[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: skeltal.png (235 KB, 393x883)
235 KB
235 KB PNG
You wake up in a dark and cramped room. Groggy and confused, you try to stand up and realize that this room is, in fact, a coffin. You push upwards and leave it. After some surveying, you can see that you are on some sort of large, rocky, platform with runes surrounding you in a circle. The corpse of a man dressed in robes lies before you, with an arrow coming out of his head. As you kneel to inspect, you notice that your body is made entirely out of bones; you're a skeleton!

With a forest surrounding you and nowhere to go, what do you do now?
>>
>>1251592
Fuck the corpse
>>
>>1251595
>tfw no skeledick
>>
>>1251636
Remove the corpse's robes and tear them into strips that can be used as ropes. Detach your own humerus, and secure it to the front of the pelvis using the strips of robe to create a makeshift skeledick. Fuck the corpse.
>>
>>1251592
loot the corpse
>>
>>1251592

Decompose
>>
>>1251678
Mid-way through tearing up the robe, you realize that you have no idea how to have sex! Well, you now have x3 Strips of cloth.

>>1251805
You loot it, hoping to find some explanation to why you're living. You find nothing of the sort but you do get:

1x Tattered robe
1x Spellbook on Necromancy
4x Mushrooms

>>1251823
Technically, you have already decomposed.
>>
>>1251886
Eat the mushrooms, they might be magic.
>>
>>1251886
Study the book, learn something about the circle
>>
>>1251886

Further decomposition can be achieved.

Continue to decompose.
>>
>>1251901
You select the mushroom from your inventory and:

>Put <MUSHROOM> back in inventory
>Inspect <MUSHROOM>
>Hold <MUSHROOM>
>Wield <MUSHROOM> as primary weapon
>Wield <MUSHROOM> as secondary weapon
>Throw <MUSHROOM>
>Use <MUSHROOM> in crafting
>Destroy <MUSHROOM>
>Drop <MUSHROOM>
>OTHER

An entire UI shows up. It's a bit overwhelming, but you're sure you'll get used to it later. You select the OTHER option and commence the EATING action.

You take a bite of one of the mushrooms, and they fall right through your jaw. Being a skeleton, it should come as no surprise that you lack a throat to swallow them with. You decide the next best thing is to grind it into a paste and apply it over where your stomach would be.

After a few minutes, you start to hallucinate vividly, and after another set of minutes, it fades away. You can't recall anything during your trip, but you see that a tree in front of you is covered in some sort of black fire, slowly rotting it. Your arms are covered in such a fire as well, but they do not rot. The flames extinguish themselves after a while and the tree is now dead.

What was that?

>>1251936
Unfortunately, the book is covered in strange runes you can't understand. You think you can study them and try to translate it but that will take some time.

You can now study the book, but each studying session will take an hour of your time.

>Translation Progress: 1/30

>>1251952
Everything is decomposing, but you are not sure how to decompose faster. You will try once you achieve a method of doing so.
>>
File: no hope 46.jpg (34 KB, 500x375)
34 KB
34 KB JPG
>>1251987
>Everything is decomposing, but you are not sure how to decompose faster.

Hitting a little close to home there.
>>
>>1251987
Continue the Translation
Look around for something
>>
>>1251987
We're dead, we've got nothing but time.

Start translating that shit for a couple hours and see if there's anything useful in there. Maybe it'll tell us how to be dead (sexy).
>>
>>1251987
Study the book for 29 more hours, it's not like mr skeltal is short on time.
>>
>>1251999
>>1252003
You study the book for five hours, delving into the intricacies of its unholy nature.

>5 hours pass
>Translation progress: 5/30

After studying for some time, you realize that it is already sunset. Progress is good, you deciphered its alphabet and are beginning to study its nomenclature.

As night descends, you get an immense feeling of unease. Something in your mind is telling you that being alone at night is a horrible idea. As if on cue, you hear a howl in the distance, but it does not sound like wolf's howl, it's more guttural and demonic.

You have a feeling that something bad is coming.
>>
>>1252034
Look around the environment and see if you can hide anywhere.

Failing that pull the robe over yourself and pretend to be an inanimate corpse.
>>
>>1252034
Climb back into our nice, secure coffin. Let the wolves feast on the corpse for the night as we rest in our wooden tomb.
>>
>>1252039
>>1252065
As you hear footsteps pounding closer to you, you try to look for a hiding place that will assure you safety. Unfortunately, the torches that light up the platform are not bright enough to illuminate the surrounding forest. With little time left to hide, you decide that the best course of action is to pretend to be another corpse. You are a skeleton after all. You don the robe and hop inside the coffin, lying as motionless as possible, but not before a screen shows up in front of your face.

>ROLLING D20 FOR STEALTH CHECK
>1-5: MAJOR FAILURE
>6-15: MINOR FAILURE
>16-20: SUCCESS

First roll decides.
>>
Rolled 11 (1d20)

>>1252078
>>
>>1252092
Well, fudge.
>>
Rolled 6 (1d20)

>>1252078
>>
Rolled 6 (1d20)

>>1252078
>>
>>1252092
You lie in your coffin as the pounding of footsteps draws closer. After a while, the pounding arrives. You do your damnest to suppress your fear, but for some reason, it's near impossible. You feel some sort of unholy energy radiating from the beasts, causing you to feel terrified beyond belief. They finally make their way up the platform, and from the sounds of them, they seem to be huge, about four or five feet tall at the shoulder. They begin sniffing the area and... talk?

"YOG NIGGURATH HAL MAROG GOTHOS"
"MOGGOROTH GOD SHUGGAL KOTHAL"

The language they speak is unnatural, guttural, and entirely impossible to comprehend. It's like they speak in a language that the mind cannot even imagine existing. The beasts continue to talk, and you hear one of them sniffing closer to the coffin. You pray to whatever deity that exists that it does not open your only barrier between them and you.

If there were a deity, it hates you.

The beast opens the coffin and you manage to get a full look at what it looks like. It's wolf-like, but only in form. The beast has too many eyes on its head and too many teeth in its mouth. Its fur is gray-ish red and almost... alive. It writhes unnaturally and squirms in a disgusting manner. You can feel yourself about to scream but you still lay still. It sniffs closer and closer to you and opens up your robe. It grabs the mushrooms you have in your pocket. You mentally breathe a sigh of relief, but that relief quickly turns back into panic as the beast eats a few of them.

It begins to stagger as if drunk and starts to twitch unnaturally. It screams. If you had ears they would be bleeding it's so ear-splitting. The other beasts back away out of confusion. The delusional beast lunges towards one of them and begins to tear it apart. The other beasts join to stop the delusional one and a fight breaks out. In the midst of it, one of them knocks over your coffin and you fall off the platform. You land on your arm and scream in pain. Fortunately, the beasts were too busy fighting to notice you, and you quickly assume the corpse position again. After two hours, they finally leave. Blood drips from the top of the platform.

>Two hours have passed. 10 to go before sunrise.
>2x mushrooms lost.
>Radius fractured.
>>
>>1252253

How can we feel pain without a central nervous system?
>>
>>1252253
Do we need to sleep? Are we tired? If not, then I'd suggest wearing our cloak and beginning eastwards, using the directory of the northern star to guide us. If we are tired, and we need to heal, then let's prop our coffin back up and get a nice nap in.
>>
>>1252253
Take spare skeleton from dead necromancer.
>>
>>1252273
How can you think without a brain? Since you're able to experience things like sight, fear, and touch, then it's probably safe to assume you can feel pain, too.

>>1252284
Without muscles that tire, you do not need to sleep, though you can enter a meditative state if you need to skip a period of time.

Glancing at your broken left arm, you feel that it is slightly numb from the forearm down. Perhaps if a bone is broken, it severs your connection to the rest? Anyways, you use one of your tattered robes and wear it as a bandage around your fractured bone. It's probably going to take some time to heal, but you're glad that you came out with only a broken bone. With your robe on you, you travel eastwards towards the brightest star.

>3 hours pass

Eventually, you come across a road, which eventually leads to a split. The left takes you towards a bright light in the distance. You assume this to be a kingdom of some sort. The right takes you towards a more mountainous area. Which path do you take?
>>
>>1252343
We become the hermit skelet. To the mountains.

The kingdom will probably just try and burn us or something stupid.
>>
>>1252343

Can we think without a brain, though? How do we know that anything we've done so far is thinking? What if we only think it's thinking? And how do we know we've experienced sight, fear, or touch? Maybe this is all just the hallucination of a dead body and none of it is real. If we are doing it despite the fact that it should be impossible, does that mean we can do anything? Is this the equivalent of a lucid dream? Can we grow 500 feet tall and crush our enemies? If not, why not, when we are capable of so many other impossibilities?

