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/qst/ - Quests


You're a 6th gen tzimisce neonate, with a missing sire. Your sire has left you to manage your keep on your own, and in one moon cycle from now, a very important vovivode meeting will take place.

Your sire's role was as an advisor in this meeting - something that's gonna be hard to replicate. On the upside, your sire had good relations with the southern Vovivode, Vasimil, and you've sent out your squire to arrange a meeting, and you've sent away a servant to improve the housing in the keep.

You're also restoring the old tower- this would benefit you greatly. You're currently at:
8/25 materials, and 0/15 work.

You're also looking into improving the lightning in the keep - a hard task considering the fear of fire, rötshreck.

You've been studying the journals of your sire to gather information about the earlier vovivode meetings, and so far you've understood what they're about, and your relationship to the local vovivode "lord". It seems like he's a master of the old, kuldonic ways - blood magic.

The cellar is still sealed, as you're worried what may be there. From what you can tell(hear), it's something big, and alive, but probably hibernating.

Pastebin with general info:

http://pastebin.com/FUDrRALV
>>
You wake in the late evening.

The ancient curse is still alive. (-1, 25/30)

You've sent away your squire on work, and your workers are currently mining without problem. what do you do?

You're feeling a slight hunger, just faitly, but still there.

>feed
>keep studying the journals, more info can be gathered about the upcoming meeting
>try to read into the other books

>other (write-in)
>>
>>341071
>other (write-in)

Walk around the nearby woodland.
>>
>>341082

>Walk around the nearby woodland.

You head outside your keep, bringing a bow with yourself.

As you stand outside your keep, you glance over the nearby landscape. - Your keep is set on a hill, with all forage cut down. to the north is a larger forest, and a smaller woods to the south. Where do you head?
Both seem silent from afar, but you can guess that there's a bigger chance of finding larger animals to the north.

>Northern forest
>Southern woods.
>>
>>341096
>Northern forest
>>
>>341103
You head north for about five minutes, before going down the rockier side of the keep, most of it is a cliff, but there is a small pathway that's been carved out, making it no problem to get past.
The woods start near immediately past the cliff, swallowing the sky. a regular human would have a hard time navigating, but with your heightened senses you have no problem making your way through the bushes and trees.

Now, what do you seek? (write-in)
>>
>>341113
Deer or wild boar, so that we can provide a feast to reward our unpaid workers.
>>
File: the dark age4.png (339 KB, 760x990)
339 KB
339 KB PNG
>>341128
Ack! i had forgotten our stat sheet!

You look around the forest, and decide to head in a bit deeper. after a while, you decide you're deep in enough.
Now, you've not seen anything yet so far, but perhaps this is to change.

>Start tracking after animals. (Perception+survival 6d10)

>Hide and wait for something to come by in an ambush. (Stamina+Stealth 6d10)

>Use Spirit's touch to examine the trees/(other write-in) to see what animals come by. (perception+empathy (3d10)
>>
>>341155
>Look for trees that look to have been brushed by animals, or patches of leaf litter that look to have been crushed
>>
>>341175
(rolled 3d10 perception+investigation)

You look around for traces, and you don't notice it at first, but a t a second glance, you feel some sprouts are bitten off, probably deer. in fact, this can't have been more than a few minutes ago, as there's still warm saliva on it!

>start tracking it down (Perception+survival 6d10)
>hide and see if it returns and attack in an ambush (Stamina+Stealth 6d10)
>>
Rolled 5, 3, 4, 5, 5, 8 = 30 (6d10)

>>341195
>start tracking it down
>>
Hey it's back.
>>
Rolled 3, 6, 4, 5, 6, 6 = 30 (6d10)

>start tracking it down
>>
>>341205
>>341215
You start seeking it down, and within minutes, you get it's scent. Whatever foul powers there are, they're smiling now, as the wind hasn't given you away. Moments later, you see a quire large deer eating sprouts on the branches on a tree.

