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File: Necro.jpg (45 KB, 500x500)
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Volume One: Path to Immortality

Your name is Korin. Perhaps you will choose a new name, now that you have no more ties to your old tribe. Your tribe was primitive. They did not know how to call fire, how to make tools, how to work the soil. You wanted to change it, and so you learned to be the shaman of your people, to lead them to wisdom. You learned some of the old magic, but you did not have the knack for it that your master did. When he died you started researching your own brand of magic, magic of death and life.

All you wanted to do was to bring your loved one, Isha, back. She was your partner for life, but she died long before her time. You succeeded, even if the result was not perfect. Your tribe disapproved. You overheard the elders conspiring to have the rest of the tribe gang up and murder you. The graves were near, so you raised some more of the bodies for your cause and killed the elders before they could kill you.

Your tribesmen did not understand your reasoning and turned against you. You fled, and have been fleeing for days. The land changed from plains to hills to a forest. You are starving, exhausted, all but desperate. Finally you found a simple cave, deep inside a forest, to stay in, at least for now.

You survived this, and you will outlive them all. If it is true that the gods have sentenced you to cold torment for all eternity, you plan to never find out.

(cont.)
>>
>Your belongings and resources: A simple wooden staff (non-magical). Simple clothes of fur and leather. A cave. Reanimated skull of a loved one.

>Your minions: 2 zombies (of the elders) 3 skeletons (from the tribe’s graveyard). You have 5/10 maximum minions. You can raise the maximum by 5 by focusing all of your magical energy and making yourself incapable of casting other spells. You can raise the maximum by five by entering trance and forgoing all other actions. You can attempt to raise the maximum further by reducing the control you have over your minions.

>Your current control is absolute.

>Stats, Skills, Traits: 1 Intelligence, 0 Stamina, 0 Strength, 0 Agility, 0 Charisma, 0 Perception. Shamanistic Magic I, Necromancy I. Hunting and Gathering 1, Diplomacy 1.

>Your choices: Will you change your name? Will you specialize in REANIMATION (More, stronger minions, open secondary school of magic), NEGATIVE ENERGY MANIPULATION (Stronger combat magic, open secondary school of magic), or SHAMANISTIC NECROMANCY (Minions retain some intelligence, secondary school is Shamanistic Magic)? Will you HUNT, EXPLORE(North, West, South, or East), GATHER FOOD, or WRITE IN? (First to three votes each, or first to be unopposed for five minutes.)

>Spells: Drain Life, Raise Dead, Call Elements (Storm, Earthquake) (Ritual).

>Your current goal: Survive


There seemed to be overwhelming support for shamanistic necromancy last night, when I dropped unconscious before I got any real replies. If there is no opposition, I'll go with that in five minutes.
>>
>>37166186
> Specialize in Shamanistic Necromancy.
> Hunt for food.
>>
>>37166160
OP Check the last thread.WE already had a winner.I'll post it here for you if you want

>Us:Vlad Tepish.Male
>Lover:Bathory Tepish.Female
>SHAMANISTIC NECROMANCY
>>
>>37166186

> Specialize in Shamanistic Necromancy.
> Hunt for food
>>
>>37166270
>>37166233
And so it is.

You were only worse than your master in the old magic because he was a visionary, a genius shaman. You learned the old ways well and the spirits of the land speak to you when you choose to listen. In addition to previous spells you gain BIND SPIRIT- you can bind spirits of the dead to an inanimate object, allowing them to retain their memories, but these cannot be turned into zombies or skeletons, as the living spirit will reject the dead body.

You also gain 1 Stamina, as the rituals involved in shamanistic rites were often grueling.

You feel that now that you are independent, unconstrained by your tribe, the name you deserve should be more... noble. You choose Vlad Tepish as your name.

First things first. You are on the brink of starvation. You were never the greatest hunter, the endurance hunts tired you out soon enough, but the dead feel no fatigue. You can send your troops after an animal and they shall not rest until it falls over dead. You still need to find one first.

Roll d20, DC 10, highest of three first posts. +1 for skill.
>>
Rolled 18 + 1 (1d20 + 1)

>>37166371
>>
Rolled 19 (1d20)

>>37166371
Also going to post what i assume our theme is/will be
https://www.youtube.com/watch?v=F8wlHbeBCSc
>>
>>37166408
Unnatural 20

You are in luck. The hoove tracks you find could only have belonged to a mighty elk. The creature would have meat enough for days, weeks if you could preserve it. It does not take long for you to see the creature, but it senses your presence soon after. You send the lighter skeletons after the beast and while not as fast, you know well that it is only a matter of time before the beast shall fall over from exhaustion, and then you can kill it and feast.

>Follow your minions at a slower pace to be ready when the beast is caught
>Direct them to try to encircle the beast and kill it faster
>Go about some other business. It is only a matter of time before the creature dies.
>>
>>37166475
> Follow your minions at a slower pace
>>
>>37166475
>Follow your minions at a slower pace to be ready when the beast is caught
>>
>>37166475
>Follow your minions at a slower pace to be ready when the beast is caught
>>
>>37166475
follow your minions at a slower pace
>>
>>37166475
>Follow your minions at a slower pace to be ready when the beast is caught
>>
>>37166491
>>37166512
You are hungry for the nourishing flesh of the elk, but you are not so foolhardy as to risk letting it escape by messing with the hunting techniques of your forefathers. Lucky for you, the elk seems to dread your minions even more than it would fear men, and so it rushes at a frenzied speed, speed it cannot keep up for long. You feel the fear in its spirit, but you close your mind to it. The hunt is shorter than any other you have been a part of. In the end, you are not certain if the creature fell down in exhaustion, or truly died of fear. It would be simple to bring the carcass back to your camp, butcher and skin it and try to start a fire, but another thought enters your mind.

The beast is strong, fast, large. Some hunters of your tribe had tried mounting the deer and elk before, but it was but a foolish trick- they would get thrown by the wild beast in seconds. But if you brought it back to life, under your command...

