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/tg/ - Traditional Games


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You realized the moment you tumbled towards the smelter that your enemies would not be destroyed as you had planned. They continued their flight from your most haunted manse, giving your inevitable demise but a fleeting glimpse. You tried to speculate how you might avoid being burned, melted, or suspended, and after a moment were forced to admit that such conjecture was futile. Still, questions about whose hands might one day hold your soon-to-be-soulsteel-coated bones were unsettling to you. You realized your apprehensions might never be allayed . . . and so with a final flare of necromancy on your lips, you hoped that the ending of your story had not yet been written.

[***]

First there was fire, and then there was darkness.

Utter, complete blackness, with no sensation whatsoever. You're not sure how much time passed or how mad you went in that non-time-non-space, but you do remember the end. It started with a single pinprick of red light in your mind, followed a bit later by a few more. Those lights illuminated a constellation of 'dead' lights in your consciousness, and over time you were able to harness the occasional flares of energy and spread them across the various points of the constellation. The more of them lit up, the more you returned to yourself.

When the point that represented your skull was finally alight, you gained the ability to see again. You were apparently on a desk. Being used as a . . . paperweight, if you were not mistaken. Two voices cut into your attention.

"Look! The eyes started glowing! I told you it was worth attuning it!"

"Yeah yeah, as long as it makes you shut up. Don't you have anything to do?"

"Eh, just waiting for the next shipment. The boss seems pretty keen on collecting the rest of these things. Apparently they are a hot topic in the Underworld scene." The second voice's owner shakes a sack of some sort and you feel two points of light in the back of your mind shake with them.

Your bones.

[1/4]
>>
You're not sure how you know, but you do. Your bones are in that bag, and elsewhere, and the more that you spread your power into them from your mindscape, the sooner you'll be . . .

Be what?

You're a skull. Abyssal Exalt or not, being a mere skull should mean you are dead. Still, you feel the answer. You are powerless at the moment, but strangely protected.

The two interlopers leave.

[***]

It took a few more weeks, but gradually those that held your bones found more of them. The more they attuned, the greater sense they gained for where the rest were.

The more they attuned, the more of your power you regained. Eventually there was a great fight, and the final two owners of your bones clashed. Before the duel they both piled their share of the bones off to the side, then fought to the death.

You were so focused on regaining youself that you didn't pay attention to the fight. Motes flowed between neglected connections, toes and feet reasembled, and drew shin and knee and thigh up with them. In a minute more, your skull finally settled in place with a satisfying 'click-' and with it, your anima flared.

Brushing a couple fingers to your brow, you confirm that your caste mark is indeed present and bleeding on your forehead. Only then do you think to look around, quickly spotting the duelests frozen in shock at the sight of you. Neither of them, to your senses, seem to be Exalted.

As they slowly approach, weapons bared, you clench and unclench skeletal fingers and stretch phantom muscles. You're not [i]particularly[/i] concerned. They have mundane weapons, and your are literally coated completely in soulsteel. There's virtually no threat they could possibly pose to you, right?
>>
[***]

Welcome to SPOOKY ABYSSAL QUEST.

Your yet-to-be-named character is an Abyssal Exalt. One day he was apparently luring some heroes into a deathtrap in his factory-manse-lair and got kicked into his own molten soulsteel vat instead! In a stroke of typical Exalted genius, he blasted his body with some emergency last-second necromancy that kept his soul attached to his bones, and his bones intact while being dunked in molten soulsteel. The heroes left, and his bones came out all glossy and indestructable. They were then promptly looted by fleeing minions and scattered to the four corners of the Underworld (or Creation, you're really not sure).

What's important is that somehow, the crazy spell you cast during your final seconds of fleshiness did some crazy stuff like ensure that your bones would be gathered, keep you technically alive without any vital organs, and all that jazz. Eventually it let you reattune to your own body and stand up, as a skeletal asskicking engine of doom.

Or perhaps a death slinging magus of doom. Or a talker, or a tinker, or . . . well, you know.