>try to ambush it with your hands (str+stealth 4d10)
>Shoot it with an arrow (dex+archery 5d10)

also, possible to comine with the above:

>Blood buff a physical attribute by(amount)
>>
>>341211
Yeah, had some hiatus - lot of stuff to do. I'll be on for every day untill at least saturday unless something unexpected happens, however!
>>
Rolled 2, 1, 4, 8, 5 + 5 = 25 (5d10 + 5)

>>341225
>Shoot it with an arrow
>>
>>341225
>>try to ambush it with your hands (str+stealth 4d10)
>>
Rolled 6, 3, 8, 5 = 22 (4d10)

sorry forgot roll
>>
>>341230
Dang it seems I missed part 2, I hope the thread doesn't get archived suddenly again.
>>
>>341238
You take aim, pulling up your bow, drawing back the arrow, when suddenly the deer turns it head away from you, and you notice, it's not a deer at all, it's a young red deer!
The suprise hits you just as you release the arrow, making it a very close miss.

The red deer freezes up, and you realize you only got one shot at this, another arrow or a bull rush.

>Shoot it again (Dex+archery 4d10)
>bullrush! (str+brawl 3d10)

in addition you may:

>Blood buff to add more die (+ 1 die per stat increased) (limit of 7 in any physical attribute)
>>
Rolled 3, 8, 2, 9 = 22 (4d10)

>>341261
>Shoot it again
>>
>>341266
This time your arrow flies true - the red deer is struck straight in the throat. it makes a panicked roar as it attempts to run, but it falls into a heap before getting anywhere.

as you walk up to it, you realize it's a bit bigger than you expected, and would be quite a hassle to drag home.

>Drag it away anyways.
>other (write-in)


>>341249
Ah a shame. we took some political actions, mostly.
>>
>>341279
I'll be right back - dinner heading up.
>>
>>341279
>drag it away anyways.
>>
>>341315
You drag it home, taking a good part of the night.
thankfully, it's got quite thick skin, and it's meat is probably unamaged (if a bit tender.)

as you drag it into the tower, you tell the keeper what to do with it.

How do you spend the rest of the night?

>Study the journals
>Hunt
>examine the other books, see if you can decipher any of it.
>do something about the cellar.
>other (write in. )
>>
>>341373
>>Hunt
>>
>>341556
>hunt

The ancient curse takes it's toll. You must feed.

>head back into the forest, see if you can find wind animals (less nutrious)
>blood calls to blood. Head down to the town. Humans feed you more. And the supple taste...
>>
One question before I join

Whats the time period ?
Are there Roman Legionaries?
>>
>>341563
>>head back into the forest, see if you can find wind animals (less nutrious)
>>
>>341577
>head back into the forest, see if you can find wild animals. (less nutrious)

You head back to the woods, and this time, you know you don't have time to wait for an ambush. your best bet is to track.

>Track (perception+survival)
>other (you may include a roll if you state a attribute/abillity combo)

>>341571
Sometime after Jesus. You've heard of the new god. You've heard of the roman empire, not empires.

Probably some legionaries yes. You're far into the Carpathians though, and you've not visited the empire yourself.
>>
Rolled 1, 6, 4, 8, 9, 10 = 38 (6d10)

>>341592
Track
>>
>>341606

You find some fox pups, their mother was probably out hunting for food. as you drain them dry of their life, you feel your own returning. It's dirty, and tastes like awful grime.

But it's still the supple life.

(+2 blood, 27/30)

Dawn is heading your way soon, and it'd be best to return. Is there anything else you will do before the dreamless curse returns?

>No
>Yes(write-in)
>>
>>341624
>no
>>
>>341624
No
>>
You head back into your dreamless sleep, content with the day.

The ancient curse is still alive. (-1 blood, 26/30)

11/25 materials, and 0/15 work.

The work in the quarry has continiued, and the workers seems much delighted by your gift.

Your keeper seemed a little worried that you'd be so concerned about the paltry humans, but doesn't make much out of it.

How do you spend the upcoming night?

>feed. Hunger is still not sated.
>explore the cellar.
>examine the books
>seek out a candidate for a ghoul. more servants are always useful.

>timeskip
>>
>>341656
>>examine the books
>>
>>341656
>>Explore the cellar
>>Examine books
>>
>>341663
>examine the books
Apart from the journal - there's nothing you can read. Most of it is in a language you recognize the letters of, but not the writing itself. You're assuming it's latin. However, three of the books are written in something else, symbols you dont recognize at all. The symbols in one book are different from the other two. Said book is quite small, and has a picture of a grotesque being at the last page.

>>341676
>explore the cellar

You head down to the locked door, and as you press your ear against it, you can hear a very faint, but deep thumping sound, like a big heartbeat.

