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Last time, on Feral Necromancer quest. You had a chat with Bathory and read her a book. She appreciated that. You went to visit the elves and learned that many of them would rather try to take their ruin back by force than negotiate for a reasonable compromise. The elder, at least, remained understanding and you managed to trade some tools for the knowledge of the basics of illusion. After the exchange you had a chat with Melandie, a huntress of the elven tribe, and ended up really hitting it off, to the point that she chose to return with you to the ruin. That is where Feral Necromancer Quest VIII ended.

Housekeeping:

Character Sheet and Mechanics (update in a moment): http://pastebin.com/vBRyBWfK

Previous threads: http://suptg.thisisnotatrueending.com/archive.html?searchall=feral+necromancer

Twitter @DeadQM for session times and any updates.
>>
>>37926686
Super sweet, sup Dead
>>
You are Vlad Tepish.

Your Holdings: A renovated ancient Elven ruin. A well hidden and protected cave, now housing liberated human slaves.

Your minions: 40 normal undead (orcish, elven and human skeletons and zombies, 13 armed with bows, rest with crude melee weapons). Undead orcish shaman. Skeletal elk mount. You control 43/50 minions. Your control is absolute.

Your relationships: Lathrien, your apprentice (agreeable), Ragda and Gerda, liberated old ladies of your tribe (friendly(ish)). Melandie, elven huntress (ally). Bathory, the spirit of your lover housed in her skull (agreeable). Bound spirit of an elven scout (bound). Bound spirit of a gnoll pyromancer (bound). Bound spirit of an orc demonologist (Bound). Bound spirit of a black dragon (bound). Elven tribe (open diplomacy), Gnoll tribe (allies/treacherous bastards), Human liberated slaves (likely allies).

Your skills, stats, traits: In the pastebin above, along with your available spells and equipment.

Your goals: Find a body for Bathory, achieve immortality, grow your legacy.

You have returned from your dealings with the elves and, while worried somewhat, doubt that they would dare attack right away.

>Prepare anyways, better safe than sorry
>Talk to Melandie. See what you can learn of the elves' plans and herself.
>Talk to Lathrien, try to gauge the potential for aggression of elves among the two of you.
>Talk to Bathory or other of your bound spirits
>Other
>>
>>37926732
>>Talk to Melandie. See what you can learn of the elves' plans and herself.
>Talk to Lathrien, try to gauge the potential for aggression of elves among the two of you.
Elf pow wow!
>>
>>37926732
>Prepare anyways, better safe than sorry
>Talk to Melandie. See what you can learn of the elves' plans and herself.
>Talk to Lathrien, try to gauge the potential for aggression of elves among the two of you.
Work and talk all together about what we can do as a team
>>
>>37926732
>>Prepare anyways, better safe than sorry
>>
>>37926732
>Talk to Melandie. See what you can learn of the elves' plans and herself.
>>
>>37926732
>Prepare anyways, better safe than sorry
>Talk to Melandie. See what you can learn of the elves' plans and herself.
>>
>prepare anyway. Ask Lathrien to watch the woods, and put Ragda and Gerda in a safe place should they attack
>>
>>37926732
>Prepare anyways, better safe than sorry
Upgrade that desecrated land with our recent level up from yesterday. They shouldn't even want a tomb that will hurt them just for being in it.
>>
'So, Melandie, how are you finding it here?'
'The ruin is amazing. Any moment now I will gather up the courage to go in there.'
'It can be a bit like that, if you had some magic it would be a little easier, but you don't.'
'No I don't.'
'So, do you really think that the elves would attack us here?'
'They would. Maybe the elder can hold them back, maybe he cannot.'
'Now though?'
'Probably not. You can never know for certain with my kin.'

>Do some basic preparation, reinforce doors, maybe have the undead dig some traps, move on with more important things.
>Cast your new ritual, Reanimate Land, to reinforce the bonuses provided by Desecration. It would take a long time and be exhausting, but you could hold a force much larger than yours back if you did.
>Do both. It is only paranoia if you do not turn out to be right in the end.
>Move on to more important things for now.
>>
>>37926889
>>Do some basic preparation, reinforce doors, maybe have the undead dig some traps, move on with more important things.
>>
>>37926889
>>Do both. It is only paranoia if you do not turn out to be right in the end.
>>
Cast your new ritual, Reanimate Land, to reinforce the bonuses provided by >Desecration. It would take a long time and be exhausting, but you could hold a force much larger than yours back if you did
Well, No time like the present
>>
>>37926889
>Do both. It is only paranoia if you do not turn out to be right in the end.
>>
>>37926889
>Do both,
>>
>>37926889
>Do both. It is only paranoia if you do not turn out to be right in the end.
Hell it's might not even get used against the elves it will
>>
do both because it might even scare them out of attacking us

can we use control plants afterwards to cover the entire perimeter with a wall of thorns Maleficent style?
>>
>Do both.
>>
Better safe than sorry. Really, really safe.

'Lathrien, you might want to observe this. Melandie, you might want to step back.'

You gather brambles, bones and thorns. You draw blood. Your own, of course- aside from reasons of ethics, it has always worked better. More efficient.

You walk slowly, very slowly, around the perimeter of the ruin, making sure blood keeps dripping at a steady pattern from your clenched fist. Each drop is filled with your magic.

The plants start dying, slowly at first, but soon the dying spreads. You catch their tiny spirits and bind them back to whence they came. It is a strange feeling, controlling the plant life. Like calling the wind, more than anything else. More sinister perhaps.

It would be madness to try to fully control the land. You think you can manage to exempt some people from the aggression of the foliage. If anyone approaching the ruin is not protected or bound by you, they could very well die trying to reach you.

>Ensure Lathrien, Melandie, Ragda and Gerda are safe. Anyone else will have to call ahead.
>Also give safe passage to the freed humans, Spot and the elven Elder.
>Also give safe passage to the entire gnoll tribe.
>Give safe passage to others

It takes you full thirteen hours to perform the ritual properly. You've lost a lot of blood too. Lathrien left a while ago, and he had lunch during the walk.