At one point, you were a Necromancer of the Void Circle; your attunement with Oblivion was immaculate, and the powers at your fingertips seemed limitless. You specialized in, to nobody's great shock, undead reanimation of the skeletal variety. Your final flare of power burned yourself into your bones with such overwhelming effect that it literally seared your very enlightment from your soul and ruined your reflexes and physical aptitudes.

While you still maintain your necromantic knowledge, you will need to reconnect with your own personal touch of the abyss to reach for such depths once again. [Read: you were essence 5 then got rekt, son. You chargen now.]

You will be asked to fill in various bits of the character sheet as the quest goes on. For now, let's just focus on the situation in front of us, shall we?
>>
[***]

Two mortals approach you, worse for wear from their own duel you just interrupted. They seem freaked out and intent on violence if nothing dissuades them.

How do you deal with them?

[ ] Violently

[ ] Nonviolently

and

[ ] Like a Dusk

[ ] Like a Midnight

[ ] Like a Daybreak

[ ] Like a Day

[ ] Like a Moonshadow

(THIS CHOICE DOES NOT LOCK IN YOUR CASTE)

[***]

This game is going to be Exalted, and it will be a little fast and loose with the niggly system bit details. For now, we're going to walk through some choices that will help define your character.

If you do not know Exalted and still want to participate, then take heart: the five choices above are roughly Fighter, Cleric, Tinker/Sorcerer, Rogue, and Diplomat. Violent or non-violent is self explanatory.

Now, shiver in fear as our bony lead deals with their first dilemma as a fleshless shiny metallic necromantic abomination!
>>
>>35877959
[x] Nonviolently
[x] Like a Moonshadow
>>
>>35877959
>[ ] Nonviolently
[ ] Like a Day
>>
>>35877959
>[ ] Like a Day
>[ ] Nonviolently
>>
>>35878039
>>35878054
This
>>
>>35877922
>t [i]particularly[/i] concerned.
/tg/ doesn't have that mate.
This going to be more than a one-shot
>>
writing!
>>
>>35877959
>Rogue, and Diplomat.
Wait, isn't Zenith usually a diplomat rather than a rogue? Or cleric, rather.
>>
>>35878110
Zenith/Midnight are the priest/politician castes, they happen to get all the social attack shit. Still, Eclipse/Moonshadows are explicitly the diplomats, and gain shit like oathmaking abilities and diplomatic immunity.
>>
[x ] Like a Day
[x] Nonviolently

[***]

You'd grin, but you kind of already are.

Mortals are funny. Less useful than the average zombie or ghost in virtually every way, the only point to them (beyond being skeleton delivery systems) is having agents that don't melt or fail in sunlight. Well, that and cults. Need living mortals for cults. But that's boring.

What's not boring is the fact that it's daylight right now. With an actual blue sky. You're not in the Underworld anymore.

Reaching inwards, you pull on your black Essence to rip their skeletons clean out of their frames on a reflex- and fail, the power slipping away.

Not good.

Switching gears, you figure leaving would be good. Yes, that would behoove you. No minions, no necromancy, no equipment; terrible mess, this.

You turn and walk away as they keep moving towards you. THey stop in confusion for a moment; animated skeletons are obviously supposed to kill people mindlesly, after all! You gain a few yards on them before they start to follow, and head behind their tent that was behind you.

The instant you are out of line of sight, you run as fast as your legs can carry you directly away from them, and dive into some reeds just as they clear the tent. They don't see you and are loudly announcing this fact to each other. Soon one accuses the other of setting this up and hiring a necromancer, and their blades are pointed at each other once again.

Heh. Mortals.

Still, you're up the creek without a paddle. You need to get to a shadowland ASAP, or you will be severely weakened. That leaves the question: where the hell are you?

There are some horses tied down by the tent with some saddlebags on them, and there would be stuff in the tent itself. The mortals might have items of interest on their persons as well. Now what?

[ ] Take horse, hope there's a map in the bag

[ ] Raid the tent while they fight

[ ] KILL THE- uh, relieve them of their worldly burdens after seeing them off to Lethe.

