    Found the flash mob by Devlar's hut (that was his name)... what happened? You don't tolerate someone for a decade and suddenly murder him!"
    "The village found the mayor's daughter killed in a most gruesome way. I don't know all the details but they blamed it on dark magic."
    "So they took their anger on Devlar. I might be next. I've already packed my things. I'm leaving, Katherina."
    "Daerth! I know you're afraid for your life, but something out there killed that poor girl. The village might be in danger!"
    >> Anonymous 01/25/11(Tue)00:41 No.13649138
    >>13649071
    >>The village might be in danger!
    And they just killed the man most knowledgeable in dealing with the problem. Now that his expertise is lost thanks to their bloodthirst, they might be in serious danger. They've made their bed, now they get to sleep in it.
    >> Daerth 01/25/11(Tue)00:50 No.13649229
    > And they just killed the man most knowledgeable in dealing with the problem. Now that his expertise is lost thanks to their bloodthirst, they might be in serious danger. They've made their bed, now they get to sleep in it.

    You made your point clear. You stopped caring about the village's fate once they killed your mentor. Your sister gives you a nasty look, however, unsettling you.
    While you might not care about the village fate, you still worry for your sister's safety. That, and you want to avenge your mentor.

    You have four choices - investigate, go shopping, try to salvage items from Delvar's hut, or leave immediately.
    >> Anonymous 01/25/11(Tue)01:01 No.13649360
    >>try to salvage items from Delvar's hut
    Leave town until nightfall, then sneak back in and do this.
    While waiting in a secure place in the wilderness, try and contact the mentor's spirit.
    >> Daerth 01/25/11(Tue)01:16 No.13649516
    You give a sigh and shake your head at your sister, and gives her your apologies.
    You give her one last hug, then pack your fishing rod into the backpack.
    After a last goodbye, you leave town until nightfall, but stay close to Delvar's hut.
    Once dusk has set down and the full moon rises upon the sky, you make sure there is no one around...
    and enter Devlar's half-burnt cottage.

    It is nearly pitch-black in there, with nothing but the moonlight to guide you. Luckily, you find the lantern quickly.
    Delvar's remains are undisturbed, and you might find some answers by summoning his spirit.
    But first, what would you ask him?

    > You find - Lantern
    >> Anonymous 01/25/11(Tue)01:21 No.13649558
    >>13649516
    Inform him of what we know about what happened, and ask him what he thinks we should do.
    >> Anonymous 01/25/11(Tue)01:24 No.13649590
    >>13649516
    First ask him, if there is any knowledge that could help us.
    Did the spirits come to him when the mayor's daughter was murdered?
    >> Daerth 01/25/11(Tue)01:43 No.13649761
    You call your mentor from the spirit world for council. You fill him with the details of his death, your planned departure, and the cause of the blame.
    Since you haven't investigated, all you can tell him was the mayor's daughter was killed last night. The details how and why are still unknown.
    Your mentor reassure you he was not involved into the grisly death, and suggest you investigate the cause - to avenge and clear his name.
    Additionally, he clearly remembers the cry for help from the spirits that fateful night - he was caught investigating himself, and that's when the blame came to him. He adds, the cause is undead in nature.
    You feel uneasy, but the mentor is confident in your abilities. He suggest three items worth of notice - the bone-wrought armor, a spectral mace, and the bone-wrought shield.
    He is also willing to participate in the investigation, as a body guard. Last, he recommend to study your spellbook and be ready for anything.

    > You gain 1HD of Undead TBR. Your mentor is willing to join as a body guard, or a skull totem.
    > Throw 3d100 to search for the said items.
    > You gain access to Wiz/Sorc and Domain spells up to level 2.
    > Now might also be a good time to summon a familliar.
    >> Anonymous 01/25/11(Tue)01:52 No.13649820
    rolled 58, 70, 61 = 189

    >>13649761
    Okay rolling for the items.

    Also, what familiars are available to us? I don't have a rulebook handy.
    >> Anonymous 01/25/11(Tue)01:53 No.13649833
    rolled 98, 17, 17 = 132

    Ok. Let's do some snooping around after we study the spell book and summon a familiar.
    What spells are available?
    >> Daerth 01/25/11(Tue)01:56 No.13649862
    Bat, Cat, Lizard, Monkey, Owl, Rat, Raven, Turtle, Viper, Weasel.