Go towards the mountains while we think about these things.
>>
>>1252343
To the mountains.
>>
File: skelehermit.jpg (161 KB, 819x976)
161 KB
161 KB JPG
>>1252399
>>1252392
>>1252518
Deciding that it may not be the best idea to show yourself to the public just yet, you head into the mountains. Perhaps being a vagrant for the time being will do. As you wonder the mountains you contemplate the nature of your existence. Why do you exist? Are we just imagining things? How can you feel without a brain? Who was the man at the platform?

You decide that your main goal will be to figure out who you are. The book you're holding is not very thick, so you doubt that is going to give you any answers, but it may hold clues to your existence. For now, you wander the path, aimlessly walking towards anywhere.

>An hour passes

After some walking, you encounter a man in rags about 10 meters away, just... standing still, gazing off in the distance. Considering the hostility of this world, you doubt this man is going to be friendly. With his back turned, you crouch by a nearby bush, and you wait for the right moment to sneak b-

>YOU HAVE ACHIEVED STEALTH I

A screen flashes in front of you and you let out a yelp, alerting the man to your presence. He turns toward you, and you can see that this man is not quite... right. His face is dirty and his eyes are blank. He yells at you and unsheathes his crudely made ax. You have entered a Fight! Another UI appears.

>ATTACK
>DEFEND
>MAGIC
>ITEM
>OTHER
>FLEE
>>
>>1252545
>OTHER
Diplomacy
>>
>>1252545
>>OTHER

Try to make friends. We just startled him by sneaking up behind him in a bush like a creep. I'm sure we can allay his fears by explaining that we meant no harm and are actually just a bumbling retard.
>>
>>1252561
>>1252572
You figure an attempt to reason with the man would be better than fighting, after all, you don't even have a weapon to defend youself. Still though, the man doesn't seem quite right in the head, reasoning may be difficult.

>ROLLING D20
>1-15: FAILURE
>16-20: SUCCESS
>>
Rolled 16 (1d20)

>>1252576
>>
>>1252646
WOOO
>>
File: hermit.jpg (26 KB, 600x203)
26 KB
26 KB JPG
>>1252646
You stop the man and tell him to calm down. Surprisingly, he pauses, but seemingly out of confusion. You explain your situation to him and convince him not to attack.

"You're..." the unkempt man starts "You're not human."
"Clearly not." You reply
"You are not a human yet you possess the intelligence of one. Is this a trick you foul beast?"

After a bit of arguing, you convince him that you are friendly and he finally sheathes his ax and explains himself.

"Forgive me. This is honestly a very surreal experience for me. It's not every day I encounter someone like you. My name is Gordock and I defend the town that this path leads to. Well, not officially anyways. As you can see I'm going on in my years, and the town let me go. Hasn't stopped me!" He lets out a wheezy cackle "Heh heh. Anyways, come with me to my cabin, it'll be better than staying out alone at night."

You begin to f-

>YOU HAVE ACHIEVED DIPLOMACY I

GAH. You really need to get used to that thing.

He leads you up a rocky path and into a makeshift cabin. The inside, while bare, is surprisingly cozy. There's even a lit chimney cooking soup inside it. The hermit explains that he built this cabin out of a dilapidated house. The chimney was the only thing remaining so he built it around that. As the two of you sit in rickety chairs, Gordock explains the world to you.

"I forget how long ago it was since everything changed, but the image of this land as being pure still clings onto my mind. Life was peaceful, and death would come only in our sleep. The land was bare of monsters and our harvest was plentiful. But..."

He pauses.

"But, something happened. A star from above fell onto the land. This star... it was unholy. The bane of all those who are pure. It corrupted this land, the demons it sent would destroy our homes and slaughter the many innocents that inhabited this land. My town was overrun, my people... my wife..."

He pauses again. You say that's all you need to know.

"Let us... change the subject. You said you had a broken bone? Heh, I think I know what'll fix you up."

Gordock walks over to a table and pulls out a wide variety of plants and a pastel and mortar from a sack. He selects a few and grinds them all up into a paste.

"Here. It's a healing salve. Take some."

You apply the salve onto your fracture. It feels minty, yet pleasant. He gives you a small container of it.

>Acquired 1x Healing Salve

He offers to let you stay for the night, and in the morning he'll try to get the townsfolk to accept you. Do you meditate and skip to morning, or do you decide to stay awake for a while?

"Er," Gordock interjects "I didn't catch your name. What is it?"
>>
>>1252811

Mr. Bones, of course

meditate
>>
>>1252811
Ossa Scheletro
>>
>>1252820
Trom Bones.

Doot
>>
>>1252831
It's latin for Bones Skeleton.

Essentially Moon Moon.
>>
>>1252811
Study that book. We're dead. Not like we need sleep.
>>
>>1252820
>>1252831
>>1252833
Alright, let's vote.

[ ] Mr. Bones
[ ] Ossa Scheletro
[ ] Trom Bones
>>
>>1252845
It was more meant as an add on to "Mr. Bones," not it's own thing.
>>
>>1252845
Mr. Bones read the necro book
>>
File: idk.jpg (18 KB, 500x327)
18 KB
18 KB JPG
>>1252850
Oh, okay then.

Seems like we're going to name our character Mr. Bones. A few more minutes to make sure.
>>
>>1252831
>>
>>1252892
Shit.
>>
>>1252903
It's tied.
>>
Rolled 1 (1d2)

>>1252908
1 for Bones, 2 for Ossa
>>
>>1252945
"Mr. Bones, huh? Heh heh he, how fitting. Alright, Bones, I'm going to continue my night watch, you stay here and make yourself comfortable."

He leaves. With the house by yourself, you decide to spend your time by the fire and translate the book.

>6 hours have passed. The Sun has risen!
>Translation progress: 11/30

And that's going to be it for today. I'll be back tomorrow to continue Mr. Bone's wild ride. Stay tight.
>>
>>1252969
>Stay tight.

I would imagine skeletons are rather loose in the absence of flesh and muscle to bind them.
>>
File: rattle.gif (425 KB, 512x512)
425 KB
425 KB GIF
>>1252983
>>
>>1252969
Nice thread, keep the good work
>>
File: town.jpg (65 KB, 600x398)
65 KB
65 KB JPG
The light of sunrise shines through the windows of the old cabin and hits your decayed skull. Just as you realize morning is upon you, Gordock bursts through the door.

"Get a move on, Bones. We have to introduce you to the townspeople."
"A-Are you sure?" you reply, "Don't they hate monsters?"
"Not to worry. Monsters only appear at night When they see you, I'm sure they're going to realize soon enough that you're friendly."

Assured by Gordock's words, you follow him down the path to the town.

When you finally reach your location, you take a good look at the town. It's small, with at most 20 to 30 buildings. Most of the buildings are in a state of disrepair, with holes in their roofs and walls and almost all of the paint chipped away. The biggest building is a large mansion in the very middle, which is where you assume the mayor lives. It's in an equal state of disrepair. The townspeople are covered in rags and cloth, their faces are dirty. With only one look at the place, you can tell it's incredibly poor.

As you walk down the path into the town, a large crowd of people appears. You hear them shout:

"By God! That hermit's gone mad, he brought a monster here!"
"A monster! That hermit is a traitor!"
"Wait, it's day, why is there a monster here?"
"Are the monsters getting braver?"
"It's a guy in a costume, there's no way a monster is out in daylight!"

Their panic quickly subsides into confusion. Gordock begins to speak.

"Everyone! This is Mr. Bones. From what I can gather, he might be subject to a curse or a result of black magic. Either way, I can assure you that this man is human. Speak for them Bones."

"Uh... h-hello everyone" You say. The townspeople let a collective gasp, and their chatter grows louder. A large man in chainmail shoves his way through the crowd. He walks up to you, shoves to the ground, and ties a rope around your hands.

"You are under arrest. Remain quiet or you'll be executed where you lay, ghoul." Gordock steps in. You can't really hear what he and the guard are saying, but it seems he's agreeing not to execute you, but on one condition:

"I have my eyes on you, ghoul. You make one wrong move and I will not hesitate to slay you."

Gordock tells you to stay calm and hands you a bag of 500 coins. He'll stay by your side and make sure the guard doesn't hurt you.