No rest for the wicked. You call your undead and command them to reinforce the ruin further. Make the doors nigh-unbreachable without heavy axes, seal up any exterior damage to the walls. They will make some progress regardless, but if you manage to direct them well you could be done by nightfall.

You have been awake for nearly thirty hours by now.

Roll 1d20+3 construction, DC 16
>>
>>37926889
>>Do both. It is only paranoia if you do not turn out to be right in the end.
Do both. See if the skeletons and zombies can dig some concentric rings of ditches around the ruin,
>>
Rolled 12 + 3 (1d20 + 3)

>>37927182
>>
>>37927182
>>Ensure Lathrien, Melandie, Ragda and Gerda are safe. Anyone else will have to call ahead.
>>Also give safe passage to the freed humans, Spot and the elven Elder.
>>
I so need a cup of coffe, brb.
>>
Rolled 7 + 3 (1d20 + 3)

>>37927182
>>
Rolled 17 + 3 (1d20 + 3)

>>37927182
>Ensure Lathrien, Melandie, Ragda and Gerda are safe. Anyone else will have to call ahead.
>Also give safe passage to the freed humans, Spot and the elven Elder.
>>
>>37927182
>Ensure Lathrien, Melandie, Ragda and Gerda are safe.
>Also give safe passage to the freed humans and the elven Elder.
>>
>>37926889
Whew, I'm not too late yet
>Do some basic preparation, reinforce doors, maybe have the undead dig some traps, move on with more important things.
Also Sentinels, we need sentinels
>>
>>37927203
Seconded
>>
>>37927232

unnatural 20 is best 20

>>37927182

>Ensure Lathrien, Melandie, Ragda and Gerda are safe. Anyone else will have to call ahead.
>Also give safe passage to the freed humans, Spot and the elven Elder.
>>
>>37927182
>Ensure Lathrien, Melandie, Ragda and Gerda are safe. Anyone else will have to call ahead.
>Also give safe passage to the entire gnoll tribe.
>>
>>37927182
>Also give safe passage to the freed humans, Spot and the elven Elder.
Elder was chill, and who knows when do we need the gnolls. Also passage for the dogelf
>>
oh, also, that homunculus dog elf guy! have the plants not attack him and give him the ability to speak. Bathory, too.
>>
>>37927241
Well we have the ability to give our bound spirit perception. What if we bound animals that have a fear of human-like creatures to a skull, give it sight and speech and teach it to start screeching when it sees one
>>
>>37927285

it'd be a dick move. we're pretty close to being able to build preprogrammed bird homunculi for that specific purpose.
>>
>>37927282
Give our skullwiafu ALL the perception. We also need to get an undead to sit next to her with a book in front of her, and have him turn the page when she says so
>>
>>37927320
This may be cumbersome, but we could give her all the perception we can, then assign her a skeleton that she can order about?
>>
come on guys, was it really necessary to desecrate the land right away? This will kinda kill any hope for peaceful negotiation we had, not to mention our earlier impression of "we are not baby eating monsters" is kinda for naught
>>
>>37927320
This too.
>>37927282
He can speak already. In fact he has all his senses
>>37927366
Mother fucker the land is already desecrated.
>>
>>37927403
Oh.. yeah..
the unholy aura of the ruins
forgot about that
>>
>>37927182
>>Ensure Lathrien, Melandie, Ragda and Gerda are safe. Anyone else will have to call ahead.
>>Also give safe passage to the freed humans, Spot and the elven Elder.
>>
>>37927366
It already felt like the land was trying to tear your asshole out whenever you walked around in here. Only difference is that now it actually might do that.
>>
>>37927320
Good plan, but you'd have to teach her to read elven.

You do not feel the need to be too constrictive with who you allow on your land quite yet. Aside from the obvious current inhabitants of the ruin and nearby area, you also grant the elven elder, Spot and the liberated humans free passage.

Work goes smoothly, you do not have to interfere directly much at all. The ruin is probably just as well protected as it ever has been. To attack you now would be suicidal for all but the largest alliances.

You are absolutely exhausted by the time you are done, and go to sleep and sleep without dreaming. You wake up the next day, or you hope so, and the sun is already high in the sky. A new day awaits.

>Create more homunculi, they might serve as sentinels, and you could use the practice.
>Talk to any bound spirits (Specify whom)
>Talk to Bathory
>Set out to explore. You still need to find the ingredients for an artificial human body.
>Go visit the gnolls. Perhaps they will be happier to trade with you.
>Other
>>
>>37927454
>Create more homunculi, they might serve as sentinels, and you could use the practice.

>Talk to Bathory

Set Bathory up with an undead who can turn pages of books for her. Also give her all 5 senses.
>>
>>37927454
>Set out to explore. You still need to find the ingredients for an artificial human body.
>>
>>37927454
>Go visit the gnolls. Perhaps they will be happier to trade with you.
Would also be down with giving skulfu some senses.
>>
>Talk to Bathory
>Go visit the gnolls.
>>
>>37927454
>Talk to Bathory
Tell her about our plan to grant her some temporary mobility before while we get her a body.
Then get some sleep. Blood rituals, and thirty hours of work doesn't mix well
>>
>>37927454
>Go visit the gnolls. Perhaps they will be happier to trade with you.
>>
>>37927511
>Go visit the gnolls. Perhaps they will be happier to trade with you.

unless the ingredients for a human body are mostly things gnolls wouldn't recognize as worth keeping.
>>
>>37927454
>>Create more homunculi, they might serve as sentinels, and you could use the practice.
lets make a small pack o dogs
>>
>>37927454
>Attempt to use the mind link to give Bathory some elvish if possible
>>
>>37927501
>>37927527
Are you guys even reading updates?
>>
>>37927454
>Create more homunculi, they might serve as sentinels, and you could use the practice.

