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Rolled 13 (1d100)

Last time your still stuck inside the catacombs full of undead. You successfully managed to take down a vampire with some bandit 'allies' thereby earning the help of a witch whom you managed to convince to stick around for the time being.

You also attempted to hit on said witch but failed spectacularly at getting passed as it turned out to be an extremely thick woman and your own spaghetti spillage didn't help matters. On the plus side you were able to still get laid ironically thanks to said witch whom somehow missed it was actually her you were trying to bang.

After that you trained and went deeper in the catacombs with some bandits. Who are apparently negotiating with some of the smarter undead and your trying to figure out whether or not you wanna hideout until you pass or the test or find the ones who carry the key.

You are sincerely tempted to just wait it out problem is you...sorta really pissed off the one who is giving you this test. So there is no way she'll come anytime soon. So despite the risks your tempted to take the other option. You really should of thought twice before interrupting that lovemaking session...necromancers as you are beginning to realize really don't get out much. Not to mention it didn't help that said necromancer was your boss's girlfriend.

Yeah not one of your better decisions alright...
>>
Rolled 20 (1d100)

>>842725
After having perused some of the more interesting items that some of the bandits have you have seen the bandits have been joined by some...undead reinforcements. Most of which are leaving with the other bandits who appear to be going back the way you came.

The rest meanwhile including the unusual bandit Mister Neutral are heading deeper in with some undead escorts.

What do?
>Head deeper in with the bandits
>Leave with the other bandits
>Explore
>Train
>find a place to make camp
>Look for the Gatekeepers
>Other?
>>
Rolled 83 (1d100)

Last Thread
>>819785
>>
Rolled 46 (1d100)

>>842753
>Head deeper in with the bandits
Stick together but also while we are at it keep an eye out for anything wrote on the walls about the GateKeepers, any clues about them or maybe the bodies of any past applicants that were to fucked up to become undead. Maybe they will have gear or clues?
>>
Rolled 29 (1d100)

>>842837
Excellent ideas, I like it.
>>
Rolled 98 (1d100)

>>842837
Vote
>>
Rolled 86 (1d100)

>>842837
Damn usually it picks up on Fridays...

You decide to tag along with the bandits as they headed deeper in...and encountered more undead hostiles. This didn't seem to dissuade them however.

As you moved along you kept a look out for any clues about the gatekeepers or bodies of past applicants. You don't much of either besides ancient writings the slightly more modern undead writings. After a short while the witch noticed what you were up to and spoke.

"We are heading closer to the crypt of bones. The temple is the one nearest to the surface. We are moving away from it. The meat sewers meanwhile...well its hangs on the edges of the catacombs and migrates downward. Its a bit out of the way but not particularly hard to get to."

"You can read these writings?"

"To a degree. In truth I have been down here many times. Both help quite a bit. After all even the undead gotta go to them if they wanna get out without causing a ruckus. With their help its much easier to slip out without being noticed. Smarter undead like that."

"Great sounds like more potential enemies..."

"You'll be surprised at how rare visits are for them."

What do?
>Keep following along
>Head toward's the Meat sewers
>Go back around
>Explore
>Train
>Talk to someone
>Other?
>>
Rolled 65 (1d100)

>>843263
>>Keep following along
>>
Rolled 54 (1d100)

>>843263
>Keep following along
Let just do this....
>>
Rolled 75 (1d100)

>>843328
>>843355
Vote
>>
Rolled 50 (1d100)

>>843328
>>843355
>>843388
You decide to keep following actually you entered an area that opened up. Large pillars fell into darkness upwards and there was art pieces scattered about. Nearby you could see a gurgling pool of blood with a fountain. There the bandits stopped as their leaders talked among themselves for a short bit before announcing that this place would be their base camp in the catacombs. The vampire's former lair.

After that the bandits set up except for a few that left with Mister Neutral who followed some undead away. The rest of the bandits began to scatter setting up defenses, installations, and camps were put together.

What do?
>Follow Mister Neutral
>Time to find the bone crypt
>Go back
>Look around
>Train
>Talk to someone
>Other?
>>
Rolled 49 (1d100)

>>843444
>Follow Mister Neutral
>>
Rolled 30 (1d100)

>>843263
>Keep following along
To be honest I'm missing the civs, a lot. I'm not the greatest fluffer, but there's ideas I want to try and the other civs we haven't touched.

Thinking we could try a government that is ran by a magic counsel. Our perk could be magic tech for all our people, if that isn't to much.

Cultist with a dungeon heart.

Think tank with psi zombies or bioweapons.

Tribals who monster hunt and go around help people.
>>
Rolled 61 (1d100)

>>843444
>Train
Practice with the psions (maybe the magi too)
Tempting to follow Mr. Neutral, and I want to look around at some point, but this a chance to practice our mental defenses.
>>
Rolled 33 (1d100)

>>843474
I have posted the rules and there are google doc archives with all the rules and threads. Not to mention I am available for questions most days.

So why not run one of your own?

Otherwise you still have a lot of cool stuff to see as a little guy. I am just waiting for you to stop hanging out with the bandits so much...granted they are an funny interesting bunch of bastards.
>>
Rolled 79 (1d100)

>>843474
>>843467
Vote
>>
Rolled 39 (1d100)

>>843665
Woops, mislinked my own by mistake. Meant to switch votes to >>843474
>>
Rolled 22 (1d100)

>>843474
Roling
>>
Rolled 57 (1d100)

>>843474
You decide to keep following Mister Neutral who now with only a few people following him takes interest in you.

"You know...its been a very long time since I last met another psi magi."

"!"

"Yeah i am one too. Psi magi are very rare...after all you gotta both have a rare psi talent AND a rare magic talent. Makes us very rare indeed. By the way I did find out that you actually DID work for the Shrouded One Arms Dealer so my mistake and apologies about that."

"You...are a very strange bandit."

"You are quite strange yourself. Maybe that is why the Shrouded One likes you. Still I could see why that one would make an exception for such a rare case as yourself. Why you think it a good idea to work for that one...I do not know."

"I know the Shrouded One is a shady arms dealer."

"Yes...but do you know about the other things about that one?"

"What other things?"

"You haven't notic-right that one knows how to protect against psi tricks. Must say if you wanna be a good psion your going to need to learn how to bypass such defenses. Even if its very rare to encounter some know how to do it. Well let me put it another way...don't you think its peculiar all those machines? They are far too many for mere...protective purposes no? The Shrouded One craves more then just wealth and is driven by more then just greed."

"That is funny coming from you of all people with your unholy alliances."

"Hey now I never claimed to be a saint. I am just saying you gotta think more. Its very important to think more when your a magi or a psion...especially if your both. We gotta keep track of both...how to use both together despite the differences. Our ability is not a easy one i am afraid...not easy at all. Far more complicated then getting magic and tech or psi and tech to cooperate."

"For Magic is Many...and Psi is One. They do not get along so easily."

"Our greatest advantage is how long we had to make it work. Problem is...we are way too fucking rare. Its not easy to find...but its out there."

"So let me guess...ancient relics?"

"If your lucky you just need something from the times of before the Fall otherwise yes, but hey if your REALLY lucky you'll find something of this new world to help you!"

"...Such as yourself."

"Hey now I never said that. You did. I am a filthy bandit after all!"

"...How DID you end up a bandit anyway? You gotta be the most chill bandit I have ever met."

"Not the most helpful?"

"...I will admit there were far more helpful bandits out there then I thought possible. So I am afraid your that only kind of exception."

"Yeah...we are a oddly helpful bunch. Comes from all the outcasts I think...keeps that tradition alive."

"So you think I am an outcast?"

"No...I think your a survivor who had something very traumatic happen for you to be so willing...to consort with such shady characters on a regular basis. If you ask me you got the wanderer down to an art."

"Wanderer?"
>>
Rolled 16 (1d100)

>>843773
"Not all wanders are outcasts...and not only the outcasts are willing to consort with our kind. Sure they may be frowned upon everywhere...but that comes with being a wanderer. An ever constant stranger."

"...Yet you bandits always treated me warmly?"

"Like I said tis due to the Outcasts which ensure certain traditions among the bandits stay alive. If we had no outcasts...well it wouldn't belong before bandits start dying out."

"What you can't have enough kids?"

"You ever seen the amount of drugs we take? Or the trouble we get into? Ever think about how bad at parenting we are? There is a reason why bandits needs outcasts. Those peculiar strangers...and wanderers."

"...I suppose that makes sense but you dodged the question of why you became a bandit."

"...Well that is because its a shitty but common story. I wasn't one of those bandits who got thrown out of their old homes for being an evil or crazy fuck, but I was an outcast nonetheless. My story isn't unusual. See people like to think. Like to tell themselves...that the bandits are where all the bad people end up. A few no better and the bandits know more then most. So let me put it this way. To me bandits were a vacation, a new home with people I could trust. Family I always wanted...people who had my back. A good place to be...because you see I came from a very bad place. Even among bandit kind...I have rarely encountered the kind of evil my old home had."

"Sounds like you came from quite the hell hole."

"Heh...well it certainly did feel like that but it didn't look that way. My old people...were very into appearances sake. They liked turning a blind eye...and closed doors. One day though I just snapped. Got myself thrown out... but not before causing quite the nasty incident."

"After that became an outcast who eventually joined up with some bandits. That was a long time ago. One day though I wouldn't mind returning...still got some unfinished business to attend to. At least once I figure out where to go exactly."

"You don't look that old."

"I got tossed out when I was still quite young. Its not as uncommon as you would think to see such young outcasts. Especially when the times are bad or tight...at that point you count yourself lucky for not getting sold to some slavers."

"Anyway for your magics and psi...the journey of a psi mage isn't an easy one."

"Then why haven't I ever encountered any good bandits if your not all evil fucks?"

"That is simply due to the kind of people who survive and the environment. As a bandit...well you either don't stay good or you leave."

"Leave?"

"Not all outcasts become bandits...some become wanders. Travelers who go far and wide...away from their old haunts. Not all of them are bad people seeing as they are suspicious travelling strangers...but surely you heard the stories no? Of a wandering heroes and such?

"...That is where the Good Outcasts end up if they don't travel far enough away till nobody knows them and start a new life."
>>
Rolled 12 (1d100)

>>843902
"To me...you remind me of those wandering strangers. Most of them aren't actually that of bad people you see...as those that are end up joining up with the bandits."

"So down here...your seeking undead allies?"

"Yeah exactly. Either I want to know if they are enemies or we can reach some kind of understanding. I am getting older and more tired...I don't like to fight so much anymore. To kill...for so little reason."

"...You are one chill bandit."

"Yeah you should meet Dok Chills. That guy is pretty cool too...so chill he got thrown out because of it."

"hah really?"

"Yeah I wasn't always this chill but that guy? He was since the very beginning. People couldn't stand the fact of he was so chill he didn't mind bandits and like...threw him out. Shame he was a pretty cool guy. One of the few people I ever knew who never treated mutants poorly. I think you might like him."

"Why?"

"I can sens the emptiness of your mind. Dok Chills...he is good with that sorta thing."

"Really?"

"Let me it put this way that guy I have seen him cure even MADMEN."

"...Damn."

"I can assure you he can help he might not know how to fix you but he can help."

"Where is he?"

"He is based in the Nuthouse of Otoros Peak. Ever since he became an outcast he devoted himself more towards helping the insane. Be warned without bandit escort you wont get anywhere close to that place."

"Why?"

"Bandit Central. Otoros Peak is located near the pass between two Megacity and the sea. So many bandits there...countless bandits stay near there. Well...how much longer Bonehead?"

"Clatter Clatter Clack," states the skeleton.

"...How far does this place go," asks Mister Neutral in response the skeleton merely shrugs.

"...Oh god don't tell me its one of THOSE kind of undead havens?"

The skeleton merely nods in response. That is when Mister Neutral finally turns pale and orders his guys to halt.

"Uh boss is there a problem?"

"...A bit of one. Hold up let me call down a wraith. I need to communicate with an undead properly."

Soon a wraith appeared and fuses with Mister Neutral who merely frowns as dead frost starts to coat his body...and he doesn't even shiver. After awhile the wraith departs howling deeper into the depths.

Mister Neutral meanwhile takes a closer look around before muttering something under his breath. Before heading down a side passage right when you were about to follow the witch stops you before hissing.

"I agreed to help you with whatever route you choose to take in regards to the test...that path he takes leads to neither. You follow him and I will consider services rendered. Down that that other passage leads to the Meat Sewers you can tell by the smell. The one over there takes us closer to the bone crypt. Meanwhile the one over there around the closer takes us back closer to the surface and temple."

What do?
>Keep following the bandits
>Bone Crypt
>Flesh Sewers
>Head back to the surface
>Backtrack
>Explore around
>Other?
>>
>>843626
To be honest I lack the passion to keep motivated. I tried running civs a while ago. Just lost the energy to keep up with calculating every detail. The first one was my best with all the hidden details. ( That machine civ had a lot of love behind it. )

Just as things went on it became to much work for me and real life is taking my free time to try again. ( I believe smart anon had the same happen with work.)

Yet they can be fun to run with the right group. I remember making a joke as the first hero was talking ( meow ) . Then a few people just left because of that. I made me laugh because those that stayed were good people.

Down side is I cut it short. Since system rebalancing the game in the middle seemed kind of bad so I start another one. A lot of work starting from nothing. Mixed with being a perfectionist and a crappy writer.
>>
Rolled 61 (1d100)

>>844003
>Flesh Sewers
This is our last chance to try getting the keys with the witch's help. Let's start with what is probably the most disgusting one, get it out of the way.

We'll meet Mister Neutral again sooner or later.
>>
Rolled 26 (1d100)

>>844008
The trick to calculating the details is to clump them together when possible. As is when they have something that unifies them...food supply for example. You don't strictly need to keep track of every farm and such but you DO need to keep in the mind general condition of the supply and how strained it is. As well as the natural and resulting problems that are going to form in due time.

Problem with civs is they are much harder to run then an ordinary quest because even when unifying there is still an awful lot to keep track of. Far more then any quest if you plan to do a decent job.

Also I have revised heavily in the middle of the game I only did it once and it was during the Memor my very first civ. I didn't like how my stat block looked and worked. It was quite the big change but it made a huge difference. After that is was smaller because I honestly didn't need to do any big changes.

Players are understanding when it comes to modifying the system to make it work better even in quests. I can't claim my system is perfect but it did work...it was just a pain in the ass to keep track of it all. Even so heavily simplified which I did out of pure necessity.

Complexity is a civ's worst enemy.

Not to mention whoever made the fantasy civs clearly had no fucking idea what they were doing nor have they ever run a civ even in short term.

So hey at that part at least is honestly not your fault.

Fantasy civs are fucked and been that way for many years. Just seeing them and the prospect of running one of them makes me wanna scream and run for the hills.

Its also why Genie never really ran fantasy because FUCK that.

So hey totally not your fault this is coming from the only civ runner who ran long term. Fantasy civs are beyond fucked.

Oddly enough despite their rarity post apoc civ creators actually had their heads on straight. There is a reason why I honestly had to go through only a single big change.

Now if it was fantasy civs...I would honestly suggest burning it all down and starting from scratch. I mean...it is just beyond horrorible and has only gotten worse with time.

BECAUSE THEY KEEP BUILDING ON THOSE FUCKED UP SYSTEMS THAT ARE FUCKING BYZANTINE NIGHTMARE FROM HELL FOR CIV RUNNERS THOSE EVIL FUCKING BASTARDS.

I mean fucking hell I felt so bad I actually went through the trouble to see if my system could work for less tech and more magic...turned out it was fine. The groundwork is oddly enough very similar no matter the type of civ.

Just seeing one of those fantasy starter pics is enough for the Genie to see hell...and it never actually gets better. They just became worse and worse over the years...

And what do you know? Fantasy civ runners became rarer and shorter running too...bunch of retarded fucking idiots.

One day I might have to get around to resurrecting fantasy civs. In any case if you ever DO choose to run a fantasy civ just use my system it will spare you endless misery.
>>
Rolled 60 (1d100)

>>844123
One day I swear I am going to have to run a fantasy civ to show em all how its done and its going to suck. Gotta redo all the goddamn civ types and new traits...

But...but I miss good fantasy civs SOO much.

AND ITS NOT THAT DIFFICULT YOU MOTHER FUCKERS DON'T EVEN HAVE TO WORRY ABOUT COMPLEX TECH TREES BECAUSE ITS A LOW TECH GAME AND MAGIC.

NOT TO MENTION FEWER STATS AND UNITS TO KEEP TRACK OF.

...oh I honestly don't know how fantasy civ starter creators managed to be so fucking retarded. It amazes me.

Its not even the civ runners fault its those pricks who created the fantasy starters and their constant 'upgrading'(making it worse).