You can now explore the town of Redol. You can visit:

>The Library
>The Blacksmith
>The Farms
>The Flea Market
>The Town Square
>The Hospital
>The Forest
>>
>>1255191
>The Hospital

Never hurts to double check that our injury will heal correctly
>>
>>1255191
go chase after that faggot guard and beat the shit out of him
>>
>>1255191
>The Hospital
Followed by
>The Library
>>
>>1255297
seconded
>>
>>1255263
>>1255297
You decide that the first thing you need to do is to make sure your injury heals properly, so you head to the hospital. The guard glares at you suspiciously but he lets you go.

The hospital is rather small, though considering the size of this town, it shouldn't be that much surprising. The inside is only one large room, with beds everywhere. Most of them are filled, with doctors rushing everywhere to take care of the bedridden patients. One stops to talk to you and nearly jumps out of his skin. The guard assures the man that you're friendly, and after some coercing, he agrees to take a look at your arm.

"W-Well," he stammers "I'm not sure how a walking skeleton functions, but if it's anything like a normal skeleton, then by the looks of your fracture, I'd say you'll be alright if your arm, uh, stays together. Uh.."

The doctor rummages around his office. He grabs a roll of gauze and two small planks of wood. He puts the planks around the fracture and ties the gauze around it, making some sort of splint. You thank him for his service.

>You pay 30 coins for his treatment
>The guard is surprised by your polite demeanor, but he still remains suspicious

>>1255297

You decide the nest best course of action is to go to the library to discover what more you can learn about the world.

What books do you check out?
>>
>>1255427
>History
>Geography
and
>Basic Survival Skills
>>
>>1255427
A book on how to have sex, given that it's a skill we're apparently lacking.
>>
File: map.png (21 KB, 1075x712)
21 KB
21 KB PNG
>>1255440
You request books on history, geography, and survival. The librarian gives you an odd look, but complies.

Surprisingly, many of the histoty books end before the star falling. You assume that the historians were more concerned over survival than the history of this land. There are a few that talk about the history of the land after the star falling. They speak of a great kingdom called "Avolar" that has arisen in order to protect the citizens from the evil that prowls the land, which is probably that great light you saw at the spilt in the road. That's the most you can get out of them since almost 3/4's of the book is about great massacres and disasters caused by the monsters.

The geography book contains a handy map of the area, known as "Dedria". The X is where Redol is. Unfortunately, it only contains the land of Dedria and none of the locations of the towns. A disclaimer remarks that "Due to the rapid destruction and rebuilding of various towns, the Geographer's Guild has unanimously decided that the locations of various towns be left unmarked on the map. Only the Kingdom of Avolar's mark shall remain." How solemn. The book also warns about the dangers of heading south, stating that "the star lies to the south."

You read the book on survival. It touches on what to do with certain beasts, what is or isn't poisonous, and generally how to stay alive in the wilderness. The book states that the most important things in surviving in the wild is food (though, as a skeleton, you ignore that bit), shelter, and a weapon.

>YOU HAVE ACHIEVED SURVIVAL I

>>1255442
In the halls of the library, you find a book on human anatomy. Reading it, you discover how to have sex.

Rather useless. You don't have any genitalia.
>>
>>1255690
>Thank the librarian and offer her a tip.
>Find a tailor to get some proper clothes.
>Find a blacksmith to procure a proper weapon.
>>
>>1255740
You thank the librarian and give her a 10 gold tip. She thanks you back and shakes your hand.

>The guard is now a little less suspicious.

You decide that your next course of action is to find a tailor to get you some better clothing. You ask the guard and he gives you an off look. Gordock laughs.

"Tailor? If we had a tailor we wouldn't be in rags, ghoul."

Well, that's now off the list. Your next task is to get a weapon so that you may be able to stand a chance against the beasts.

"Weapon? You don't even have a weapon?" The guard asks. You shake your head no and he gives you another off look. "Ghouls like you would always carry a weapon! What... What are you?" You shrug. He changes the subject and directs you towards the blacksmith.

>The guard is now only half as suspicious as he was originally. He seems to be warming up to you.

You find the blacksmith. He offers to forge any weapon and armor, for a price.

>Dagger - 100 coins
>Ax - 175 coins
>Shortsword - 250 coins
>Flail - 290 coins
>Longsword - 325 coins

>Shoulderplate - 175 coins
>Helmet - 200 coins
>Gauntlet - 225 coins
>Boots (2 pair) - 225 coins
>Chestplate - 350 coins

You have 460 coins
>>
>Ask the blacksmith if he can make a mask you don't seem as frightening.
>>
>>1255840
Can he forge a strap-on?
>>
>>1255866
"Uh... sure, I guess so. I'd say it's going to cost about... 125 gold."

You agree with the purchase and he forges you a mask.

>an hour passes

He finishes forging the mask. It somewhat resembles a human face, but it is much less frightening than your normal appearance.

>You are wearing the mask.

You now have 345 coins. What else do you buy?

>>1255875
I imagine a metal dildo would be painful, wouldn't it?
>>
>>1255932
>Ask the guard if there's any place you could work.
>>
>>1255875

Dude pls stop

>>1255866

I will support a mask, but I would prefer a death mask, made out of brass to cheapen the cost

Also an axe, in order to keep survival up.
>>
>>1256027
I realized that we should have made it from wood.

Oh! How about an axe, we can chop down the wood and sell it, and then bring some of the leftovers to a carpenter.

>>1255932
Can we return the mask? Or ask to get it reforged? Since I just wanted to ask the first time.
>>
>>1256061
The mask would probably make good armor, but if you want to return it, you can

>>1256027
>>1256061
You ask the blacksmith that you're not really feeling the mask but you'll keep it for the time being just to be sure of yourself.

Thinking about your survival, you decide that the ax would be the best option. Fortunately, he already had one pre-forged for the carpenters that work in the forest.

>You now have the ax
>You equip it as your Primary Weapon
>You now have 170 coins

You heard him mention something about some carpenters. He says that they consist of almost half the town's population, as they're constantly working on rebuilding the town. The constant beast attacks keep the town in such a state, and he fears that the town may not last much longer. But, he brushes that aside and says that they're willing for anybody to help. As a source of gold, you agree to help the town in the woodworking business. The blacksmith shows you the way towards the forest.

As you are walking to the forest, the guard speaks to you.

"You... You really are a human, are you?"
"I'm a skeleton."
"No, but... you walk in sunlight, you do not kill, you are generous, you are humble... you are not a monster. By the Lord, you're genuinely a man. What manner of curse has put you through this?"
"I don't know. That's what I'm trying to find out."
"Then I shall help you. For now, I must return to my duties, but if you ever need help, you know who to ask."

He runs off. Gordock smiles.

"See" he says "Told you they'd warm up to you."

You arrive at the lumberyard and you offer to help them with their labors.

>You work for 6 hours. 4 left until sundown
>You receive 50 gold
>You have access to the carpenter's shop
>>
>>1256196
How about making a wooden shell around your bones?

Normal armour probably wouldn't fit as is, and it would probably make us a bit more non-threatening.
>>
>>1256196
Study the book, work more ond the night and look for some mosters
>>
>>1256196
Look around for smalltime monsters in the nearby forest. Bones needs to level up
>>
>>1256298
>>1256263
You ask the carpenters to make some wooden armor for you. They agree, but it set you back 100 coins. In the time they spend carving your armor, you decide the spend more time translating the book.

>4 hours pass. Night has begun
>Translation progress: 15/30
>1x wooden helmet
>2x wooden gauntlet
>1x wooden chestplate
>2x wooden shoulder plate
>2x wooden leg braces
>You equip the wooden armor

As night falls, you hear a loud horn. Immediately, everyone begins running back to their houses. As the townsfolk fall back, a small group of soldiers lines up, with the guard (You found out his name in Anton) in the formation. You walk up to him and ask why everyone is rushing back.

"Don't you know monsters only come at night? Or do you think that they don't attack towns? Either way, you are wrong. These monsters are cruel, every night they cripple us a little more. I fear that we may not be able to stand up to these monsters anymore."

You must help them! Anton explains that the monsters usually come from the east side of town. It is the most heavily forested part of the forest that surrounds the town and is what shelters the beasts from most of the arrows. You have one hour to devise a plan.
>>
>>1256443
>Ask the guard to join the get hired by the defense force.
>>
>>1256453
They've already accepted you into their ranks, as you offered to help them fight
>>
>>1256471
Well my exact wording was hired.
So is the pay based on the hour or per enemies killed?
>>
>>1256443
ask what defensive plan they have
>>
>>1256526
Per monster killed. It's like 200 per kill. I don't think pay is going to matter that much when there's a good chance you're going to get killed.
>>
Check all possessions, prepare a hiding spot for your weaker valuables, you may be undead, the books and the rest are not so sturdy.
>>
Create a bottleneck barricade in the town's entrance, facing the monster horde, check available personnel and resources first.
>>
>>1256540
You ask what sort of defensive plan they have when the monster's attack.