[ ] Just leave!
>>
>>35878484
>[ ] Just leave!
>>
>>35878484
>[x] Take Horse
>>
>>35878484
>[ ] Just leave!
>>
>>35878484
>[x] Raid the tent while they fight
>>
writing!
>>
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(all illustrations by Shyft Nine)

[x] Just leave!

[***]

Right. you're out! These fine gentleman were gathering your bones, and the last thing you need is the karma of killing those who did you such a huge fav- ah ha ha you can't even finish that thought.

Assuming that they were the ones speaking over your skull when it was first attuned, it's safe to say at least one of the is Enlightened. They mentioned a boss, which means some degree of organization, and- yeah. you're in no position to go off and start a blood feud with an unknown party.

Yet.

You wait for an opportune moment and slip away, dashing down a hill and out into a grassy field. With the two safely behind you, you relax a bit and get familiar with your new frame.

It's a beautiful day, and you're happy to be alive! Even if only technically alive! Pepping up your stride, you attempt to whistle, but it comes out like a howling wind over broken glass bottles. Right, no lips.

On that note, you test your voice on the nearest tree ful of birds.

"Tremble, mortal creatures, for I am [name]. Abyssal Exalt and Necromancer of the Void Circle! Prostate yourselves in deference and I will make your ends painless!"

You toss in a dramatic shake of your fist and hear your own voice. Hmm. Sounds like you're yelling from the end of a long hallway.

Ah well. Not like anyone was around to hear that. You checked!

[***]

[ ] Name: ______

[***]

[ ] Female

[ ] Male

[***]

[ ] You DID check.

[ ] Well, you looked around a bit, at least!

[ ] You are a lying liar who lies and did no such thing.
>>
>>35879136
>[ ] Female
This uh.....doesn't really matter much, does it?

>[ ] Name: ______
Alexis

>[ ] You are a lying liar who lies and did no such thing.
>>
>>35879136
>Name
The Just And Necessary Executioner

>gender
Female

[x] You are a lying liar who lies and did no such thing.
>>
Gender determines voice (and bone structure, I guess).

Also I forgot to mention, Abyssals have fancy titles of doom and gloom, not names. Oops!
>>
>>35879238
Walker of the unlife.

Male

Well, you looked around a bit, at least!
>>
>>35879238
Please no girl. I mean it's not a big deal in a skele quest but I think I'm going to puke if I read another quest about girls
>>
>>35879205
Seconding this I guess
>>
Writing!
>>
[x] Female

[x] Just and Neccesary Executioner

[x] You are a lying liar who lies and did no such thing.

[***]

"Tremble, mortal creatures, for I am The Just and Neccesary Executioner, Abyssal Exalt and Necromancer of the Void Circle! Prostate yourselves in deference and I will make your ends painless!"

After taking note of the sound of your own voice you glance behind you and see a boy, fallen on his backside, holding a bottle with glowing bugs in it. He seems to be peeing himself in terror.

Just now the campiness of your shout dawns in your mind and if you had the ability to blush, you would have.

Well, he's temporarily frozen in fear. Even if you did have necromancy at hand his skeleton would be crappy. You're not wasting a single mote on a charm until you actually have a serious need to. You have the overwhelming advantage here. Leave a witness? Silence him? Merely impede him a little?

[ ] Dusk (Kill him)

[ ] Midnight (Utterly terrify him)

[ ] Daybreak (Dig a hole and bury him up to his shoulders or something, he'll get found eventually)

[ ] Day (Steal his clothes, giving him the dumbest story ever to tell when he runs home screaming about you)

[ ] Moonshadow (Convince him to not talk)