Man why the fuck anyone would keep those things floating around and civ runners keep falling for them...is actually rather stupid, but its not like they have anything else to go on.

Nobody ever thought to see how the other civ type games do their thing. Which no matter what are actually an improvement over fantasy civs. Like I ain't even joking. The Genie has checked these things.

real surprise fantasy civs grew shorter and rarer over the years. Still nobody thinks to check to see why the other civs were...different.

Or really use any system OTHER then the fantasy civ slop.

No matter what it will make a world of difference.

Fucking hell you don't even need to use Genie's civving system JUST DON'T USE THE GODDAMNED FANTASY CIVS ONE I SWEAR DON'T FUCKING DO IT. ANYTHING BUT THAT LITERALLY ANYTHING BUT THAT.

So...anything else?
>>
>>844003
>Flesh Sewers
>>
>>844008
>>844205
>>844123
One advantage a civ quest has over an ordinary quest is strictly speaking the writing quality requirements are lower.

So even if your a crappy writer so long as you can keep track of shit the truth is you can still run a decent civ.

How do I know this?

At times the Genie is a pretty shitty writer...

Its kind of hit and miss spurts sorta deal with me. Much more acceptable with a civ much less so with a quest.

So long as you keep track of shit your writing an afford to be shitty(and you got a excuse). This is because it will internally make sense and it will be organized. Perfectionism actually helps with civ running because it forces you to pay more attention to the civ running itself(which is the hardest part).

Which is useful and just tell yourself the flaws are due to the system and not yourself. So you need to work on the SYSTEM(which truth is always could use more tinkering).

I say this as a fellow perfectionist.

Just deflect your criticism away from yourself...and channel it into improving!

That is what I did and I was a shitty writer AND a perfectionist!

Truth is I still ain't a very good writer...and i am still a perfectionist.

I actually haven't improved that much outside the system itself. I just know how to leverage what I ain't terrible at and the system to do the work for me.

Its why I like quests is because it forces me to get better at writing especially in the stuff I am not so good at and I don't have a complex system to hide behind.
>>
Rolled 57 (1d100)

>>844095
>>844255
Vote
>>
Rolled 53 (1d100)

>>844286
Another good thing about a good system is it helps keep track of, simplify, and calculate things for you. Its just a pain to get it working properly.

>>844095
You decide to head towards the flesh sewers...true to its name it was a truly disgusting place and the stench...good lord. Thankfully you hadn't eaten anything recently which was helpful with your retching. The witch besides look a little paler then usual meanwhile was able to withstand the smell. It took you a little but eventually you too were able to withstand it. The texture of stepping in the area however that squishing was enough to send chills down your spine.

Eventually during you walking you saw...things pull themselves from the wall. Fleshy mounds and the groans of zombies. As zombies appeared heading towards you.

The witch however after casting a spell...the mounds sunk back into the walls and floors. The zombies meanwhile paused and headed elsewhere. That was when the witch sighed a breath of relief.

"We were lucky they were stupid...unlucky for us the flesh sewers have an irritatingly high number of intelligent undead. Don't expect my trick to keeping work...especially given the things here and their fondness for flesh."

"Great...any idea where the gatekeeper is?"

"Don't know. This gatekeeper here is the one that wanders the most. We'll have to get lucky or find a smart undead without a craving for fresh flesh who is willing to talk."

What do?
>Keep following the same passage
>Look around
>Try to find traces of something
>Take a side passage
>Other?
>>
Rolled 10 (1d100)

>>844447
>Look around
>Try to find traces of something
Let's look for clues
>>
Rolled 47 (1d100)

>>844465
Vote
>>
Rolled 22 (1d100)

>>844447
>Other?
Not sure if this will work. Could we do some kind of offering to call the dead we seek to us. Like a blow of rice or drink.

Be are real good guy to these undead and kill them, with kindness.
>>
Rolled 23 (1d100)

>>844569
Seems more like something for the Temple.
>>
Rolled 96 (1d100)

>>844665
I could see that. My mind set is if we remind the undead of good necromancer we could get lucky.

Talking, try to put them at ease and the like could win us some points with them.
>>
Rolled 2 (1d100)

>>844465
>>844569
So...no tiebreaker?
>>
Rolled 13 (1d100)

>>844967
Does the witch or AMY have anything to say on the idea of offerings?
>>
Rolled 37 (1d100)

>>844967
>try to find traces
>>
Rolled 88 (1d100)

>>844465
supporting
>>
Rolled 51 (1d100)

>>844987
It could possibly work on both counts. The witch says you would have better luck if you had knew the right the blessings or right languages. She says stating something in the language of the dead would most likely have the best results.

According to Amy if you knew the right offerings and blessings would increase your odds of success but admits to not knowing what this 'language of the dead' is. She has heard of the undead scripts but not an outright language of the dead.

>>844465
You decide to look around for clues...which is rather hard to do in a place with nothing but stinking rotting flesh...which oddly enough when you took a closer look...there were no flies. No maggots.

Just the sickly sweet smell of rot and decay.

Something was so very wrong here even to your untrained eyes.

When you took a look around trying to find a path and looking at your traces behind you. You found the flesh...is very spongy while it does leave an impression for a time. Eventually it rebounds turning back to normal. So you were unable to find any trace and you hear...something coming up one of the passages.

Whatever it is its very big as the flesh everywhere started to shake and shudder like pudding as a shadow crept up one of the tunnels heading in your direction.

What do?
>Time to run...down the side passage
>Run down the main passageway
>Try to hide
>Stand your ground
>Other?
>>
Rolled 57 (1d100)

>>845162
>Other?
Quickly, and quietly, ask the witch if she thinks that's the Guardian

>Try to hide
Because I don't want to just stand around even if it is the Guardian.
>>
Rolled 44 (1d100)

>>845187
Support
>>
Rolled 81 (1d100)

>>845162
>>Other?
What does our psi find. Is there a mind to talk to?
>>
Rolled 18 (1d100)

>>845187
"hm...well so long as its me it should be fi-" she notices you. "..."

"Why are looking like I just took your last chance of hope to stay alive?"

"...Second one actually and guess what your really quite lucky because that is who your looking for! Now excuse me while I hang back and uh...if you survive I'll keep helping okay?"

With that the witch started run very fast far away dodging into a side passage.

"Wait...survive?"

>>845223
You do indeed sense a presence.
>>
Rolled 29 (1d100)

>>845223
>>845262
Trying to make that offering now might be a good idea.
>>
Rolled 10 (1d100)

>>845262
Time to try talking.

"Hail the old one. How are you?"
>>
>>845262
Well fuck. Mini boss fight. Ok this was pretty unavoidable if we want to become an apprentice. but it did just dawn on me we could have just left after the vampire fight, payed me Mr Nuetral for a ride to the shrouded one. We were only tasked with getting out, nobody told us HOW we had to escape just that we had to make it out alive we need to kill this thing and preferably quietly so explosions are out of the picture, we do have strange grenades but we haven't really used them so we don't know how audible they are.
"Hey Amy, using our gear any way you can whip up some sort of trap or strategy we can use to fight a flesh beast of unknown power and ability in its home turf?"
>>
Rolled 6 (1d100)

>>845328
"Well for one thing our odds of success would improve significantly if we aren't fighting it on its own home turf."

"Anything else?"

"Not Enough Data for any possible conjecture. I would suggest running away until we have collected more data...or you know ask the witch more about the guardians."

"I never knew you could be so snide Amy."
>>
Rolled 46 (1d100)

>>845328
I think we need to use either stealth or diplomacy. Trying to actually kill it is wishful thinking, and simply defeating it seems like a long shot. (Unless we have more information as Amy just told us)

>>845360
I say we hide in one of the side passages.
>>
Rolled 14 (1d100)

>>845366
>I say we hide in one of the side passages.
Vote
>>
Rolled 35 (1d100)

>>845366
The more I think about it, the more I want to call it quits on the Guardian quest and perhaps on the apprenticeship itself. shame since it was my crit that got us started on it Nothing good ever happens in tunnels made of flesh.

I would like to modify my action to sneak away down one the side passages. I want to retreat, but as stealthily as possible given the circumstances.
>>
Rolled 97 (1d100)

>>845803
"I have returned from the crypt. Down there, I met new people, defeated a vampire, gained new insights. It was a profound, life-changing experience. In short - fuck this. I ain't setting foot in undead lands ever again."

What should we try for then? A wandering psi-magi driver-for-hire/contraband runner?

>>845360
>Hide in the side passage
>>
Rolled 51 (1d100)

>>845902
Vote
>>
Rolled 90 (1d100)

>>845902
>What should we try for then? A wandering psi-magi driver-for-hire/contraband runner?
Well, when you put it that way...Hell Yeah! Seriously though, dialogue like that is probably not an uncommon reaction for people who survive their first adventure in a place like this. But hey, if you want to be an apprentice necromancer I can't stop you. Lord knows we need to find some career path to stick with for the long haul, and there's no longer haul than that of the dead. I just realized that talking about a 'long haul' is rather germane to becoming a driver-for-hire. So what if...we became a trucker AND a necromancer, and then use our necromancy to become a ghost?
>>
Rolled 62 (1d100)

>>845162

>Stand your ground
We must do the unexpected, because I bet this thing is used to running its prey down. Also running or hiding in its home turf is...questionable at best.

Talk to it and try to communicate with our psi, if that seems reasonable and not likely to drive us insane.

"Guardian of Flesh, we have come to learn the Language of the Dead. Can you help us, or will you show us another who can?"

>>845803
It's true. I kind of wondered why we continued to pursue when we had that avenue out wide open for us.
>>
Rolled 3 (1d100)

>>846746
An otherworldly messenger in an old world coupe with trick parts it is then
>>
Rolled 51 (1d100)

>>847594
That's an interesting take. Fuck it. Worst case go out in a Puff of almost glory.
Seeing as he is flesh psionics may be effective.
>>
Rolled 61 (1d100)

>>845366
You decide that now...is the time to hide down. Preferably down one of the sides passages that you proceed to dive into and wait for whatever comes to simply pass on.

As you hid you saw at first a wave of undead fleeing in terror from whatever came in behind them. Creating a stampede even once they left...the ground never stopped shaking. As a massive pile of flesh appeared that caused everything to shake where it fought to avoid being sucked in.

There the giant undead monstrosity paused before speaking in a warped garbled voice.

"WITCH! I SMELL YOUR KIND HERE WITCH...DO NOT THINK YOU CAN ESCAPE ME."

"..."

"WHY DID YOU BRING AN OUTSIDER TO MY DOMAIN WITCH?"

"Well...he sorta helped with a vampire problem. After that I agreed to help him pass his trials."

"IS THAT SO?"

"If you don't agree then you can talk to the necromancer who decided to make it happen as a test to become her apprentice."

"...Fine witch I will forgive for now. What of this mortal what do you think?"

"He is a psi magi."

"OH...Does HE KNOW OF THE WAY?"

"No but he hopes too."

"...A PSI MAGI...ONLY THEY KNOW OF THE WAY OF PSIONIC NECROMANCY. ONLY THEY KNOW HOW TO TAP INTO DEAD MINDS RELEASING THEIR PSIONIC POTENTIAL...IT HAS BEEN A VERY LONG TIME. PSI ZOMBIES...ARE NOTHING COMPARED TO THE RARE PSIONIC UNDEAD."

"...Sounds like you actually like him. You were the most hateful of the guardians."

"He may pass witch and for this trangression...you may take a look at the item I wish you to give him. In addition to the Key that is."

"...So you did have a soft spot after all. No wonder nobody could figure it out."

"Hahaha I am the of the Flesh...as a psion he need not take my test."

With that the mound started to pulsate violently before spitting out two objects. One of which was a small pile of twisting wringling flesh. The other...was a tome of magic.

"Read it witch...maybe you can get an inkling of the psi undead. Only the psions who learn necromancy have the talent for it...but I have seen necromancers other then them animate such beings regardless."

After that the mound of flesh squeezed its way through a passage...and started to trail away.

What do?
>Take a look at the new book
>Check out the key
>Speak to the Guardian
>Keep hiding
>Other?
>>
Rolled 61 (1d100)

>>847825
>Take a look at the new book
Yay Learning
>Check out the key
Yay eldritch Key of tentacles
>>
Rolled 97 (1d100)

>>847825
>Speak to the Guardian
Thanks. Not sure how I repay ya, but I'll try someday.

Then if no more talk we so should check that book out.
>>
Rolled 12 (1d100)

>>847893
>>847994
I like it and look forward to the descriptions of the book and the fleshy digusting key.
>>
Rolled 22 (1d100)

>>848179
That is to say, I don't think any of the options are exclusive.
>>
Rolled 21 (1d100)

>>847893
>>847994
"No need for repayment psion...been a very long time since one of your kind came through here much less interested in the wonders of necromancy."

After that you checked out the book...which appeared to be made of flesh, hides, fang, and claw. Yet when you touched it suddenly it erupted with a strange psionic energy...that coalesced into a psy crystal that stank of death. It did however contain powerful whirling energies like you never seen before...

The book itself discusses how if intelligent undead are a thing why not psionic undead? With some study it was soon discovered they did exist...but were rare because they were raised from the bodies of psions. Some psions wanted to know if there was a greater type of power then enslaved psi zombies and necromancers wanted to know how to create psionic undead with lower quality corpses.

Some psions were tempted by the power of necromancy and necromancy the power of psions...so an agreement was made. The most useful of members were the psi magi who turned towards necromancy and intelligent often psionic undead.

They figured out that you could push a corpse's ability much farther to awaken their psi potential then a living persons...because they are already dead. They discovered other ways to create them...easier ways that do not require a psion's unique touch.

Meanwhile the psions discovered the wretched awful power of the undead intellect. Most of their groups banned its study and use because of the corrosive effect it has on living psion's. That did not stop them all however...

Inside the book besides giving some details of psionic necromancy also details the secrets of creating psionic undead and the power of undead psi. According to the book the undead psi holds such power that the living psions cannot possibly comprehend or so it claims. It discusses how to animate undead psions through both magic and psi. Even ways to forcefully awaken undead through just psi.

The tome appears to be of all things a tome of the psi magi particularly focused towards necromancy.

Meanwhile the key...is a small pile of wriggling flesh. You can sense a strange potent power inside...but it appears to be yet incomplete. It is very strange to hold given the texture and how it never stops moving about.

What do?
>Take a look at the new crystal
>Head upward's to the temple
>Head towards the bone crypt
>Look around
>Other?
>>
>>848330
>Head towards the bone crypt
>>
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40 KB
40 KB JPG
>>848330
>look at the crystal
Let's wire wrap this bad boy and wear it as a pendant
>>
Rolled 83 (1d100)

>>848330
>Take a look at the new crystal

>>848837
How horrifyingly awesome an idea, if anyone who knew anything about magic or psi ever got a good look at it.

Funny how our PCs, even if they're green as fuck with no power, always seem to end up with priceless treasures...to the right people.

Anyway, this tome is nice because now at least we have a more advanced basis for specializing into psi-magic. It's something we can read and improve on with time by default.

I'm fairly tempted to burn a Big Boon on Psi-Magic Natural Genius, as I've mentioned before.
>>
Rolled 7 (1d100)

>>848900
Down
>>
>>848900
Of course, we should get Genie's response on if we'd need a Big Boon for that.

Rather, we should get Genie's assurance that burning a Big Boon on that would make sure that it gets the FULL FUCKING EFFECT.
>>
Rolled 6 (1d100)

>>848911
There's something bothering me in the back of my mind about psionic undead. Like we faced them once before and they were absolutely fucking horrifying and wrecked so much goddamn face it was ridiculous.
>>
Rolled 86 (1d100)

>>848922
When was that hm?

There is a reason why necromancy is a big no no among psions heheh.

Undead psions are fucking terrifying for a reason though that makes sense due to how things work.

>>848900

harharhar...that book may contain the answer why. Mostly likely the crystal does.

So you decided to take a look...the crystal is strange. You never seen a dead psi crystal that could cackle with such unholy power. It constantly shuddered and cackled. As your mind attempted to take a closer look...it got sucked into a vortex.

A vortex that drew you deeper and deeper into its depths. Your mind however instinctively rejected the foul connection as it detected the wrongness and anathema nature. That did not however stop the crystal from whispering its secrets as it pulled you in deeper and deeper...

You could hear it whisper dead forbidden knowledge about the undead...their rejection of both life and dead. Their limbo between their dual embraces...it told you about the Psi.

The minds...which give rise to psi and how the undead break that great rule that it should be only the domain of the living who can tap into living thoughts.

They...some of them are aware. Are intelligent...were once psions in life but when they came back...their powers were still there.

But now...now they were undead. They did not have the sufferings of the living to hold them back...yet at the same time were minds were twisted.

That did not however prevent them from tapping into that great and terrible power...now they were deranged. Their that they should not have...they still possessed. Now it was twisted or so the living psions would claim...

but the undead psions knew better.