BIRDS
>>
>>37927454
>Talk to Bathory
>Create more homunculi, they might serve as sentinels, and you could use the practice.
Do we think, with our new skills we could move barothy to a homunculus easily?
>>
>>37927535
They would probably be pretty good at scavenging the stuff at least.
>>37927560
Birds would make superior warning system to dogs.
>>
>>37927558
are you?
>>
>>37927454
>>Go visit the gnolls. Perhaps they will be happier to trade with you.
and
>Talk to Bathory
While we make our way there.
giving her all the sense if she doesn't yet.
>>
>>37927588
This
>>
>>37927558
Whops, I am idiot,
changing sleep of >>37927527
into sentinel homonculi making
>>
>>37927454
>>Talk to Bathory
>>
>>37927454
>>>Go visit the gnolls. Perhaps they will be happier to trade with you.
>>
>>37927535
We have an orc demonologist with us. And a ton of dragons blood that demons are said to desire. Why don't we use his knowlage and strike up a deal for human parts (if not an empty husk that she can live in) for the dragons blood?
>>
Sounds like Bathory first, then gnolls.

'Bathory, I have advanced my knowledge more, I could give you some more senses.'
'Hello, Vlad. That sounds marvelous. It will do for now. Will you read some more for me?'
'Later. I need to find some ingredients to give you a body.'
'I know. It is fine.'
'I could set one of my creatures to carry you around at least, it will listen to basic commands once you have a voice. And maybe I can teach you to read elven a little.'
'It is better than what I have now.'
You focus your magic. You give Bathory hearing and voice. Sense of smell and taste might be more of a detriment than a boon, and touch could be downright torturous.

'Bathory,' you say out loud.
'Vlad,' she says, her voice sounds just like you remembered it.

It is strange, talking to her aloud. She might have been but a figment of your imagination up to now. You truly brought her back. You knew it, of course. But it is absolutely clear now.

>Try to teach her elven right away.
>Take her with you
>Leave a skeleton with her, let her explore the surroundings at her own pace.

>Go straight to gnolls
>Do additional preparation

>>37927650
Legit option. You have so far been very hesitant to deal with demons, however.
>>
>>37927650
Because
1- we want to be immortal, and body jumping is a pretty bad method for it
2- demons are bad business, we really don't want to deal with them until we are immortal, if even then.
>>
>>37927650
For even better results we can ask the gnolls. For an *ehhem* donation
>>
>>37927680
>>Try to teach her elven right away.
>Leave a skeleton with her, let her explore the surroundings at her own pace.
>Do additional preparation
>>
>>37927680
>Leave a skeleton with her, let her explore the surroundings at her own pace.

>Go straight to gnolls
>>
>>37927680
> Take her, and Lathrien, with you.

> Go to the Gnolls.
>>
>>37927680
>>Leave a skeleton with her, let her explore the surroundings at her own pace.
>Go straight to gnolls
May as well let her get usto her new home.
>>
>>37927680
>Leave a skeleton with her, let her explore the surroundings at her own pace.
>Do additional preparation
>>
>>37927680
>Try to teach her elven right away.

>Leave a skeleton with her, let her explore the surroundings at her own pace.

>Straight to gnolls.
>>
>>37927680
>Leave a skeleton with her, let her explore the surroundings at her own pace.
>Go straight to gnolls
>>
>>37927680
>Do additional preparation
Make a bird homonculi for scouting purposes. then
>Go straight to gnolls
don't give her the skeleton yet or bring her with us, I don't want to put her in harm's way especially with our current state of cold war
>>
>>37927680
>Take her with you

>Go straight to gnolls
>>
You call a skeleton of an elf, you reason that while morbid, at least it is clean and dry, and so might be less offensive to your Bathory.

'Here, I've instructed it to do as you command. It is not clever, but it can follow basic commands.'
'I see. Pick me up,' Bathory says and it obeys, 'Wait, Vlad. What is its name?'
'I suppose it is whatever you like it to be. It was long dead when I found it.'
'I see. I shall call him Bartholomew.'
'As you wish, love.'

After making your goodbyes, you leave. You call for Lathrien and Melandie, mount your elk and start the trek towards the gnoll tribe.

>Ride in silence.
>Talk to Melandie.
>Talk to Lathrien.
>Hunt. You have a suspicion that the gnolls will be happy to trade for meat and fur.
>>
>>37927680
>>Leave a skeleton with her, let her explore the surroundings at her own pace.

>Go straight to gnolls
>>
>>37927840
>Hunt. You have a suspicion that the gnolls will be happy to trade for meat and fur.
>>
>>37927840
>>Hunt. You have a suspicion that the gnolls will be happy to trade for meat and fur.
>>
>>37927840
>Talk to Melandie.
>Hunt.

Time to break Melandie in and put her to work.
>>
>>37927840
>>Hunt. You have a suspicion that the gnolls will be happy to trade for meat and fur.
>>
>>37927840
>Hunt. You have a suspicion that the gnolls will be happy to trade for meat and fur.
I wonder how Ragda and Gerda will react to a walking skeleton carrying the skull of the talking remains of our lover
>>
>>37927840
>Hunt. You have a suspicion that the gnolls will be happy to trade for meat and fur.
>>
>>37927680
Just to clear something up.
If we move a bound soul into a body,can they intentionally harm us?
Say we move the orc into an undead. Can he use his magic to try and kill us.
Doesn't make sense that they would since they are still bound to us. But some people had doubts. Would be cool to clear that up.
>>37927840
>Hunt. You have a suspicion that the gnolls will be happy to trade for meat and fur.
>>
>>37927879
they may be a bit surprised. But it would be good for Bathory. Since they knew her, she will have someone to talk to if/when we're busy.
>>
>>37927896
>If we move a bound soul into a body, can they intentionally harm us?
I wouldn't think so since they're still technically bound.
>>
'Let us hunt on the way there. We could use the supplies and the gnolls might be interested in trading for meat and leathers.