"Well, since they hide in the woods, we usually kill the ones that come out. We don't have much in the way of barricades. Our plan worked at first, but they started getting braver. More would come out, and they'd slaughter our men more easily. I think they know that we're growing weaker."

>>1256569
You ask if they can make a bottleneck out of fallen trees. If they all come out in a small and packed group, then they might be able to be slaughtered more easily. The men reflect on this idea. It might be done, but you're pressed for time. It might not work.

Do you go with this plan?

>>1256552
You decide to leave the book behind. The rest you can take with you.

Since you're part of the armor, they give you free armor and weaponry, but considering your skeletal nature you're only able to wear the gauntlets and helmet. You have a shortsword as well.
>>
>>1256541
We've translated about half of the book, is there a chance any of it has useful magic info we could use like spells or am I thinking too far ahead?
>>
>>1256601
Go with the bottleneck, it's better than nothing and we don't really get tired anyway so we can work faster than the others
>>
Ask if the beasts are afraid of fire, if yes, then bottleneck tree on fire, should probably work as both intimidation and as a funnel.
>>
Fire first as a means to provide the safety of the people in charge of making, and then to guide it to the fallen trees, ask if there is any flammable materials or about the qualities of the tree sap in the forest, it may be flammable, like you read in the survival book about firestarting,
>>
>>1256601
Let's not forget that they might just ignore the barricade, so lets dedicate two separate tasks forces, one for sentrying and one for rapid response towards the sentries.
>>
File: plan.png (16 KB, 1075x712)
16 KB
16 KB PNG
>>1256602
So far, you've only been able to decipher basic words and some of the grammar. Not much is coming out of it. But thinking back, you do remember there being a magic option in your Fight. You decide to check on that

>MP 150/150
>BLINDING I (20)
>CONFUSION I (20)
>HELLFIRE I (25)
>FROST II (25)

>>1256610
Anton thinks back for a second and says, "Yes, fire, we have tried that. They don't really seem to be afraid of fire. I'm sure a large amount of it should scare them off. Any sensible creature would, but then again, they are monsters. I'm not sure."

>>1256622
>>1256629
The soldiers begin to grow on the idea of the bottleneck. They start to help you form a plan.

The bottleneck will be built, and there will be groups of 6 containing 5 soldiers: A, B, C, D, E, and F. A and B will guard the front of the bottleneck and attack the beasts if they manage to go through. C and D will guard the entrance, and lead the beasts into it. E and F are going to hide in the forest to ambush them in case they run around or escape the bottleneck. You notice that there are certain trees in the area that contain a very flammable sap. You suggest that these trees will make up the bottleneck. Once the beasts are inside the bottleneck, all groups will throw torches lighting the bottleneck on fire.

Is this a good plan?
>>
>>1256739
Better than nothing in an impromptu situation, let's roll with it.
>>
>>1256739
>>1256739
Best plan we've got, also we just magic, nice.
>>
>>1256762
You and everyone else help build the bottleneck. You cut down the trees with flammable sap and chop the rest to build a clear hallway between the walls. With 3/4 of the soldiers also being carpenters, you were able to build a bottleneck and get the soldiers in position just in time for the invasion. You stand at the entrance, Anton stands in the ambush party, and Gordock stands at the front. Just as you hear the pounding of footsteps, a screen pops up in front of you. You suddenly grow cold.

>ROLL D20 FOR DEFENSE CHECK
>1-5: MAJOR FAILURE
>6-15: MINOR FAILURE
>16-20: SUCCESS.
>>
Rolled 12 (1d20)

>>1256813
>>
Rolled 5 (1d20)

>>1256813
>>
>>1256739
Nice plan
>>
>>1256820
roll damn it
>>
Rolled 4 (1d20)

>>
Rolled 3 (1d20)

>>1256828
>>
Rolled 14 (1d20)

>>1256813
>>
Rolled 4 (1d20)

>>
>>1256817
The beasts, about five of those wolf things, finally appear and they immediately pounce onto Group D, slaughtering them in an instant. You and Group C fall back into the bottleneck and lead the beasts towards yourselves. You shout the signal and they throw the torches onto the barricade. Groups E and F split up to cover the entrance of the barricade. All groups are now guarding the barricade. The bottleneck is set on fire and the beasts are starting to panic. They cannot turn around with being burned by the fire surrounding them, so they begin to fight you and Group C in order to escape. You have entered a Fight with the five beasts!

>ATTACK
>DEFEND
>MAGIC
>ITEM
>OTHER
>FLEE
>>
>>1256890
HELLFIRE
>>
Hellfire, reduce em to ash
>>
>>1256902
This.
>>
>>1256902
>>1256916
As if by instinct you raise both your hands and chant an ancient forgotten language. Runes burn themselves onto your skeletal hands and a great typhoon of hellish fire releases itself from them. The one in front is set on fire, it is most likely blinded by the attack. The two in the middle have are also been set on fire, but the back two are merely singed. Not wanting to suffer the wrath of your flame, they take the brunt of the wall's fire and escape! You warn the others that two have escaped. The one in front rushes towards you blindly. A Hellfire will not stop his charge.
>>
Axe axe baby.
>>
>>1256943
hit it with a confusion, then axe it
>>
>>1256943
Blindness and an Axe to the head.
>>
>>1256968
There's a chanting period I guess,
>>
>>1256960
>>1256968
With another chant, you blast a ray of confusion and it hits the beast square on the head. He collapses mid-charge. It struggles to get up and every time it does it collapses out of dizziness. You and Group C rush forward and slash it to bits. First beast down, now for the other two! The one on the right attempts to break down the wall and succeeds, but in the process manages to get his leg pinned by a flaming log. The other one readies itself for a leap.
>>
Rinse and repeat
>>
>>1257043
seconded, we've got mana to spare
>>
>>1257034
hit it with a confusion Ray again
>>
>>1257034
Blind it.
>>
>>1257043
>>1257087
You Hellfire once again, but this time you feel an immense pain radiating from your hands. They are heavily burnt. Apparently, you yourself are not immune to the effects of Hellfire. You look back up to the beasts and you see they are both lying still, burning to a cinder.

You and Group C rush back to help the others and find out they both managed to defeat one them with only one casualty., with the other having retreated. Despite the failure, the soldiers consider it a huge success. When the beasts attack, about 25 people die on average, and half of those are soldiers. On this attack, there were only 6, and none of the townspeople died. They thank you for help, but not giving a moment of silence for their lost brethren.

...

>YOU HAVE REACHED LEVEL 2
>MP AND HP RESTORED
>MP INCREASED
>SURVIVAL I LEVELED UP TO SURVIVAL II
>DIPLOMACY I LEVELED UP TO DIPLOMACY II
>PYROMANCY I ACHIEVED.
>FIREBALL I LEARNED

You are startled once again by this incessant screen, but after reading you are quite happy. Perhaps these stats will increase your chances of survival in this harsh world?

After the moment of silence, you are greeted by the mayor of the town, who congratulates all of you for defending the town. He grants you a large sum of money as a reward.

>1000 gold earned!

He welcomes you to become a citizen of this town, but Anton speaks up.

"Mayor, the g-, er, Bones must leave. He is on a quest to discover who he was and how he became a ghoul. With his help, I'm sure we will be able to fend off those beasts with the bottleneck. But... that is for Bones to decide. What do you think?"
"Are you sure you'll be able to defend yourselves?" you ask.
"I trust my men."

After some thinking, you trust Anton's judgment and decide to head off in order to continue your quest.

Do you leave now, or spend some more time in town?
>>
>>1257192
peruse the flea market for interesting items/survival gear
>>
>>1257213
>>1257213
seconded.
>>
>>1257213
>>1257235
You decide that browsing the flea market for useful items would be the best thing to do before heading off. Hearing that, most of the merchants rush to their tents in order to take a piece of your considerable fortune.

>Map of the area - 50 coins
>5 meters of rope - 100 coins per coil
>Fire starter - 120 coins
>Herbs that create the healing salve - 150 coins per bushel
>Backpack - 180 coins
>Cloth - 220 coins per 1 x 2 m sheet
>Shoes - 250 coins a pair
>Knife - 320 coins
>Tent - 450 coins
>>
>>1257358
>Map of the area - 50 coins
>Backpack - 180 coins
>Fire starter - 120 coins
>Herbs that create the healing salve - 150 coins per bushel
>Tent - 450 coins
Other than that, I think we're good.
>>
>>1257358
mapx1
5m of rope x 2
herbs x1
backpack x 1
we don't need anything else cause we're a skeleton + knife would be cheaper at the black smiths and shoes are for comfort so we will just were Armour instead
>>
>>1257380
Maybe not the herbs.