    You are naturally inclined toward the Bat, Owl, or Raven.
    >> Anonymous 01/25/11(Tue)01:59 No.13649882
    >>13649862
    I'm partial to the Raven.
    >> Anonymous 01/25/11(Tue)01:59 No.13649894
    >>13649882
    Seconded. Can fly and talk? Hell yeah.
    >> Anonymous 01/25/11(Tue)02:06 No.13649965
    An owl.
    Everyone is fond of them.
    >> Daerth 01/25/11(Tue)02:08 No.13649996
    It doesn't take long to find the armor and the shield, both build with bones and reinforced with necromantic magic. The armor is the equivalent of a breastplate, while the shield is the size of a large shield. They feel both light and comfortable.

    It takes some time to find the mace, but eventually you do find it. Its a masterwork iron mace enchanted with the ability to touch ethereal creatures.

    Summoning a familiar will take an hour of preparation.
    You suggest a skull totem to your mentor - rather than being a body guard, you'd transfer his soul into his own skull and keep it as an adviser. A skull totem is also a focus for necromantic spells.
    However, you are inexperienced in the matter, and you might fail the summoning.

    Either way, you need to decide what to raise, and what familiar to summon first.
    >> Anonymous 01/25/11(Tue)02:11 No.13650028
    >>13649996
    We've got 2 for Raven, 1 for Owl.

    Also, I think we should chance the skull totem.
    Can our master's spirit give us any hints or advice to give us a bonus when we attempt to create the totem?
    >> Anonymous 01/25/11(Tue)02:11 No.13650032
    >>13649996
    Ignore the risks, go for a skull totem.
    And an owl.
    >> Daerth 01/25/11(Tue)02:14 No.13650061
    Yes and no. You need to release his spirit before attempting a skull totem. However, if you can find his spellbook, its going to be a lot easier.

    On that, roll 1d100 to search said spellbook.
    >> Anonymous 01/25/11(Tue)02:15 No.13650068
    rolled 33 = 33

    >>13650061
    Searching for the spellbook.
    >> Anonymous 01/25/11(Tue)02:17 No.13650087
    >>13650032
    No owl. We go for raven.
    >> Daerth 01/25/11(Tue)02:18 No.13650093
    >>13650068
    Wow. Right on the DC. You find it. It is burnt. You try to decipher something usable, but it is too damaged to be of any help

    Still attempting the skull totem? That'll be 1d100.
    You better be high rollers here.
    >> Anonymous 01/25/11(Tue)02:20 No.13650113
    >>13650087
    I will concede.
    >> Anonymous 01/25/11(Tue)02:20 No.13650118
    rolled 82 = 82

    >>13650093
    Alright, rolling for the skull totem.
    >> Anonymous 01/25/11(Tue)02:22 No.13650134
    >>13650093
    >You better be high rollers here.
    The /tg dice roller cares not if the quest requires high rolls or low; all it cares is whether it can cause the players to gnash their teeth in frustration and anger.
    >> Magus O'Grady 01/25/11(Tue)02:33 No.13650236
    I suggest the monkey as a familiar. No flight, but thumbs are magnificent when you need something fetched or manipulated.
    >> Daerth 01/25/11(Tue)02:37 No.13650272
    You drag your mentor's corpse on the work table, clear away some paperwork, and use your ivory dagger to carve some arcane symbols on the forehead. Then you light a candle and deposit it on the deceased's hand, as a guide to the soul. You nervously start incanting the world that would bind his soul to his body once more, and succeed with great success. A familiar light wash over you and your mentor's eyes opens up with silver flames.

    The spell worked perfectly, and now you need to extract the skull from the corpse. Its a messy work, but it needs to be done.

    One hour later, Devlar's skull is cleaned from the gore, and is hanging by your belt. His vast knowledge and wisdom is now at your disposition. Under such a feat, you can feel your experience growing with pride.

    You then take the time to summon a familiar. To no surprise, a raven answers the call.

    Your mentor suggest one last thing, since you can no longer summon a skeleton - a mud golem could be an efficient bodyguard, and he has no need of the summoning gemstone anymore.