[Stunting within reason is valid if you want to spice things up a bit.]
>>
>>35880009
>Day (Steal his clothes, giving him the dumbest story ever to tell when he runs home screaming about you)
>>
>>35880009
>[ ] Moonshadow (Convince him to not talk)
>>
>>35880009
>[x] Day (Steal his clothes, giving him the dumbest story ever to tell when he runs home screaming about you)
"Run along now, boy, and rejoice in the fact that you may live another day"
>>
>>35880009
>[ ] Moonshadow (Convince him to not talk)
Why not.
>>
>>35880009
>[ ] Midnight (Utterly terrify him)
maybe get a fear worshiper out of it.
>>
[x] Day (Steal his clothes, giving him the dumbest story ever to tell when he runs home screaming about you)
>>
Writing!
>>
>>35880009
[x] Day (Steal his clothes, giving him the dumbest story ever to tell when he runs home screaming about you)

[x] Moonshadow (Convince him to not talk)
"No one will ever believe you."
>>
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[x] Day (Steal his clothes, giving him the dumbest story ever to tell when he runs home screaming about you)

[***]

It has been your experience that a touch of surreal absurdity will throw people so completely off balance that they fail to respond in any meaningful manner to what you are actually doing. Well, most people. Those solars didn't play along at all.

You walk up to him, and he pushes himself backwards with his feet. Grabbing his collar, you wait for a second before stripping his top off with one flick of your wrist. Lifting him by his arm, you de-pants him, and then set him down.

You then turn around and take off, laughing like a madwoman. hands full of clothes that don't fit you. There is virtually zero chance of whatever village or manor he was from sending anyone after you now.

After you're out of sight, you slow down and look around. It's late afternoon, and while you have options during the night that you don't have right now, you might as well try to get a head start on finding safe(ish) haven. There is a series of very hilly terrain in the distance to the west, and a settlement downhill to the east. Perhaps where the boy came from? You can see a graveyard on one edge of the town.

You'd be able to see quite far from on top of those hills, or you could spook up a ghost in town to interrogate, with a quick blood sacrifice and ritual mumbo jumbo.

[ ] Hills

[ ] Town

[ ] Something else?
>>
>>35880626
>[x] Town
>>
>>35880626
>[ ] Town
I do like snackrifices.
>>
Wriing!
>>
[x] Town

[***]

With a lightness in your step you make your way down the cliff face to town. You might have tripped once and fallen and knocked your skull and half your spine off, but hey, you've never done this barefoot before- never mind bare boned!

After pulling yourself together again (your supernatural sense of where your bones are helping with that immensely) you reach the edge of the town as the sun sets without further incident. The graveyard is in decent condition, but there are a few non-sanctified graves you could probably whip something up from. You yawn, feeling a bit tired but otherwise fine, as you have no limbs to be sore or muscles to exhaust.

You scoop up a sharp rock and knick your thumb, only to be rewarded with a spark and a 'ting' sound.

Right. No blood.

You remember your caste mark's bleeding; however that might attract attention, and you're not sure how effective that blood would be anyway.

As you ponder, blood comes to you. A group of teens slips in, two boys and two girls. Giggling and spooking each other, you watch from behind a rather tall grave marker as they goad each other deeper into the yard as a test of courage.

Well, you have all sorts of choices now.

[***]

[ ] Dusk (Slaughter)

[ ] Midnight (Con them into doing the ritual for you of their own free will)

[ ] Daybreak (Ignore them, fill a vessel with blood from your caste mark anyway)

[ ] Moonshadow (Sell the kids something for blood . . . I don't know!) Stunt your ass off or this will fail.
>>
also forgot:

[ ] Day (Grab one quietly, bleed as needed)
>>
>>35881269
>[ ] Midnight (Con them into doing the ritual for you of their own free will)
All the cool kids do it.

... wait we have the cloths ... crap I can't think of anything good to make it sell-able.
>>
>>35881269
>[x] Dusk (Slaughter)
>>
>>35881269
>[ ] Midnight (Con them into doing the ritual for you of their own free will)
>>
Writing!
>>
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[ ] Midnight (Con them into doing the ritual for you of their own free will)

[***]

You focus on your voice, thinking deep booming thoughts.

"Good evening, children. Would you like to see something scary?"

The kids go totally silent.