Perhaps we can drop by a bookstore and get some books on herbology.
>>
>>1257387
and where a fuckin pyromancer we don't need fire starters
>>
>>1257395
>You keep using your spells to start fires
>MP runs out
>monster appears

Just sayin'
>>
>>1257392
That's probably a good idea, we should also check the library for books on magic and combat, see if there is any skills or abilities we can develop.
>>
>>1257407
exactly, why we need a fire starter. besides, there's no point in having money if we're not gonna use it.
>>
>>1257407
well I guess we could find an ember spell at the library to take up a small amount of mp instead,but a tent would be pointless as where either waiting for day time reading by the fire or were continuing our journey
>>
>>1257380
>>1257387
So our plan is:

>Map
>2x Rope
>Backpack
>Firestarter
>Herbs

For a total of 700 coins. And a quick stop by the library for books on herbs, magic, and combat. Do we agree with this?
>>
>>1257452
aye sounds good
>>
>>1257452
btw is backpack water proof
>>
>>1257461
It's basically a large potato sack.
>>
>>1257467
Let's ask the carpenters to get us a wand, drop by the bookstore, and get a sword.
>>
>>1257467
we will have to get a leather rain coat next stop then if there nothing in the town
>>
I vote we stay for a spell to translate the rest of the book.
>>
>>1257452
You buy:

>1x Map
>2x Rope
>1x Backpacks
>1x Firestarter
>1x Bushel of herbs

You now have 470 coins.

You decide to stop by the library next and study up for the road ahead.

>HERBALISM I ACHIEVED
>AXE WIELDING I ACHIEVED
>SWORD WIELDING I ACHIEVED
>ALCHEMY I ACHIEVED

>>1257486
In your reading, you encounter of devices called "wands" and "staffs," magical pieces of equipment that are able to channel magical energy through the user's hands into the wand, reducing the negative effects that come from magic using. Unfortunately, there are no wand crafters in this town, and they are scarce across Dedria. The only place where there would definitely be wand crafters would be in Avolar. How you would be able to get in in your skeletal state is beyond you. Maybe if you save enough towns, you'll earn some recognition?

You decide that you would be better off if you had a proper weapon, so you head back to the blacksmith and ask for a sword.

>Shortsword - 250 coins
>Longsword - 325 coins
>>
>>1257588
long sword go big or go home
>>
>>1257626
this desu
>>
>>1257588
also can we get a letter from the mayor saying where not a spooky skeleton with his seal on it
>>
>>1257626
>>1257638
Thinking about how much more easily you can slice open a Wolfbeast with the longsword, you buy the weapon and equip it as your Primary weapon, pushing your ax to Secondary.

>>1257650
You think about this idea but ultimately decide against. Many people would assume that you would've forged it or threatened the mayor to sign it for you.

Do we head out now?
>>
>>1257676
yes leave
>>
>>1257703
Let's say goodbye and thank them for the hospitality. Even if we're the undeadz that doesn't mean we forgot our manners.
>>
>>1257733
of course I just want start exploring asap
>>
>>1257703
>>1257733
As the sun once again rises over the horizon, the citizens of this town crowd around you and give you their thanks. You thank them back, grateful for their hospitality, and you wish them the best of luck. You walk down the road once again, heading east for who knows where. Your quest continues on.

And that's going to be it for today, because it is 11 pm here and I need sleep. A question though, how do you upload threads to suptg.thisisnotatrueending.com?
>>
>>1257777
Probably autosaves.
>>
>>1257777
Also, nice quads.
>>
>>1257777
Here's the archived.moe link

https://archived.moe/qst/thread/1251592/
>>
>>1257777
Go to the /qst/ archive and add a thread. It's on the bottom left of the page at the bottom of the sidebar
>>
>>1257777
go here
http://suptg.thisisnotatrueending.com/qstarchive.html
go on Add Thread
pick the tags and description
and go!
>>
>>1251592
I equip the man inventory and bury him in the coffin.
Is it to late to start?
>>
>>1259354
Yes. Very. You missed an entire chapter.
>>
File: cell.jpg (35 KB, 564x423)
35 KB
35 KB JPG
As you hike through a forest in the middle of nowhere, you hear a faint screaming deeper in the woods. Running towards it, you're able to see a faint purple light in the distance with ominous chanting emanating from it. You slow down your pace as to not alert any potential enemies and get into a crouching position. You peek through the vegetation and see four men dressed heavily in cloaks. One, who is dressed the most heavily, is holding a black, jagged knife, made of what you assume to obsidian. They surround a marble pedestal that has a lady chained onto it. The most heavily cloaked one readies his knife and positions it over the girl. Without even thinking, you burst out of the foliage in order to save this girl, but almost immediately you are hit by a spell of drowsiness. You collapse, struggling to stay awake but failing.

After what seems like hours, you wake up, but you are in an unfamiliar place. This place is a room, but the walls, floor, and ceiling are made out of musty, cracked brick. The floor is covered in dirt and shackles are hammered into the walls. The only way out is a cell door, which of course is locked. You reach for your sword but find out all your possessions are gone. All you have left is your robe. You are inside a prison cell, and you must find a way to escape!
>>
>>1259821
Burn through the lock using fireball.
>>
>>1259831
>>1259821
This, but look around first and see what's around our cell and if those three guys are around.
>>
>>1259866
>>1259831
You look around but see nothing that could be of any use. It's only dirt and stone. Nobody seems to be around the cell door.

Enough time wasting, you spend 15 MP and cast a Fireball at the lock of the door. The ball hits but the most it did is make the lock glow a little red. You're going to need something more powerful.

>MP 145/160
>FIREBALL I (15)
>BLINDING I (20)
>CONFUSION I (20)
>HELLFIRE I (25)
>FROST II (25)
>>
>>1259892
Try digging down.
>>
>>1259892
FROST II
on the lock
>>
>>1259905
this, then smash with blunt end of axe. the heat and cold should make the lock brittle enough to break.
>>
>>1259942
You fool we don't have any possesion besides robe.

>>1259892
Make him cast hellfire on lock.
>>
>>1259905
And then use fireball, the intense temperature change should break the lock.
>>
File: kung-fu-skeletons.jpg (44 KB, 450x356)
44 KB
44 KB JPG
>>1259975
oh yeah,
frost then karate chop.
>>
>>1259992
>>1259905
>>1259942
You feel that the next best thing that could break the lock would be intense cold, so you ready yourself and hold your hands lock-ward. Chanting the same unknown language, another set of runes appear on your hands and a blast of intense cold bursts from your hands. The lock is instantly covered in ice. With a well-placed kick, you manage to break the lock's handle in two. You escape!

>MP 120/160

You decide that the first thing you must do is to get your possessions back. You stand in a hallway lined with cells. A few hold prisoners, and they've been awoken by your antics. They beg for you to help them escape, but before you help you hear footsteps coming from the right side of the hallway. They must be the guards. The left side holds a flight of stairs. Do you escape or fight the cultists?
>>
>>1260099
Great ready to Kamehameha the guards with some Fireballs. (So long as the Fireballs are actual fireballs, and not firebolts.)

Fireball: http://engl393-dnd5th.wikia.com/wiki/Fireball
Firebolt: http://engl393-dnd5th.wikia.com/wiki/Fire_Bolt
>>
>>1260099
>Escape
We don't have a weapon.
>>
>>1260099
Beat the guards and ask the prisoners to join your entourage.
>>
>>1260099
Flee for now, it isn't worth fighting the guards. Perhaps fleeing could give you more time to think of ways to free the prisoners and get outta the cell?
>>
Rolled 2 (1d2)

>>1260113
>>1260117
>>1260165
>>1260227
It seems we're tied. A roll will decide. 1 we fight, 2 we escape
>>
Rolled 2 (1d2)

>>1260253
>>
>>1260253
You promise the prisoners that you'll find a way to set the prisoner's free and escape up the stairs. They lead to another set of hallways, which led to another set of hallways. This labyrinth continues on like this, until you finally find a room in this endless maze. You enter, and find another crazed cultist! You enter another Fight!