>try to break open the door.
>other (you've looked for other ways in, none found.)
>>
>>341685
>>try to break open the door.

We gotta learn latin mane
>>
File: IT'S_A_TRAP.jpg (66 KB, 1040x798)
66 KB
66 KB JPG
>>
>>341700

>try to break open the door.

You try to break the door, first at some rugged pull-and push, but quickly come to the realization that you need to break it down with an axe or a mallet. Fortunately you have this in your keep.

>get an axe
>get a mallet
>at second glance...
>>
>>341724
>>at second glance...
>>
>>341732
>at second glance. You decide that it'd best leave this door with a possibillity to close it again. Not the day to open doors or boxes.

>Feed
>seek out a candidate for a ghoul
>muster some courage here
>timeskip
>>
>>341779
>Feed
Vampire's first survival instinct.
>>
>>342159
>feed
>>
>>342191
>>342159
>feed

You head out into the night, the cool wind touching your skin. where are you headed?

>village - humans are the proper cattle
>forest - Animals are safer.
>>
>>342844
>Animals
>>
>>342878
You head off into the night to track down animals to hunt.

present me a (perception+survival roll 6d10)

Or a write-in if something else.
>>
>>342893
Ooh I gots an idea.
Try to track down an eagle/falcon of some sort and tame it.

What's the roll for that?
>>
>>343085
ah, as stated in the pastebin that'd present some troubles; as vampire's are uncanny to other animals (without animalism discipline), but if we would manage to capture one anyhow, you could possibly ghoul it.
>>
Rolled 6, 1, 3, 3, 3, 2 = 18 (6d10)

>>342893
>>
Rolled 2, 7, 10, 7, 6, 4 = 36 (6d10)

It might just be me, but it looks like with powers 1, 2, 3, and 5(b) you could copy yourself. Or is there something hindering that?

>>342893
>>
>>343992
You head off into the night, but many hours pass by without any results. a shame, but even proficient trackers fail.

>continiue the rest of the night
>head for the village to find easier prey
>give up.

>>343992
For vicissitude? The power sculpts flesh like one sculpts clay, but perhaps/possibly yes? One would have to find out a way to become more, and how to sculpt eyes/noses and other "fine" parts.
>>
>>343996
Yeah it says you can create more eyes and such.
The whole becoming more part is a problem though.

>head up to the village for easier prey
>>
>>344011
>>343996
actually, with power 5(a), if you transform into blood, then add more blood from something else onto it, then transform back, is there more you?
>>
>>343996
>>continiue the rest of the night
>>
>>343996
>>head for the village to find easier prey
>>
>>344011
Yes - you could create more parts - but it's used from physically sculping. For example, as stated in power 5(b) you could graft one of -your- eyes onto, example a hand, but that'd leave you with only one eye.
>>344013
Not really, you'd be more fed, but would reshape into the same form.


Anyhow, most of this discussion is more relevant whenever we get some points into vicissitude, isn't it?
>>344011
>>344019
>head for the village to find easier prey

You thread out of the woods, and down to the small village. with almost everyone sleeping, and in the dark of the night, it's a trivial task to enter a house and feed of someone. you decide it'd best that you'd only draw a little blood, loosing people that are yours is never good.

(+2 blood, 28/30)
>>
>>344022
Do we have anyway to become a higher generation vampire?
>>
>>344032
Higher generation is worse, as the blood gets weaker from the source (generally speaking), there are a few ways to get a higher generation though, if very rare.

Now i'm assuming you mean lowering generation, and while we're already low generation, lowering it further is simple in theory - drain a lower generation vampire of blood completely. Now, this is generally speaking, a crime worse that rapemurder. I wont get into it right now, but it's more or less the ultimate taboo.

>>344022
You return back up to the castle, dawn isn't far off, but there's still time left.

>look into the cellars
>try to do something about the situation about dim light. (write in-here)
>rest
>timeskip

(i'd not be opposed to a timeskip, as there's not anything really interesting right now)
>>
>>344037
rest
>>
>>344037
Is blood used to pay xp costs?

>rest
>>
>>344046
No, xp is just xp. You get some when i feel you've don something beyond surviving.

Blood is mana/sustenence, your "activated" superhuman powers depend on it.


>>344045
>>344046

>rest

You thread of into your coma-like sleep, well kept from the harsh sunlight.

In the evening, you wake.