The dead have thoughts and they dream...their bodies are dead and those thoughts are hallow remnants of a once living mind. But what if they should they...come back?

What of the thoughts of the dead bouncing in the void calling out against death? Of their regrets? Of what they hold to the living?

What if someone...or something calls upon those thoughts? Awakens them from the dreams of death's embrace?

The necromancers knew how...why not the undead?

Why not...tap into those thoughts floating with the void of death?

Why cannot a psion do such?

Why cannot a psion listen to the thoughts of the undead?

...Because there are things the living should not know.

And the power of the dead is deep and endless...for all life must join its embrace sooner or later...and they pile up.

So much piling up...imagine the power of it all?

Imagine the purity of thought the undead have who suffer no distractions?

Imagine the terrible power of their thoughts? The secrets they hold...the enlightenment they could share.

The crystal whispers to you of these things...of promises and what you could discover.

Gradually as you sunk in it...previously the dead quiet catacombs. You realized were not so quiet after all...you could hear things. Clamoring even...the silence was due to your own ignorance!
>>
>>849027
"LISTEN to ME MORTAL...LISTEN."

"The Undead know more then could possibly imagine...the countless dead...they contain great and terrible power."

"The undead...not all are mindless. Not all are insane...that is a lie. If an undead has thought why cannot it not tap into psi?"

"Why cannot psi be awoken awoken in the dead as it can be awoken in the living?"

That was when you felt a sudden smashing pain in your head and you find yourself leaning against a fleshy wall with a huffing witch putting away her rod as she spoke to you.

"Dumb ass. Listening to things willy nilly like that is how you end up MAD. Somethings we really shouldn't look into deeply...or simply what we just aren't suppose to know."

"But the secrets...the power."

"Yeah they ALL say that. How else do you think they get you to listen? Most MADS ended up that way because of what they listened to and studied. Its not born or onset nearly as much as people like to say."

"Psionic undead taps into some rather dangerous things even more then usual smarties among the undead. Hence why psions are so fearful of the things. Sure you could listen sure it would likely grant you great enlightenment and even power...but at what cost? It eats away at you...mind, soul, and even body. Keep that in mind when you delve into forbidden secrets and try to find shortcuts. There is a reason why I take the long way and save that kind of knowledge as a last resort...once you start relying on it. That is when it has you exactly where it wants you."

What do?
>take another look at the undead crystal
>Head upwards to the temple
>Head deeper to the bone crypt
>Take a look at the book again
>Look around
>Other?
>>
Rolled 78 (1d100)

>>849215
>Head deeper to the bone crypt
>>
Rolled 98 (1d100)

>>849215
>Head deeper to the bone crypt
Let's hope the book will not take us for a ride like that Crystal when we look into it more.
>>
>>849215
>Head deeper to the bone crypt
>>
Rolled 35 (1d100)

>>849759
dice
>>
Rolled 2 (1d100)

>>849215
>Head deeper to the bone crypt
>>
Rolled 5 (1d100)

>>849662
You decide to head to the bone crypts. Soon the stench and flesh slowly became rarer and rarer...replaced increasingly by bone. Some dusty...some bleached white. So many bones...braziers full of bones burning with strange lights.

You could hear distant rattling of skeletons. Soon pillars of bone appeared reaching up into the dark ceiling. The witch for her part was quite the effective guide taking you to the place much faster then you thought...and bypassing many skeletons.

After awhile she stopped and spoke.

"In these bony halls...you will find the Lord of Bones and Guardian of the Skeletal Key piece. He wanders these halls...and hence is relatively easy to find. He notably more friendly then the Flesh Lord. Which isn't say much...when excluding the exception that is you."

"So...sounds like he might hate me?"

"Maybe. He is rather annoying to deal with...beware the puns."

"Oh no...not BONE puns."

"Afraid so. There is a reason why you wont any other undead here. They can't stand his love of puns. If you can't find him right away...just follow the puns...and where the undead are running away from."

"Goddamn it."

Meanwhile in the distance you here the distant sounds of painful bone puns...problem is they are echoing in the halls. Things like

"How humorus."

"What a tibia day!"

and worse...

What do?
>Time to unleash the puns
>Try to find any other undead
>See if the sounds of puns come closer
>Look around
>Other?
>>
Rolled 43 (1d100)

>>849839
>Time to unleash the puns
Come on guys don't this just tickle your funny bone? But seriously skeleton jokes rattle me to my bones.

>Look around
Relics, relics where are you
>>
Rolled 3 (1d100)

>>849922
Bonus points if you come up with your own puns.

Which is really true for any action but especially in a conversation type action like that. Having your own puns to unleash goes a long way.
>>
Rolled 30 (1d100)

>>849922
First vote eh? That takes some backbone. (Vote)
>>
Rolled 28 (1d100)

>>849922
Vote.

Well we do have a bone to pick with him. He holds the skeleton key to our freedom.
>>
Rolled 57 (1d100)

>>849922

Supporting

"Is this place really just made of bones or am I hallucinating? Miss Witch, I think I may be sick. Would you check to see if I have a femur?"

"I would really like to say I'm not here for the key-piece, Mr Lord Of Bones...but that would just be a fibula."

"Look here, Lord of Bones. I didn't come here with a bone to pick with you. So how about you just give me the Skeletal Key piece so I don't have to coccyx my shot-stick?"

"I can sense him coming closer. The power of the puns rings in my proximal phalanges."

"Clearly this hallway-temple here is a sacrum place."

Hey, these are pretty fun. AND they repel the undead!
>>
Rolled 14 (1d100)

>>850172
>>850143
>>849999
>>849922
The witch looks at you with an ever increasing look of utter horror and terror. Before she attempts to run away screaming. Same with the skeletons if the...avoidance of the area around you is anything to go by. You even saw skeletons pull themselves out of pillars, floors, and drop down from the ceiling. Running away 'screaming' soundlessly as they rattled away.

A brief silence took over the halls before you heard a very loud and now very close pun laden response. Unfortunately the witch found herself running in that very direction...and when she came charging back at you and then away you could a solid thump a as a witch stumbles back rubbing her head before looking around and sigh in defeat.

"Not again...not a pun off I don't wanna be here for another one..."

"A pun off you say...how humerus! If you win I will give you the skeletal key...and should I win we shall spend all of eternity making jokes!"

"And one and a two and one two three HIT IT!" Suddenly skeleton band rose up from the field a of bones who started to play music and you both found yourself standing on an arena with a bone mic.
https://www.youtube.com/watch?v=q6-ZGAGcJrk&ab_channel=TheLivingTombstone

"Oh how did I know where you go next?" asked the Bone Lord pointing at the witch. "Because I felt in my BONES!"

"Every time a skeleton joke is told...i FEEL IT IN MY BONES TOO!"

"What do you call a skeleton snake?"

"A RATTLER!"

"Have you seen my brother? i got a BONE to pick with him!"

"What do you call a skeleton riding a screaming motorcycle made of bones?"

"I am BONE to be wild!"

"What does a skeleton tile his roof with?"

"SHIN-gles."

Skulls are always single because they have no body.

What do you call a monkey with no skin? A baBONE!"

A dog stole a skeleton's left arm and leg...but its cool because he is ALL RIGHT now!"

"What do you call a skeleton who pressed the doorbell? A dead ringer!"

"What is a skeleton's favorite weapon? A bow and MARROW!"

Man, these jokes aren't even that HUMERUS...These jokes are very bare BONES...Don't worry though because I got a skeleTON more!"

What do?
>Keep up the puns
>Sneak attack
>Challenge him to a duel
>See if the witch can back you up?
>Other?
>>
Rolled 4 (1d100)

>>850441
>See if the witch can back you up?
She wasn't able to get away, so the best way for her to cope with the puns is to RATTLE off a few of her own!
>>
>>850441
>See if the witch can back you up?
I have a gut feeling that a necrodancer could help.
I mean we have a special boned with her.

You could say we are nearly joined at the hip.

We'll show Mr Bones' here a true wild ride. He'll be jumping out of his skin by the end of it.
>>
Rolled 93 (1d100)

>>850756
>>
Rolled 27 (1d100)

>>850441
>See if the witch can back you up?

As expected, skellies are chill to the marrow.
We may also try giving an offering to the guardian; do we have calcium supplements for the strongest bones in game?
>>
>>850807
my pic unglued
>>
>>850441
Did you miss all these golden puns
>>850172

What do you call a fat skeleton? Big boned
What do you call a dumb skeleton? A numbskull
A Skeleton tried to argue with a ghoul that stole one of his bones, but he didn't have a leg to stand on.

Why are skeletons always so tired? They work themselves to the bone.
>>
Rolled 28 (1d100)

>>850906
No I didn't you said those first which got the bone lord to come out. After that he said his share of puns.

Its a pun off!
>>
>>850917
You need more puns?

I noticed your skeleton band doesn't move around much, is it because they have no body to dance with? can you even call this a band? they don't have an organ. At least get them a trom-BONE, I swear they are technically talented but their hearts just aren't in it.
>>
Rolled 95 (1d100)

>>850441
>>Keep up the puns
I got some Sternum words your gonna feel'em
Rattle your Vertebra and crack your Carnium.

Fresh from my Mandibles and kicking you Coccyx ,
Your in my Radius so im staying Lumbar gonna crack bust your Patella
>>
Rolled 28 (1d100)

>>850955
>>851000
>>850917
Was I supposed to roll for keeping up the puns?
My skeleton friend was typing for me but he didn't have the guts.
>>
>>851000
Gonna shove my Carpels up in your Sacrum cos lyrics I got'em,
My flows rattles Yo cos they are Illum,
Your never forget it shatter your Ischium.

Beat me? i'll brush you off my Clavicle, cos Pubis i'm far to radical.
>>
Rolled 53 (1d100)

>>850441
>Keep up the puns

>>851000
>>851020
Supporting

Living tombstone, Genie you got good taste
>>
Rolled 97 (1d100)

>>851020
Hold up, bone rap? I can grave dig it.
Check it, ima kill it like 1 2 3, wait why even bother your in a cemetery, you probably think your some big bad skelly, but your ghoulfriend says you can't get a boner like me. Yep that's a penis pun, don't look glum, you probably just jealous cuz you don't got one. The problem is your beating a dead horse mang, it's flesh has long rotted away and was reanimated lame. Just like scoliosis I'm going to throw you a curve, just give me the damned key and we will say you didn't get served. Word to your necromother I'm out. >>850917
>>
Rolled 38 (1d100)

>>850441
>Keep up the puns
ALWAYS. USE. PUNS.
Also, very nice music selection.
>>
Rolled 4 (1d100)

Oh god, all the puns and rhymes are so great.

>Keep up the Puns
>See if the witch can back us up

See if she doesn't have a potion or something we could use to quicken our wit and sharpen our tongue.

We've gotta enlargin' up our noggin *cue psi-power effects* and show you that even though you're cold as death itself we can feel a chill in our bones too *snowstorm*, but our puns are hot *flames!* and we'll burn the rot right out of your marrow.
>>
Rolled 22 (1d100)

>>850917
Can i ask for a raincheck to-marrow
We've already buried the bone with a demon witch's throne
You seem pretty calm after hearing that, I bet nothing gets under your skin.
I bet if you had a brother he'd be a numbSKULL.
I've got some rations left BONE-appetit.
Why aren't there any girl skeletons here? They didn't have balls to show up!
Where are all your skele-bros? Attendence is MANDIBLE.
I like your band but they're missing the organ.
>>
Rolled 76 (1d100)

>>851345
>>851460
>>851253
>>851121
>>851059
>>851020
>>851000

>tfw Genie just really likes puns and did this so his players would come up with some for him/her to use irl
>>
>>851794
And we got a bunch of high rolls, pretty sure we b-OWNED this challenge
>>
>>851918
I would say we're pretty well on our way towards becoming an old-style necromancer too.

Hopefully this guy gives us something extra like the last guy did. As a reward for our fierce PUNficiency.
>>
>>852140
Hopefully we don't get PUNnished for outclassing him.
>>
>>852585
Maybe he'll be cool and throw us a bone ;')
>>
Rolled 27 (1d100)

>>850807
You give the witch a signal to see how she could back you up. In response she jumps onto the stage with the skeleton band playing punching out the singer and cranking out a new song.

"Hello skeletons I am sure your tired of the puns...and could use some new music that a meatbag such as myself could sing properly!" that was when the witch tore up her shirt and skirt before singing. The skeletons much appreciated the distraction.
https://www.youtube.com/watch?v=Vw32WZJSMU4&ab_channel=Z%EF%BD%85%EF%BD%92%EF%BD%8F.M%EF%BD%89%EF%BD%9A-K%EF%BD%95%EF%BD%8E

Man that sucked trying to find one. Closest I could find.

"Gah...damn it that ain't against the rules," mutters the Lord of Bones upon noticing shift of the skeletons being forced to watch who start to warm up to your side.

>>850955
>>851000
>>851012
>>851020
>>851121
>>851460
That was when you dropped a bunch of sick puns and rhymes on the Bone Lord. Taking advantage of his distraction and the skeletons warming up to your side. You were rewarded by stomping skeletons and bone grinding cheering.

The Bone Lord meanwhile upon taking another look at the two of sighed in defeat as a he threw the skeleton key in you direction.

"Playing so dirty witch didn't expect you to take sides and using rhymes to get everyone on your side...you are good. Very good...so congrats you win and get the skeleton key!" That was when the Bone Lord attempted to slink away...to be stopped by a loud 'ahem' by the witch on the stage.

"...Oh come on you guys won! What more could you want?"

"Aren't you forgetting something...or in this case TWO somethings?"

The other skeletons meanwhile began to stare down the big pile of bones that was the Bone Lord with hallow sockets...

"...FINE." With that the Bone Lord suddenly threw out two bone boxes one at each of you. Thus the Bone Lord climbed up a pillar into the darkness of the ceiling before disappearing. The other skeletons meanwhile also began to slowly ebb away...and there were no sounds of puns echoing in these halls.

"Hahah...I didn't think I could squeeze him for an extra prize since last time!"

"So uh...you know whats in the box," you ask while failing to not stare at her as it turned out to be quite impressive and previously amazingly well hidden chest. I mean...how the hell did she manage to hide those things? They're huge. Come to think of it from this angle you can also see her panties...and those nice long legs of hers. Ah she jumped down...whoa look at those things jingle.

That was totally worth no longer seeing the panties. And you still get to see those legs.

"I don't really know. Last time I got a bone rod. Mighty handy tool for necromancy as it turned out."

What do?
>Time to finish this...at the temple
>Take a break here
>Explore
>Train
>Other?
>>
>>852624
Even if we do get boned, to-marow is always another day
>>
Rolled 81 (1d100)

>>852678
>Other?
Say how she looked like she was having fun and we should party again some time

>Time to finish this...at the temple
Ask her what we are heading into?

>OPEN THE BOX
>>
Who feels brave and asking her if she wants our bone rod. Maybe with her mind on the puns she'll get it.
>>
Rolled 32 (1d100)

>>852678
>Time to finish this...at the temple

>>852725
>>852740
I'd rather just do some innuendo involving the bone rod.
"Does using the bone rod feel good?"
"So, would you say the bone rod is your favorite toy?"
"I wouldn't mind a demonstration, as long as you don't use your bone rod on me."

Something like that.
>>
Rolled 91 (1d100)

>>852844
This but maybe add in "maybe I could show you how a bone rod really feels"
Cause, you started this qm.
>>
>>852922
Its hard to resist having an annoying skeleton into bone puns. Otherwise yeah I would agree but its really very tempting.
>>
>>852997
Well the puns and the thighs and the everything.
But still my favorite read
>>
Rolled 43 (1d100)

>>852725
>>852844
>>852725

Supporting wholeheartedly.
>>
Rolled 25 (1d100)

>>852725
"Meh we'll see. I just know how to deal with the undead once you understand them a bit better they really aren't that hard to deal with. Same is true with demons even."

"Demons?"

"Yeah better then Fey by far. At least with the demons you know what to expect."

"That doesn't sound like a very good idea...so where is the temple?"

"...Lets see here the sign says that way," The witch says pointing. After that you both headed in that direction trailed by the motley crew of followers.

"You know if you bring back such a shitty haul the Shrouded One may wanna kill you," reminds the witch while you tried to puzzle out...how to open the stupid box. So you unleashed some puns.

"So does using the bone rod feel good?"

"Well...yeah I guess. Handy having a nice tool."

Oh you can have some fun with this and this time no spaghetti spillage! (good thing she was too thick to notice).

"So would you say the bone rod is your favorite toy?"

"No I got a better one from my witch friends though for some reason that one has a vibrating function..."

You struggled to keep it in...so okay maybe it wont be so easy to keep it from spilling out. Either way you gotta give credit to her witch friends fucking priceless.