>No, you dare not risk contaminate the meat.
>Yes! Undead elk mount time.
>Maybe. Butcher it, start a fire, maybe try to raise the remains later.
>>
>>37166632
>Maybe. Butcher it, start a fire, maybe try to raise the remains later.
>>
>>37166632
>Maybe. Butcher it, start a fire, maybe try to raise the remains later.
>>
>>37166632
>Maybe. Butcher it, start a fire, maybe try to raise the remains later.
>>
>>37166632
>Maybe. Butcher it, start a fire, maybe try to raise the remains later.

we riding on a skeleton elk boys
>>
>>37166632
>Maybe. Butcher it, start a fire, maybe try to raise the remains later.

We need meat and bones work just as well for undead mounts. plus its more terrifying to enemies.
>>
>>37166371
So wait.Did we raise Bathory or not?
>>
>>37166646
You really, really want to eat. Anything else can wait. You clear the area around the fallen animal and start preparing it. Your tribe would have used sticks, or sharpened rocks to break the skin, but you do not need such tools. The fingerbones of the dead are sharp and pointed. It takes a few minutes, but soon the belly of the elk is split open and fresh blood flows onto the ground. You gather some twigs, some dried moss and grass and work on starting a fire.

A memory: 'You see, fire is not truly an element, like wind, or water, or even earth. You cannot call it with the rituals of the old ways. But the people expect it of you. Well, there are many ways to call fire that have nothing to do with magic.'

You remember your master's words. You wish they were untrue, as all the tricks he taught you for calling fire were time consuming and boring, but you remember his lessons well. In less than half an hour you have a fire going.

You skewer the most nutritious parts of the beast- the liver, the eyes, a chunk of fat and you roast it then and there.

Congratulations! You are no longer starving. Most of the carcass still lies there on the ground next to your fire.

>Raise it! Raise it now!
>Have your minions carry it back to the cave, butcher all of its meat, then raise it.
>Get as much meat as you and your minions can carry, leave the rest (why)

>>37166801
You raised her. By gods, you think you did. You could only do as much as bind her spirit to her skull. All you have got from her are mental screams of rage whenever you tried to communicate. Then again, the last time was over a day ago.
>>
>>37166864
>Have your minions carry it back to the cave, butcher all of its meat, then raise it.
>>
>>37166864
>have the minions carry it back to the cave, butcher all of its meat, then raise it.
>>
>>37166864

>Have your minions carry it back to the cave, butcher all of its meat, then raise it.
>>
>>37166944
It would be foolish to be wasteful. You have noticed that the flesh of those raised by your magic often rots much faster than it would naturally. You have reasoned that it may be simply because the meat gets dirtier from all the moving about, but you are hardly certain. It is most of a nights work, but by the break of the morning you have only the clean skeleton of the elk laying in front of the cave, with all its meat and fats and organs and skin inside, curing or being kept fresh in the colder parts of the cave.

You raise the elk. While you think that if you advance your magic you might be able to raise animals easier than men, at this moment the energy required to raise a skeleton is directly related to its weight.

You control 7/10 undead minions.
You have a mount.

>Explore (North, West, South, or East)
>Try to talk to Bathory
>Try to improve the cave to give you a little more protection against the elements.
>>
>>37167122
>Try to talk to Bathory
Then
>Try to improve the cave to give you a little more protection against the elements.
>>
>>37167122
> Try to improve the cave.
Also attempt to train up your strength.
>>
>>37167122
>Explore opposite direction of where we came from, try to find a graveyard
>>
>>37167122
>Try to Improve cave

Basics first, even with undead minions I don't want a bear attack in our face. or death by frostbite, ect, ect.

Afterwards raise skeletal Elk (Skelek?) and use it for a mount to explore I say
>>
>>37167122
>Try to talk to Bathory

>>37167146
You forgot to take your name off.
>>
>>37167202
The mount is already raised
>>
>>37167146
>>37167160
Stat improvement will come from experience points handed out at the end of each session. It may not be super realistic, but I do not want to have a lot of stat grinding.

Improving the cave wins as a priority.

The place is little more than a hole in a rock wall. That will not do at all. You were not the craftsman of the tribe, but even you can find much to improve with the place. A basic twig fence to keep away scavangers would be top priority, perhaps some fir branches to conceal it from eyesight and mask some of the smell.

DC 12 to do it within a day
+1 for undead workforce
+1 for them not being fully mindless

Going out for a smoke, will try to talk to Bathory next.
>>
Rolled 10 + 2 (1d20 + 2)

>>37167300
>>
>>37167230
My bad focusing on several quests atm.Will try to remove it when i can
>>
Rolled 14 + 2 (1d20 + 2)

>>37167300
>>
Rolled 2 (1d20)

>>37167300
>>
Rolled 9 + 2 (1d20 + 2)

>>37167300
>>
Rolled 7 + 2 (1d20 + 2)

>>37167300

captcha code "onlyi" strangely fitting
>>
>>37167341
16
Quick work

You are in a forest after all. There is plenty of materiel to build with, even if you cannot fall trees without advanced tools. You are lucky enough to find a pine tree of a reasonable size fallen naturally near your hideout, and use it as a base for your construction.

From a distance only the most perceptive could see your hideout now.

As the sun is setting your heart returns to your beloved. You are nervous, you know you have hurt her somehow, but only by talking can you ever hope she will forgive you. Only with her forgiveness will this all be worth it.

'Bathory, love, it is me, Vlad.' You say.
'Why, why did you do this to me?' Bathory says
'I do not know how I have hurt you? Please, tell me,' You say.
'I was happy. My ancestors were with me in a great forest, there was no hunger, no pain. Then I was dragged into a place of cold and torment. From there I was dragged into this eyeless, earless, tongueless mockery. That is what you have done to me.'

>'I beg for your forgiveness, I swear I did not know. I will find a way to make you alive again.'
>'I only did it so we could be together again'
>'But you are back! You are as good as alive, so long as you have your mind. You said nothing mattered so long as we are together once!'
>Write in.