The ancient curse is still alive. (-1 blood, 27/30)

15/25 materials, and 0/15 work.

after being well fed, the workers seem to be working harder and better, and your keeper says that you'd be done in half a week.

>check out the cellar...again.
>do something about the light situation.
>feed
>look for a potential ghoul.
>other.

(your options are fairly limited because your squire is away, when he returns you could assign him for someting else.)
>>
>>344055
>feed
>>
>>344055
>other
Lets look for a potential fifth generation vampire that might be an easy target. Just because its taboo doesnt mean you shouldnt do it.
>>
>>344067
This is, strictly speaking, suicide. We're still very young and weak, and overall, most vampires of our age are of higher generation - the average 5th generation vampire we'd find would be centuries, possibly millennia old.

Topping it off, it's not like you inherently know what generation a vampire is, some don't even know their own.

>>344063
>hunt

you head out of the castle, looking out over your domain. Where does the hunt take you tonight?

>village
>forest
>woods
>other
>>
>>344075
>>village
>>
>>344088
Again, with your superior senses, you have no problem finding some isolated humans. draining her only of a little blood, you feel sated, not to gouge yourself past your limit, no matter the ecstasy in that. You return up to the keep, still in the early night. (+2 blood, 30/30)

how do you spend the rest of the night?
You're reminded how dark it is in your keep, something could really be done about this, but so far, no idea is feasible. one way or another, you'd end up close to horrors of fire.

>try to come up with a solution. (intelligence+crafts 3d10, or, write in with something clever.)
>the cellar is still a problem to be dealt with.
>another ghoul could be of use. Soldier or servant, both are of use.
>other
>>
>>344108
>>try to come up with a solution. (intelligence+crafts 3d10, or, write in with something clever.)
>>
Rolled 7, 7, 1 = 15 (3d10)

>>344123
Craft chandelie
>>
>>344126
Your attempts are of limited, but to some extent, a success. using bent iron plates, your could keep the fire out of sight, while still illuminating a room. However, for it to be effective, it'd have to be placed high up, only the main chamber is suited for this. It's still something that could be reasonably simply made. after a few hours, you've drawn up a reasonably good blueprint to be delivered to the blacksmith.

You ask your keeper to deliver this to the blacksmith when the sun rises.

You estimate that it shouldn't take longer than a couple of days.

(0/3 work.)

being at late at night as it is, you head for another night of sleep.

This time it's out of the ordinary. You dream, for the first time since the embrace, but all you can remember as you wake in the evening is the clear, calm night's sky suddenly gushed with crimson shades.

The ancient curse is still alive. (-1 blood 29/30)


19/25 materials, and 0/15 work.
1/3 work

Your squire has returned! The southern Vovivode, Vasimil, has accepted your invitation, and tells you that he's coming in the fortnight.

Your squre also returns with two smaller carpets, they're not pretty but better than the rugged stone floor.
After that, he quickly turns to his small chamber to rest.

what do you do?

Naturally, one of the carpets goes into the main chamber, but where should the other be placed?

>entrance
>your chambers, naturally.
>other
(pick one)

after that, what do you do?

>feed
>if we're having visitors, we need to know our keep ourselves. Check out the cellar.
>look for a potential ghoul.
>For a visitor, food is of importance. Best be prepared, and in one way or another have a human ready.
>other

Your squire has also returned, and can be sent out for another mission if needed.
>>
>>344160
>>look for a potential ghoul.
>>For a visitor, food is of importance. Best be prepared, and in one way or another have a human ready.
>>
>>For what did we invite Vasimil again?
>>
>>344160
>>Carpet in our chambers, naturally.
>>
>>344286
>>344290
>>344294
I'll be back in a hour or two, dinner/w friends.

>>344290
He was "allied" of sorts with our sire, perhaps a associate is more correct.
>>
>>344294
You place the other carpet in your chambers. Each to their own, but masters demand it all.

>>344286
Again, you head for the night. For what do you look in your new ghoul?

>A servant. We need someone to serve us personally.
>a fighter, bodyguard/assassin/knight, all in one.
>A second squire - we need to do many things at once if we are to survive.
>someone with special competence(write-in)
>an animal ghoul could be useful
>>
>>345089
>A second squire - we need to do many things at once if we are to survive.
>>
>>345162
>A second squire - we need to do many things at once if we are to survive.

You head down to the town, where to now?