>ATTACK
>DEFEND
>MAGIC
>ITEM
>OTHER
>FLEE
>>
>>1260347
>Blindness
>>
>>1260347
>MAGIC
Confusion followed by Frostbite, followed by FIST
>>
>>1260362
this, then stab him in the eyes with your finger bones.
>>
>>1260362
>>1260401
>>1260404
You raise your hands again, but this time the screen shows up. It seems this man is about as good or above you in terms of magic.

>ROLL D20 FOR ATTACK CHECK
>1-10 FAILURE
>11-20 SUCCESS
>>
>>1260347
FIREBALL
>>
Rolled 13 (1d20)

>>1260419
>>
Rolled 14 (1d20)

>>1260419
>>
Rolled 6 (1d20)

>>1260419
>>
Rolled 10 (1d20)

>>1260419
>>
>>1260428
The cultist panics and fumbles his words, giving you the chance to cast the blinding spell first. A mist of pure blackness sprays from your hands and attaches itself onto the man's eyes. He cannot see! In quick succession, you furiously beat the hell out of him. The man now lays unconscious on the ground. Quickly thinking, you decide to strip the man of his belongings and take them as your own.

>1x Cultist's robe
>1x Dagger
>1x Map of the dungeon

You head out the doorway and the coast appears to be clear. With the map, you are no longer lost in this labyrinth. You have multiple locations to go.

>The prison
>The entrance
>The dining hall
>The church
>The mines
>>
>>1260506
You promised to help the prisoners.

However, it's best to wear the robe as some form of subterfuge.
>>
>>1260506
>The prison
Help the anothers and they maybe help us
And try to find our things
>>
>>1260520
probably won't be too much help considering we have no flesh on our face.
>>1260506
>The prison
might as well build up some fighting strength
>>
>>1260520
>>1260540
>>1260583
You don the robe and make your way to the prisons. Fortunately, the guards seem to have left the prisons in search of you. The prisoners, realizing who you are, beg for you to free them. You only have 100 MP left or four Frost spells left, so choose wisely who you will set free.

>Attel: A woman who claims to know healing magic. Can also grow certain plants as well.
>Dredar: Large, muscular, and can take down five guards without a sweat.
>Kafet: Says he's gifted with clairvoyance. He is able to sense the people and things around him and can tell when the guards are coming.
>Dog: For some reason, the cultists have imprisoned a large dog in the cells. It resembles a regular wolf.
>Pottam: An expert alchemist. He says there's a potion room nearby that'll allow him to create explosives, and maybe even MP and HP restoration potions as well.
>Seriah: Says she has a past as an assassin. She's incredibly stealthy and can take down a couple of guards without anyone noticing.
>Jak: Proficient in the art of sword wielding. Claims that even with a dagger, he could kill a few men without a scratch.

Who do you choose?
>>
>>1260696
>Dredar: Large, muscular, and can take down five guards without a sweat.
>Kafet: Says he's gifted with clairvoyance. He is able to sense the people and things around him and can tell when the guards are coming.
>Dog: For some reason, the cultists have imprisoned a large dog in the cells. It resembles a regular wolf.
>Seriah: Says she has a past as an assassin. She's incredibly stealthy and can take down a couple of guards without anyone noticing.

break out this group to develop a balanced party to take down the cultists, then come back for the others when you either get a key or fill your mana back up.
>>
>>1260696
Attel
Dredartte
Pottam
Kafet
>>
Attel
Jak
Pottam
Doggo
>>
>>1260696
>Release Attel, Kaffet, Pottam, Seriah.

Have Kaffet on Guard detail, Seriah to dispose of any to arrive, set Pottam off to do his thing.

In the meantime, break out the others Jackie Chan style.
>>
>>1260696
Dredar
Kafet
Dog
Pottam
>>
>>1260696
>>1260761
We can try use our dagger to open the anothers cells
>>
>>1260726
>>1260737
>>1260756
>>1260761
>>1260771
The votes are:

>Attel 3
>Dredar 3
>Kafet 4
>Dog 3
>Pottam 4
>Seriah 2
>Jak 1

So, Kafet and Pottam are going to join your crew, which leaves Dredar, Doggo, and Attel. Who do you choose?

>>1260761
>>1260793
Your punch isn't strong enough to break metal, and locks don't work that way.
>>
>>1260819
You haven't seen Shanghai Noon, have you?
>>
>>1260819
Attel
Dredar
>>
>>1260819
Attel and Doggo.
>>
>>1260819
Attel and Doggo
>>
>>1260819
https://youtu.be/I-h36p3YmRY

Moment in question.
>>
>>1260845
>>1260867
>>1260872
So the prisoners you shall free are:

>Kafet
>Pottam
>Attel
>Dog (you can name it whatever)

Do we agree with this?
>>
>>1260928
I'm fine with it.
>>
>>1260928
Can we break the others out using the Shanghai Noon method?
>>
>>1260928
I vote we name the dog: Doggo
>>
>>1260988
>>1260988
YES
>>
>>1260928
I think we should name the dog Brom. Brom or Big Richard. Either one.
>>
>>1260969
You attempt to break out the others using some ninja technique you've come up with, but you end up hurting your foot instead. Turns out you don't have any Martial Arts perks that would allow you to break metal with ease. Worth a shot, though.

>>1260951
>>1260988
>>1260928
Using the last of your MP, you break out the four, and promise the others that you will break them out next. You tell Pottam to lead the way to the alchemy room, hoping that the explosives he'll make will free the rest. You make your way to the room when Kafet suddenly panics.

"Shit! There's a huge amount of guards coming at us!"

Realizing this, your party runs into the alchemy room and barricade the door shut. Attel uses her plant magic to cover the door in trees and vines. Pottam says that there are just enough ingredients to make two of the specified things he can make. The process of alchemizing the 2 will take about half an hour. Which do you choose?

>The explosives
>MP Potions
>HP Potions
>>
>>1261042
Explosives and Mp Potions.
>>
>>1261061
This.
>>
>>1261042
mp potions, then we can just break the rest out with mana to spare.
>>
>>1261061
>>1261067
>>1261075
You tell Pottam that we already have a good source of healing with Attel so he gets to work creating the explosives and potions. The guards have already arrived and started to break the door down. Fortunately, Attel's trees are able to keep the door in place. After 3 minutes of trying, they give up and instead opt for fire magic. You hear them stepping back as one of them chants a foreign language. A flash of white spills from the seams of the door and an intense heat fills the room. Attel chants again and rebuilds the door. It feels like a sauna inside the room.

>5 minutes have passed
>MP Potion progress: 4 potions/15. Each potion fills 10 MP
>Attel MP: 75/120
>>
>>1261161
>examine the room
>>
>>1261161
Look around for anything to fight with if Attel runs out of MP and the guards get in.
>>
>>1261179
>>1261187
During the five minutes you were inside, you decided to take a look around for anything useful.

Behind you is the door. It is being blocked by a cabinet. Beforehand, you spilled the contents of it, but only found three extra robes and a mop.

The left side had the cabinet, but is now an empty wall.

In front is the alchemy desk which Pottam is working furiously on. A small window (about 7 x 7 in.) is above the desk. It leads to the dining hall, but the window is about 3 meters off the ground and the dining hall has about five cultists surrounding the window

The right has a small table with a drawer. Inside is two daggers and a few coins.
>>
>>1261254
equip your party with cloaks and daggers for those who can use them.
>>
>>1261254
Take the coins, equip one of the daggers, and pass the other to Kafet.
>>
>>1261280
we already have a dagger.
>>
>>1261278
>>1261280
So that your party could be more adequately defended, you give the daggers and cloaks to Attel and Kafet, though they do not wear the cloaks due to the heat.

>No time has passed
>MP Potion progress: 4/15
>Attel MP: 75/120
>>
>>1261294
No, we don't. We didn't have anything on us remember?
>>
>>1261347
We took a dagger, cloak, and map when we defeated a cultist
>>
>>1261294
Oh. Forgot about that.
>>1261345
Attempt to help Pottam with the potions a little.
>>
>>1261377
this
and ask if someone have a plan to escape or fight
>>
>>1251592
I'd do whatever as a skeleton I have no Nerves nothing hurst or gets cold
>>
>>1261377
As you have some knowledge of alchemy, you decide to help Pottam with the potions, but due to your lack of experience, you are only able to assist in the explosives making.

>10 minutes have passed
>It has grown much hotter inside the room
>MP Potion progress: 8/15.
>Explosives progress: 5/20
>Attel MP: 30/120
>>
>>1261448
Attempt to feed a little bit of mana into Attel so she can continue making plant walls, then go back to helping Pottam.
>>
>>1261448
open the door and charge, we don't have time to make any potions
>>
>>1261504
How many? Each potion gives you 10 MP

>>1261508
With only daggers and the cultists constantly blasting fire at you, I imagine that would be a little foolish. Do you have a plan?
>>
>>1261532
>Drain mana from Pottam and cast Hellfire at the guards.
>>
>>1261532
None of the potions, just give a bit of our own mana to Attel if we have any left.
>>
>>1261547
MP drainage isn't a spell you have learned, but you can always take the potions.