Regardless, DC16 Charisma check. No bonus.
>>
>>37167587
>'I beg for your forgiveness, I swear I did not know. I will find a way to make you alive again.'
>'I only did it so we could be together again'
>>
Rolled 1 (1d20)

>>37167609
secondng
>>
Rolled 1 (1d20)

>>37167587
>>37167609
top kek, voting for this
>>
Rolled 4 (1d20)

>>37167609
Frak forgot to roll
>>
Rolled 13 (1d20)

>>37167609
>>37167620
>>37167633
>>37167634
Why hath the dice gods forsaken us so
>>
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>>37167620
>>37167633
Wa....We better be able to fix this i hope......
>>
>>37167668
inb4 bathory's soul shatters in suicide to our sheer suckitude at charisma checks.
>>
it picks the top of the first 3 rolls right? so me rolling would be pretty useless?
>>
fml this is my 3rd nat1 today. Im gonna stop rolling now
>>
>>37167620
>>37167633
>>37167634
Double Critical Failure.

Nope.

'I beg for your forgiveness, I swear, I did not know, I will make you truly alive again, I only did it to...' you ramble off.
'FORGIVENESS? YOU WHO TORE ME AWAY FROM MY FAMILY FOR ALL ETERNITY? YOU SAY YOU WILL BRING ME BACK. THEN DO IT. UNTIL THEN WE HAVE NOTHING TO TALK ABOUT.' The screams, louder than a living mouth could make echo in your mind.

Unbelievably, your relationship with Bathory has further declined to

Hateful.

You need sleep. You have been awake too long. You are depressed and alone. You think, maybe it can only get better for now on.

Next morning you:

>Explore
>Sob quietly in a corner
>Work further on your abode.
>>
>>37167741
Might be time to start inventing distilling technology
>>
>>37167741
>sob while exploring
lets try and find a graveyard
>>
>>37167741
>Work further on your abode.
Good to get a base of defense
>>
File: Let it all out.gif (498 KB, 500x283)
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>>37167741
>Sob quietly in a corner
>Work further on your abode.
Shiiiiit.....
>>
>>37167741
Welp, no more talking to her unless we learn how to do actual resurrection spells I guess or we get a shitton more cha score. I'm betting her DC has skyrocketed after that glorious fuckup...
>>
>>37167801
>>37167777
>>37167772

You know you should go out, get the lay of the land, see if there is anyone else living nearby.

But this morning you are just not up for it. You insist to yourself that a good base of defense is important and set to work some more on the cave. Maybe later in the day you will work up the courage to walk out in the world.

Your cave is in a somewhat good state, but most of your defenses are to hide and keep scavengers away. You could try finding more fallen trees and make a proper wall out of them. Then maybe you can hide behind sturdy walls for a few days.

Roll for fortifications

DC 14
+1 for undead workforce
+1 for intelligent undead workforce
>>
Rolled 7 (1d20)

>>37167903
>>
Rolled 14 (1d20)

>>37167903
>>
Rolled 8 + 2 (1d20 + 2)

>>37167903
>>
Rolled 3 + 2 (1d20 + 2)

>>37167903
>>
>>37167945
>>37167927
>>37167956

16
Decent pass.

Without tools this is just about the best you can do. The wall of simple, stacked logs will keep all but the largest animals at bay, and the fir branches and moss still provide decent cover. Someone would have to look hard to find you now.

You have food for 3 more days, unless you figure out how to preserve it better.

>Explore. You came from East.
>Gather food and herbs. Meat is fine, but you know you need some berries not to get malnourished.
>There is a small stream at the back of the cave. Maybe if you dug down around it you could find further caves to hide out in.
>You have more meat than you can preserve, hunting for meat is pointless, but skins and corpses can still have value to you.
>>
>>37168062
>There is a small stream at the back of the cave. Maybe if you dug down around it you could find further caves to hide out in.
>>
>Gather food and herbs. Observe the surroundings while we look.
>>
>>37168062
>Gather food and herbs. Meat is fine, but you know you need some berries not to get malnourished.
>>
>>37168062
>Gather food and herbs. Meat is fine, but you know you need some berries not to get malnourished.
Isn't there also a preservation spell for necromancy? DnD 3.5, gentle repose or something?
>>
>>37168062
>Gather food and herbs. Meat is fine, but you know you need some berries not to get malnourished.
>>
>>37168101
>>37168135
Berries, herbs, nuts and mushrooms could be found anywhere in the forest. You decide that you might as well try to explore a little while you are out gathering. You do not want to go back the way you came, so you head due West.

roll gathering DC10 +1 for skill
roll perception DC12 +1 for higher ground while mounted.
>>
>>37168170
This would assume are properly educated and trained in sorcery. we're a tribal bumpkin who discovered necromancy in its most raw and distilled form. While we might figure it out later I don't think we have it now sadly. QM's call here
>>
Rolled 4, 14 = 18 (2d20)

>>37168216
>>
>>37168170
This is not really D&D. There is some inspiration, but do not expect the same spells showing up at same spell levels. That said, there will be ways to preserve meat with magic later.
>>
Rolled 16, 6 = 22 (2d20)

>>
Rolled 18, 1 = 19 (2d20)

>>
>>37168253
>>37168232
>>37168251

Gathering 19 Great success. You have enough berries to fill all your pockets with.

Perception 1 Critical fail overrides success.

You walk, and fall within the rhythm of gathering. The menial task is excellent for taking your mind off matters. Unfortunately, it is a little bit too good, as you entirely fail to notice that you have been found.

The first you see of the strange, lithe humanoids is three of them surrounding you, pointing strange tools, possibly weapons at you from some distance.

'Elathar! Baerli elathar!' One of them says, seeming to command you.