>A farmer. Easiest to find, but you'd have to teach them a thing or two to be useful.
>A ranger. They can manage themselves a bit better, but not quite as good at the social part.
>Any craftsman. A little more proficient at trading, but it'd be a downside for the village.
>other (write in)
>>
>>345276
>any craftsman
The village can git gud.
>>
>>345276
>Ranger. The dependable sort with no familial ties
>>
>>345276

>A ranger. They can manage themselves a bit better, but not quite as good at the social part.
>>
>>345724
>>345946
>Ranger. The dependable sort with no familial ties

You pass the village, out towards the ranger huts near the edge of the forest, beside the hill.

There, it looks like three of them are home, in two houses.

An older man, and a man in his early forties and his son.

who do you choose to ghoul?

>The older man. His experience is valuable.
>The middle aged. The balance of cunning and strength is important.
>The young man. A free mold.

(keep in mind that ghouls gain potence 1, and do not age while regularly fed.)
>>
>>346496
bump
>>
>>346496
>>The older man. His experience is valuable.
>>
>>346496
where would we be on a map?
>>
>>348015
Somewhere in the Carpathians. You can't place yourself on a bigger map, they're not quite that good yet.
>>348014
>The older man. His experience is valuable.

You crawl into the house through a smaller hatch. biting yourself hard enough to draw blood, you shake the man awake.
Before he can react, you place your hand over his mouth, forcing him to imbibe your blood. After a little struggle, he relaxes. You ask him to follow you, and he complies. (-1 blood, 28/30)

Returning to your keep, it seems like you have much to teach your new squire. This will take some time.

0/6 work.

What do you do the rest of the night?

>Best get on with his tutelage from the start.
(specify if we continiue doing this the following nights)
>Explore the cellar
>other
>>
>>348019
>Best get on with his tutelage from the start.
Continue each night
>>
>>348021
>Best get on with his tutelage from the start.

You head off into another night of dreamless sleep..

The ancient curse is still alive. (-1 blood, 27/30

24/25 materials, and 0/15 work. (Tower)
2/3 work (chandelier)
1/6 work (Tutelage)

The ancient curse is still alive. (-1 blood, 26/30

25/25 materials, and 0/15 work. (Tower)
3/3 work (chandelier)
2/6 work (Tutelage)

Your keeper reports that both excavation in the quarry has been completed, as well as the chandelier. He's already set it up, and lit it, and as your enter the main chamber, you feel a pleasant light fill it.

Now, how do you do with the tower?

>wait untill you're done teaching your second squire, then both he and a keeper can help.
>start construction on the tower now, with their help.
>other (allowing workers to construct the tower is not recommended because of self exposure and lack of expertise)
>>
>>348025
Wait until done with tutelage
>>
>>348025
>>wait untill you're done teaching your second squire, then both he and a keeper can help.


Rome should be real close since we taking this as AD..
So we should infect some romans so we can read the books and maybe get trained soldiers
>>
>>348028
>>348031

>Wait until done with tutelage

The ancient curse is still alive. (-1 blood, 27/30

24/25 materials, and 0/15 work. (Tower)
2/3 work (chandelier)
1/6 work (Tutelage)

The ancient curse is still alive. (-1 blood, 25/30

25/25 materials, and 0/15 work. (Tower)
2/6 work (Tutelage)
10 nights until meeting

The ancient curse is still alive. (-1 blood, 24/30

25/25 materials, and 0/15 work. (Tower)
3/6 work (Tutelage)
9 nights until meeting

...

The ancient curse is still alive. (-1 blood, 21/30

25/25 materials, and 0/15 work. (Tower)
6/6 work (Tutelage)
6 nights until meeting

After a dedicated week spent on tutelage, you feel your squire is presentable. He fears you, but is still absolutely loyal. He has much to learn, but much of it needs to be done out in the field.

>The hunger is intense. It's time to spend a night dedicated to feeding.
>work must always be done. Start working on the tower. (you+keeper+squire, or do we bring our first squire too?)
>kidnap someone to have a prepared meal for when vasimil arrives.
>other
>>
>>348031
I wouldn't say any of the real roman empire is nearby. while they might technically be, on paper, they'd never dare to venture into the Carpathians. The Tzimisce vovivodes would take a heavy toll.
>>
>>348039
>>kidnap someone to have a prepared meal for when vasimil arrives.
>The hunger is intense. It's time to spend a night dedicated to feeding.