"Who's there?" one of the boys challenges.

"Someone who is well-acquainted with the occult, child. I will ask you again. Would you like to see something scary?"

You ham it up a bit, sounding like someone trying really hard to be scary. It works.

"What, you just gonna jump out and spook us? Get real."

You laugh.

"Oh no, dear child. I was simply wondering if you were brave enough to be interested in beckoning a ghost!"

Silence. You don't peek out, and you don't hear them walking. Murmurs, and then a response.

"S-sure. We'll try it."

Hook, line, and sinker.

"Then I will tell you what you need."

[***]

A few minutes later a shallow bowl was brought and the bravest (most foolhardy?) boy gave a cupful of blood. You mentally smirk, thinking how easy boys are to manipulate when trying to impress pretty girls.

Once he was finished, you speak the words and the kids repeat them. Soon a ghastly presence manifests and reaches for the bowl.

In the town proper, you make out the faint flickering of torchlight.

One of the girls gasps.

"Gra-grandfather?"

Cute. Do you take charge now, or let them have a moment?

[***]

[ ] Bind the ghost to your will, ask your questions, go.

[ ] Let the kids poke the spook a bit, then do your thing.

[ ] Why grab one ghost when you can have five?

[ ] Scare the kids off now, you're done with them.
>>
>>35882300
>[ ] Why grab one ghost when you can have five?
>>
>>35882300
>[ ] Let the kids poke the spook a bit, then do your thing.

Poke the spook, hehe
>>
>>35882300
>[ ] Let the kids poke the spook a bit, then do your thing.
>>
Writing!
>>
>>35877896
can an abyssal be not spooky?
>>
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>>35882960
They can be totally adorbs.
>>
>>35882960
An abyssal could theoretically be not spooky, but seeing that in the quest the MC is a soulsteel skeleton, being spooky is unavoidable
>>
>>35882994
secret is adorbs! <3
but still spooky though.
>>
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[x] Let the kids poke the spook a bit, then do your thing.

[***]

You let the girl speak to her deceased relative for a while, keeping an eye on the torchlight as it slowly grows closer. When the torchbearer passes by the graveyard entrance, you hold up your rock and snap it on your finger, making a spark and attracting his attention.

"Who's there? Damn grave robbers again, I'll drive you out one and- what the hell are you kids doing?"

He sees the ghost.

"AAAAUGH!"

And promptly faints.

Tch.

"Children, you should make sure he is safe."

At this, the ghost notices you, and turns to face you. You invoke your power, a simple charm that binds it to your will without effort. It uses some of your limited supply of magic, but that shouldn't be too much of a problem now. Quietly, you speak to the spirit as the teens are crowded around the fallen guard.

"Come with me."

It walks behind you, not really reacting to your appearance, and follows you out of the graveyard. You give your command.

"Tell me where we are and what lies between me and the nearest shadowland." You feed a bit of power into your anima, and point towards the closest shadowland in the direction you were heading before you went into town.

The last thing you need is to run into a Realm outpost or even a Wyld Hunt while obliviously approaching a shadowland. More civilized places usually have forces keeping stuff IN them, but they're more than capable of turning around and fighting stuff trying to enter as well.

The translucent old man nods. "You are in Greenvale, just south of Varsi. West is Puyo. Far east is Denandsor. You point to a small shadowland in the hills that bandits camp in. They dump their bleeding victims in a cave before they finish dying, ignorant to what they wrought."

So. Once you go 'downstairs,' you'll be stuck between the territories of Walker in Darkness and The Mask of Winters, two deathlords that hate each other more than they like their job of killing all life.

[1/2]
>>
[ ] This is great news! You work for [one of them]!

[ ] This is awful news, you work for another Deathlord.

[ ] This is irrelevant, you are a rogue Abyssal that answers to no one but yourself. Any shadowland you enter is going to be a risk.

(This choice will affect the immediate and medum term difficulty of your life!)