"I wouldn't mind a demonstration, as long as you don't use it on me," you continued.

"Eh...what you never seen witchery or necromancy? I would need to prepare and frankly I wanna hurry up and leave this place."

Now for the final one...even she has to get this one.

"Maybe I could show you how a bone rod really feels."

The witch this time take pauses you see a realization dawn on her face.

"Oh you little...I hate PUNS and innuendos I NEVER GET INNUENDOS."

No you never get it even if its frank...even without spilling spaghetti.

"JUST YOU WAIT TILL WE GET TO THE TEMPLE THIS I AM SO GOIN-" that was when she noticed the bone box that had opened up and revealed a bone rod inside.

"...Oh...my apologies. I didn't realize you also had just gotten one of those...my mistake."

By now your practically dying internally and your honestly trying to figure out if the Bone Lord somehow managed to arrange this. Such perfect timing...you were no longer able to keep up a poker face as you started shuddering from the laughter and as boiled forth.

"...yeah yeah very funny. Messing with me like that..."

After awhile you soon approached the temple and fortunately you had managed to once more recompose yourself. The witch spoke once more upon being in sight of it.

"Right inside you'll find the last guardian. You'll need is spectre key to make your own whole. With that all you need to do is find a door for the final showdown. Don't underestimate the last one he isn't as vulnerable as the other two and you'll need something special to successfully take him on."

What do?
>Go right through the main door
>Try to peer through a window
>See if you can get the witch to go in first
>Wait outside
>Other?
>>
Rolled 67 (1d100)

>>853334

>Other?
"So tell us more about this guardian if you wouldn't mind. We went in blind on the other two and got lucky, but we'd like to know a little before going for this one.

Also when you said "take on the guardians" did you actually mean talking them down like we've been doing? I imagined that something which necromancers used as a finale graduation test would be...I don't know, you'd have to fight down the guardians and bind them to you or something."
>>
Rolled 15 (1d100)

>>853368
"AMY, you've been rather quiet lately. We'll be needing you before long to tell us where the treasure is, like you did at the bandit base. Are there any questions you can think to ask about this Guardian?
>>
Rolled 10 (1d100)

>>853334
>Other?
Knock on the door to the temple. Ask if we can come in. Then read while we wait.
>>
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Rolled 91 (1d100)

>>853368
"Technically that IS an option. The thing is though the necromancers worded in such a manner in that the only thing that mattered was getting the Key. Not HOW you got it."

"As for this particular guardian well...ordinary attacks wont work on him. You see he is the only one who is immaterial making him a real pain to deal with."

>>853379
"You never asked and this sensor is lacking in magical detection especially hidden ones."

"Sounds like an immaterial very hard to deal with...from her description and how the others are like it is likely a wraith lord."

"I wouldn't suggest finding it at a range your lacking in ranged immaterial attacks. The dagger the Shrouded One gave you should work though and I am sure the witch knows of a method to defeat him. However we don't know if the method she used will also work for you."
>>
Rolled 28 (1d100)

>>853334
>go right through the main door
Cause we're trying a straight forward approach

Side note: I'd love for her to be a recurring npc or a companion that we try hard for or tease but never get any from
other side note: Damm you for the tits and legs description I'm trying to finish nofapnovember
>>
>>853334
Let's knock and see if we get permission to enter. Then read the new book we got! Time for secret life as a scholar.
>>
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Rolled 47 (1d100)

>>853334
>Wait outside
>Other
Bring them out with soul music! Music for your soul!
>>
Rolled 71 (1d100)

>>853453
Not a bad idea, to be polite instead of barging on in.
>>
Rolled 32 (1d100)

>>853453
>>853390
You decide to knock on the door and patiently read your book while waiting for a response. It explained ways of awakening intelligence in the undead and possible ways to animate them.

Sadly you weren't able to read too much of it before the doors slowly opened and you noticed the witch had changed into much skimpier clothing. When the door opened fully inside you could see many long benches and an alter at the very end. Behind the alter was a powerful undead spirit and drifting around inside you could see other ones.

"Key you have come for," you hallowed voice spoke out from the wraith lord. "Will not be so easy to take...I have heard of your 'antics' with the other two. I will not be so eas-wait its YOU," says the wraith lord pointing at you the witch with a shrouded hand. "So its true YOU are the behind this witch...you have already passed the test. Why do you involve yourself?"

"Well," says the witch carefully placing her crossed arms under her large chest boosting them up. "I am a witch...and we can be just SOO naughty," she finishes lightly bouncing her chest up resulting in jiggling tits that were barely being contained. "Gah this is place of...WORSHIP a holy place your kind is not welcome here."

"Well lucky you I ain't here for...it. He is the one who wants it," she says pointing to you with a hand still carefully placed underneath her chest.

"What are you up to...witch," mutters the Wraith Lord suspiciously.

"I just need that last piece of the key...is all."

"So what you expect me to give it to so easily? Do not consider me the hardest or the easiest one mortal. I am the trickiest to deal with."

"That is why...you gotta play dirty," hints the witch as harshly sits down as to maximize booby jiggling and naughtily crossing her legs together to further accentuate it all. "The wraith lord might be a tricky one...but he isn't hard if you know how to play...dirty," she further explains continuing her teasing show.

"I swear once I am done with this...mortal affair I will show you my wrath witch."

"Oh i am so...looking forward to be punished," she continues tormenting the straight laced Wraith Lord.

What do?
>Attack while he is distracted
>Investigate the temple
>Try to convince the wraith lord to give you the key
>It is time to play dirty...by stripping too!
>Other?

>>853423
Good luck with that her thickness is no joke so trying to waifu her is no easy task.
I found an amazing pic of her which resulted in the big tits. I got like two pics.
>>
Rolled 17 (1d100)

>>853993
and I forgot my pic...which is her btw. The staff she has in hand being her witch weapon.
>>
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>>853993
>Investigate the temple
>>854005
Pic related
>>
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Rolled 42 (1d100)

>>854005
Yellow eyes, sickly green hair, and pale flesh courtesy of being a necromancer. Back when she was a proper witch her hair was a more vibrant green and she wasn't so damned pale which is fast approaching corpse lightness. Side effect of the necromancy it has even started to effect her eyes enhancing its already bewitching effect with necrotic energies.

The skull in hand is the newest item she got from the bone box. You got a bone rod.

A very handy necromantic magical tool that gives you a major bonus to necromancy with bones specialty and bonus to bone magic. So if you raise a skeleton for instance you will be getting quite the bonus as all three of its magical effects would kick in.

It also contains a few spells that can be cast from it should you channel the magic into it. The witch would no more about it its been her favored tool for years.

>>854019
I also have one of the Shrouded One's girlfriend(whom you saw naked from the waist up).
>>
Rolled 55 (1d100)

>>854046
As you can tell she is even more far gone then the witch. The corpse paleness has fully emerged, the gauntness is in full swing and her eyes are forever changed by the necromancy she wields. Even her hair has changed a bit but unlike with the witch's hair its far less noticeable effect.

Not even the witch with her all her power can change her hair back to normal. The pastiness of her flesh will also keep on worsening. At least the gauntness has quite started to sink yet but its beginning stages are starting to show.

Necromancy while astoundingly effective at lengthening ones lifespan really doesn't do your looks much favor. Hence why its not very popular among women. The necromantic energies while doing wonders for your lifespan really isn't doing your body any favors.

Its strange how that works but there is a reason for it...
>>
Rolled 100 (1d100)

>>853993
>Investigate the temple
A cappella chanting and an offering might lift the spirits
Do we have some high proof alcohol?
>>
Rolled 51 (1d100)

>>854091
Besides rubbing alcohol no.

Now to write up the 100...guess technically you DO have a bottle of some very high quality old world licquor or something...fucking luck.

Guess you fond a stash of the good stuff when you raided that store.
>>
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>>854091
>>854103
>>
Rolled 48 (1d100)

>>854103
You carefully take out a bottle of fine booze and proceed to chant. Somehow verses come to mind...the same ones you saw along those graves awhile back. You noticed something interesting while you chanted the temple...seemed to lighten. Seemed to...hear angelic voices start to rise up in the background.

most of all the wraiths looking around where being pushed back and were fearful of your singing.

"NNOOO," howls the wraith lord as your chanting starts to effect even it. "STOP HIM!"

Alas...it was already too late. Your singing was too smooth and the temple...long desecrated was beginning to stir. Even the dusty windows started to lighten...and light started to pour in once more. Burning the wraiths in holy fire causing them to howl in pain as they all proceeded to flee from this place while smoking if not directly on fire.

The wraith lord meanwhile started to charge at you even while it started smoking...it did not stop. Only when it burst into holy flames did it turn out shrieking breaking through a window into the catacombs below howling in rage all the while.

"...Well uh...I cannot believe I never actually thought of that," says the witch upon noticing the now deserted temple.

"Now excuse me while i go search this temple, " you state as you take a closer look. The walls you noticed upon taking a closer look...were covered in holy scriptures you had seen else where in the catacombs. But placed over them were undead glyphs that halted their holy power. The ceiling you noticed was a mixture of stone and glass...and the glass had light streaming in from the very surface. As you approached the alter you noticed rotting tomes were scattered on the floor along with scattered pages and over muted rugs. As you got closer to the alter you felt a strange energy...that was weakening as your chant ended become muted once more as the darkness encroached upon it.

The alter you noticed had the piece of the third key that when it detected your other two merged with them forming a single whole key...that while looking complete before since the Bone Lord now no longer seemed quite so hallow. The alter you noticed was made of carved stone and there were previous places on it where you noticed what would of held precious inlaid metals and gems.

...Now they were empty. Going behind the alter you noticed there was a unholy tome that cackled with ghostly energies as the pages flipped themselves. Beneath it however hidden away...you noticed a holy book that was in pristine condition. As you took a look closer at the alter you noticed with the holy book were tranquil candles and where the candles once were. Stood dark wax lit with unholy flame that refused to melt. A closer look at the top of the alter you found a strange impression...that was when you felt the urge to place a bottle of fine booze in that impression.

When you did so you suddenly felt the floor beneath you sink down a bit...has a hidden stairwell revealed itself.
>>
>>854179
GO DOWN THE STAIRS BABY!
>>
Rolled 71 (1d100)

>>854179
What would happen if someone removed the whisky bottle? Let's splash some Aqua Vitae on the altar instead.
>>
Rolled 61 (1d100)

>>854179
Meanwhile on top of the alter some new lights had been lit...and now there was a crystal chalice filled with booze that now surged with strange energies. For some reason you felt the urge to drink from it...

When you investigated the back parts of the temple you discovered an office in oddly pristine condition if you ignored the pile of old materials in the corner of it. Where they previously rested new unholy materials had been placed. Apparently here was likely where the wraith lord spent most of its time. If the freshly used desk is anything to go by.

After that you discovered a storage where most of the things contained within were carefully destroyed. Including much silver, barrels of holy water, and bottles of scared drink. The undead were very thorough with its destruction. Not even spare cloths or papers were spared.

After that you found no new rooms in back and finally you walked down the previously hidden stairs. Filled with such thick dust they were...not likely used since the Fall it seemed. As you climbed down step by step the way was lit for you by weak candles that did not bear the strong flames of unholy light...but of weak but nice feeling light to your eyes compared to the aching lights used by the undead.

Finally at the bottom...you found yourself standing in an entire armory. Full of both ancient weaponry and new. Oddly enough you noticed even the new stuff had strange markings on it that gave you a holy feel. It was clear that some of the items were taken but not all...and much of it remained. What was taken was such a very long time ago given the very thick dust on everything.

It makes sense why the undead were able to miss this place...they do not feel the needs of the living. So it naturally never occurred to them to place such a bottle in a place...and so while the surface of the temple had been thoroughly defiled...it is this place that was able to remain whole. Despite the long years since a living soul had last came down here...waiting these weapons and armor were. Both old and new waiting for service once more. As you took a closer look around you even found ancient munitions and holy explosives...sadly they were the most exhausted out of everything. Apparently there were not enough hands but those hands would certainly need all the ammo they could get. So that was the most touched out of everything here.

In deeper in to the sound of a flowing water you found a fountain bubbling with holy water and in a nearby room you felt an awful lot of heat and steam poured out. Taking a closer look you noted a sauna and bath. In a nearby room you found an empty barracks and canteen. The barracks looked like they had been just slept in...ages ago. They were still unmade as if those who slept there never had the chance to remake them.
>>
>>854255
Could we rest here? Take some of the armory and clean up what we can? Also, I would like to drink from the goblet.
>>
Rolled 62 (1d100)

>>854255
In the canteen meanwhile you saw tables, chair, and utensils. Containing food and drink long turned into nothing, but still left out.

In the kitchen in back you noticed a still functional freezer and cellar. In front however before the canteen itself you saw freshly made meals and drink being held in a stasis field...still just as fresh as it was made. Awaiting those that would never return.

Heading down in the cellar you saw bags of dried food, tons of canned, and many bottles. All of which was covered in thick dust some of the food in the bags likely grain smelled musty and rotten. Some of the other stuff however was still okay to eat.

Leaving the cellar...you approached the remaining room. Inside you discovered it was a storage and records office. Containing the more valuable of items, things that needed to be more carefully stored including stasis fields, and things of the most import. All of which needed to be safely kept and guarded.

Leaving the room you noticed a single room left...and entering it you saw a strange reactor pumping with magical energies but looking heavily worn out. The energies it now channeled were no longer pure...and it was fast corroding. The reactor while still having some life in its still was rusting and rotted heavily. It however kept on chugging.

The pollution of this place now while managing to keep it alive was at the same time poisoning it.

What do?
>Drink from the chalice
>Eat the stasis held food
>Took a look at the records
>Time to loot
>Other?

>>854265
You can and could.

>>854217
It would probably close the hidden steps once more.
>>
Rolled 29 (1d100)

>>854286
Grab a set of weapons and gear. Then drink from the chalice.

A part of me wants to take everything for the boss. Another wants to leave this place mostly alone for others in need.
>>
>>854286
>Drink from the chalice
>Look at the records
>Loot some of the gear

Then clean the place up a bit and try and see what we can do to help the reactor from the records.
>>
Rolled 22 (1d100)

>>854317
>>854286
Sorry, forgot the roll.
>>
>>854286
>Drink from the chalice
Ask the witch what she thinks it is first...
>Look at the records
Learn us some stuff before drinking
>Loot some of the gear
Duh. Especially the stasis fields and the like. Maybe get tons of holy water too.
>>
Rolled 97 (1d100)

>>854469
>>854286
My dice, curse you mobile, curse you. Make sure to bring some fun stuff for our new teacher and the Shrouded One
>>
Rolled 21 (1d100)

>>854469
>>854472
This.
Also ask Amy what she makes of the chaiice, records, and gear.
>>
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>>854472
>>
Rolled 12 (1d100)

>>854514
>>854472
>>854323
You decide to drink of the Chalice feel a burning sensation travel down your throat to your stomach. There it withered away and you feel...strange.

Gained Blessing of Rest.

You feel oddly rejuvenated as if you had a very good night's sleep and feel something...else. Your not sure what that is however.

After that you traveled down to the records and peruse them. You find typical records denoting corpses, faithful, guardians, and necessary blessings that need to be laid down to keep the dead rest. You even find patrol routes for old guardians in the catacombs. You find supply and flock records too. Most of it is on the dead however.

You did however find some records on the old faiths and other facilities that was under their control. If you wish you could try to track these places down...it also talked about suppliers. Apparently these placed consumed a vast amounts of materials to keep the dead at rest. Both with violence and with peaceful measures.

After that you went into the armory and found the bots had beaten you there. They were methodically clearing out the place and loading themselves up. Oddly they appeared to be focused towards the more holy relics. After loading themselves up they finally spoke.

"Mission Perimeters Cleared. Combat Functions Restored." That was when the previously dim witted machines picked themselves up and raised their weapons. "New mission...deliver to Master and Protect Psi Magi charge."

"...Wait is THAT why you bastards never helped me out?"

"Affirmative. Punishment for interrupting Coitus. Our Combat Perimeters were crippled."

"Fuck."

Sacred Sword Utari
Sacred Shield Utari
Blessed Full Body Armor Utari
Blessed Blaster Utari
Blessed Ammo.
Sacred Explosive Bandoleer.

"Hey Amy what can you tell me about this stuff?"

"Chalice when drunk from will bestow a blessing the stronger the liquid in the chalice the greater the blessing. Records indicate this was a temple that helped service the living who protected these catacombs. Records include places to find particular trouble sites, resupply, and other facilities."

"...I missed the trouble sites."

"Records knew what they were trying to keep down there. Including areas that likely contained very powerful or troublesome undead. They have a clear map noting the entire catacombs before the undead rose up in mass. Records are likely out of date...to a degree. Undead do not change much so despite its age they are likely to be surprisingly accurate still."