We can do bit of both
>>
>>348051
You head down to the town, the moonlight obscured by thick clouds. You sneak into several houses, draining a little of each, this proving to be of no problem.
(+6 blood, 27/30)

While on the way back, you find a house with a lone inhabitant, an odler woman, probably in her late forties. How do you bring her with you?

>Nothing like violence, a quick fist to the back of her head should do.
>if given a little blood she should easily comply.
>other (fill-in)
>>
>>348070
>>Nothing like violence, a quick fist to the back of her head should do
>>
>>348078
ack, forgot, do a str+stealth roll, (6d10)
>>
Rolled 8, 3, 10, 5, 2, 7 = 35 (6d10)

>>348096
>>
>>348141
Listening to the faint heartbeat within the house, you slowly walk inside, careful to not wake her. Without problems, you smack her in the back of her head, hard enough to keep her passed out as you lift her over your shoulder, slowly carrying her up to your keep.

dawn isn't too far away, at best you could explain what's to be done to your keeper, telling him to wake the squire in the night.

>make sure both of your squres are awake for the bulding.
>just head off to sleep
>other
>>
>>348156
>>make sure both of your squres are awake for the bulding.
>>
>>348191
>make sure both of your squres are awake for the bulding.

You inform the keeper that everyone possible needs to be here for the construction, before heading off to your daily sleep.

The ancient curse is still alive. (-1 blood, 26/30)

25/25 materials, and 0/15 work. (Tower)
5 nights until meeting

Everyone to-be involved is present, but how do you manage this? as a worker, architect or overseer?

>Overseer. A bit slower, but easier to see if anyone is to fuck up.
>Worker. This would make the work fastest, but if problems would come up, it'd be harder to notice.
>Architect. The project would take longer, but it'd be more resilient to the teeth of time.

Also, give me a Int+crafts roll(3d10) for how it's going to be made.
>>
Rolled 9, 6, 9 = 24 (3d10)

>>349444
>Architect. The project would take longer, but it'd be more resilient to the teeth of time.
>>
>>349766
>Architect. The project would take longer, but it'd be more resilient to the teeth of time.

You decide that it'd be best to micromanage and improve as you go, while doing a little physical work too - at least when it comes to placing the rocks. The hard work is done by your workers of course.

You spend the entire night working, making good progress, it seems like excellent work.
When dawn comes, you're sure to sleep beneath the sun.

The ancient curse is still alive. (-1 blood, 25/30)

25/25 materials, and 5/15 work. (Tower)
4 nights until meeting

Give me another Int+Crafts roll(3d10) , to see how it structures up.
>>
Rolled 7, 6, 4 = 17 (3d10)

>>349858
rolling.
>>
>>349879
Well, this night was nothing like the one before. less was done, a little squabbling between your ghouls, but still, work has been done - and with a little luck, you should be done before Vasimil visits.

The ancient curse is still alive. (-1 blood, 24/30)


25/25 materials, and 8/15 work. (Tower)

>Focus on worker morale. cha+academics (5d10)
>do some of the dirty work yourself. Str+crafts(4d10)
>Continue with an architect's work int+craft (3d10)
>>
Rolled 3, 1, 2, 3 = 9 (4d10)

>>349961
>do some of the dirty work yourself
>>
>>350114
>do some of the dirty work yourself

You decide some of the heavy work too, but really, you seem to mostly be in the way. Nothing really good gets out of this. Not the best of works for the night, and you decide that you'll just supervise tomorrow.


The ancient curse is still alive. (-1 blood, 23/30)

25/25 materials, and 11/15 work. (Tower)
2 nights until meeting

Gimme a cha+leadership roll(4d10)
>>
Rolled 4, 2, 6, 4 = 16 (4d10)

>>350449
>>
>>352561
You manage the supervisor work a bit better, at least you doesn't make it worse. fortunately, the work on the tower is complete, and you should be done tomorrow.


The ancient curse is still alive. (-1 blood, 23/30)

Gimme a final crafts+int roll 3d10 to work this together.
>>
Rolled 8, 5, 3 = 16 (3d10)

>>352618
Any way to minimise the curse or something
>>
Rolled 6, 2, 3, 1 = 12 (4d10)

>>352618
>>
>>352633
Not really. It's the toll it takes to wake each evening, much like your inherent weakness to fire or sunlight.