>>>37927896
Bound things are bound. If you give them unclear orders ('Kill anyone that comes close to X') you might still get attacked, but they will always act according to your orders.

Roll 2d20 for the hunt, first one is you, second is Melandie. You're likely to catch something, question is what.
>>
>>37927896
It was said before that people with magic are harder to bind so I am a bit wary. The orc should be fine though.
>>
Rolled 12, 12 = 24 (2d20)

>>
Rolled 13, 7 = 20 (2d20)

>>37927952
>>
Rolled 12, 3 = 15 (2d20)

>>37927952
thanks for the update.
Could we give them one rule that stands at all times?
Like Don't attack me and anyone I say is an ally.
Or would we have to have higher level necromancy. For that to happen?
>>
Rolled 2, 4 = 6 (2d20)

>>37927952
>>
Rolled 18, 14 = 32 (2d20)

>>37927952
Feelin' lucky.
>>
Rolled 17, 13 = 30 (2d20)

>>37927952
>>
>>37928004

wish you'd also been feeling faster
>>
>>37928024
Me too anon. Me too.
>>
>>37928024
Well actually the dice results are decided by post time. So you really don't wish he was feeling faster because he wouldn't have gotten the same rolls.
>>
>>37928084

they're influenced by post time, not decided by it

captcha: onees
>>
12,12. Dubs is teamwork.

You and Melandie work well together. While there are not many impressive beasts to hunt, you manage to kill a few does, rabbits, raccoons. Nothing fancy, but you hope the quantity will make up for the lack of quality. All of the creatures are edible and have workable leather, so you would guess the gnolls will be ready to trade.

You've also brought the bronze axehead you took from Spot a while ago- you have decent tools by now, and Spot seemed to be quite disappointed to give it away. Maybe you can trade something for it, or give it back as a show of good faith.

You reach the gnoll camp with a few hours of daylight left. They are clearly packing up. So, they are finally leaving. You were honestly somewhat surprised they stuck around so long. Spot had said before that the pack rarely stays in one place for more than a couple of weeks.

>Call out for Spot.
>Walk on in, see what you see, if you can trade with someone else.
>Have the elves stay behind.
>Have them come with you, as well as your undead honor guard.
>>
>>37928138
>>Call out for Spot.
>>
I just remembered, what happened to that gnoll slavegirl we got?
>>
>>37928138
>Call out for Spot.
>>
>>37928138
>Call out for Spot.
Not sure about the elves, what do you guys think about getting a gnoll apprentice as well?
>>
>>37928138
>Call out for Spot.
>>
>>37928178
>+1 support for gnoll apprentice
>>
>>37928178
>>37928138
This.
>>
>>37928178
Maybe if there is some really smart gnoll and he/she approaches us.
>>
>>37928138
>Cast Plague on them and be done with it.
>>
>>37928165
It's a mystery to everyone. She's probably fine, all the gnolls do look quite similar to one another, she might even be here.

'Spot! Vlad Tepish is here and would like to trade!' You shout out.

It takes some time, as Spot seems to be at the very opposite end of the clearing, but eventually your oldest ally does come out to deal with you.

'Master Vlad! What do you trade?'

>Give: Pelts and meat
>Give: Bronze axehead (for free or for trade?)
>Give: Weapons
>Give: Information
>Give: Other

>Take: Ask about gnolls with magical talent for apprenticeship
>Take: Ask about alchemical materials they might potentially have
>Take: Other

>'I see you are moving on. Where will you be going?'
>Other
>>
>>37928277
It is always an option, in any social interaction to kill them all.
>>
>>37928280
>Give: Pelts and meat
>Give: Information

>Take: Ask about gnolls with magical talent for apprenticeship
>Take: Ask about alchemical materials they might potentially have
>>
>>37928280
>Give: Pelts and meat
>Give: Bronze axehead (for free)
>Give: Information (tell him about our defences)

>Take: Ask about gnolls with magical talent for apprenticeship
>Take: Ask about alchemical materials they might potentially have
>'I see you are moving on. Where will you be going?'
>>
>>37928280
>Other
Plague him.
>>
>>37928280
>>Give: Pelts and meat
>Give: gold
>Take: Ask about gnolls with magical talent for apprenticeship
>Take: Ask about alchemical materials they might potentially have
>>
>>37928280
>>Give: Pelts and meat
>>Give: Bronze axehead ( trade?)

>Take: Ask about gnolls with magical talent for apprenticeship
>Take: Ask about alchemical materials they might potentially have
>>
>>37928280
> Give pelts, meat, and axehead for free.

> Inquire about their magical talents for apprentices.

> Ask where they are going. Offer them residence near the ruin.
>>
>>37928280
>Give: Pelts and meat
>Give: Bronze axehead for trade

>Take: Ask about alchemical materials they might potentially have
>>
>>37928280
>Give: Pelts and meat
>Free Axe
>Perhaps some weapons,
let's depart in good graces, perhaps one they will return as our friends. Or not

>Take: Ask about gnolls with magical talent for apprenticeship
>Take: Ask about alchemical materials they might potentially have
>'I see you are moving on. Where will you be going?'
>>
>>37928280
>>Give: Pelts and meat
>Give: Information
>Take: Ask about gnolls with magical talent for apprenticeship
>Take: Ask about alchemical materials they might potentially have
>>
>>37928280
>Give: Pelts and meat
>Give: Bronze axehead (for free)
>Take: Ask about alchemical materials they might potentially have

>'I see you are moving on. Where will you be going?'
>>
>>37928277
>still salty his elfus fail at everything while my gnollfus constantly win
>>
>>37928319
I support this.
>>
>>37928403
>implying I'm whatever anon you probably got into a spat with in a previous thread
Nah, I just don't want to deal with these sneaky fucks.
>>
'First of all, Spot, thank you for letting me borrow this in a time of need, I have come to return it.' You say and give Spot the bronze axehead.
'I'll take it back, yet.'
'I see that you are leaving. Do you know where you will be going next?'
'East. Four, five days East. Used to be many humans there, now not many, if any. Humans always leave good stuff behind.'
'We've had a successful hunt and can trade some meat and pelts. I also have gold, it is shiny and many other tribes will trade for it. Finally, there is a little bit of information. It may be valuable for you.'
'What do you want for these things?'