"Gear meanwhile is the Utari Pantheon Denomination. In particular the blessings upon it are focused towards dealing with the undead. Making them a specialty even among Blessed items. Including the very rare Energy Blasters which will unleash bolts of sacred energy. Very devastating against things that cannot be harmed through more traditional methods."

What do?
>Loot
>See what the witch is up to
>Get something to eat
>Take another look at the records
>Time to leave
>Other?
>>
>>854589
Get the items, then head back to the records.
>>
Rolled 100 (1d100)

>>854589
>Loot. AMY, analyze the items.
>Take another look at the records.
Search for other facilities in the catacombs and elsewhere
>>
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>>854631
>nat 100 twice
>>
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Rolled 19 (1d100)

>>854631
Whelp the gods want us to fight the undead. Just giving us all the loot for it.

Maybe we can get some undead holy knights to fight evil undead.
>>
Rolled 63 (1d100)

>>854631
a 100 on finding a hidden thing...then you get another 100 to find the rest of them.

Come on that is some BULLSHIT!

You weren't suppose to find it all so easily...what about the other hidden places in the rest of the city/world huh? Just gonna ignore all the cool shit there for this place?

Fuck.

You realize something important...if you must loot how are you are going to loot everything? So while you asked Amy to start analyzing you decided to peruse the records again...that was when you noticed the pattern that Amy pointed out. About how to use simple restocking records and references along with other random data to pin point their rough locations. In truth once Amy had explained it to you in detail it made sense...and was just rather time consuming.

While reading though it hit you...did you not have a big bad book of Bandits? Did not the bandits specialize in looting like their raids more importantly what about their LOOTERS!

So you grabbed the bandit book and brought it to the right page. After that you studying the bandit method of looting and compared it to your own scavenging.

Gained Bandit Lootah.
Your scavenging has been Upgraded! Now with Tribal, Survivor, and Bandit modifications.
You have ranked up to a Green Looter!
Your Survivor Scavenger has ranked up to Veteran.

After that you started grabbing things further loading up the the bots to the point where they looked like moving mountains...of treasures. After that you grabbed the skeletons and did the same thing to them. Even making pouches and bags to further way them down with. Once you ran out of skeletons...you realized there was so much more to loot and your eyes stopped at a witch who was munching some pie fresh from the stasis who was reading a book while getting a massage from one of her own minions.

The witch noticed you looking in her direction and particularly at her magical pouches...and minions. She also noted what you did to your own followers.

"...oh HELL no."

Oh come on I just need to borrow them to...carry stuff."

"Most of these guys aren't even my own. They're my master and do you want would happen if those precious undead got turned into a packmule?"

"...What about those pouches?"

"You mean these bags of holding and suc-oh come on."

"PLEASE?"

"No."

"...What about repayment for that show I provided you awhile back?"

"I got you laid."

"...Damn, but it pains me greatly if I leave such delicious loot behind."

"What you intend to loot literal temple itself?"

"Well...I DID read of this nifty method that requires you to jury rig a bunch of spatial bags into this one HUGE spatial bag that can loot entire BUILDINGS!"

"NO."

"COME ON," you say grabbing onto her exquisite nicely shaved long legs. Damn...what nice pair of legs. "I'll give you a cut of the loot!"

"YOUR USING MY OWN MAGIC BAGS. Besides I need them for materials. Why do you think I brought so many? This is a resupply run," she continues but you stopped paying attention due to panties.
>>
Rolled 52 (1d100)

>>854701
It...is truly a lovely thing she is so astoundingly thick. You both envy and pity the poor guy who attempts to date her. At least until one of those damned undead knights tapped you on the shoulder before dragging you up.

Fuck he somehow noticed...you could tell despite that blank dead look on its bony face. Fortunately in exchange you got to enjoy looking at her tits...so HAH Mister No Fun skellyington Knight.

"So THAT is why I don't wish to use my magic bags."

"What if you get to keep all of it."

"...Huh?"

"Yeah all of it...including the stuff I load up on your guys," you say in particular eyeing the skeleton knight who so cruelly interrupted your enjoyment of long sleek legs and panties.

"...Really?"

"Yeah. Its just that i MUST LOOT...if I leave anything behind it hurts me."

"...Even if its NOT yours."

"Yeah otherwise it will be wasted."

"...What about for those who come later?"

"Who says it will be accessible later?"

"...Well okay then. Here," the Witch says after transferring some items among her bags. "These ones are empty...and no using that jury rig trick. These aren't easy to get a hold of."

"...Fine. I will leave the temple here."

"Okay undead follow him and accept the carrying."

You could practically see the more intelligent dead give you the stink eye and as they moved they roughly brushed up against the undead Knight for whom they blame for their misfortune...correctly.

Bastard who knows when your gonna get a chance like that again. After that you wandered off with the undead and bags in handing. Looting...looting all you can get your hands on and whatever you can make the undead carry. Turning them into loot mountains...turns out those stronger undead can really carry an awful lot. Not to mention making that witch owe you won...and after all you got some excellent leads that witch may prove useful. Especially when considering next time you'll be much more prepared...

After awhile you finished up discovering the witch herself had made sure to grab certain items...you weren't sure exactly what besides certain two tomes but you noticed the office and records had in particular been gone through by her. After ensuring your map was properly updated you checked in with Amy.

"So Amy what do you know?"

"Everything."

"...Everything?"

"I AM an AI designed for Analyzes unfortunately I do not have the right equipment or sensors otherwise i could provide much more detail. The items are well aged mostly all been blessed with a focus to countering the undead. I have made sure to copy the data to my own private archives. The witch has taken interest in certain items too."

"...What kind of items?"

"More then just magical. The items she took involved some peculiar things."

"So you analyzed those too huh?"

"Of course. That witch while thick isn't stupid. The papers she swiped had to deal with certain mythology and investigations."

"...Hm not stuff relating to loot or even magical materials?"

"Not really."
>>
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>>854631
GRANDMASTER.
>>
Rolled 6 (1d100)

>>854751
"The items she took were strange...or they related to knowledge."

"What kind of items for example?"

"Ectoplasm. Cursed Shrouds, and copies of glyphs. While you were exploring downstairs she was ransacking the Office."

"...Didn't look that ransacked."

"That is because she wasn't too interested in the undead knowledge. The stuff tossed in the corner on the other hand...that she did dig through."

"You don't know what though?"

"No. I only have some conjecture relating to items she took and the papers she was interested in. They were not obvious stuff you would be interested...but there were things regardless she was interested in."

"Well she IS a witch."

"Exactly. Their tastes may be strange...but she is also a rogue witch."

"Rogue?"

"Noticed how well she gotten along with the bandits? She was not in the company of her own people and was under a necromancer...rogue witches are very dangerous. It means their coven and own people cannot stand them."

"Well I suppose dead people and demons will do that."

"Perhaps."

"You sound jealous Amy."

"I think your too fond of her for your own good."

"You told me to analyze the items and the items the witch was most interested was interesting. Not supplies...not places of 'good loot'. What she wanted was knowledge and strange things. Despite being a necromancer she wasn't much interested in the undead office items. She has an agenda."

"We all do Amy we all do. So has the map been updated?"

"Affirmative."

"As for the items?"

"Typical stuff you would see in a holy temple and garrison."

"Anything strange?"

"The undead...they were oddly interested in this place. I was able to decipher even their items however."

"And?"

"Necromancy, Their OWN Gods, and defilement. The stuff they did to this temple...was meant to suppress its purpose. Yet they did not destroy it...why? The items were of suppression and of their own version of holy writings. They might be considered heresy and toxic to the living...but its fortunate I am not of the living."

"...The witch was also unbothered by it now that I think of it."

"That she is...only you were the one who was bothered by it. Probably due to her being a necromancer."

"She did mention there were certain side effects of necromancy on the living...well things I can ask my new teach once I get passed the Doorkeeper."

What do?
>Get something to eat
>Bother the witch
>Investigate the undead
>Investigate the witch
>Time to leave go to a nearby door
>Go back deeper into the catacombs you got some leads
>Other?
>>
Rolled 57 (1d100)

>>854786
>Time to leave go to a nearby door
Probably best to get a move on. While there is something to worry about when it comes to the witch. We will have to get some upgrades for AMY and us some powers first.
>>
Rolled 31 (1d100)

>>854786
>Get something to eat
Yummy stasis food.

So was the holy book one of the things the witch took for herself?

We probably should get back and unload these epic loots before following any leads, as eager as I am to investigate them.
>>
Rolled 10 (1d100)

>>854786
>>Get something to eat
>>Time to leave
This temple used to be restocked regularly, there must be a loading bay somewhere. If we're lucky there might even be some kind of a transport.
>>
Rolled 47 (1d100)

>>854786
>Time to leave go to a nearby door
Seal this place up behind us. Make it hidden again so we can return later.

Show up on the lover girls? And show off our loot and se passed the test, ask boss if she is proud of us

Nat 1 roll btw, bring on glowy Joe
>>
Rolled 12 (1d100)

>>854786
Also, this is just conjecture, but...

I feel like our success was due to the spirits of the Utari Guardians believing we were the ones to continue their legacy or something. Or maybe they wished their living remnants/successors gain access to their ancient blessed equipment.
Is there much use to the blessed/sacred weaponry to someone not interested in containing the undead?

>Listen to the voices, haven't we heard [i]some[/i] benevolent voices in the catacombs?
>>
Rolled 11 (1d100)

>>854786
>Other
Call the Shrouded One and have them meet us at the entrance and give coordinates.

>Time to leave go to a nearby door
Drop gear to them and then...

>Other
Mister Neutral you down there? I got some stuff you may want.

Then back too the Shrouded One and inform them we have the locations of more of these bases...
>>
Rolled 16 (1d100)

>>854889
Actually, this seems pretty smart. Unless Shrouded or our new teacher needs us to do something else rather than let us go try to find Mr. Neutral in the catacombs again.

>>854873
I'm not sure what specifically you're referring to, but please, no listening to voices. That's one of the many quick ways to go nuts.
I don't know if we'll be able to do so safely once we've advanced down the path of a psi-necromancer, but we surely can't now.
>>
>>854786
>Other?
Talk to Mister Neutral, and show him the flesh book.
>>
>>854889
>>854786
Supporting as I do indeed concur

>Inb4 third 100

So what's skills and ranks are we anyways?
>>
Rolled 2 (1d100)

>>854873
You aren't a skilled even psion to pick up on stuff without focusing hard on it.

>>854889
You are too deep underground for your signal to get out..maybe if you were closer to a door you would have better luck.

Now for getting a hold of Mister Neutral...not with those rolls or without going deeper in and maybe contact with some of his bandit scum.

>>854910
Psi Necros have a big problem with staying sane but its not as common as otherwise would say given the lack of MADS who are psi necros. Clearly they are doing something very right and something very wrong.
>>
Rolled 51 (1d100)

>>854925
Fuck here's the dice.
>>
Rolled 82 (1d100)

>>854889
Vote. God I hope we don't inturupt again.
>>
Rolled 34 (1d100)

>>854925
Your scavenging has the strongest(best) upgrades possible due to acquiring the Survivor, Tribal, and bandit modifiers. Who are all the strongest in that regard. Bandits in regarding to Looting, Raid, and battle salvaging. The tribals has a stronger scavenging bonus when in wilderness and basic supplies. While the survivor offers the strongest scavenging bonuses in ruins and general salvaging.

At this point without going specialty you have to upgrade it the hard way. While other factions don't have the strongest scavenging bonuses they DO have a specialty Modifier(Think Tanks for instance get a bonus for finding high tech goodies).

Class wise your a

(Survivor) Scavenger Experienced(veteran was wrong my mistake)
Green Looter(bandit)

So long as your main class isn't surpassed by the Bandit class you wont be identified as Bandit unless you have the Outlaw or Rogue Modifier(which the Witch possesses btw). Rogues are unique in that it was THEIR decision to turn against their Faction type! Which leads to some special things different from Outcast and Outlaws get.

Your Psi and Magi has yet to specialize, but if you follow the necro route your Magi is going to turn into Necromancer. The psi is a bit tougher has the Necromantic Psi route isn't an easy one. Once it specializes you have the option for multi specialization.

Fun stuff that can lead to some insane bonuses should it be managed correctly.
>>
>>854944
"Amy, I don't know what you know about psymages, but I authorize you to use whatever force nessacary to insure we do this right, also I have to ask, what do you know about psymages?
>>
Rolled 100 (1d100)

>>854950
"...In that case you MUST not pursue the Necromancy path before finalizing your Psi Magi status. Right now your still in beginning stages it has yet to fully finalize and thus reach stability."

"Unfortunately the only proper psi mage i know of is the bandit 'Mister Neutral' who is indeed a fully fledged psi magus."

"Otherwise you will have to fuse necromancy and necrotic psi...on your own."

"So in other words its much harder?"

"Yes very much so. Using Mister Neutral he can finalize your Psi Magus status and after that you can then form a necromancer and necro psi sub specialty. Its the easier route and less likely to cause problems."

"What do you know of psi magi?"

"...Very rare. The route of the Psi Magi is very hard. Much harder then the fusion with tech. Psi is Oneness yet that is something they all acknowledged by all types of psions. Magic is Many the which is considered fact by all Magi. The fusing of the two...is extremely hard. Hence their rarity despite untold eons of time to figure out the problems. The very fact they exist shows while possible its most difficult."

"Reason being?"

"...I am not a Research AI. So I do not know much. I just know that the two are extremely incompatible while its not outright impossible to bypass this problem it does make things rather...difficult to say the least. There is reason why so many Psi Magi and potential Psi Magi go MAD. MADNESS has long proven its capability to fuse the most improbable, reverse difficulties unpredictably, and do the impossible with ease. Its why MAD is so tempting for those who attempt to fuse magic and tech...how many have gone MAD in the process? Even with psi and tech?"

"...Yet its still a problem with Psi Magi despite their advantage of time they still succumb to on a regular basis."

"So difficulty makes one vulnerable to MAD?"

"That is because MADNESS offers solutions at the cost of your sanity. If your problem is difficult enough it does become an increasingly tempting offer."
>>
Rolled 10 (1d100)

>>854966
...man how the fuck do you anons have such absurd level luck with Mister Neutral. Seriously that is such bullshit...random fucking encounters are notso random.

At least this time its actually is random and not...coincidence.

>>854889
You decide to head to a doorway. Upon reaching it...the key appears away from you sinking into the door before being stopped by a being who appeared. The being looked peculiar...a strange fusion existed in form. One very weak yet still there while the other is very strong.

Upon seeing the two of you...it let you pass without challenge. Resulting in the witch cursing loudly.

"OH COME on WHY DOES HE GET A FREE PASS HUH? HUH? I was looking forward to that fight," pouts the witch as you pass through the doors entirely unmolested for some reason(finding the ONE thing that would make this happen you cheaters).

Finally outside the doors you were able to make contact with others. No longer having stone, ground, and wards to block your communications. Oddly enough you noticed a nearby bandit outpost who waved you over when you tried to get a hold of Mister Neutral. The outpost...was crawling with undead and as you approached.

What do you know Mister Neutral was present.

"Yo...heard you wanted to get a hold of me...looks like you had a good haul hm? hahah undead do indeed got some good stuff if you know what to look for!"

"I just so happen to have some stuff you may want."

"Oh and what do you want in exchange? Tell me your not hear representing the Shrouded One hm? I do business with that one personally."

"Nice try Mr N he isn't stupid enough to say its personal business and thereby giving you the excuse to rob him."

"Oh COME ON," curses Mister Neutral. "Why the HELL are you taking his side hm? What is with you?"

"He...is my junior apprentice brother," says the witch wrapping one of her arms around your neck. "You mess with him you mess with me and through the both of us our mutual master!"

"...Damn. Fine guess I owe you witch for preventing me from making a mistake."

"Good I have just the thing i need help with," says the witch leaving your side to whisper something into the ear of Mister Neutral which caused him to curse about 'fucking witches' under his breath as the witch skipped away before blowing a kiss in your direction as she left.

"...So wait nothing about how you were about to rob me?"

"Hey nothing personal just business! So what do you want to trade for hm?"

What do?
>Chase after the witch
>Make an offer
>Go back to the Shrouded One you have passed the test after all
>Train
>Explore
>Other?
>>
Rolled 91 (1d100)

>>854984
>>854889
Meanwhile during the walk to the bandit outpost. You contacted the Shrouded One or at least tried to. In truth only an AI ended up picking up.

"You have completed the Objective. What is your purpose for contact?"

"I need pick up and need to be met there. I have some very important information to offer."

"...You have been given the go ahead. Your privileges have been reinstated. Have you completed the mission offered by the Necromancer?"

"Yes. I have indeed passed the Test."

"In that case a special package will be delivered to you as well. Consider it a congratulations gift. It will be of interest to your kind. I am afraid you will not be able to meet your new master so soon..."