>You do not take that tone with me. Attack.
>These weapons might be dangerous. Hide behind your zombie meatwalls.
>Try to pantomime that you mean no harm (DC 16 Charisma)
>>
>>37168385
>>These weapons might be dangerous. Hide behind your zombie meatwalls.
>>
>>37168385
>You do not take that tone with me. Attack.
Have two zombies guarding us.
>>
Rolled 7 (1d20)

>>37168385
>These weapons might be dangerous. Hide behind your zombie meatwalls.
>Try to pantomime that you mean no harm (DC 16 Charisma)
>>
>>37168385
>Try to pantomime that you mean no harm (DC 16 Charisma)
If we fail.We can just kill them!
>>
>>37168479
>>37168476
>>37168436
Current consensus seems to be try to communicate while hiding behind zombies, if that fails attack.

Need two more charisma checks for that.
>>
Rolled 10 (1d20)

>>37168536
>>
Rolled 13 (1d20)

>>37168536
>>
>>37168606
>>37168576
>>37168476
13
Not quite

You command your zombies to stand between you and two closest elves. Then you shout out something to the effect of 'I come in peace,' or 'I mean you no harm.' Whichever it is you do not have the time to finish the sentence, as a twig, sharpened to a point flies from one of their weapons and grazes your upraised hand.

Okay, that's enough. The tone was insulting, this is downright aggressive. They must all die.

>Have your minions engage in melee, while you fling magic from range. Your drain life spell has a limited range, but they are not that far away.
>Have your skeletons and your mount engage the enemy, hide behind your zombies.
>Mount your elk and charge. With the speed you can get mounted even a wooden staff becomes a dangerous weapon.
>Write in
>>
>>37168709
>Have your minions engage in melee, while you fling magic from range. Your drain life spell has a limited range, but they are not that far away
>>
>>37168709
>>Have your minions engage in melee, while you fling magic from range. Your drain life spell has a limited range, but they are not that far away.
>>
>>37168709
>Have your minions engage in melee, while you fling magic from range. Your drain life spell has a limited range, but they are not that far away.

We ain't the bonelord of death just yet. being a ranged sounds like a good idea even against tribal elves of somekind.
>>
>>37168774
>>37168758
>>37168742
Your decision is immediate. You know your strength and it is your magic. It would be foolish to risk yourself in a direct charge, and just as foolish to split your forces. You take a moment to observe your enemy.

You remember something from the old tales. Something about a great tribe, of men that were not quite men, that could shape tree and stone to their whim and raise huts that reached above trees. These could not be those same people. They are dressed simply, not much different from you in fact, and while their weapons are not something you have thought of before they are far from inconceivable. In any case, you can bind one of their spirits and ask it directly when you're done here.

DC 15 Combat check
+1 for intelligence (using magic in combat)
+1 for outnumbering
+1 for skeletons and zombies vs piercing weapons
>>
Rolled 1 (1d20)

>>37168879
>>
Rolled 16 + 3 (1d20 + 3)

>>37168879
>>
Rolled 5 (1d20)

>>37168879
>>
>>37168913
oh thank you anon
>>
Rolled 4 (1d20)

>>37168896
Welp. Rip.
>>
>>37168896
Well, goodbye quest.
>>
>>37168896
>>37168913
>>37168925

1 Critical Failure cancels out normal success.

They have fought mages before. As soon as your cover is broken, three more spears are loosed at you and one hits you squarely in the shoulder. You had not expected it to be so forceful. The pain shoots up your neck and breaks your focus, and your spell dies on your lips. You are at least still standing.

On the upside, your minions have now engaged the enemy in melee, and they do not seem to have a good response. Perhaps they expected the undead to have no mind of their own at all, that they would falter when you did.

>Do not change tactics. Now that the enemy is in melee they should work better.
>Recall some of the undead to your side for protection.
>Conserve your strength, do not cast magic, but let the minions attack.
>>
>>37169045
>Do not change tactics. Now that the enemy is in melee they should work better.
>>
>Do not change tactics. Now that the enemy is in melee they should work better.
>>
>>37169045
>Do not change tactics. Now that the enemy is in melee they should work better.
>>
>>37169045
>>Do not change tactics. Now that the enemy is in melee they should work better.
>>
>>37169045
>>Do not change tactics. Now that the enemy is in melee they should work better.
>>
>>37169045
>Do not change tactics. Now that the enemy is in melee they should work better.
>>
>>37169074
>>37169093
>>37169101

DC 12 Combat Check

+1 intelligence
+1 outnumbering
-1 injury
>>
dice+1d20+1
>>
Rolled 13 + 2 (1d20 + 2)

>>37169135
>>
Rolled 12 + 1 (1d20 + 1)

>>37169135
drain that life
does the life we drain heal us?
>>
Rolled 10 + 1 (1d12 + 1)

>>37169135
Luck be a lady
>>
Rolled 3 + 1 (1d20 + 1)

>>37169135
>>37169166
Nobody else roll.
>>
>>37169195
He says as he rolls
>>
Rolled 1 + 1 (1d20 + 1)

>>37169192
How...
How did I fuck up so horribly?
>>
>>37169229
-face palm- too true
>>
>>37169229
By rolling again.
>>
>>37169229
dude just stop
>>
>>37169229
Hah!
4th one!
I am a horrible fuckwit!
>>
>>37169229
you didn't by rolling late
>>
>>37169135
OP I implore you. Please be merciful.
>>
>>37169181
It will speed up recovery, certainly. As you only have very vague hitpoints I'll keep track of it. >>37169166
>>37169181
>>37169192

14
A success is a success

They doomed themselves with what they had thought was a clever plan. Your creatures overwhelm them and your magic drains the life out of one of them. The two others have fallen to their knees, you assume in surrender.