'There are some materials, dirt and stones of a special type. I will take those if you have found any. Also, I am always looking for more apprentices, people who can learn my magic. Is there anyone like that?'

Roll 1d20+5 DC 17 diplomacy.
>>
>>37928463
'I'll take it back, YES.'

Of course.
>>
Rolled 16 + 5 (1d20 + 5)

>>37928463
>>
Rolled 5 + 5 (1d20 + 5)

>>37928463
>>
>>37928426
I still cant believe how serious that guy took things.
>>
>>37928463

look at my roll!
>>
Rolled 6 + 5 (1d20 + 5)

>>37928463
>>
Rolled 5 (1d20)

>>37928463

>>37928497
fuck yeah.
>>
>>37928463
Shit that's a pretty high d/c for "allies" that we just gave a gift to. Seems like they may have thought about trying to kill us and run or something was on their mind. Possibly they know something we do not.
>>
>>37928463
Well I only suggested the gnoll apprentice to show our good graces towards the tribe, but if they are leaving, then I'm not sure about it
>>
>>37928590
Alliance is good, but business is a different matter
>>
>>37928497
'Grr, I need much much shiny stuff to give magic pups away. You can take the one, he's young, hasn't had a naming day yet. But for MUCH gold and meat. As for dirt and rocks, we find bunches, you can have a look at what we'd leave behind, take as much as you like.'

'Excellent, Spot. Would this be enough?'
'More. More gold.'
'How about this?'
'Grr. Okay. Will do. Take pup, have as much dirt as you want.'

There is a sort of a quarry near the camp. You cannot guess its purpose, as it is for neither refuse nor storage, but through their stay here the gnolls have dug up a lot of dirt. If you could just manage to recognize the specific elements you need, you could probably find at least some of the more common ingredients in a human body- Lime, Salt, traces of Iron, things like that.

It is turning out to be costly to gain a gnollish apprentice and you could hardly trust one. You had intended to take one more as a show of good faith than anything, and might still be able to renegotiate.

Either way, roll 1d20+5 alchemy to look for ingredients.

>Give more than half of your gold and all your meat for an apprentice
>Don't.
>>
>>37928590
Well we did ask for a lot of stuff including rare alchemical materials. Besides we passed with flying colours as all gnoll related actions do.
>>
Rolled 11 + 5 (1d20 + 5)

>>37928675
>Don't.
>>
Rolled 3 + 5 (1d20 + 5)

>>37928675
>>
Rolled 10 + 5 (1d20 + 5)

>>37928675
>Don't.
>>
>>37928675
>Don't.
they'll leave anyways, no need to give half of our valuables for on more mouth to feed
>>
Rolled 17 + 5 (1d20 + 5)

>>37928675
>>Don't.
>>
>>37928675
>Don't.
>>
>>37928675
>>Don't.
is what i meant
>>
>>37928675
I say go for it. The elves don't want the stuff and we don't have any use for it. And we got the meat to trade to the gnolls anyway.
>>
>>37928675
>>Give more than half of your gold and all your meat for an apprentice
>>
>>37928675
Don't. Give him the meat anyway; tell him we can teach pups magic when Spot wants them to learn.

Never teach them Necromancy though.
>>
>>37928724
16 Above average.

Just as you expected, you find enough of the simpler minerals to start considering the rarer metals, elements and those you only need in tiny quantites. You take a large basketful of several types of dirt- at least that is what it would look like for the gnolls.

'Spot, I am sorry, but I did not know the value you would put into your spellcasters. It is admirable, and I shall not you deny you one.'
'Good too. For the dirt, just some gold and some meat. Few coins, one doe. I don't honestly know what you need it for.'
'You might want to know that the ruin I am staying at is not safe for any gnoll but you to approach. I cast a spell to keep strangers out.'
'Handy. I might go look for you once we've moved then.'

>Trade for more stuff
>Ask about more stuff
>Leave
>Other
>>
>>37928885
>>Trade for more stuff
>>Ask about more stuff
>>
>>37928885
>Leave
Nothing else to do here
>>
>>37928885
>Leave
>>
>>37928885
>>Leave
>>
Rolled 12 + 5 (1d20 + 5)

>>37928885
>Leave
>>
>>37928885
>Leave
>>
>>37928885

>>Trade for more stuff
>>Ask about more stuff
>>
>>37928885
>Trade for more stuff
>Ask about more stuff
>>
>>37928971
>>37928980
>>37928922

like what? write it in, you morons.
>>
>>37928924
>>37928943
>>37928957
>>37928962
>>37928970
guys we didn't ask what they have to trade. they may have something we could use.
information what they have seen or heard.
or other shit they may have laying around.
>>
>>37928885
>Leave
>>
>>37928885
>Leave
I honestly don't know what else we could trade with them.
>>
>>37928885
> Other

Embrace Spot passionately. He was always like a brother to you.
>>
>>37928885
> ask questions
Ask spot if there are any more of the quarry. And if said quarries have more of the materials we need. We could then describe said materials
>>
'It's been a pleasure knowing you, Spot. I hope our paths cross again.'
'Yes, probably. We'll be not that far to East of you for some weeks.'
'Well, it is time we left.'
'Yes, we're going by nightfall.'