"...They are still at it huh?"

"Affirmative. However the Necromancer has another apprentice who will take care of things until the Master is once more free."

"Which will be?"

"...At least another week given how they are still at it. What is the important information you possess?"

"It has to do with the location of bases and the loot they likely contain."

"...checking escort bot records...I see. That would indeed be of interest to our cause."

"Cause?"

"...Master. Mutual Master not the other one that is a necromancer."

"So how much is the info worth?"

"We will need to investigate the suspect sites first. Until then upon your return you may rest at your new residence."

"Residence?"

"A house. Courtesy of our mutual master...not like we have much need for them. Your previously collected goods have also been stashed there. We are available for trade in regards to the usual. Otherwise you'll need to wait for a caravan or figure out a way to transport it on your own. Ride will be inbound after awhile...must arrange aircraft that can carry cargo and living. Shouldn't be too long we are much more efficient then humans."
>>
Rolled 28 (1d100)

>>854984
>Make an offer
Well, what we really want from him is instruction in a certain field that is very difficult to find teachers for.

Not sure what to trade for that, but just as an icebreaker we can tell him about the secret place beneath the temple. If we were able to loot the preserved food as well as the arms we'll share, otherwise he's welcome to it if he goes there.

>Train
With or without Mr. Neutral's help, practice some psi magi stuff.
>>
Rolled 72 (1d100)

>>855013
Share the food I mean. I'm not sure how much of the arms we're allowed to keep for ourselves and how much we need to give to Shrouded One.
>>
Rolled 61 (1d100)

>>854984
>make an offer
try to negotiate some lessons or something

>train
then train and wait for our ride to pick our cargo and maybe ourselves up
>>
Rolled 53 (1d100)

>>854984
>Make an offer
Show him the anti undead blaster and ask were we to get more of stuff like this would he be interested?

>Train
PSI time, get him to show us how to brain scan stealthily among other stuff
>>
Rolled 85 (1d100)

I like the witch, I really do. I hope we become an old old school necromancer. The line between the light and the dark, holy and not. We speak on the dead behalf not control them, help them find peace
>>
Rolled 1 (1d100)

>>854984
Just need to trade for training. You got experience in magic psi and I need to be anchored before necromancey throws a wrench in that.

Maybe even do some scavenging while I'm here. I gotten better at it and could get better with some experience.
>>
>>855592
I come on. I was a good boy. Now we have to go through training hell.
>>
>>855592
That seems to be a common thing for our dude, we probably dread training. Also I got to say, getting through our masters trials have been the single easiest thing we have had to deal with since we woke up. Killed a vamp and unlocked a secret room on top of that. We didn't even need to preform the trials we had a way out after we killed the vamp but we did for fairness sake and breezed right through. I'll take a dungeon of undead over a bandit firefight any day.
>>
>>855756
Maybe dealing with bandit firefights will cure our weakness to snipers.
>>
>>855592
Well you did ask for training so here's the good news, we're gonna get it

Bad news, it's no gonna be fun
>>
Rolled 54 (1d100)

>>855592
"Training is it? Well your in luck kid! So long as you pay a hefty fee...after all I am the only psi magi in these parts heh."

So you failed miserably at not getting charged out the ass. Oddly he avoided payment in guns or armor but everything else was good with him. After that he took you some distance away before speaking to you about psi and magics.

"The trick to the psi magi is...melding. Obviously melding two fires even off differing origins wont be so hard...because they are both fire no? Sadly that is the easy part...the hard part is melding two energies that don't have such in common. If you can master the art o Melding then you can easily become a psi magi. That is the true secret behind our kind...problem is its extremely hard." Says MR. N as he places with psi energy in one hand with magic in the other. "Now the trick is to fuse them." With that he slams his hands together and the energies attempt to repel each other before forcefully being melded together...with explosive consequences that he then proceeds to channel away in a forceful blast of energy. "See...the true trick is being good enough that even if you fail which is likely you'll still be able to make use of it...and stay alive in the process. Such interactions are known as a volatile melding. Now if you can't even reach that part...then it means the two have successfully repulsed each other. IF on the other hand you get passed the volatile melding stage...it means you have melding figured out. At that points its up to you decide where you want to focus your melding into what subjects or spells."

"...So in other words its going to blow up in face a lot?"

"Yup."

"What if I don't reach that stage..."

"They repulse each other successfully and enjoy getting hit by the backlash. Not fun very painful."

"...Is there any part of this training that wont hurt like hell, kill me, OR drive me insane?"

"Nope."

"...Fuck."

"Melding is a risky business but I can help you out by explaining what magic and psi has in common."

"...In common?"

"Psi is Oneness yet it is also Nothingness. Magic is Many...it is Infinite yet it can also too be Nothing. Because magic is infinite it means that there is going to be some magics that are compatible with even Psi. Because the two can also be Nothing it means you can forcefully overlap them together by relying upon Nothing."

"...That sounds like a bunch of bullshit."

"Not bullshit its enlightenment without going MAD. Nothingness is hard...but its through magic and psi becoming Nothing that you can make them become One or Many but together! Nothingness is the Tool that you must master if you wish to master Melding Psi and Magic without finding a few specific magics and psi methods that have natural compatibility...for Nothingness is how you can fuse even that which appears cannot be fused with magic and psi because they so reject one another."

"...so making the impossible reality?"

"In a matter of speaking...somewhat."
>>
Rolled 70 (1d100)

>>855951
"That sounds like something a MAD would use."

"They do indeed. However the domain of Nothingness is not only the Domain of MADNESS. It contains the secret to using psi and magic together in whatever way you could imagine. So long as you reach the appropiate level of understanding."

"...Sounds hard."

"Extremely. There is a reason why most psi magi methods relied upon special magics and psi methods that had compatibility with each other. They accepted the restrictions in exchange for easier melding...but it is not the only way. There are two great other ways."

"MADNESS and Nothingness are the other two. All together they are the three means of the Psi Magi. For now your training will not be considered complete until you reach the Volatile Melding stage. At that point it will be considered complete."

"...Not the other one past that?"

"I am not getting paid nearly enough. If you reach the volatile stage you can be considered a proper psi magi. Despite its volatile nature as I had just shown there are methods of use for it."

"...So how much for the stage past that?"

Mister Neutral snorted and spoke. "Not even the Shrouded One can afford that price and I cannot afford the guarantee that you will ever reach that stage because the truth is there isn't any unless I induce MADNESS in you. If you can reach the volatile stage despite the belief for the opposite it actually represents you having potential. Those with no potential would never be able to even reach that stage."

"...So in other words if I fail that hard I am actually doing something right?"

"Exactly!"

After experiencing the many extremely painful failures,some near death experiences, and sanity damage all you can say is this.

"That is such BULLSHIT."

There is nothing worse then training in psi magi. NOTHING. Nothing can compare to the agony that is the psi backfiring its way through your nerves. While the magic tears its way through your body. Nothing can compare to the near death experiences of critical reactions between the two that nearly blew you to bits. Nothing can compare to the whispers of MADNESS that became ever louder and more persuasive...

The hellish training only ended when Mister Neutral came by again. At this time your plagued mind could no longer tell the time or even the day. When he saw you nearly die once more he slapped you on the back with that tormenting smile and said "congrats seems like you reached that stage then huh? Guess you DO have some talent for it after all."

"TALENT? HOW THE FUCK IS THAT CONSIDERED TALENT?"

"Hey I never said it was going to be easy. The very fact that you have reached beyond the stage of torture and into the stage of death means you made some serious progress!"

"So...then does that mean my training is complete?"

"Nope. Welcome to the Second Stage of Training," he claims as you see bandits in buildings raising their guns at you and melee bandits coming in from the surrounding area.

"Oh what the fuck?"
>>
Rolled 39 (1d100)

>>855996
Well good thing you have your equip-wait where is your equipment?

"Yeah about that," says Mister Neutral. "Your training cannot be considered completed until you know how to use your volatile stage to your own advantage? SO for that reason...you will not have access to your gear!"

"FUCK YOU~"

"Yeah don't worry though they wont kill you per a say...they are just equipped with extremely pain inducing bullets and weapons. ENJOY!"

"AHH. FUUU-" you scream trying to dodge bullets and sadistic bandits.

"See you next time," says Mister Neutral as he waves at you cheerfully.

"So boss...how long we do we gotta keep on him?"

"Once he shows he can use volatile melding to his own advantage then we can quit. If we do so before he has reached the usefulness stage then the Shrouded One's deal can be considered completed."

"...That might take awhile."

"Nah he knows the risks of bandits after him. It wont be too long before he somehow manages to figure out a proper use for it."

"...So Shrouded One wont mind any wounds?"

"Well if it was before the whole interrupting the coitus thing then yes. Now no yet why I am able to getaway with it!"

"...You really know how to unleash some proper hellish trainings. You sure you isn't some kind of drillmaster?"

"Hell no. Hellish trainings like that on your own guys is how you end dead in the middle of the night or due to 'friendly' fire. I only get to do this because he is an outsider."

Meanwhile after a few days, even more pain, much exhaustion, and finally some near death experiences. The bandits finally left you alone when your blast from the unstable melding managed to be channeled away from yourself...and now you were finally free!

So you crawled out and find some Mister Neutral talking with some bots around an aircraft. He waved at you upon your return.

"Hello there! Had some fun? Of course you did...and congrats for being a bonafide psi magi now!"

"...I hate you so goddamn much."

"Now now...that was the just the hellish training talking."

"I NEARLY GOT RAPED!"

"Well duh how else was it going to be hellish?"

"I NEARLY GOT EATEN BY MONSTERS AND ZOMBIES!"

"...See but now you didn't now did you? Look at you now...knowing how to use volatile melding in a useful fashion!"

That was when a bot spoke up.

"We have come to pick you up since you have finished your training as has been paid for by Shrouded One."

Wait paid for...SON OF A BITCH HE RIPPED YOU OFF.

Sadly by that time Mister Neutral was long gone and the bots forcefully dragged you on board the ship before it took off. Strangely enough on board was a peculiar box reeking of necromancy...and your equipment that was taken from you for the 'hellishly delightful' training it says on the note.

Motherfucker...

After a ride in which you fell asleep out of sheer exhaustion you find yourself back at the Shrouded One's base.

What do?
>FOOD
>SLEEP
>GET PAYBACK
>COMPLETE MISSIONS
>Other?
>>
Rolled 85 (1d100)

>>856038
>>FOOD
Gotta eat to keep our gains.

Hm... would pay back count if we out looted the bandits? Like we just come in on a job and get everything.
>>
Rolled 83 (1d100)

>>856038
>FOOD
I require nourishment

>Mission
What's the plan boss? See the sites I mentioned?

>Other
Go see the witch ask what we've missed
>>
Rolled 44 (1d100)

>>856062
>FOOD
>SLEEP
>IN THAT ORDER

Man, we're definitely going to get payback, just one way or another and in a matter of time.

So Genie, ca we get a summary of what loot we made it away with? Trying to keep the inventory updated.
>>
Rolled 38 (1d100)

>>856038
>Also open the box
If 69 also contains witch's panties and kinky picture
>>
Rolled 6 (1d100)

>>856147
>IN THAT ORDER
>>
Rolled 51 (1d100)

>>856062
You decide to get something to eat...which was somewhat tricky given you had no idea where the cafeteria was. Fortunately that is where the bots who are always around are for. They soon pointed you in the right direction...so you headed that way. Into a large building with a squeaky clean brand new looking kitchen that is...barely used and lots of empty tables. They even had a stasis field going that held a selection of drinks and a there was a screen nearby where you were able to plug in your requests.

...Amazingly enough the selection for food requests was all strictly old world fare. So after grabbing something that was referred to as 'fast food' and was one of the cheapest options. You heard the kitchen come to life for a brief moment of time before a steaming selection of fast food was placed upon a tray in the stasis field. After that you grabbed a drink and the food headed to a table to eat. The food...was very good and true to its claims was all strictly old world.

You must say the Shrouded One has some extremely expensive tastes...and even the drinks were carefully selected. There was even a salad bar held under stasis and a massive drink collection. All of which wasn't even flat or was finely aged!

While enjoying your feast that no doubt hurt your in store credit you noticed a familiar witch come in who drifted over to the salad bar. Grabbing some of the food and grabbing a few drinks. Before sitting down at your table.

"The master is still engaged for a few more days. I doubt she will be expecting you."

"So your that one other apprentice who passed her test?"

"Yup! Now she has two apprentices...which is going to be a fact she will hate."

"Then why study under her?"

"Her library is something else and she collects quite a few undead. Her home is one of the safest places in these parts if you can get past the undead...so I have my reasons. What about you?"

"I wanna learn necromancy."

"PFFT," the witch coughs up some of her drink while chuckling. "Good luck with that...she rarely bothers to teach. Most of the stuff I picked up was due to me being useful, reading, and the magi undead she has under her. She does have an amazing talent for necromancy...able to use all that power and mostly retain her looks."

"Mostly?"

>>856147
That wont be so easy getting revenge on the bandit. Loot wise a lot it ended up the witches and what didn't...well you sorta rolled a 1 on. He massively ripped you off on top of already accepting payment from Shrouded One.

The only things you still got is weapons, ghostly book, and armor from the temple. Luckily you still got copies of the papers thanks to Amy who was able to copy it. Currently though she isn't with you having ordered the bots to take her out.

Lot wise its 2 score armor, shields, swords, maces, smart SMG, Shotguns and pistols.

Guess she got bored in that armor and its not like you'll need her services while here(you can still reach her easily enough after all).
>>
Rolled 62 (1d100)

>>856216
We kept the Psionic Undead book and crystal too, right?

And that's 40 each of Holy Anti-Undead: Armor, Shields, Swords, Maces, Smart SMG, Shotguns, and Pistols?

It's fine that he took the extra payment, just means that he owes either us or the Shrouded One a favor. We'll be sure to tell Shrouded One as much whenever she gets done too.
>>
Rolled 38 (1d100)

>>856238
A BIG favor too. It would've been one thing if he outright robbed us, but accepting one payment for rendering a certain set of services...and then accepting another payment for those same services...means that no matter how you look at it you failed to deliver to someone. You don't get to doubledip.
>>
Rolled 7 (1d100)

>>856216
"I saw an old picture once...she used to be much more attractive and far more healthier looking. Why do you think i chose to learn under her hm? I could of easily find a necromancer with far less standards but she...is the only one nearby who maintained her looks for so long without going full undead."

"So you wanted to learn under her for vanity reasons?"

"Well duh. I may be a witch but there is only so much even a witch can do. Besides she is truly a very talented necromancer. You think I animated those Knights and wraiths on my own? Most necromancers treat them like they were valued treasures but for her? They are so invaluable as to not be handed off to her apprentice without problem."

"...Well guess it wasn't such a bad decision after all."

"Maybe she still might be mad about interrupting her...coitus with the Shrouded One. Guaranteed way to really piss them both off. Last time I did that I got stuck working for this crazy lich," says witch senior apprentice while shivering. "For over a year...don't even get me started on what the Shrouded One did. Thankfully the that is in truth can be quite vain very useful for a witch."

"So I wasn't suppose to pass the test?"

"Nobody is. She uses it as a test because those that generally can pull it off have no need to actually be an apprentice necromancer. It worked extremely well only ever failing twice in many years."

"So where does she usually live anyway?"

"Next city over. She is based in a tower crawling with undead. Even has a fullblown necro garage that is a joint project between the two of them."

"Two?"

"Master got bored and Shrouded One became interested in magitech. Necrotech has means of...bringing things back that shouldn't be operational and what the Shrouded One cannot so easily fix."

"Your rather lucky though most apprenticeships means your stuck there for a good long time. She wont notice even if your missing for months. Barely if it comes to years."

"Also...you really need to take a bath. I know the bots wouldn't ever notice given they are a bunch of machines but still."

What do?
>Rest
>Bath time
>Plan for payback
>Complete Missions
>Other?

>>856238
You did.

Shrouded One may laugh at you for being a dumb ass. Noticed how he left that stuff alone hm?
>>
Rolled 63 (1d100)

>>856252
>Bath time
Last time we took a bath was in that healing pool. She's probably right.

Examine our magi-psi fusion dagger while we're in the bath. We haven't actually familiarized ourselves with it. We need to figure out what it does, and what it can do.
>>
Rolled 84 (1d100)

>>856252
>Bath time
Yes with our bath ducky we shall plan.

---
I do wonder how many undead would be grateful if we awaken their psi.

Also while we are here we could buy upgrades for AMY. They need better sensors for info gathering. In fact since AMY is great at evaluating. I bet they could max out our buying power and get the both of us any needs no problem.
>>
Rolled 45 (1d100)

>>856286
That's actually a pretty darn good idea. Just tell her what we want, and that we want to maximize her efficiency too (because we miss her when she's gone) and to burn our store credit on it plus what we have to trade on it.