>Kill them. More minions for you.
>Kill them. Bind one of their spirits to get some answers about where they came from.
>Keep one alive. You can interrogate him, maybe force him to teach you some of the language.
>Let them go (lel)
>>
>>37169253
>>37169271
>>37169261
First three rolls.
If he took crit-fails outside of that then I'd stab him in the throat.
>>
>>37169295
>Keep one alive. You can interrogate him, maybe force him to teach you some of the language.
>>
>>37169302
This
>>
>>37169295
>>Kill them. More minions for you.
We're a damn necromancer, let's play the part.
>>
>>37169295
>Kill them. Bind one of their spirits to get some answers about where they came from.
Odds are we can learn the language from the spirit.
>>
>>37169348
this
>>
>>37169295
>>Kill them. Bind one of their spirits to get some answers about where they came from.
>>
>>37169295
Kill them, bind a spirit.
>>
>>37169295
>>Kill them. Bind one of their spirits to get some answers about where they came from.
>>
>>37169362
Dis, lets face it. at this point everything seems to want us dead and our legend will be long, bloody, and terrifying to all beholding it.

Cliche? yes. but they wanted to lynch us or something at the start and these elf types seem to want to do the same shit. Its kind of a natural progression at this point.
>>
>>37169456
We simply have to find a land to call our own.We'll keep it safe from all the others and rule it with a just yet solid fist
>>
>>37169456
ain't our fault they attacked us
we just defended ourselves
also the title of the quest is feral necro, I doubt we're ever getting allies that aren't conjured by us
>>
>>37169362
This. Give the corpses to the undead, if they want them. (Do they hunger?)
Collect the weapons.
>>
>>37169348
>>37169356
>>37169357
>>37169358
>>37169362
If you were a worse shaman this might have been a difficult call. You are not. Binding of spirits is your speciality, so you can get the best of both worlds. Extra zombies as well as the information, with no chance of them escaping, reporting back, or attacking you again.

You command your minions to snap the necks of the two living creatures, and quickly get to work with a binding. You make sure to force obedience from the spirit, not like with Bathory. You know what fate you are consigning this man.

You have gained two elven zombies, you control 9/10 maximum minions. The zombies are armed with bows, which now that you have seen you can easily recreate.

What item do you bind the spirit to?

>Your staff. It will not give you an immediate benefit, but at least it's always at hand.
>His own skull. The obvious choice, but you will need to do some butchering.
>Write In
>>
>>37169548
>His own skull. The obvious choice, but you will need to do some butchering.
>>
>>37169548
>Your staff. It will not give you an immediate benefit, but at least it's always at hand.
Soulstaff anyone? We just keep putting in more powerful souls into it?
>>
>>37169548
>>His own skull. The obvious choice, but you will need to do some butchering.
>>
>His own skull. So we can throw it away once we are done
>>
>>37169548
>use one of the bows
>>
>>37169548
Are we able to eat sentients without penalty?
>>
>>37169456
>>37169492
It is not necessarily true that you will never have allies. The tribe's betrayal was necessary for setting the plot in motion, and with the elves it was mostly a language barrier thing. Also dicerolls.
>>
>>37169548
Do undead minions work as intended without a head? Otherwise the skull means we just lost another zombie.

If thats the case I'd rather use a crude totem to house it, I'd rather save the staff for more powerful souls or necromantic enchantments of somekind. Or does enchanting work differently here?
>>
>>37169634
Also elves
>>
>>37169656
Yeah I don't see us ever working with elves, they're far too much nature and life loving hippies. we're way too much culture conflict since we animate dead things.

Also, Elves. the only fucking elves I ever respected are the dwarf fortress ones and thats because they eat the corpses of their enemies in sight of their loved ones. Thats just fucking metal
>>
>>37169648
You cannot bind a spirit and then use the body for a minion. There are REASONS for it you do not yet fully comprehend.
>>37169615
>>37169614
>>37169602

It is a grim business, but it is what you do.

You set out to do some butchery. You have your minions rip the head off of one of the creatures and bind the spirit to the skull. The flesh will rot off soon enough.

>return to the cave, there might be more of them around
>start with the interrogating.
>continue west, you may find more of the creatures there, but you have not explored that much of the area.
>>
>>37169724

>return to the cave, there might be more of them around
We gotta up our max minion limit and also learn about these elves
>>
>>37169724
Turn back to lick our wounds or at least make sure infection wont set in. we collected the herbs after all might as well use them (assuming they're the helpful not die horribly kind and not salt and pepper kind)

Sides, might as well interrogate the mook fast as possible
>>
>>37169749
By the way, max minion limit is necromancy level X 10. You will be able to increase necromancy with experience, or in rare plot related instances.

As a shamanistic necromancer binding animals will eventually take much fewer slots too.
>>
>>37169724
>continue west, you may find more of the creatures there, but you have not explored that much of the area.
>>
>>37169724
>>continue west, you may find more of the creatures there, but you have not explored that much of the area.
>>
>>37169863
>>37169784
>>37169776
>>37169749
Need tiebreaker
>>
>>37169724
>continue west, you may find more of the creatures there, but you have not explored that much of the area.
>>
>>37169881
Return to the cave.
>>
>>37169881
Okay this is gonna get ugly fast. Just one questoin QM

How bad is the shoulder wound and can we use drain life spells to heal it fully? that might help settle it since we're torn between licking our wounds or going out to fuck up elves in revenge
>>
>>37169881
Fuck up the elves
>>
>>37169953
It will heal. The pain is already numbed, but if you were exceedingly unfortunate you might reopen the wound.

With that I will assume you mean to press onward.

You have amassed a force large enough that you would have to pay some price to increase it much. You are about as safe as you are likely to get under the circumstances. You mount your elk and move further West. You have no distractions and know you might be in dangerous territory.

You did not like the pointy eared bastards anyways. This is too close to your camp and if you find more of them you shall fuck them up.

Roll Perception DC 15

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

>>37170048
>>
Rolled 15 (1d20)

>>37170048
>>
>>37169953
>>
Rolled 17 + 1 (1d20 + 1)

>>37170048
>>
>>37170118
Oh thank gods a good roll and for once no natural ones. good rolls chaps! Tally ho we have a quarry to hunt and all that!