    > You have crafted a skull totem. It is your main spell focus, along with the ivory dagger.
    > A raven familiar has joined you. You gain a bonus on perception check.
    >> Anonymous 01/25/11(Tue)02:38 No.13650283
    >>13650236
    >>fetched or manipulated
    In real life crows and ravens are pretty good at solving intelligence tests that require them to move things around and manipulate them to get food. But I doubt that the DND game mechanics reflect that.
    >> Anonymous 01/25/11(Tue)02:42 No.13650338
    >>13650272
    Alright, let's use the gemstone and summon up a golem.
    Better to be prepared than sorry.
    >> Anonymous 01/25/11(Tue)02:44 No.13650351
    >>13650272
    Question:
    Can a golem be made with a seat installed, or alternatively, just a pair of golem legs to ride upon/in.
    Because I would do that. Or can we make one large enough that it has a chamber we can sit inside. Basically, it seems like a good idea to make our Golem into a mech/popemobile.
    >> Magus O'Grady 01/25/11(Tue)02:46 No.13650373
    >>13650283
    Yes, but a raven can't reload a crossbow, throw a molotov cocktail, open a tied satchel to retrieve a spell component, or open a door for you.
    >> Anonymous 01/25/11(Tue)02:52 No.13650432
    >>13650373
    A raven could potentially drop molotov cocktails and then poop.
    >> Anonymous 01/25/11(Tue)02:55 No.13650456
    >>13650373
    This is a valid point, but moot now.
    >> Magus O'Grady 01/25/11(Tue)02:58 No.13650489
    We definitely want that golem. Bodyguards can prevent things like lynch mobs and house burnings.
    >> Anonymous 01/25/11(Tue)03:00 No.13650500
    >>13650489
    Out of context, this sounds like a fantasy Jew talking. Exactly like the Rabbi in the myth of the Golem.
    >> Magus O'Grady 01/25/11(Tue)03:02 No.13650521
    rolled 10 = 10

    >>13650500
    there's a reason the myth got started.
    >> Daerth 01/25/11(Tue)03:06 No.13650554
    Roger. You search for the summoning gemstone and head outside the hut. You start yet another spell to infuse the gemstone with artificial life, then drop it on the ground when it start glowing on its own. Roll a d100 for quality, +5 from totem bonus.
    >> Anonymous 01/25/11(Tue)03:08 No.13650573
    rolled 100 = 100

    >>13650554
    Rolling for golem.
    >> Anonymous 01/25/11(Tue)03:09 No.13650586
         File1295942993.gif-(7 KB, 301x270, FUCK YES.gif)
    7 KB
    >>13650573
    >100 + 5 = 105

    So...did we just get a Mud Gundam?
    >> Anonymous 01/25/11(Tue)03:12 No.13650606
    >>13650573
    Anything less than magnificence will be a disappointment. Hoping for the megazord.
    >> Anonymous 01/25/11(Tue)03:16 No.13650646
         File1295943379.jpg-(41 KB, 640x480, mudrock2smallul4.jpg)
    41 KB
    >>13650586
    >> Speedster !29mLAB0msc!!tpmE1U/V6W5 01/25/11(Tue)03:18 No.13650663
    Super golem. This should be fun.
    >> Anonymous 01/25/11(Tue)03:19 No.13650679
    Right well. I needed sleep, but this looks to be awesome. Grabbin cookies and a drink.
    >> Anonymous 01/25/11(Tue)03:20 No.13650694
    Shit just got real. I think I'll follow this.
    >> Anonymous 01/25/11(Tue)03:21 No.13650700
         File1295943700.jpg-(706 KB, 1600x1200, T-800 - Endoskeleton Posed.jpg)
    706 KB
    Wait, it's a golem, probably human-size, right?
    Wouldn't pic related be better?
    >> Daerth 01/25/11(Tue)03:24 No.13650729
    >>13650573
    The gemstone flares with such a bright light you'd think it would be daylight. You quickly cover your eyes as the ground rises up to a huge-sized, featureless golem, then it shrinks down to medium-sized by packing it mass upon itself in layers over layers, all while keeping its humanoid shape. The smaller it compact itself, the more details appears on its skin, such as self-scribed runes. Not only that, but the mind-link instinctively tells you it can change shape to anything large-sized. That, and it is darned near invulnerable, as it will quickly regenerate damage as long the gem is untouched.