ALSO:

Your goal is:

[ ] To get back to your old territory and see what pieces remain

[ ] To establish a new foothold somewhere

[ ] To report back to your Liege for debriefing (If you are not rogue)
>>
>>35883939
>[ ] This is irrelevant, you are a rogue Abyssal that answers to no one but yourself. Any shadowland you enter is going to be a risk.


>>35883939
>[ ] To establish a new foothold somewhere
>>
>>35883939
>[ ] This is irrelevant, you are a rogue Abyssal that answers to no one but yourself. Any shadowland you enter is going to be a risk.

[ ] To establish a new foothold somewhere
>>
>>35883939

[x] This is great news! You work for [The Mask of Winters]!
[X] To report back to your Liege for debriefing (If you are not rogue)
>>
>>35883779
[ ] This is great news! You work for [The Mask of Winters]!
[ ] To establish a new foothold somewhere

[ ] To report back to your Liege for debriefing (If you are not rogue)
Seriously we can multitask on this.
>>
Rolled 2 (1d2)

Time to break the tie
1 for
>>35883995
>>35884003
2 for
>>35884016
>>35884062
>>
For clarity sake
>>35884535
>>35884003
are same person. I just dropped my name.
so this is not a new person rolling. if this matters
>>
>>35883939
>[ ] This is irrelevant, you are a rogue Abyssal that answers to no one but yourself. Any shadowland you enter is going to be a risk.
[ ] To establish a new foothold somewhere
[ ] To establish a new foothold somewhere
>>
Writing!
>>
[x] This is irrelevant, you are a rogue Abyssal that answers to no one but yourself. Any shadowland you enter is going to be a risk.

[x] To establish a new foothold somewhere.

[***]

You bite down on a curse and dismiss the ghost with a wave of your hand. You almost miss his whispered thanks (for sparing his granddaughter) as he fades from sight.

Walker and The Mask. The two most obnoxious, Creation-famous, openly warring jerkoffs among the thirteen Deathlords. As you hear it, had The Mask of Winters not plunged Thorns into a shadowland and raised his giant zombie-fortress, the Deathlords and their Abyssal agents would still be whispered rumors and campfire stories, dismissed as scary stories.

Instead, he made a giant production, introducing himself and his minions to the nations of the Scavenger Lands and the Realm, forcing the Underworld into the spotlight. Militaries across the world quickly moved to secure all shadowlands anywhere near their homes, on the chance that other powerful and organized forces of the dead chose to flood out and cause havoc.

Of course, assuming he was completely prepared for this, the result was that all of his rival Deathlords were caught with ther metaphorical pants down. Well, all but the Lover Clad in the Ramient of Tears; she didn't do pants, so you hear.

Regardless, he set back all the other Deathlords by decades, blah blah. He's an asshole, they're all assholes, and you found yourself fortunate enough to be free of them all somehow. However, you are currently weakened, vulnerable (well, indirectly vulnerable anyways), far from your old haunt, and ripe for conscription by an ethusiastic enough superpowered superghost.

The entire reason you never got killed or 'recruited' before was thanks to your specialty; all the zombies and ghost-possessed corpses in the Underworld couldn't stand up to having their skeletons ripped out of them.

[1/2]
>>
>>35885060
>You bite down on a curse and dismiss the ghost with a wave of your hand.
are ghosts in any way shape or form useful to keep around permanently?
>>
>>35885060
>The entire reason you never got killed or 'recruited' before was thanks to your specialty; all the zombies and ghost-possessed corpses in the Underworld couldn't stand up to having their skeletons ripped out of them.
it worked for us before, it will work for us again. all we need to do is re-attune our body, we already have all the knowledge. and as soulsteel it should be easier to do than our flesh and blood body was.

So, what is the first step in doing this? gathering up sacrifices? investing motes? practicing for months on end?
>>
While per-unit your spells were more expensive to cast than equivalent zombie spells, your magic had the advantage of instantly shredding a huge chunk of any enemy undead forces without resistance and having the fresh skeletons make short work of the remaining forces. That trick could also work on living soldiers in theory, if you made some adjustments before casting.