>>1261562
You spent it all breaking the prisoners out.
>>
>>1261572
Give her 2 of the mana potions then.
>>
>>1261572
Take 3 potions and boom.
>>
>>1261583
>>1261650
You give two of the potions to Attel, and you drink (you pour it onto your skull, same effect) three potions. There are 3 potions left. You say to Attel to stop growing and that you're going to "fight fire with fire." You prepare yourself to ambush them with a Hellfire, but the screen pops up again.

>ROLL D20 FOR ATTACK CHECK
>1-10: FAILURE
>11-20: SUCCESS
>>
Rolled 14 (1d20)

>>
Rolled 19 (1d20)

>>1261662
>>
Rolled 16 (1d20)

>>1261662
Attack
>>
Rolled 20 (1d20)

>>1261662
>>
>>1261671
>>1261706
>>1261708
>>1261715
You guys are too lucky. I should probably do something about that.

Preparing the chant beforehand, you burst through the door and on cue, release the torrent of hellish flame onto the cultists. They flee, half of the brigade being on fire. A few of them collapse, dead. They're gone for now, but in a few minutes they'll be back again. Do you go back to the prisoners and free them with your MP potions or do you stay in the alchemy room and continue making the explosives?
>>
>>1261715
ooo
>>
>>1261738
Can't do anything about luck
>>
>>1261738
Get reinforcements. We could possibly fight them on even grounds.
>>
>>1261738
Free the other prisoners.
>>
>>1261738
>go back to the prisoners and free them
and look for the necro book and our stuff
>>
>>1261738
Free some more prisoners. But before doing so, it would be wise to consult Kafet just to know how many prisoners you could free, as well as measures that can be taken to prepare for the cultists.
>>
>>1261765
>>1261774
>>1261811
You wait a bit for Pottam to make two more MP potions and you drink them, giving you 50 MP. You grab the haphazardly made cocktail of explosive materials as well. You head back to the prison and break two locks. You douse a couple in the explosives and set them on fire. It cracks them, but does not break them. Fortunately, Dredar was strong enough to break the weakened locks and manages to free some of the prisoners, but you still do not manage to free all of them. Still, you now lead a 10 man army. Seriah says she overheard one of the cultists saying that the cultmaster took your stuff to the main church, where it'll no doubt be crawling with cultists. Do you go in immediately, do you wait and make more potions, or do you trust Seriah enough to steal them back for you?
>>
>>1261858
Wait and make more potions.
>>
>>1261858
Wait till potions are done and go in full force
>>
>>1261858
wait and make more potions
>>
>>1261858
>Wait and make more potions.
>>
>>1261872
>>1261885
>>1261886
Those cultist assholes are going to pay for what you did to you and all these prisoners! You tell Pottam and one other alchemist prisoner to make more MP potions while Kefat keeps a lookout for cultists and Dredar keeps guard. You anxiously wait for the next attack.

>An hour passes

30 MP potions are made, and not a sign of any cultists. Strange. You and Attel fully restore your MP. 12 MP potions are left. You've also made plenty of makeshift grenades. Two are given to each prisoner. As you and your army make their way toward the church, Kefat stops dead in his tracks and loses all color from his face.

"T-There has to b-be around... a hun- no, a hundred fifty cultists in that church. By the Lord, t-they know we were coming there, they must be ready to slaughter us once we enter the door! Shit!"

Your army goes entirely pale. You have no idea how to defeat 150 with an army of 10. They all look at you, expecting you to come up with a plan. You slouch down and think.

And that's going to be it for today. I may or may not do a session during weekdays, but there's definitely going to be sessions on weekends. Until then.
>>
Could you drop inventory, skills, and stats for us and the prisoners so we can formulate?
>>
>>1262018
good work bro, don't forget to archive
>>
>>1262119
Sure.

Attel - Is a healer and is able to grow plants spontaneously. MP 120/120
Dredak - The strongest of all the prisoners, being able to take out five men in a single punch, and has the highest pain tolerance. Could probably withstand being burnt, but that doesn't mean he can survive the flames.
>Pottam - The alchemist. A stout, fat man with little fighting ability
>Kafet - Can sense objects and people. Average build.
>Doggo - A wolf. Not much to say there
>Seriah - The stealthiest. Could probably sneak in and steal back all your possessions, but there is a chance of failing. Equipped with a dagger.
>Jak - An extremely proficient swordsman. Can take down three men with just a dagger. Equipped with a dagger.
>The three others are regular prisoners. They are all equipped with daggers.
>Everyone has two grenades

You have
>20x grenades
>12x MP potions
>5x cultist's robes

Your possessions in the church:
>1x Book
>1x Mushroom
>1x Longsword
>1x Ax
>2x 5m rope
>1x Backpack
>1x Firestarter
>1x Bushel of herbs
>1x Healing salve

These items sit on the altar at the far end of the church. The church only has only one doorway, and you stand in front of it.

Is that enough?
>>
>>1262282
where is our Armour
>>
>>1262344
With the other items at the altar, but the armor's wooden. The only iron thing is a mask.
>>
>>1262368
dose the church have windows
>>
>>1262396
From you can tell, you're underground, as is the church. One wall of the church is connected to a hallway, but it's going to take almost all your grenades to blow it up.
>>
>>1262282
Here's an idea, what if we send seriah in to get our stuff, seal the only entrance, and just set the church on fire
>>
>>1262416
We'll see if it works when we get another session running. For now just plot among yourselves.
>>
>>1262416 and will get the plant girl and the muscle man to hold the door shut
>>
"If they're going to kill us when we walk into the door, well, I guess we won't give them that opportunity!"

One of the principles of war is that when facing an army that outmatches your own is to bring them to a place where numbers don't matter. They might number in the hundreds, but I highly doubt that it will be a hundred pouring out of that door all at once.

First we need to draw them out. I propose that we set up an explosion by the door. This would let us open the doors to our discretion and will allow us to time our attack.

Moving on is that Attel will be setting up cover using her plants. However it won't likely be durable. Just enough to take a few hits. These barricades will be littered around the combat area. Units are expected to move around.

Everyone will move in three man units, in case one member goes down, they are expected to retreat.

It's likely the cultists have some ranged weapons, so should any unit be able to loot any, they are expected to retreat to mid-range and support the front lines.

If at any moment you are free and there is a fallen body near you, be it friend or for, we need to use them as cover. We can worry about burial afterwards.

We are acting that these cultists are death warriors and are not going to emphathize with their fellow members so coercion tactics will likely not work.

"We may have just met today. However, let that not stop us. I only know some of your names, but i exoect you to tell me when this is over. I expect you to live through this. It is be very possible that we may die today. We may never feel the warm taste of bread upon our tongue. We may never again taste the warmth of a lover. We may never taste the radiance of a summer sun on a cool breezy day. But I refuse to taste defeat like cowardly dogs. I will savor the sour taste of defeat while I fight like a man who is not afraid of death. We may die. But we will die like warriors! THE EARTH WILL TREMBLE BEFORE OUR MIGHT. WE WILL NOT BE FORGOTTEN. THERE WILL BE STORIES PASSED DOWN OF US, WHERE THE FEW TEN THAT STAND HERE NOW FOUGHT THE HUNDRED AND FIFTY THAT STAND BEYOND THOSE DOORS. WHERE TRAPPED AND STRANDED BEYOND ALL ODDS WE FOUGHT FOR OUR LIVES AND FOR OUR FREEDOM. WILL YOU FIGHT FOR YOUR FREEDOM? OR WILL YOU LIE HERE AND LET THOSE FREAKS DO WHAT THEY WANT TO YOU? THEY MAY TORTURE YOU. THEY MAY CONVERT YOU INTO ONE OF THEM. THEY MAY CUT OFF YOUR FINGERS AND FEED THEM BACK TO YOU. I DON'T KNOW WHAT THEY WANT, AND I DON'T CARE. I am going to fight to see the dawn of tomorrow's sun. I may never see it, but that won't stop me. NOW WHO'S WITH ME!"
>>
>>1262670
wow you really work on the solution , i vote for this then
>>
>>1262670
Damn, that was beutifal man. I vote for this
>>
>>1262670
This guy put his soul into the plan. I'll vote for this
>>
File: giphy (2).gif (1.78 MB, 320x180)
1.78 MB
1.78 MB GIF
>>1262670
>>
>>1262670
Holy shit dude this is some Drifters level shit. Good fucking job. I'm dead tired at the moment, but I'm definitely writing the attack based on this when I get the chance.