    Your golem is a masterpiece, and you should be prideful. Even your mentor cannot utter a single word under this piece of art.
    >> Anonymous 01/25/11(Tue)03:25 No.13650739
    Bump for lurker seeing 100. Do something cool OP
    >> Anonymous 01/25/11(Tue)03:26 No.13650757
    >>13650729
    Take a moment to reflect on how such a good golem was made, that we may learn from this achievement.
    >> Anonymous 01/25/11(Tue)03:28 No.13650772
    >>13650729
    >>Behold, as the gods themselves, I make life from nonlife.
    Our necromancer is probably giddy at the feeling of power at having so easily created such a being of perfection. I hope he doesn't get arrogant or sloppy because of this one fabulous success.
    >> Magus O'Grady 01/25/11(Tue)03:28 No.13650774
    rolled 30 = 30

    >>13650757
    seconded
    >> Anonymous 01/25/11(Tue)03:29 No.13650783
    Do you know where the mayor's daughter lived? If you do, go there and investigate. Watch out for angry villagers.
    >> Anonymous 01/25/11(Tue)03:30 No.13650790
    Have it take a centaur-like shape, use it as transport too. I want to ride the golem!
    >> Anonymous 01/25/11(Tue)03:31 No.13650795
    >>13650729
    Have it take the form of a stylized knight (Protoman)

    We are Justice, in a world that has no Heroes.
    >> Magus O'Grady 01/25/11(Tue)03:35 No.13650827
    >>13650795
    no, have it take the shape of your deceased master, returned to testify against his murderers.
    >> Anonymous 01/25/11(Tue)03:35 No.13650834
    Can we call up the dead girl's spirit?
    Maybe try to find out where she died, and if she saw her assailant?
    >> Anonymous 01/25/11(Tue)03:36 No.13650847
    >>13650834
    I approve of this plan, second vote.

    Also, keep the golem descrete for now.
    >> Daerth 01/25/11(Tue)03:40 No.13650879
    >>13650757
    "I..."
    "You are no longer an apprentice, boy. I have taught you well, you can now call yourself a full-fledged Necromancer, and no one will deny that title. Not after this!"
    "My thanks, master.."
    "Please, call me Delvin. You have earned that right."

    > You are now a full-fledged Necromancer. From your experience tonight, you have gained enough experience to access 3rd level spells.
    > You have summoned a masterwork Clay Golem.
    It is strong, durable, and adaptable.

    It is around two, maybe 3 AM by your estimate now.
    You can feel the fatigue gaining on you. You have worked all night, after all.

    Also Magus stop rolling for nothing please D:
    >> Anonymous 01/25/11(Tue)03:43 No.13650907
    >>13650879
    I'm loath to return to our house, and staying here could be back in case members of the mob come back.

    Is there a nearby forest or secluded area that we could camp for the night?
    >> Anonymous 01/25/11(Tue)03:44 No.13650912
    >>13650879
    Ask your master if he had a place where he went when he had hard times.
    >> Anonymous 01/25/11(Tue)03:45 No.13650914
    >>13650879
    Let us begin work on the mayor's daughter. We should simply walk up to his door and explain the situation, that we will investigate the murder, rather than sneak in. Assuming the Mayor took part in no burnings.
    >> Magus O'Grady 01/25/11(Tue)03:48 No.13650939
    >>13650879
    sorry. Keep forgetting to switch back to 'noko'

    Well, we're going to need sleep. Our first task should be to find a hidden shelter where nobody will look for us and the golem can easily guard us during the night. Once we're well rested, we can see about bringing the villagers to justice and avenging the death of the little girl.

    Do we know any warding spells that can protect an area from intrusion?
    >> Daerth 01/25/11(Tue)03:52 No.13650965
    >>13650914
    Its late. It will look suspect.
    >>13650912
    As the last ten years teaching was relatively calm, he didn't have to seek such shelter. However before then, he relied on a group of adventurers for shelter. And inns. If all fail, camping.

    >>13650907
    You now have a golem to protect yourself. You need to sleep soon. Beside, you barely got enough juice for a spell or two.
    >> Anonymous 01/25/11(Tue)03:55 No.13650990
    >>13650965
    Does your sister live nearby? You could tell her that you changed your mind and are ready to help the village. But you shouldn't tell that you're doing it so that your talking skull would be happy.