>Camp here, scout when the morning comes.
>Go with the gnolls to see their new campsite
>Go back home
>Other
>>
>>37929031
We never asked what they had that they could trade.
They may have information regarding the land.
Have seen more elves, moving in.
seen a place we can mine anything really.
But I guess thats going to fail, any how leaving got more votes.
>>
>>37929071
>Camp here, scout when the morning comes.
Good time to look for some more bits for making a human body I guess.
>>
>>37929073
Oh come on, we have stuff to do, we can ask them later when we come back for more resources
>>
>>37929071
>go back home. Don't want to leave the home unguarded for to long
>>
>>37929071
>Go back home
I'm not comfortable leaving it ungraded, or let Bathory wander around with a nothing but a skeleton
>>
>>37929071
>>37929116
>go back home. Don't want to leave the home unguarded for to long

we've got shit to do.
>>
>>37929071
>Go back home
We've got better things to work on.
New apprentice to teach. Bathory to teach.
New bodies to make.
>>37929111
making more trips because you didn't want to ask the first time is a horrible excuse.
And the next time they should be in their new camp. Farther away from us.
>>
>>37929071
> Go home.

Then commune with the Dragon. It probably had a hoard, which means treasures. Treasures like spellcasting implements, or better weapons and armor. Possibly lost knowledge. I think communing with it is a good course of action, yes.
>>
>>37929157
It's not such a great loss, we can just fly homonculuses and get better intel than from their ranting.
>>
You will have to travel in darkness for a few hours, but it is nothing your undead cannot handle. You are starting to be very familiar with the terrain and could probably find your ruin from here even on your own, regardless of visibility.

You reach the ruin with no incident.

>Sleep, deal with things in the morning.
>See how Bathory is getting on
>Work on your alchemy some before bed
>Train Lathrien.
>Talk to someone else.
>>
>>37929221
>Work on your alchemy some before bed
>>
>>37929221
>Work on your alchemy some before bed
>Talk to someone else.
Let's try to commune with the dragon spirit, maybe it did have a hoard somewhere
>>
>>37929221
>>See how Bathory is getting on
>>
>>37929221
>See how Bathory is getting on
then
>Work on your alchemy some before bed
>>
>>37929221
>see how bathory is going. See if she has scared our resident elders. We might also want to introduce her to our apprentice
>>
I already voted >>37929274 but I'd like to add this >>37929277
>>
>>37929221
>Work on your alchemy some before bed
>>
>>37929221
>See how Bathory is getting on
>>
>>37929221
>>Work on your alchemy some before bed
>>
You focus your mind and find the skeleton carrying Bathory. Bartholomew, you suppose. It is in the library and so you walk to it.

'Hello, Bathory.'
'Vlad, It has been quite the day. To think that this place was built, not formed by nature. Incredible.'
'I remember feeling much the same when first I came here.'
'Good, now teach me to read elven. Or read me more of that book. Either is fine.'
'Would you not like to get to know the others first?'
'I could, I suppose. Would they not be worried about my appearance?'

>'Nah, it is time you met my apprentice, also, Ragda and Gerda are staying here. Plus another elf that has joined me.'
>'We can make introductions later, if that is what you would like. Let me teach you elven/read to you'
>'I am sorry, love, I am only checking in. I have work to do. I will teach you tomorrow.'
>>
>>37929403
>>'We can make introductions later, if that is what you would like. Let me teach you elven/read to you'
>>
>>37929403
>>'We can make introductions later, if that is what you would like. Let me teach you elven/read to you'
>>
>>37929421
Seconded, might be hard for introduction when they speak a language she doesn't understand
>>
>>37929403
>'We can make introductions later, if that is what you would like. Let me teach you elven/read to you'
>>
>>37929403
>'We can make introductions later, if that is what you would like. Let me teach you elven
>>
>>37929403
>'We can make introductions later, if that is what you would like. Let me teach you elven/read to you'
Priorities man, priorities
>>
>>37929449
Ragda and Gerda are from the same village as her.
It's just having her learn how to read should improve our relationship with her since it's what she wants.
Soon enough she will have her own body.
We should be able to make something like at least a childs body and have the elf moved into that. and test with him.
>>
'If you do not feel like introductions, I can teach you a little elven before I sleep.'
'I do wish to learn to read as soon as I can.'
'Very well. It will be faster if we do it mind-to-mind.'

Roll 1d20+3 Linguistics. DC 14 for basics, DC 18 to have her reading simpler books on her own by the time you go to sleep.
>>
Rolled 6 + 3 (1d20 + 3)

>>37929521
>>
Rolled 20 + 3 (1d20 + 3)

>>37929521
lets do this.
We can't mind link and to make it easier
>>
>>37929521
>>
Rolled 3 + 3 (1d20 + 3)

>>37929521
>>37929562
first time I've been glad for a name fag
watch me ruin it with a 1
>>
Rolled 14 + 3 (1d20 + 3)

>>37929521
>>
Rolled 2 (1d20)

>>37929562
gj buddy
>>
Nat 20! Critical Success! Linguistics 2 progress [1/2].

Bathory takes to the language very easily, and what is more it seems you can transfer the reading skills given to you by the ancient lich just as quickly and easily as he did to you. It should have taken weeks, months, but in a few hours Bathory is slowly reading the book you had started reading to her a few days back.

She has to mouth the words, even if she has no mouth, but she is getting the gist of it, certainly. That should take a large chunk of her boredom and constriction away.

It has gotten rather late, however and you go to sleep. You dream of corpses hanging by their ankles, hung up by brambles and roots to a mighty tree.

You wake up well rested enough, though.