I think we needed this one since if theres anything an elf does good its be a sneaky little shit.
>>
>>37170118
Oh, good. This almost makes up for the 1 and the d12.
>>
>>37170118
>>37170110
>>37170061

18
Safe success

It is getting dark by the time you notice anything suspect. You hear voices, and while you do not recognize the language, you have heard similar hundreds of times before. It is the sound of a well fed tribe chattering.

You get as close as you dare without being noticed, and see that indeed these are the same pointy eared creatures you fought before. They are gathered around a strange object that emits light, about as strong as a campfire, but seem to be shockingly like your own tribe in other respects.

You count eight men, five women, and four children, unaware, certainly not expecting an attack.

>Charge. You would be outnumbered, but the surprise will work to your advantage. You could wipe them out in one fell swoop.
>Ask the bound spirit what the tribe is talking about.
>Leave quietly. There are too many of them.
>Approach openly, hoping to both conceal the head of one of their scouts and have it translate for you in real time.
>>
>>37170228
>>Ask the bound spirit what the tribe is talking about.
>>
>>37170228
Have your minions charge. The Elf zombies should stay behind and pick off anyone who picks up arms. Stay away and use your drain life spell to support your minions.
>>
>Ask the bound spirit what the tribe is talking about.
>>
>>37170228
Ask the spirit what the tribes actual strength is. this could be just one of a scattering of camps. kill one pack and then we have over a dozen on us would not end well.
>>
>>37170228
>Ask the bound spirit what the tribe is talking about.
>>
>>37170256
Seconded.
Tell your legion to lay flat on the ground. We don't want anyone seeing them yet.
>>
>>37170282
>>37170256
'Translate!' You command the bound spirit.
'The scouts have not yet returned... you worry too much, they must be hunting, we have no enemies here... it is Alares seventh summer now... bloody upstarts, should be guarding the camp not wandering about... master, I do not understand how to cast Light, still,' It translates each conversation as you focus in on it.

'What is the strength of your tribe?' You ask. It tries not to answer, but it is you who bound it.

'The elder is a wizard, he can cast illusions. The rest are hunters, we were scouts and the best archers. This is our only camp in the area.'

>More questions to the spirit
>Ask it to translate some phrases you want to ask the tribe
>RIP AND TEAR
>Leaving is an option.
>>
>>37170421
>Get the fuck out of there.
>>
>>37170421
>RIP AND TEAR
Get our elk to charge the wizard and the zombies to surround the camp and charge in.
>>
>>37170421
leave but remember the spot. We can always come back later.
>>
>>37170421
>Leave
>>
>gtfo
>>
>>37170485
this, but instead have our minions surround the camp first, then have the elk charge in! these elves wont stand a chance in melee combat!
>>
>>37170538
>>37170531
>>37170490
>>37170446

I'm not even gonna protest this shit but I'm positive it will bite us in the ass. we're leaving the hunters alive who then search for the scouts following their trail. said trail will go to the battlesite, follow OUR trail to the camp and then back into OUR campsite.

Either fight now or get ambushed by illusionary elf swarms you bipolar nuts
>>
>>37170421
>>Leaving is an option.
>>
>>37170585
At least we built some defenses around our little cave.
>>
I feel that if we dont get to level or anything whilst playing we're gonna eventually stagnate in what we can do when there arent immediate threats
>>
>>37170421
fuck em up
>>
>>37170597
>>37170538
>>37170531
>>37170446

You are not certain you could fight phantoms and illusions. It might come back to kick you in the ass later, but at least you would be fighting on your turf.

That said, covering your tracks would probably be wise. You slowly and quietly retreat back the way you came. You figure there is little point wasting time and chancing discovery by starting to cover your tracks here, you will try to do it some way down the path. As you leave, just when you think you are outside the earshot of the camp, you think you hear a twig snap.

Roll perception, no DC, various degrees of success possible.

>>37170677
I will consider it for the next game.
>>
Rolled 2 (1d20)

>>37170699
>>
Rolled 10 (1d20)

>>37170699
>>
>>37170699
>>
Rolled 13 (1d20)

We need to assassinate that elder and claim his soul. Learn his magicks.
>>
Rolled 19 (1d20)

>>37170699
>>
Rolled 1 (1d20)

>>37170699
>>
>>37170743
DAMN YOU MAN WHY NO ROLL SOONER?
Ah man we would of been a ghost story if we landed that one!

>>37170746
This one however, I'm glad did not get in holy shit anon
>>
>>37170740
Yes, you are sure of it. You see a shape for a moment, too small to be an elf. It seems to have noticed you too, but is not raising any sort of an alarm. It moves strangely, not quite human, but nothing like any animal you have seen either. Fluid and very sneaky. You lose sight of whatever the being is soon after. It is dark, and in a forest most darkness is absolute. Luckily it does not impair your mounts ability to backtrack.

The creature you encountered disconcerts you, and you order your minions to keep a closer guard around you. Nothing seems to come of it, even if it seems to be following you at a safe distance. You reach the field where you did battle. It is dark, but even now you could do at least a little to make it less obvious.

>go home, return in the morning
>cover your tracks the best you can for now DC 13 Hunting and Gathering check, degree of success matters. Roll at +1.
>Set up an ambush and try to capture the creature following you.
>>
Rolled 3 (1d20)

>>37170847
>Set up an ambush and try to capture the creature following you.
>>
>Set up an ambush and try to capture the creature following you.
>>
>>37170847
> Set up an ambush
>>
>>37170847
>>Set up an ambush and try to capture the creature following you.
>>
>>37170883
>>37170889
If it is following you in the darkness, it cannot be much more certain about the movements of each and every of your minions than you are of it. You have the two elven zombies split off from your pack and try to capture the creature next time it comes near.

DC 14 zombie control/luck check
+1 for elven zombies that retain some of their senses
+1 for using your magic to set up the ambush.
>>
>>37170847
You had to put in the mystery box option didn't you QM haha
>>
Rolled 20 + 2 (1d20 + 2)

>>37170944
>>
Rolled 11 + 2 (1d20 + 2)

>>37170944
>>
Rolled 8 (1d20)

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

>>37170944
>>
>>37170985

Damn son
>>
>>37170985
Fuck yes
>>
>>37170985
Dark powers prevail!

inb4 this thing rips them to shreds and this is a very bad thing to roll20 on.