>>352618
Rolled 8, 5, 3 = 16 (3d10)

after some work on completing the roof/floor, you feel your tower has been pretty fixed up.
Luckily, it's before Vasimil arrives, so it could be worse.
25/25 materials, and 15/15 work. (Tower)
The meeting is next night.
The ancient curse is still alive. (-1 blood, 22/30)

You wake early in the next evening, and you're a little anxious to meet Vasimil. The hours pass, and he's yet to arrive. You've tied up the woman you kidnapped earlier, and your keeper is holding her, in preparation for your command.

Finally, you hear a thump on your door. asking your older squire to open. In through the door Walks a tall shape, well over two meters, with a perfectly symmetrical face, but equally inhuman. You can tell it's probably male, but much not more than that. Ontop of his head pointy ridges sprout, forming a crown.
His body seems humanlike, but after the initial glance, you realize most of his clothes is actually skin and warped flesh, though he still wears some clothes. His hands are big and drawn out, his fingers twice as long, but thin as a twig.

Still, you realize it's more important to not insult your guest, and you invite him into your main room. He silently follows you, a warped ghoul following him inside.

How do you start off the discussions?

>Ask about him and your sire's, Ozrov's relation.
>ask if he wants your support.
>ask about what will undertake in the meeting.
>ask about his goals in the meeting.
>other
(also, for clarification, write-ins are highly encouraged; Creative ones will be rewared with experience.)
>>
>>352712
I'd like to ask him of other vampires he knows, how powerful they are, etc.
Get a feel for the vampire "net"
>>
>>352712
Formal introduction maybe?
>>ask about what will undertake in the meeting.
>>
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>>352723
Before starting the conversation you introduce yourself - (as who? Your mortal name, full name, or other) and he introduces himself as simply Vasimil, Metamorphist.

(pick one)
>Human name - Jaroslav
>full name - Jaroslav Czcszsh
>another, new name.
>lie about your name (manipulation+etiquette)

>I'd like to ask him of other vampires he knows, how powerful they are, etc.
Get a feel for the vampire "net"

After the proper formalities down, you're one lord to another.
You ask him about the relations of the other vampires he knows. He starts off by telling you of those that are going to be involved in the meeting: Lazlo, you and himself, Preben, Old Vuk, and Lyubomir.

All of them are obviously of tzimisce clan.

Lazlo is the one in rule - the lord vovivode and second oldest, a good bit over a half millennia, he too is a metamorphist.

Preben is much younger, only a bit past 150, but is savage in nature, while his skill in the flesh-shaping arts is lacking, he makes up for it brutality and surprising knowledge and skill, especially for his age.

Old Vuk isn't the oldest, even if he's almost 400 years now - his name stems from his companions when he was but a neonate - now he's the only one left alive, Old wolf.

The oldest is Lyubomir and Vasimil is uncertain about it's age but it's powers run strong as a koldun: blood mages with tremendous and ghastly power. Lyubomir is said to cause storms, and even rain fire upon their foes - who knows how much of it's that is true, and what other knowledge it may bear.

It's noted that Vasimil appears to carry a great deal of respect towards Lyubomir, seemingly for good reason.

Apart from that, he says that in the deepest of woods may pass Gangrel - the bestial clan, they're fierce and free, but to some extent respect the Real lords of the land - they'd not live a confrontation on our terms.

>Ask about him and your sire's, Ozrov's relation.
>ask about what will undertake in the meeting.
>ask about his goals in the meeting.
>other
>>
>>352762
>>full name - Jaroslav Czcszsh
>Ask about him and your sire's, Ozrov's relation.
>ask about what will undertake in the meeting.
>>
>>352783
>Ask about him and your sire's, Ozrov's relation.

You wonder how he and your sire was related, and he tells you that Ozrov was a metamorphist too, but that was not only the cause. It seems like Preben and old Vuk has some sort of cooperation. They're both a bit threatening in nature, as well as warriors. and they had opposed both of us for a some time, nothing too obvious, but the slight risk was always there.

>ask about what will undertake in the meeting.

He tells you that it's mostly formalities that always has happened, but it's a good excuse to publicly spy and announce, something that everyone is clearly aware off. However, bigger announcements are also made from time to time, if we need to be united outwards, for example. There is also a treaty of non-agression. weapons are not to be brought, and natural ones... shaped away.