    We could sleep in the forest, as we've got our golem but that would be uncomfortable, wouldn't it? And you can outwit golems, no matter how masterwork...
    >> Daerth 01/25/11(Tue)03:55 No.13650992
    >>13650939
    The best one you can remember is Alarm.
    >> Anonymous 01/25/11(Tue)03:57 No.13651009
    >>13650990
    No, because if the mob comes by, they'll burn her house too.
    If we have to sleep in a house, it should be our own.
    And woe betide the lynch mob if they come after us.
    >> Daerth 01/25/11(Tue)03:58 No.13651021
    Allright so we got these choices for sleep
    - Village - Home
    - Village - Sister's
    - Burnt Cottage
    - Woods
    - Village - Inn

    Choose wisely
    >> Anonymous 01/25/11(Tue)04:00 No.13651038
    >>13651009
    But the goal here is to figure out what happened to the girl, and having our golem beat the life out of villagers, no matter how "in self defense," won't look good. The best course of action is likely to set up a spot just outside the village and Alarm it.
    >> Anonymous 01/25/11(Tue)04:00 No.13651040
    >>13651009
    I suggest that you go to sleep to your home, and the golem takes form of a watchdog. You know, it's dark, and villagers might think it's living. A towering, monstrous golem guarding a house might draw some unwanted attention.
    >> Anonymous 01/25/11(Tue)04:01 No.13651047
    - Village - Home
    - Village - Sister's
    - Burnt Cottage
    - Woods
    - Village - Inn

    if we have only these choices i think we should choose woods, anything else would endanger those around us as well as be very conspicuous if we are being watched. our protector will deal with any animals that would predate us, and anything clever enough to find us out in the woods and fool our golem would have an easy time doing the same in any environment.
    >> Magus O'Grady 01/25/11(Tue)04:01 No.13651048
    >>13651021
    I'm going to go with Woods.

    Also, given the 'circle of life', what are the chances of us finding some animal carcasses in the woods? A few extra sentries watching our back wouldn't hurt.
    >> Anonymous 01/25/11(Tue)04:02 No.13651059
    >>13651021
    >>- Village - Sister's
    Fuck the forest. A monster is on the loose. Use alarm and the golem in combo to keep safe.
    And make sure no one sees us enter there. Be real nice to sis too. Tell her about how you said those mean things because your beloved master's death was fresh on your mind. You do have the town's best interest in mind. You just need some time to sort things out and clear your head.
    >> Daerth 01/25/11(Tue)04:04 No.13651073
    >>13651048
    Very low, even with deathwatch
    Beside, a golem, a familiar and alarm should be plenty.
    >> Anonymous 01/25/11(Tue)04:04 No.13651079
    I am pondering if the woods would just expose us to the real villain, whatever undead force killed the mayorette.
    >> Anonymous 01/25/11(Tue)04:05 No.13651082
    >>13651059
    >>13651040
    Combination of these. Sisters, with Ward and dog-golem.
    >> Anonymous 01/25/11(Tue)04:08 No.13651106
    >>13651021
    Sleep in the forest.
    Uncomfortable, but safest from angry villagers.
    >> Daerth 01/25/11(Tue)04:12 No.13651138
    >>13651082
    You command your golem to take the shape of a watchdog, and head toward the village. You have the full intention of clearing your mentor's name, but for now you need rest. That, and you want to ward your sisters against whatever is out there.

    You knock at her door.. no, rather, you call her from the window, waking her up. You promptly apologize for your outburst this afternoon, and explain that you want to ward her house for the night. You also add that the murder of your mentor was fresh on your mind then, but now you want to clear his name and avenge him by destroying whatever is lurking around.

    She accept your apology and set up a quick bed for you. You take the time to remove the extra armor, ward the house with your last spell of the night, and after a meditative trance, quickly fall asleep.

    Tomorrow is another day, and you better believe we'll be busy. See you guys at 8 PM EST for Part II
    >> Anonymous 01/25/11(Tue)04:16 No.13651164
    >>13651138
    Thanks OP.
    See you tomorrow.
    >> Daerth 01/25/11(Tue)04:19 No.13651193
    Bonus Material: Our current spell-book

    - Ghost Fire (Light/Spark) (N)
    - Bone Teeth (Magic Missile) (N)
    - Deathwine (N)
    - Defending Bone (N)
    - Detect Undead (N)
    - Deathwatch (N)
    - Speak with dead (N/R)
    - Hide from Undead (N)
    - Blindness/Deafness (N)
    - Defoliate (N)
    - False Life (N)
    - Ghoul Touch (N)
    - Spectral Hand (N)
    - Detect Magic
    - Cause Fear/Scare (N/D)
    - Deathwatch (N/R)
    - Bless/Curse Water
    - Gentle repose (R) (N)
    - Spiritual Weapon (N)
    - Ray of Frost
    - Disrupt Undead (N)
    - Touch of Fatigue (N)
    - Identify
    - Alarm
    - Bleed/Stabilize (N)



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