Of course, that would require us anons agreeing on what we want.
>>
Rolled 53 (1d100)

>>856252
>Bath time
Ask if she wants to come, vanity and all. We Can chat about our bosses and fun stuff. May be learn what she looted and why?
>>
Rolled 97 (1d100)

>>856326
This but say it's for vanity purposes, there must be a trick to showering to this keeping up
>>
Rolled 21 (1d100)

>>856332
"What do you mean we need a bath? We just too- Oh, I see. It must be the smell of the catacombs. The stench of necromantic energies must be very difficult to wash off. Perhaps you could demonstrate how you manage it?"
>>
Rolled 36 (1d100)

>>856317
Eh I will trust AMY to know what our current style needs.
>>
Rolled 53 (1d100)

>>856286
You decide to take a bath. The witch meanwhile stays despite your offers put enjoying her fresh salad of the Old World plants. You meanwhile asked a bot where to bath. It paused for a moment before pointing you in a direction. There you found a sauna, hot tub, tubs, and even showers all of which were provided with HOT water! It was amazing to enjoy...including a fine selection of soaps and beauty care products for some reason.

It really makes you wonder if there was anything the Shrouded One bothered to skimp on...all of this stuff is awfully expensive...yet hallow. The bots do not need it and well there hardly any people to enjoy it. You thought of this while you thought of how to convince the witch to bath with you, some stuff relating to Amy, and most of all revenge.

The Mister Neutral screwed you over AND put you through truly hellish training after all. Alas you aren't entirely sure how to go about it. Given how...sadistic the Shrouded One is maybe that one has some advice for getting payback?

After finishing showering you feel refreshed, full, and awfully tired. What given with the nap on the ride and the hellish training.

What do?
>Sleepy time
>Plan for payback
>Store
>Turn in Missions
>Other?
>>
Rolled 62 (1d100)

>>856399
>Sleepy time
Time to see what that Blessing of Rest does.
>>
Rolled 85 (1d100)

>>856399
>Sleepy time
Go see the boss or missions when we wake up.

What did the training do for us stat wise?
>>
Rolled 55 (1d100)

>>856412
I'm wondering myself whether we've acquired the Psi-Mage class or trait or something.
>>
Rolled 37 (1d100)

>>856399
Hey AMY, I'm gonna get some sleep. Can you do the wonderful things you do and get us the best upgrades we can. Seeing that you need better sensors and the like.

>>Sleepy time
>>
>>856403
>>856403
You decide to rest where your taken to a house near some warehouses. There as it turned out is your place that besides the piles of loot everywhere comes with a few pieces of furniture. Fortunately that included a very nice mattress with...some strange kind of linens that you cannot decipher. The mattress and sheets were truly heavenly as you drifted off into sleep.

Only to be awoken by an irritating alarm clock-bot. That kept on screeching until you got up. You nearly would of broken it if it weren't for the damned thing suddenly growing legs to run away.

Clearly someone has too much free time around here to construct such annoying machines.

What do?
>Go back to sleep
>Hunt down the bot
>Store
>Turn in missions
>Other?

>>856412
You gained the Psi Magi Class Rank Green. Good luck leveling it up your going to really need it. That class is a nightmare to upgrade.

>>856421
Psi Magi class has a prereq of two specials them being a magic one and a psi one. After that it is 'unlocked' meaning all you need to do is get the right training to take on the class.

Be warned leveling it up is going to extremely difficult. There is a reason why Mister Neutral despite his clear experience honestly isn't that strong...

level wise he is a Experienced Psi Magi is his class along with Experienced Bandit Diplomat. He may have more but that is all you can tell.

>>856422
"I do not know of an armorer who can help us with upgrades without going to the Shrouded One. Unless you choose to use something that isn't the Arms Dealer Powah Armor.

Our only other option is weapons and gear...gear I am not entirely sure what is available exactly besides some robotic as well as repair stuff. Actually there is quite a bit of construction related too..."
>>
Rolled 74 (1d100)

>>856474

>Store
AMY for now we'd like to get some sort of recon vehicle that has plenty of stealth, plenty of room for loot, a decent amount of firepower, the proper equipment to host you, and whatever you need to perform to your fullest capabilities.

Also if there's anything you want, you can add that in there too. Think that's something you could arrange for? You've got Trade capabilities so you're probably better at negotiating with the bots than we are...

By the way, what sorts of things do you like to do, AMY? What goals do you have?"

>Turn in missions
Make sure to tell the bots that they should prioritize hitting the points of interest AMY identified down in the Undead Catacombs, because Mister Neutral also got a copy of those maps but he didn't get her analyses so it'll take him a minute to properly deploy his looters.
>>
Rolled 76 (1d100)

>>856474
>Turn in missions
Must be time to make our reports.

I'm surprised no one asked if we kept our bone rod. Eh, I'm sure we did. Not even a bandit diplomat would be cruel enough to take away a man's bone rod as payment.
>>
>>856474
Well if the shrouded one is still out. I believe that leaves us think tanks to get us some up grades for us.

>Turn in missions
Yeah we best get this out of the way.
>>
Rolled 57 (1d100)

>>856490
That is true and the reason why he let you keep it(also for not robbing you and in exchange for nothing). He may be a dick but he is still a diplomat. He has limits and a code.
>>
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Rolled 6 (1d100)

>>856500

>>856474
By the way can AI be 'leveled up'? I assume we wouldn't be able to make AMY much better. Yet I wanted to be sure.
>>
Rolled 95 (1d100)

>>856487
>turn in missions
>>
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Rolled 34 (1d100)

>>856490
>>
>>856512
Presumably you can turn AI into heroes in much the way you can any other unit.

AMY might already be an elite, or have something special. I don't think she's Badass though.
>>
Rolled 89 (1d100)

>>856512
They can be. Otherwise Heroic tier AI wouldn't exist.

Problem is Amy is an Old World Advanced AI she isn't going to be easy to directly upgrade at all.

>>856515
You decide to turn in your missions just so happened that the Shrouded One was no longer occupied...and there was a very sad looking necromancer beside him.

"...Oh he actually succeeded...damn now I a really am going to have to go to the old lich for a solution."

"Your fault for making the offer and now magi tradition threatens to come down on you," says the Shrouded One.

"HE wasn't suppose to SUCCEED!"

"They never are with you though. I am its not like this hasn't happened before."

"Yeah but that time I wasn't breaking any rules now though...damn it. Now I have to go see that crazy old lich...so baby why don't you keep me company," says the necromancer leaning on the Shrouded One.

"No thanks..."

"Come on baby...he actually LIKES you!"

"That is because he somehow knows my ancient ancestors and i remind him of them!"

"EXACTLY! Besides didn't he help you with that magic problem?"

"No."

"Come on..."

"Your problem. You are the one who gets to fix it."

"Fine," says the Necromancer in a huff. "Next time I ain't coming over."

"That is perfectly alright with me I got some stuff to attend to when I 'visit' next time anyway." The necromancer in response merely stamps her foot and heads off. "So I heard you made some interesting discoveries."

"Yeah we gotta move before Mister Neutral will though he...sorta got indirect copies of the info."

"Oh...how so?"

"He massively overcharged me for the training too."

"HAH oh wow...yeah he is one tough negotiator. No wonder you got fucked. You gotta be aware those guys got some of the biggest balls ever seen among bandits. They got to in order to do their thing."

"So wait you ain't mad?"

"Of course I am mad at YOU. Trying to bargain with a bandit diplomat...sheesh not even a corp sales rep would dare take one of them lightly. Don't worry though your forgetting you got Amy and he while smart will take some time to put the pieces together. Plus when my forces go out they prioritize. There will be some leftovers typically."

"How wasteful..."

"Yeah to one of you it is but what the hell would I do with all the crap if I tried to get everything? You any idea how hard it would all be to move? The intel I already fed to my bots and they are already dispatching teams. Hopefully the info you found pans out."

"So...he did doubledip you know."

"Really I requested him to train you to handle your new psi magi powers no more no less. Did he do something beyond that?"

"Now that you mention it...he talked about strange things like the Nothingness..."

"That is what you got for your...massively inflated fee. You asked for something else different from what I requested."

"God I hate that guy."

"Oh me too me too...he is infuriating to deal with."

"Why bother then why not kill him?"

"He is entertaining and quite useful. Besides I like him."
>>
Rolled 29 (1d100)

>>856579
"...Really?"

"Yeah."

"...WHY...no HOW?"

"He has his uses. He did teach you the psi magi way right and in how little time? Despite its difficulty?"

"...It was hell. HELL."

"Yeah see? He knows his shit. Hate him all you want but he is useful. Don't worry I hate him too."

"...So how is he still alive?"

"You any idea how much of a pain in the ass it would be to find another Mister Neutral? I didn't even think they still existed until I ran into him. So I am stuck with him."

"So the mission?"

"You completed it and we are now good."

What do?
>New missions
>Store
>Explore
>Train
>Other?
>>
Rolled 6 (1d10)

>>856596
>other
Accompany the witch on her trip, what's the worst That could happen?
>>
Rolled 39 (1d100)

>>856596
"So wait...no payment?"

"You interrupted us. Be thankful I only made it a mere mission to earn my forgiveness."

"...Sheesh your harsh."

"Yet you insist on sticking around."

"What can I say you have some very nice toys and excellent tastes. Gotta say i do love the whole bathhouse and cafeteria."

"I believe in maximizing the benefits after all we only live once."

After that you were let go. To do...well your not sure.
>>
Rolled 97 (1d100)

>>856596
>Train
Psi-Magi practice under non-torturous conditions, try to figure out the Nothingness stuff Mr. Neutral was talking about.

Maybe read about necromancy and practice it too.
>>
Rolled 75 (1d100)

>>856596
>Other?
Ask the witch if she wants to come on a mission with us?

>New mission please boss
Keep us busy, preferably something to help us get our ride.
>>
Rolled 78 (1d100)

>>856634
Wait what was her name again? Legs was it?
>>
>>856636
This was me going along with>>856634
I'm just artarded
>>
Rolled 58 (1d100)

>>856596
>>Explore
We found spots from that hidden part of the temple. There's robots and we are better than them at looting. I say we go on more adventurers.
>>
Rolled 71 (1d100)

>>856624
I would like this. I mean, we figured out the mind-torture techniques which are likely to be related to this nothingness stuff. We've obviously got a knack for this stuff somewhere.

Also I'd like to formally request we burn a big boon so that we are a Psi-Magic Genius/Natural Talent.

We never burnt any boons during character creation of this guy like Genie suggested we do.
>>
>>856651
I'd be cool with burning a boon to make this guy be some Kind of PSI/Necro Savant.

Given our sister was a PSI user too, maybe it's a family thing
>>
Rolled 87 (1d100)

>>856651
The problem with using boons like that is we would need to know what character we are gonna do at the start.

Up side far we made an explosion happy man become a super power with out them. I think we will be fine.
>>
>>856717
The Psi-Magic Genius/Natural Talent thing is actually cleverly worded to take advantage of Genie's system, but a NecroPsi Savant type perk would also be neat.

>>856731
I get it, but do we really have anything better to burn it on? It'll unlock fun avenues to go down with this guy.
>>
>>856769
We could finish this game and burn it on a possible hero for a civ some day. We build a hero from the ground up with a boon.

Then when the time comes will make a civ for them as well.
>>
>>856813
It's theoretically possible, sure, but I don't think we'd ever get the sort of coordination between anons needed to build a hero from the ground up with a boon and then make a civ for them as well.

Which means the boons just sit in the bank doing nothing. Kind of like our Wishes, really. They're not worth anything if you don't actually use them for something.
>>
>>856908
Well it starts with a hero and like anything else we build up from there.
>>
>>856931
Well we've got a hero-in-potential right here, anon, and burning a boon on something that'll help us rank up our Psi-Magic will provide us extremely well with 2/3 of the requirements for being a hero.

Then we go into psi-necromancy and build up a psi-zombie/psionic undead civ around us.
>>
I kinda want to go Tribal Cultists for the next Civ.
>>
>>856950
Mane, I want to see more of all the new-world civs firsthand in this quest. We've not played very many of them at all.
>>
Rolled 78 (1d100)

>>856634
The witch agrees to come with you depending upon the request. Apparently she wants to suck up to Shrouded One for some reason.

So after that you checked what the available missions were they include the following
>Gun Running
>Targeted Acquisitions
>Salvaging Efforts
>Greed Creed
>Hostile Negotiations

>>856651
That kind of boon would basically mean you figured out the secret behind NOTHINGNESS
Which is a HUGE secret in universe as it allows you to use non limited psi magic WITHOUT going crazy! It basically involves a very long series of loopholes covering a lot of things which allows for it. It was a huge pain to figure out but I realized there was in fact a way if you considered nothingness/death technically there was a way to do what MAD did but without the insanity.

Yes the Genie exploits his own setting/system its how you end up with so much weird, crazy, awesome, and zanny shit. Its like being a player in a sandbox setting with a good GM.

The big boon would basically buy you the Nothingness Enlightenment which is actually the key to exploiting the series of loopholes that allows you to bypass the MADNESS and limitations involving psi magic. Which also technically means You could have some VERY interesting conversations with Mr. N. The individual bonuses would be much smaller for purely psi and magic itself because the main boon itself is boosting the hybrid.

Your asking for his training was so expensive was because he was already getting paid to train you. You however asked for some lessons...which covered something else. Because the Shrouded One was paying for training he got stuck having to lecture you. Just so happened to lecture some very...obscure things relating to psi magic. Yeah he massively overcharged you like a dick but without payment you never would of found out about some of those things. A lot of the knowledge he told you about was insanely obscure even BEFORE the Fall.

>>856940
If you go hero its going to be tough for me to avoid going civ mode. Which I still cannot handle at the moment.
>>
>>856940
Not really the best thought out character.
>>
>>856978
Aww, not another win condition. I swear we have to avoid those almost as diligently as the lose conditions so we keep playing.
>>
Rolled 66 (1d100)

>>856988
Technically no.

You can go all army of DOOM to wreck civs and you can still go solo.

Solo heroes who aren't connected to a civ exist. Some of them even got armies.
>>
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Rolled 2 (1d100)

>>856978
>Salvaging Efforts
Let's do this, should give us a chance to use our newly enhanced scavenger abilities.

>>856950
I kinda want to go Tribal Paramilitary.
>>
Anyone wanna build our own starcraft ghost/spectre program? Or go full dnd and build a party and raid places until we find a Genieverse expansion boss?
>>
Rolled 26 (1d100)

>>856978
>Salvaging Efforts
We're good at that...
>>
Rolled 20 (1d100)

>>857037
I thought Starcraft ghosts were NOT literal undead. I'm more ignorant of that setting's lore than I thought.

With our equipment, we could try to become a heroic vampire hunter or something.
>>
>>857055
GENIEVERSE VAN HELSING
>>
>>857055
(Of course, we shouldn't even think about doing that sort of thing solo until we actually are a hero)
>>
Rolled 62 (1d100)

>>857037
...there are totally things like Ghost programs where do you think all the kiddies who got identified as a psion end up? Shady shit goes down and people are willing to look the other way because psions scare the shit out of people even more then magi.

At least magi have to work at digging into your mind unlike the psions.

So...yeah.

I cannot even deny there being shady programs for psions.

>>857055
>>857069
>>857096
You'll be fine unless you run into a vampire who survived the Fall or otherwise ancient vampire. Then you would be in really deep shit.
>>
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Rolled 95 (1d100)

>>856978
>>Salvaging Efforts
Yes gather more!
>>
Rolled 9 (1d100)

>>857210
Wonderful rolling anon. At this rate well-being known as the tomb raider or grave robber.
>>
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Rolled 35 (1d100)

>>857210
You decide to take up the salvaging efforts mission. Which honestly sounded like something you would be good at so you signed up for it. There you were directed to a place you haven't been for.

What appeared to be a construction site...sort of. In truth its like a construction site and a garbage yard decided to have a baby is the best way to describe it. There you found what turned out to be an AI you were looking for...in a core.

"GREETINGS TINY HUMAN!" boomed out the titanic builder bot. "OUR PURPOSE IS A SIMPLE ONE. WE ARE TO FIND GOOD SALVAGE TO TAKE FOR OUR PURPOSES. THAT WE CANNOT SALVAGE WE SCRAP. GOT IT TINY HUMAN?"

"...Uh...guess that explains all the heavy equipment then huh? Lots of large trucks."

"Construction Bots are what we have our job is to clear roadways and find sights of interest," explains a nearby construction bot.

"So...wait is that why the roads are clear?"

"Sometimes. That is more likely to be bots in the more infested areas are the ones who clear the places out. A lot of things that would attack scavengers tend to ignore us. Not sure why you would volunteer human this work is risky for your kind."