>Practice alchemy.
>Talk to someone.
>Go explore.
>Other.
>>
>>37929694
>Practice alchemy.
>>
>>37929694
>>Practice alchemy.
>>
>>37929694
>Practice alchemy.
>>
>>37929694
>Go explore.

we didn't do shit about the death god that claims to have a hold on our soul. let's go to his shrine.
>>
Rolled 4 (1d20)

>>37929694
>Practice alchemy
>Go explore.
Explore more of the ruin perhaps?
>Other
Let's talk to the dragon?
>>
>>37929694
>>Practice alchemy.
>>
>>37929694
>Go explore.
>>
>>37929694
Gotta get better at making bodies for those waifus
>>
>>37929694
>Practice alchemy.
i still want to make that bird homonculus scout
>>
You make your way to your laboratory. You need to be exceptional at alchemy to even consider creating a human body, and you fully intend to do so. And likely soon. You only need a few more materials, some you could produce here, but some others you would need to gather in the mountains to the North. Even then, it is plausible you would have the materials by the end of this week. And then you would have to get started on the actual work.

Soon it might be, but it is not time for that yet. You need practice first.

>Create more animal homunculi.
>Create potions (acid OR healing OR adhesive OR dragon rage OR antidote OR poison)
>Other
>>
>>37929821
>>Create more animal homunculi.
>>
>>37929821

>Create more animal homunculi.
birds
>>
>>37929821
>Create more animal homunculi.

A bird would be good get some recon for anyone approaching our territory.
>>
>>37929821
>>Create more animal homunculi.
Create bird scouts to watch elfs
>>
>>37929821
>>Create more animal homunculi.
bats
>>
>>37929821
>Create potions healing
>>
>>37929821
>>Create more animal homunculi.
>>
Yes, you only picked up alchemy at all to learn to create homunculi. You will stick to it. You have been considering the value of a flying homunculus, some sort of a bird. You would have to bind a spirit to it in order to use it for scouting, but it would most certainly be useful.

>Create owl
>Create raven
>Create sparrow
>Create pidgeon

Roll 1d20+6 DC 18, DC 25 to make progress in advancing alchemy.
>>
Rolled 5 + 6 (1d20 + 6)

>>37929982
Time to advance alchemy.
>>
Rolled 7 + 6 (1d20 + 6)

>>37929982
>>Create raven
Much more fitting.
>>
Rolled 10 + 6 (1d20 + 6)

No nat 1 please.
>>
Rolled 16 + 6 (1d20 + 6)

>>37929982
>Create raven
>>
Rolled 19 + 6 (1d20 + 6)

>>37929982
>>Create owl
Need something to watch for us at night.
Constantly patrolling.
>>
Rolled 12 + 6 (1d20 + 6)

>>37929982
>Create raven
I know it's a little sinister, but the coolest bird
>>
>>37929995
>>37930019
Hey anons, it'd be swell if you could actually CREATE something next time. I hope neither of these are counted.
>>
>>37930025
FUUUUCK
man. So close.
Would you spoil us?
>>
>>37930013
>>37930024
>>37930025
the first 3 to actually create something.
>>
Rolled 12 + 6 (1d20 + 6)

>>37929982
>Create owl

http://www.cracked.com/article_19483_5-birds-with-abilities-that-put-superheroes-to-shame.html

and read the owl section for why you want them to scout for you.
>>
That... is quite disgusting.

You manage to create... something. It has the rough shape of a bird, it can fly, see, and scout. It has the feathers of a raven.

But it sure as hell does not look like one.

>Discard this.
>You made it for form not function. Bind a spirit to it and get into business.
>Discard it, try again (same roll)
>>
>>37930046
My bad. You know what they say -- haste makes waste.
>>
>>37930091
>>Discard it, try again (same roll)
>>
Rolled 9 + 6 (1d20 + 6)

>>37930091
discard and try again.

>Owl
>>
Rolled 12 + 6 (1d20 + 6)

>>37930091
>Discard it, try again (same roll)
>Raven
Test.
>>
Rolled 16 + 6 (1d20 + 6)

>>37930091
>Discard it, try again (same roll)

you don't want them knowing they've been seen. make it look real. real owly.
>>
Rolled 3 + 6 (1d20 + 6)

>>37930091
>Discard it, try again (same roll)
An owl this time.
>>
Rolled 18 + 6 (1d20 + 6)

>>37930091
>>Discard it, try again (same roll)
>owl
>>
>>37930125
meh not bad.
>>37930091
>>Discard it, try again (same roll)

We should put the dragon into the raven?
>>
Rolled 18 + 6 (1d20 + 6)

>>37930091
>Discard it, try again (same roll)
we can do better
>>
>>37930146
No. that thing is likely to betray us ASAP, i'd sooner put the bloody demonologist in it.
Maybe we could transfer the scout's spirit to it, him being more used to the sensation.
>>
>>37930146
We should probably talk to the dragon first and see what he knows. Orc is probably safest in the raven.
>>
22! Good success.

You try a different bird. Perhaps the shape of the skull should be something a little bit more human. And you know that owls can hunt in the dark and see a great distance.

You do much better this time around. You create a large, grey owl. It is not as subtle as it could be, but they are good at hiding in the trees and flying high above their prey. Perhaps not the greatest for daytime exploration, it would be superb in the night.

>Bind a spirit to it (specify whom). This is the only way to use it for scouting.
>It's just a practice run. Program it with owl personality and let it go.
>>
>>37930204
>>Bind a spirit to it (specify whom). This is the only way to use it for scouting.
>Orc.
>>
>>37930204
>Bind spirit (Scout)
>>
>>37930181
Okay, I have stated this a couple of times, but I guess I have to reiterate in caps.
BOUND SPIRITS WILL NOT UNDER ANY CIRCUMSTANCES GO AGAINST ORDERS. SO LONG AS YOU DO NOT GIVE THEM POORLY WORDED ORDERS THEY WILL NOT BETRAY YOU.
Okay? Okay.
>>
>>37930204
>It's just a practice run. Program it with owl personality and let it go.
>>
>>37930190

it is kind of weird that we never once talked to it in the past many threads we had it. poor bastard.