Least we got the mystery box!
>>
>>37171044
it prolly a filthy gobbo you fukken orc
>>
>>37170985
Natural 20 to win the mystery box!
>>
>>37170985
Critical success!

You barely have time to command your minions, before the creature stumbles and falls too near to you to get away. It is held up by the two elven zombies and immediately starts trying to fall on its knees and begging for mercy.

It looks somewhat like a very filthy dog, but is bipedal and, dare you say, humanoid. It smells bad, and you have been hanging out with decomposing flesh for a good long time now. You recognize it. You had not seen one alive, but from the descriptions you have heard that is most certainly a gnoll. You had not heard of them being particularly sneaky, but perhaps each species has an exception. It half says, half barks:

'Master!'

With that today's installment of the Feral Necromancer Quest concludes. I shall be running the next installment next Saturday at midnight GMT. (Britbong time)

Incoming Leveling up, questions, comments and suggestions.
>>
>>37171073
Hey don't diss orcs they'd make the perfect fodder or slaves if we could take over a tribe. they love fighting and would give us lots and lots of corspes to raise and research necromancy on. plus if the tribe gets wiped out we suddenly have all the corpses we need to fight our way out of the fuckup!
>>
>>37171131
Gnolls fit that roll as well
>>
So...if we have two elven zombos, and a rotting elven head, does that mean one of the zombies is walking around headless?
>>
>>37171125
that's like 7pm est for non britbongs
>>
>>37171147
There were three elves. For the purposes of this setting, you cannot bind a spirit and reanimate a body.
>>
>>37171125
>>37171140
That they do. I'm totally okay with recruiting gnolls as minions

Also to the QM: How redonk do our undeads undeadness get? Are we talking the hilarious situtations you get in dwarf fortress where you can end up fighting off hands/legs/arms/severed heads and so on if they just hack the corpses apart or do they have sensible limits?

I'd be giggling to the bank if we can animate bodypart horde
>>
>>37171157
Oh, thank you kind anon.
>>
>>37171147
Miscalculated. Nevermind.
>>
>>37171125
Are we getting xp? How does leveling work, and how do we get new spells?
>>
>>37171125
With the power of GETTING SHIT DONE you have earned THREE experience points. Leveling up a stat from 0 to 1 costs 1 exp, from 1 to 2 2 exp etc.
Leveling up primary school of magic (Necromancy) costs 1 point to go from 1 to 2, 2 points to go from 2 to 3, with an increase in cost every other level. Leveling up secondary school (Shamanistic Magic) works exactly like leveling up stats.

For reference:
1 Intelligence
1 Stamina
0 Strength
0 Agility
0 Perception
0 Charisma

Necromancy I
Shamanistic Magic I

Skills will level up during play, and with today's session you have gained

Stealth 1
Construction 1
>>
>>37171249
Let's level Construction, Strength, and Necromancy for right now.
>>
>>37171249
Level Perception, Charisma and Necromancy
>>
>>37171249
Also I am literally retarded, but could someone put this up on suptg, because I will probably screw it up.
>>
>>37171249
>Necromancy II
>Stamina ->2
>>
>>37171249
Let's get our base stats out of the 0's. Level Str, Agi, and Per for now.
>>
>>37171276
> Skills will level up during play.
Nevermind construction, level Charisma instead.
>>
>>37171278
sure
>>
>>37171278
Going for a smoke while we get some more votes in for the leveling.
>>
>>37171249
>Shamanistic Magic
>Charisma
>>
>>37171249
Nercomancy, Perception, Stamina
>>
>>37171298
I second this plan.
>>
>>37171249
Necromancy for sure no matter what

Also stamina and strength boosted. we're gonna need them if we keep getting into fights like this.
>>
>>37171326
Read it wrong. Swap Stamina with strength.
>>
>>37171278
http://suptg.thisisnotatrueending.com/archive/37166160/
done in a non troll way
>>
OP can you specify what the difference in stuff we'll get from normal necromancy and shamanistic necromancy?

Also does leveling construction aid in anything we get the minions to make?
>>
>>37171278
Also Dead you got a Twitter or is that gonna get set up by next session?
>>
>>37171355
He talked about it earlier, for each level of necromancy we get our base minion count limit goes up by 10. I think if we increase the shamanic skill we can reduce the cost of animal minions at higher levels and probably get shaman magics of somekind.

Eitherway we level up necromancy no matter what. we need the horde of meatwall
>>
>>37171249
Perception, Stamina, Necromancy
>>
>>37171355
>normal necro
More skellies to hide from/throw at a problem.

>Shaman necro
All that escalating shaman King stuff, maybe hopefully
>>
>>37171398
Stamina would cost 2 points as you already have 1.

Necromancy and perception look like popular choices and so does Strength. Strength, Necromancy, Perception Y/N.

>>37171386
You will also get new spells from leveling either school. I am currently not revealing the full list, but I may at a later time. It seems to create a lot of minmaxing faggotry.

>>37171461
Pretty much, but your shaman stuff has a bit of a necro flavour and vice versa. There are also some combo spells if you reach higher levels of both, so there is some benefit for spreading points around.
>>
>>37171485
Y
How do we get new spells? Research? Automatically with levels? Other?
>>
>>37171370
I'll set it up if the quest goes well and my schedule keeps changing, but for now the next game is next Saturday 00:00 GMT, 6PM CST
>>
>>37171498
Automatically with levels. There might be tomes around if you find some old ruins and y'know, learn to read.
>>
>>37171498
I think as our skills enhance. This system is reminding me of shadowrun heavily. We either focus deeply onto a playstyle or go full rainbow and possibly be too weak to survive.