You specialized in Underworld conflict, as it happened. While you did swear an oath to end all life when you took your Second Breath, and you vaugely remember wandering the blackened caverns of the Labyrinth to commune with . . . something, you generally spent most of your time outwitting and outfighting forces that had ostensibly taken the same oaths you did.

Your reluctance to actually harm any living human today was probably tactical. It's not like you were being a sap and actively preserving life, right? Because the Neverborn HATE that.

Well, they hate everything, but they hate that the most.

Apparently your efforts to build a giant skeletal army were pleasing to the one that blessed you, because it never told you to stop. Or maybe it was just oblivious, you really don't care to find out.

Heading for the bandit hills, you figure that a confrontation is inevitable before you make it to the cave where they dump their dead. There's no chance you can fake getting killed to get tossed in there, either; they'll keep or sell your shiny bones and you'll probably not wake up for months.

You need to confirm the date, actually. Blast it.

As you climb up the steeper hillside you idly consider your approach. It's late at night.

[***]

[ ] Dusk: Go in bones blazing

[ ] Day: Sneaky Scary Skeleton

[ ] Midnight/Moonshadow: "I need your gloves, your boots and your riding cloak." (Verbal confrontation)

[ ] Something else?
>>
>>35885198
They can be, but for now you're low on motes and keeping a charm like that committed is not worth it.

>>35885271
Mostly you need a stable place to practice. That harder to get as a free agent. You need to regain your necromancy.
>>
>>35885399
>Midnight/Moonshadow: "I need your gloves, your boots and your riding cloak." (Verbal confrontation)
>>
>>35885399
Enslave them into our cultists.
>Our church prayers
>Mortals were created to produce power.
>This power is delivered to higher beings via worship
>We worship The Just And Necessary Executioner because she will destroy us if we do not
>And she destroys all higher beings who would threaten us, letting us live in relative peace
>Amen
>>
>>35885399
>something else
scout them out first to see how many there are, and if you can detect any enlightened presences.
decide how to approach based on result
>>
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>>35885399
>[ ] Dusk: Go in bones blazing
>Fucks given:ZERO
>>
>>35885399
>Sneaky Scary Skeleton
>>
>>35885399
>[ ] Something else?
Try to get one to come to us so we can drain their blood for motes of essence.
>>
>>35885399
>[ ] Day: Sneaky Scary Skeleton
sneaky skellington is best skellington
well, ok no... NECROMANCER skellington is best. But we can be a sneaky necromancer.
>>
First of these to get two votes wins, then I'll call it a night and spin up a fresh thread later.

Pre-post edit: sneaky it is! Thank you for joining me for SPOKY ABYSSAL QUEST, please look forward to next time!

This thread was less spooky than I thought it was going to be, because anon voted so nonconfrontationally! Still, it seemed like a decent start!

Feel free to discuss Abyssals specifically or direct questions at me; this thread is already being archived on suptg so I'll try to do answers next thread after the intro post!

Goodnight, and have a spooky Halloween night!
>>
>>35886263
can you has twitter to announce new threads? (please announce them ahead of time, then link to them when you actually start a thread)
>>
>>35886319
>can you has twitter
fuck you
>>
>>35886411
so, you don't like getting notified about the next thread? instead wishing to miss it? and for the quest to flounder without readers as it cannot muster a stable following?
>>
>>35886319
I made a twitter once . . . then totally ignored it. It's, uh, @GoldenLark_sb - is that how I share a twitter name? I have never twat.

I can probably use that one, unless something goes terribly, terribly wrong!
>>
>>35886701
I honestly don't know why people do the @ thing.
I personally prefer the https://twitter.com/GoldenLark_sb
proper link. you can just click on it.
anyways, followed and put you into my Quests list so i will now get notified. thank you.
>>
no one called me out on the myst reference in the opening, I feel old now D:
>>
I was a bit disappointed we didn't take over the group that collected our bones
or at least interrogate those 2 guys about its nature
we could have even let them kill each other first to steal their stuff easier.



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