>ask more closely about Vasimil's and orzov's cooperation
>ask about his goals in the meeting.
>ask about Lazlo's authority.
>other
>>
>>352813
>>ask more closely about Vasimil's and orzov's cooperation
>>ask about his goals in the meeting.
>>ask about Lazlo's authority.
>>
>>352829
>>ask more closely about Vasimil's and orzov's cooperation

He tells you that he works, or worked together mostly for metamorphosis procedures - while not about the integral parts, but rather about how flesh can be molded - specifics and ideas. for example, he holds out one of his hands, and you see a tiny eye on one one of his fingertips.

After that he asks you, about what you're out after, apart from bare survival. this seems to be both related to the meeting, and unlife in general.

>power
>knowledge
>safety
>other(write-in)
>>
>>352869
>>knowledge
>>
>>352905
>>knowledge

Vasimil nods, apparently sated with your answer. While power is what matters, power without knowledge is loosely held. A good choice for one of your age. He asks about your knowledge of vissictude.

>truth: None (write in answers)
>Lie: some powers. (write in how to word this) (roll manipulation+expression 1d10)
>>
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>>352930
>>truth: None
I haven't read the previous threads so I don't really know if our sire gave us a sit down to explain our new life and shit.
>>
>>352934
( haven't read the previous threads so I don't really know if our sire gave us a sit down to explain our new life and shit.)

He explained our state, how to create ghouls, blood bond, and has taught us in auspex, to see beyond sight- and we have developed potence on our own we have some years of experience as a vampire, but under our masters wing. We guess this is some learning experience - to manage on our own or die. Most curiously he didn't teach about vicissitude. )

Also, don't forget to check the pastebin/our character sheet)

>>truth: None

Vasimil looks a bit dissapointed, but not all too suprised, and he draws back a bit, growing more cold.

"A shame. It is our greatest gift, what makes us lords above all. However, considering your sire, it should be possible for it to wake on its own."

You can tell that this isn't really going anywhere at this rate, and you signal for your keeper to bring in the meal. Presenting your meal. while not the most well fed, she'd still be a good meal.

"You may take however much you like, she wont be missed."

Vasimil nods, and places a hand on her head, gripping it all around. With a horrifying shreik from the girl, vasimil makes it obvious that he's feeding, and not in a gentle way, but it's clear that he gains pleasure from it, as the veins on his arm bulge while she's rather quickly drained by her blood, falling down into a dry husk.

He gives you a eerie smile, adding that he could send you some of his papers on modifications if you pick up the fleshcrafting arts - a obvious sign of gratitude, Vovivodes are rarely generous.

You can tell that he wants this alliance to work - do you call him out on it?

> Call him out, ask for his intentions.
> Ask ask more about (x)
> Ask if he has connections with someone that could teach you Latin.
>other
>>
>>352992
(I'm taking a pause for making dinner)
>>
>>352992
>> Ask if he has connections with someone that could teach you Latin.
> Call him out, ask for his intentions.
>>
>>353037
>> Ask if he has connections with someone that could teach you Latin.
> Call him out, ask for his intentions.

You call him out, and try to discern his motives, but he masterfully diverts the conversation elsewhere, and far too late you feel he's playing you here. The conversation has moved on, and you got nothing out of him.

However, he seems to know someone you could speak a word about to learn Latin. he gives you a note, apparently writing on it with his finger.

It seems like he's satisfied with your meeting, and he tells you he'd take his leave. Seems like he doesn't trust you, or doesn't want to rest in your keep - after all, it's rather rude. Tzimisce are hospitable, but staying overdue gives a debt.

He leaves your castle fairly shortly afterwards.
>>
>>353225
(thread has hit autosage. I wont be here tomorrow, but can probably do some on monday.
Should i put up a new thread now? We got xp to spend - and you should probably think over your choices.)
>>
>>353233
How much xp we got?
>>
>>353333
We got 10xp

Costs can be seen in the pastebin.
>>
>>353338
Is viscitude an inclan discipline?
>>
>>353352
Animalism, auspex, vicissitude are clan disciplines.
Potence/celerity/fortitude aren't, but learn-able inherently because of our strong blood.

There are other disciplines too, but not that we can inherently learn - we'd need to find someone with it, and learn it from them.
>>
>>353381
Then we should start on viscitude. After all, this dude is going to give us some tips if we do.



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