>>37930204
>It's just a practice run. Program it with owl personality and let it go.

gotta learn that soul programming thing
>>
>>37930204
>Bind a spirit to it (specify whom). This is the only way to use it for scouting.
Elven scout
>>
>>37930204
>Bind a spirit to it
Orc, he should be glad considering the alternatives
>>
>>37930204
>>Bind a spirit to it (specify whom). This is the only way to use it for scouting.
elven scout makes the most sense.
>>
>>37930233

well excuse us for being somewhat wary when it comes to fucking about with disembodied dragons
>>
>>37930233
"Go scout this area"
"(your eyeballs are inside this area)"
"*Screaming"
>>
>>37930204
>>Bind a spirit to it (specify whom). This is the only way to use it for scouting.
Orc wizard
>>
>>37930233
Isn't all of this info. on your pastebin character sheet?
>>
>>37930204
>Bind a spirit to it (specify whom). This is the only way to use it for scouting.
>Orc.
>>37930233
I would still rather talk to the dragon before we do anything with it
>>
Wait scratch >>37930263 I go with elven scout instead, he is originally a scout anyways.
Ask him about it
>>
>>37930245
Its probably a dick.
If we are putting the elf in the bird can we put the orc in the dog? I mean he isn't much use in his skull.
>>
>>37930204
>Bind elf scout
>>
>>37930233
Yeah, but you said we had to fight the dragon for control every time we tried to commune with him. Sorry for being cautious if a bit paranoid.
>>37930269
You know I can't believe i'm agreeing with a namefag but this is good.
>>
We reallly should commune with the dragon, guys. I'm amazed we haven't already, to be honest.
>>
>>37930269

he has a body already and ripping souls out of their current vessels is painful as shit for the soul

I vote for not being a dick to our slaves
>>
You call the dog homunculus to the laboratory. It takes him some fifteen minutes to get here, but he arrives.

'I was thinking I'd upgrade you to an owl. I would require you to do more tasks for me.'
'Good.'

That leaves the dog homunculus.

>Bind some other spirit to the dog (specify)
>Program the dog with animal behaviour. It has served its purpose.
>Other

I assure you, caps were used entirely for the purpose of clarity. The issue comes up a lot and I felt it should be addressed clearly.

>>37930447
You are much better at binding spirits now, and while the experience is not comfortable, unless you screw up rolls majorly it is not the torment it was when you just started out.
>>
>>37930467
>Program the dog with animal behaviour. It has served its purpose.
>>
>>37930447
We are a necromancer. Our very nature is not exactly benign. Plus these souls only have all of eternity to get over the pain.

>>37930467
>Program dog with animal behaviour.
>>
>>37930467
>Program the dog with animal behaviour. It has served its purpose.
Maybe we could, in the future, recruit a spirit and bind him/her into it.

>>37930447
Last time we got better at moving souls around, hopefully we can get it good enough not to hurt souls.
>>
>>37930467
>Program the dog with animal behaviour. It has served its purpose.
>>
>>37930467
> Program the dog with basic behaviour. Present it to Lathrien.

And then,
> Commune with the dragon soul.
>>
>>37930507
er meant to
>Bind some other spirit to the dog (specify)
Orc.
We should have someone on land scouting as well.
>>
>>37930467
>Bind some other spirit to the dog (specify)
Stick the orc in there. The other two are useful for acid and a flashlight.
>>
>>37930538
>>37930541
Can we not risk one of the souls that can teach us magic in some dog homunculus?
>>
The dog can just be a dog for the time being. You can always bind someone to it at a later date. You prepare for transferring the soul, a ritual well known to you by now. There is always a little danger, but you feel confident you can manage to transfer the soul without hurting it overmuch.

Roll 1d20+8 DC 12, modifier is higher than +6, no critical failures.
>>
Rolled 3 + 8 (1d20 + 8)

>>37930585
>>
Rolled 5 + 8 (1d20 + 8)

>>37930585
>>
>>37930578
Whats to risk? We weren't going to send him fighting things and he sure as hell wouldn't go getting into fights on his own.
>>
Rolled 16 + 8 (1d20 + 8)

>>37930585

I am prone to critical successes.
>>
Rolled 2 + 8 (1d20 + 8)

>>37930578
how are we risking it?
where does it say there a chance to blow up a soul.
The only problem we were having was the process hurt.
And apparently minimally now

>>37930585
roll
>>
Rolled 20 + 8 (1d20 + 8)

>>37930585
>>
>>37930629
Damn you natural 20. Why are you always late?
>>
>>37930640
This time? Honest answer?

I was making a cup of tea. Being a typical Britbong.
>>
24! Great success!

The transfer is smooth and painless. You are confident that little if any damage has been done to the soul of the elf. He spreads his new wings. You have it try to fly, it succeeds and cheers.

'Talking easier tooo'

And with that I shall, slightly prematurely, end the ninth installment of Feral Necromancer Quest. You advanced many sidestories, but did not finish any major plot elements. I feel this has been a 2exp session.

iirc, that should leave you with the option of either upping Illusion to II, or banking all of the exp.

>Rules for levelling up: http://pastebin.com/vBRyBWfK

>http://suptg.thisisnotatrueending.com/archive.html?searchall=feral+necromancer I devour the votes as I do the flesh of the living.

>@DeadQM for announcements for next game. Certainly one game next Saturday, but likely something over the course of the week.
>>
>>37930739
Actual real levelup options:

>Any stat except int/str to rank 2
>Illusion to rank 2
>Bank 2
>>
>>37930764

>bank
>>
>>37930764
Bank
>>
>bank bank bank bank bank bank
>>
Rolled 1 + 8 (1d20 + 8)

>>37930764
Charisma UP
>>
>>37930739
Thanks for running, good quest!
>>
>>37930739
>banking all of the exp
Going for necromancy or shamanism next.
Shamanism should make transferring souls a joke.
Possibly increase the intelligence on our undead. and a few other things.
>>
>>37930764
>Bank
Illusion isn't necessary for now, if it is we can spend it later. Banking is safest
>>
>>37930739
Awesome stuff, Dead. Until next time.
>>
>>37930764
>Bank 2



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