However QM just said going rainbow on magic means we unlock combo spells from each school we know. Which I like. Unholy fireballs anyone? (We so need to learn evocation or elementalism)
>>
>>37171542
We know some evocation, one of our 3 spells is a ritual to call elements and cause a storm/earthquake/other
>>
>>37171570
Sadly firestarting isn't one...

Eitherway that means possibly necromantic ice and earth? Okay yeah we gotta experiment with this sometime and figure out how to blend spells. Shit like this could literally save our necroshamans life/unlife.

Still want fire. fire so much fun and useful in killing crowds
>>
>>37171485
Interest seems to be dying a bit, I will check in later to make absolutely certain about the stats, but Necromancy increase seems unanimous.

You have learned Necromancy II
Your maximum minion count has increased to 20, you can increase it further by sacrificing ability to cast, entering a trance, or loosening control.

You have gained the desecrate land spell (ritual)

Through lengthy ritual you can make the land more welcoming to the undead and more perilous to the living. It will take full 24 hours to complete and can be no larger than one mile diameter per casting, but while on it you can control 10 additional undead, and living creatures will get a penalty for any action taken on the land, excluding yourself. There may be additional effects to this, depending on rolls.
>>
>>37171485
>Y
Just cause we should up stats

So as long as we butcher & bind a skull from a race we can do the real time translations? I wonder what happens with other parts on objects like elf bound boots or bows or maybe gnoll security nets around cave/lair.
>>
>>37171636
Well, I know what we're casting on our place ASAP
>>
>>37171636
Also I suppose I should say that reaching max level in most magic trees, certain high level magic combos and rare story events are the way to achieving immortality. There will be a bunch of different forms of immortality that you can choose or refuse, some clearly superior to others, only balanced by how easy or difficult they are to get.

Once you have achieved immortality Volume II will start, if interest in the quest continues.
>>
>>37171636
This opens up...options to say the least. So desecrate land ASAP next thread, it gives us the hometurf and increases necromantic powers control wise.

But before that we do have us a Gnoll to grill about where his tribes hiding up at. Either to strike a bargin killing elves (We kinda just want the corpses right?) or try and take control but I doubt we can do that yet depending on how it plays out.

Still want them elves dead. nature hippies are just bad news for necromancers.
>>
>>37171769
Lichdom or nothin
>>
We could try to desecrate the land just outside of the camp and try raising some animal buddies if we can find them.

Anyway, I'd like the points spent on Stamina.
>>
>>37171879
what do we need that for? our minions do all our shit for us and we have a mount for anything we do
>>
>>37171905
Magic uses stamina, no?
>>
>>37171952
Not as far as I'm aware. I believe it's based off of intelligence, though I could be wrong.

Either way, it'd be badass if we went like graveknight mode.
>>
I agree to trying to take over the land outward from our little cave, we could even come back to it and see remember where we started
>>
>>37171877
A classic and probably the hardest path to obtain given our current skills.

>>37171905
I'm not sure but I think stamina controls our upper limits on spellcasting and health. We'd need better answers from QM over the stat mechanics. I'm only guessing cuz I didn't see anything like endurance and stamina has one point naturally.

It might be worth upping later on if we get more points but I think one is within our skill limits magicwise. We've only seen the effects of a few stats so far so we can't really figure it out fully yet.
>>
>>37171952
Magic is cast with intelligence, but yeah, the most likely reason for exhaustion rolls for you would be overcasting magic, which is a number of castings from day I'm not gonna tell you.

Stamina also kinda sorta influences hitpoints. I will probably do a pastebin with a little bit more explanation for the mechanics by the time next thread rolls around. I am not going to go full transparent though, unless literally everybody is begging for it.
>>
>>37172028
dat 4:30 AM spelling
>>
>>37172028
Ah, I see. I must have been mistaken. Thought I had seen it somewhere in the thread.
I cast my vote for Intelligence, then.
>>
>>37172077
Let's get our other shit above 0 at least. Cmon Cha and Per.
>>
>>37172028
Nah keep SOME mystery of it. but a base idea of what our skills and stats mean and how they influence things are gonna be vital. Especially since we keep getting into trouble. So that means intelligence is for power, stamina is for long term fighting.

So yeah lets go intelligence and round up our spell casting powers. maybe it'll help learn to read later too.

Kinda dig the shadowrun stat growth, makes you think about it more carefully since it takes more to improve yourself later on. (Just keep giving karma points pls?)
>>
>>37172114
wait shit can't even do that since ints already 1. we put 2 into necromancy. fucks sake. I'mma moron.

Soo Perception? we kept making those all thread so worth a point.
>>
>>37172114
Um. I think it'd be worth upping our strength, since we probably don't have a ton of casts. Plus, we have a giant elk mount. We could lance shit pretty hard.
>>
>>37172163
Necromancy 1 to 2 only cost a point, Anon.
>>
>>37172051
A lot of the stat checks are contextual, in fact that is the most common use for all of them. Some of the stats influence some hidden modifiers.

>>37172103
Perception seems to come up almost as much as Necromancy, so it kinda looks that you'll need to decide on a stat to increase from 0 to 1. I am going to write up the pastebin by next session, explaining stats and how skills work, but the basics are that each point of a stat gives you a +1 to any rolls related to it. Mental stats are the obvious choice, but there is nothing to stop you going all blackguard.

Honestly, getting stats to 1 is cheap and likely to come up, not a bad idea.
>>
>>37172211
I am going to sleep now
>>
>>37172235
night, thanks for running!
must be like 4:30 am if you're a britbong though, damn!
>>
>>37172197
>>37172211

I am offically too fucking tired to make choices if I keep forgetting point costs. night guys make smarter ones that don't get us killed.
>>
How about this for our last two points:
Strength
Perception
>>
>>37168896
>3 crit failures in a row
dice gods hate quest?
>>
>>37171636
>Your maximum minion count has increased to 20, you can increase it further by sacrificing ability to cast, entering a trance, or loosening control.
Can you clarify about the trance, does trance require us to sit still? do the extra undead collapse when we exit the trance?



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