"How so?"

"We move lots of machinery and vehicles. Breaking it down or salvaging it. We do have some androids with us but most of us are construction bots. We are to repurpose and repair is our orders. We have been given an AI Constructor Core as to provide oversight to our efforts."

"...Fuck no wonder you guys suck as scavenging. an Construction Core REALLY? Even a trade AI would be more helpful."

"That I suppose is the reason you are here then. I suggest riding the big guy."

"What is that anyway?"

"Big Bot Constructor Model. Comes with Gravity Manipulators and such very helpful."

"So gravity gun?"

"...Yeah I suppose yes that one way to put it."

"I want one..."

"Our Master has some for sale."

With that you set out with construction equipment, trucks, bots, and androids. Probably meant to drive any vehicles that were worth keeping.

"The route we are taking this time is to clear out the areas between bandit bases. Even the infested areas...well especially those."

After a short ride you saw the bots descend on nearby vehicle wrecks cutting them into pieces that were then thrown in one of the trucks. Dragging away the choicer wrecks and bots to the side. There construction bots attempted to rebuild them right there and then.

You saw them pass by perfectly good sites that were previously inaccessible due to all the wreckage they just so happened to clear away...it hurt your very soul. They passed over bodies as if they were nothing.They even ignored trucks full of goods if they weren't of interest to them.

IT BURNS.

On a slightly unrelated note I finally found some good art for female bandits and Mr N.

Finding good post apoc bandit art is nightmare don't even get me started on the female versions. Seriously man all that skin showing is an excellent way to die and a telltale mark of a newbie bandit.
>>
>>857284
Or a sign it's glowy Joe.. Aside from the rape
>>
Rolled 7 (1d100)

>>857284
"HUMAN WHY DO YOU NOT ASSIST?"

"You...YOU STUPID FUCKERS. Why are ignoring all those previously blocked off buildings once you scavenged the wreckage? Why ignore the bodies? WHY THE TRUCKS FULL OF GOODS?"

"Orders are construction materials, hardware, robotic parts, some electronics, salvage, guns, armor, and ammo."

"...I hate you all so much. Fuck you guys give me control of some androids and battlers I am gonna explore those previously blocked off buildings. They might have good stuff and for the love of EVERYTHING THAT IS HOLY GET THOSE TRUCKS FULL OF GOODS BACK ONLINE. We just need a single repair job and a driver to make a killing."

After that you dived into previously blocked off buildings with bots. Which turned out to be surprisingly clear and intact...probably due to the whole you know being blocked off by large piles of wreckage. You find all kinds of goodies. Most of which the bots ignored except for the other bots, hardware, and armaments. Those they grabbed.

Everything else however they ignored...which wounded your soul. So after picking the choicest bits for your self you made sure to order them to block the areas off once more. You are well aware of the value of such intact sites much less ones that can in fact be reclaimed. Your sure such land is worth quite a bit much less the treasures they still contained.

So you did this block by block...besides the rare infestation problem everything was fine. In fact you soon had to also be a picky bastard as much as it pained you. Only taking the best quality scraps and bits for yourself...leaving even more behind.

Goddamn it.

Block by block you worked side by side with the construction teams. Your hate for their limited interests only grew as time wore on. Even as trucks went back under escort it didn't really make you feel much better. Especially once they tried to scrap PERFECTLY GOOD RIDES because 'they were not of interest to an arms dealer or themselves' as is nor were they 'worth the trouble of repairing or hauling back'. You became increasingly ever bitter of this mission.

Oh what would you give to have a team of survivors or hell even bandits at your back. They would understand these empty tin cans on the other hand are a bunch of bloody idiots.

What do?
>Isn't that a survivor settlement?
>Surely there is a bandit gang nearby?
>Try to reason with the bots?
>Fuck it just get the job done...
>Other?

>>857347
Glowy Joe ain't that easy to spawn.
>>
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Rolled 99 (1d100)

>>857359
>>Isn't that a survivor settlement?
Brothers and sisters, can you dig it?

Hurry friends before others came and take it away.
>>
Rolled 42 (1d100)

>>857383
I agree
>>
Rolled 3 (1d100)

>>857359
>Try to reason with the bots?
I was sent for my expertise now get me a big rig online so we can make our boss really happy. If we don't take it, enemies will.
>>
Rolled 99 (1d100)

>>857383
Changing to this, just for the Warriors reference. Fuck that was a fun film
>>
>>857395
Yes, your 99 will do wonders.
>>
>>857383
>>857395
Vote, I wonder what survivors will think of us, we are odd but we do have a lot of survivor skills.
>>857359
As far as our psionic abilities are concerned do we have far sight? Or can we use magic to scry an area? Other than smashing psy and magic together into a blast what spells or psychic powers do we have? Telepathy? Telekenisis? Any auras? I don't fully understand what we can do, not to mention what loot and gear we have. I think we need to condense our loadout, we have only used a fraction of our weapons and many are redundan. It would be nice to see a proper invintory of our stuff, anybody been keeping track? Amy?
>>
Rolled 23 (1d100)

>>857395
>>857383
double 99s.

I am so sad this wasn't a MAD action it would of been so amazing...

You decide to head towards the survivor settlement which appeared to be an apartment complex next to a garage and store. They had crude walls placed up and lookouts. No doubt hoping they wouldn't get attacked by bandits or worse.

You realized however they would look at you with suspicion given your armor. It wasn't hard to change out of it into some old scavenger rags you found earlier. That was when you approached trading some scrap you brought in for a nice rented apartment inside long term. Another scrap made the guards absurdly happy. Especially once you alerted them to there being much more...you just needed a few guys.

After that you dropped off some stuff in your new home. Which frankly...felt a lot more like home then the place the bots gave you. This place...felt alive there was actual people here. Sure they saw you as nothing but a wanderer...but it felt nice. These kinds of people you were used to dealing with. They didn't have you on edge like the bandits did.

After that you headed to the local watering hole. There you found the typical smoky atmosphere, drunkenness, and whoring unsurprising. They didn't have the mindless fuck tomorrow revelry the bandits did but it was still very nice. There after dropping another quality pile of scraps you got some of the nicest drinks in the place(which turned out to be a finely aged old world liquor of superb quality). With that kind of wealth it wasn't hard to earn the attention of the ladies for this mysterious wealthy stranger and the lads when they found out about the...help you need.

Frankly you would rather them having a share then the nearby bandits who might be allied with Mr N.

After that you lead your scavenging gang to the site telling them that its opening would be strictly temporary. They were very distrustful of the bots but the thought of good scavenging proved too much and they slipped in. You too went in and together you scavenged. Even with an entire team you still weren't able to clear the building before it closed up and they ran happily back home. After that they brought even more people...and this time the next building you had better progress.

So it kept on as soon radio chatter drew other survivor settlements. Finally you started being able to clear out the buildings properly by then. Unfortunately by that time you had also drew the attention of the bandits. Who caught wind of the windfall among the nearby survivors they sent forth their raiders.

What do?
>Fight with the survivors
>Try to get the bots to help
>Leave it to them
>Call Mister N.
>Other?
>>
Rolled 90 (1d100)

>>857442
>get away from the combat and try to find a place to snipe at bandits, if possible try to clear a path for the survivors to retreat, otherwise just pick off bandit vehicle drivers, allow me to stress that we want to be as far from the combat as our rifles range allows, with Amy's assistance of course, we will NOT be shot by another bandit.
>>
Rolled 87 (1d100)

>>857442
>Call Mister N.
Hey Mister N, just giving a call to make sure those bandits coming nearby aren't your boys.

>Fight with the survivors
(Because this is some pay back time.)

Hey AMY, can you get on the comms at help guide the survivors. I know your not a war AI, but you may still be able to help some people.

---

Probably best we leave the bots to their work. Less we make the boss mad, again.
>>
Rolled 92 (1d100)

>>857442
>Call Mister N.
If we can get through to him, first thing we need to find out if these guys are even allied with him.

>>857463
>>857474
I think the best bet here would be to buy the raiders off, using part of the haul as protection money.
>>
Rolled 56 (1d100)

>>857482
Yeah that wouldn't be to bad ether. Save some lives and possibly even keep bandits away for a bit.
>>
Rolled 10 (1d100)

>>857474
"Hm bandits hitting some survivors...lets see here. Check those coordinates...where you at exactly?"

You proceed to tell him.

"Ah lets see here...alright that is close to a few gangs. Let me make some calls real quick."

Short time later.

"I am afraid they ain't part of my alliance. You need some negotiating? I can probably get in touch with them but I expect payment you dig?"

"Why don't I do that myself without paying the fee?"

"How many talkative bandits do you see raiding?"

"..."

"Think about it. I can chat with them and I know how to deal with other bandit scum. After all its my specialty! But my services ain't free. Otherwise do you have any other suggestions?"

>>857482
That is assuming they are reasonable. Which is what Mister N just so happens to specialize in.
>>
Rolled 94 (1d100)

>>857552
Your going to do it for free or cheap because we can get a good gig going here. They turn these scraps into something more useful, you and the bandits raid, my boss sells them guns. They feel confident come out and you raid, we sell more turns. Get a nice little controlled economy going. Just needed to jump start it. Think about it it's a good gig selling hope and taking it
>>
Rolled 34 (1d100)

>>857552
Alright gang. We can fight or we can lose some, if not most, of our loot.

Up side we can probably come back for more.

My vote we let the man talk.
>>
Rolled 42 (1d100)

>>857555
"...I really REALLY like the way you think kid. Damn son no wonder the Shrouded One decided you were worth hiring. Fine, Fine you got yourself a deal. I will make it cheap THIS TIME and if they don't agree...well lets just say there will be one less bandit gang yeah?"

"Consider that last part on the House if the talks fail. I'll even make sure to send some raiders your way to provide a distraction. Hopefully they aren't all a bunch of drugged out crazy pack of idiots. I hate dealing with that type so unreasonable..."
>>
Rolled 40 (1d100)

>>857565
A short time later you noticed the raiders suddenly halted without warning as they were flagged down to a stop by some of their own guys. After that there was some chatter on their radio...but they didn't move on.

They kept their distance...for now.

"Alright kid they aren't entirely unreasonable after all. Drop off enough goods nearby and they wont attack. They'll just turn right back around. Gotta make sure its enough though alright? Otherwise they'll attack anyway."

"Now for my own now small fee...I will be expecting a share too kid. I take armaments or supplies since this is a special cheap offer I wont request anything more or less."

"How much exactly?"

"Depends on the quality of the supplies or armaments if its cheap I want more. If its high quality I'll take less. I'll take about a third of what the raiders take in rough value. Not very nice people them...they wont be around much longer."

"They ain't cheap to bribe nor are they willing to join my alliance. Make sure you tell your survivor friends they know the drill."

"I don't think they were expecting this raiders to be open to bribes..."

"Yeah like I said I don't like them for a reason. My alliance isn't made up of such unreasonable bandits."

"That is what worries me."

"Hah. Well you keep it up kid I expect you to become a legend in survivor circles if you keep this up!"

"Even with the negotiating with bandits?"

"Don't forget as far as they are concerned your one of those mysterious wandering adventurer types. So they wont be too surprised by it nor more importantly offended either."

"Where do you want your share?"

"Near the end of your bot friends journey leave it there."

"Alright...pleasure doing business with you Mister Neutral."

After that you dropped off the goods and once the bandits were satisfied they approached. Taking the goods and zipping away once more. They took quite a bit but its not like you don't got tons more where that came from and more importantly nobody got hurt...until when your not sure. There is a bit of stretch more to go and more bandits.

What do?
>Keep at it
>Go to one of Mr N's Allied bandit bases
>Explore around
>Convince the bots to change their mission perimeters.
>Talk with the survivors
>Other?
>>
>>857565
I don't think that the shrouded one really looks at us like a permanent employee frankly, you know a good bit about what I am capable of but you know you can always call me if you need a hand with anything, I also could use a study buddy I got a bunch of cool new tombs and books that may benefit the both of us, sadly enough because of my amnesia i consider you more than an interesting faction leader, I think of you as a colleauge and dare i say one of my best friends. If you would like I can grab some great oldworld booze and chill, I'm getting tired of hanging out with robots every day."
>>
>>857591
>Talk with the survivors
Do what we are meant to do
>Other?
Inform boss their are some customers. Also explain the little racket we got going on.
>>
Rolled 17 (1d100)

>>857602
DIce, did I do good boss?
>>
Rolled 29 (1d100)

>>857591
>>Keep at it
Well people lets not let the peace go with our making the most of it.

AMY can you help make the most of our man power?
>>
Rolled 68 (1d100)

>>857624
"Maybe. Scavengers in truth are...very good at it. Especially the survivors, tribals, and bandits with their looting are all remarkably effective."

>>857602
"Hm...well i didn't realize you were in on the plan...nice modification by the way. You are certainly proving yourself to be a worthwhile employee."

>>857595
"I ain't no faction leader i am afraid...you see the real big reason why I can go around talking to bandits is because they don't see me as a threat. Truth be told my own gang is probably the weakest one in the entire alliance. Its a big reason on what keeps things working. Why do you think I always call upon them for additional manpower?"

"I will admit it gets old but it does a remarkable job keeping me safe. No gang wants to mess with me because of my allies and I ain't a big enough fish to attract anyone else's attention."

"Hm tomes and books...yes I do indeed read quite a bit. You might have a particular interest in my collection as a fellow psi magi."

"I do imagine the bots get old after awhile. I will never know how the Shrouded One does it."
>>
Rolled 85 (1d100)

>>857591
>Other?
Did we get our Think Tank friends number? If so give him a bell and show him our anti undead gear. Ask if his think tank would be interested as maybe we could help one another out? We provide tech from the outside world, they use it to reverse engineer and use with their own stuff. In exchange we want some of that produced tech and maybe help with research when it comes about?
>>
Rolled 11 (1d100)

>>857689
he is in a distant location you cannot reach him and you do not have the think tank comm number.
>>
>>857640
Dude, no homo, I want to be your friend. The post apoc is harsh and I am unlikely to meet another person I share so much in common with. Any chance I can tag along on one of your raids? I'm getting decent at looting and I want to learn a bit more.
>>
Rolled 69 (1d100)

>>857734
"Nah the other psi magi are out there...admittedly most of them are well MAD. As embarrassing as it is to say...I don't actually do a lot of raiding. Like...almost none. I don't really need to due to protection agreements and well doing what I did for you. Truth is I just wander around talking to people."

"So wait...let me get this straight," you ask. "You are a bandit who DOESN'T raid?"

"Yup exactly."

"...That is crazy even by MAD standards."

"Hey now I don't always have to raid to get stuff...and well there is a reason why I am called Mister Neutral. I never get directly involved and just mediate. In exchange I collect a fee for my services. The services cover me and my gang upkeep costs."

"So wait...what IS it then your gang does?"

"Bodyguard duty mostly. Once you don't really raid you have a lot of free time."

"Wow...guess you really don't need many guys after all if you never bother to go raiding."

"Hey now its not like its never...just very rarely and usually we are with another gang but still. That should totally count."

"You know any other psi magi?"

"Sane ones? Uh...lets see...do nonhumans count?"

"..."

"What I pretty much talk to anything man? You know I even had this riveting conversation with this smart zombie once..."

"And you didn't get eaten?"

"Yeah totally awesome right? Pretty cool guy too."
>>
Rolled 76 (1d100)

>>857624
Vote, gotta finish the mission.

Just don't forget to inform the Survivors as Mr. N said.
>>
Rolled 77 (1d100)

>>857591
>Convince the bots to change their mission perimeters.
Get them to search more effectively but leave scraps for the survivors and our false economy.
>Talk with the survivors
Inform them of the situation and say we know an arms dealer.

>Other
Make sure the boss is up to speed and then get back to work until we are done... Maybe stock up a few crates of old world wine and spirits for our bosses and the Witch.

Had to refine my answer
>>
Has an action been decided? Also life goals get a BJ from the Shrouded One and our Necromancer Boss and the Witch then use it as a wall paper Aim big!
>>
Rolled 76 (1d100)

>>858924
No. Not enough votes but it is the holidays in the states so yeah.
>>
Rolled 32 (1d100)

>>857624
I support keeping at it.
>>
Rolled 97 (1d100)

>>858976
Guess I'll just give in and start a new thread.

>>859142
after this action that is.
>>
Rolled 13 (1d100)

>>857624
You decide to keep on it. Deciding its not worth arguing with the very dim machines. You make good time and this time no additional bandits showed up. Eventually you made it to the last stretch. There you dropped off some goods that Mr N wanted as payment. You could see some bandit gangsters hanging back which you figure must be N's guys. You noticed both the bots and the survivors were packing up. Except the survivors invited you to stay and celebrate with them.

New thread will be up in a bit.
>>
Archived.

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=geniequest
>>
New Thread >>859251



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