Again, good fucking job.
>>
>>1262670
Wait: How about doggo? I think Doggo could fill a special scouting role and could complement Kafet very well. As both could be used to know where the cultist could be. Doggo could also be used to find goodies that the others can't find (like food or more things Pottam could use to make more potions).

As well as being very basic defense.
>>
>>1264426
New thread or ded?
>>
>>1275589
I don't think he's dead just yet but I would give it till Saturday to wait and see.
>>
File: Cultist.jpg (85 KB, 550x381)
85 KB
85 KB JPG
>>1275589
I'm back bitches

>>1262670
Your speech was incredibly powerful. Despite the pathetic size of your army, they still managed to gain the confidence to pull off this ludicrous plan of yours. Attel, using half her MP, creates tree barricades along the hallways for your groups of three to hide behind. She is given 6 potions, while the rest go to you. Attel, Kafet. and Pottam stay at the back for support, Seriah and two other men in the middle, and Dredar, Jak, and the other prisoner are out in front. You are positioned in the middle. Ten explosives are placed in front of the door. Your plan begins.

You walk up to the door and knock. Through Kefat, you see that the cultists are pretty confused, as they expected you to attack outright. An argument erupts, as they bicker between themselves as to whether or not this is a distraction. You knock once again, and this time speak out, "w-we surrender! Please don't hurt us!" They start to see you're "genuinely" serious. A crowd of about 20-30 crowd around the door. You detonate.

>124 cultists remain

They immediately realize it was a trap and begin firing Fireballs and crossbow bolts. Under the cover of the explosion's smoke, you roll and unleash a Hellfire onto the cultists.

>113 cultists remain

You retrieve two three crossbows and a few bolts and rush back to cover. You give the crossbows to the three other prisoners and the begin firing. Dredak and Sheriah begin lobbing grenades. With the help of Attels healing power, you were able to obliterate the cultist army with one casualty. It was a success! Your team rushes out to slay the remaing cultists.

A flash of light blinds you. Your sight readjusts and you see that Attel, Dredak, and the two other prisoners are killed. The Head Cultist appears, he is an electromancer! You enter a Fight!

>Your party consists of:
>Jak
>Seriah
>Doggo
>You

>MP 115/160

>ATTACK
>DEFEND
>MAGIC
>ITEM
>OTHER
>FLEE
>>
>>1276441
>MAGIC

Burn him
>>
>>1276456
>ROLL D20 FOR ATTACK CHECK
>1-5: MAJOR FAILURE
>6-15: MINOR FAILURE
>16-20: SUCCESS
>>
Rolled 3 (1d20)

>>1276467
Don't fail me now, dice!
>>
>>1276472
You attempt to unleash another Hellfire, but the Head Cultist is too quick for you! He unleasdes a bolt of lightning from his palms and hits you square on the chest!

>You broke a rib
>Jak has died

>ATTACK
>DEFEND
>MAGIC
>ITEM
>OTHER
>FLEE
>>
>>1276488
Use blindness and throw a rock in a different direction for him to fire an attack at. Preferably towards other people.
>>
>>1276488
>MAGIC
Use confusion, nothing is shittier for a lone mage than the inability to concentrate on their spells, then burn the bitch.
>>
Rolled 1 (1d2)

>>1276545
>>1276558
Rolling to see what magic is used. 1 blindness 2 confusion
>>
>>1276599
>ROLL D20 FOR MAGIC CHECk
>1-10: FAILURE
>11-20: SUCCESS
>>
Rolled 15 (1d20)

>>1276604
>>
>>1276627
woot
>>
>>1276627
Thought the pain of losing a rib hurts you immensely, you cast a Blindness spell immediately after. The Head Cultist, with no time to react, is hit by the spell. You throw some rubble away from you and he casts another torrent of lightning. He will be blind like this for 1 turn!
>>
File: 1170_4.jpg (168 KB, 728x409)
168 KB
168 KB JPG
>>1276659
burn him, BURN HIM WITH FLAMES OF HELL!
>>
>>1276781
>ROLL D20 FOR MAGIC CHECk
>1-10: FAILURE
>11-20: SUCCESS
>>
Rolled 13 (1d20)

>>1276781
>>
>>1276810
woah that was close, NOW MAKE HIM FEEL BURNING AGONY OF THE FLAMING DEPTHS OF HELL FOR HAVING THE AUDACITY OF CROSSING PATHS WITH THE MONA-er, t-THE ALMIGHTY MR. BONES, SUPREME NECROMANCER, AND THE IMMORTAL WARRIOR OF DEATH!
>>
>>1276810
>>1276819
You sneak up to him and cast Hellfire on him. A direct hit! He takes the full brunt of your unholy flame.

He is on fire, but he still stands! Now that his clothes have been turned to ash, you can see that this man isn't human! His mouth is writhing mass of tentacles, his flesh is controrted and unnatural. He is a monster!

The monster is on fire, but still standing. His health is really low now!

You've stumbled across your bag, and fortunately, it contains all your items!
>>
>>1276824
pull out your blade and cut it down.
>>
>>1276830
>ROLL D20 FOR ATTACK CHECK
>1-15: FAILURE
>16-20: SUCCESS
>>
Rolled 18 (1d20)

>>1276835
>>1276835
>>
Rolled 6 (1d20)

>>1276835
>>
>>1276843
With all your might you swing your sword directly at the beast's head. It's a clean cut! Its head flys off in an arc and makes a dull "thud" when it hits the ground. The burning body finally collapses, and you sit down to take a breather.

Of the 160+ people in this church, there were only 11 survivours in this massacre: You, Doggo, Seriah, Kafet, Pottam, and some other prisoners.

>YOU HAVE REACHED LEVEL 3
>MP AND HP RESTORED
>MP INCREASED
>SURVIVAL II LEVELED UP TO SURVIVAL III
>STEALTH I LEVELED UP TO STEALTH II
>DIPLOMACY II LEVELED UP TO DIPLOMACY III

>YOU HAVE REACHED LEVEL 4
>MP INCREASED
>SWORD WIELDING I LEVELED UP TO SWORD WIELDING II
>BLINDNESS I LEVELED UP TO BLINDNESS II
>PAIN TOLERANCE I ACHIEVED
>BASIC UNDEAD SUMMON ACHIEVED

That screen pops up again. My, two levels this time! It must've been some fight!

Seriah, Kafet, and Pottam gives you their undying thanks. They've been trapped for years in this prison. Though there have been many casualities and heavy injuries, they nonetheless feel happy to have been rescued. After a moment of silence for fallen comrades, your party and the rest of the escaped prisoners make their way to the exit.

As you emerge and wait for your sight to adjust from the bright light, you realise you're in a walled city. You see that you are in an alleyway, where no one would be able to see you. This must've been some secret underground cult that plagued the city. You ask one of your party.

"Yeah," Seriah says, "the Cult of Gygothal has many members spread across their land. What you just defeated was a tiny branch of thiers. I reckon a few must've escaped and told other members about your slaughter of the branch. Needless to say, you've made a new enemy. A powerful one at that."

If you had glands, you'd be sweating furiously,

The prisoners once again give you their thanks and part ways, All except Doggo. The useless mutt has grown attached to you. Despite your attempts to make him go, he refuses to leave. You sigh and take Doggo in as your pet. A dog is better than no one where you're walking down those empty roads.

>Doggo has become a member of your Party!

Doggos stats:
>ATTACKS

>BITING I
>CLAWING I

>SPECIAL MOVES

>TRACKING I
>SENSE I

>You have unlocked new additions to your UI!
>SUMMONS
>PARTY MEMBERS

You stand in the walled city of Hophel. The walls around you are made of tall redwood trees. With your mask on, you're able to walk freely around, but people might mistake you for a cult member.
>>
>>1276932
go back inside, change back into your armor and mask. Also, since nobody is going to be using this secret cult lair anyway, you might as well burn all the cult shit and sleep here while your in the city.
>>
>>1276932
Also there's enough bodies(and no witnesses) so you can try out your new undead summoning skills and finally get down to finishing the book's translation
>>
>>1276932
Look for loot all over the place, or read the necro book
>>
>>1276977
first loot, then burn cult shit, then finish book.
>>
>>1276979
Good plan
>>
>>1276979
This is good
>try out your new undead summoning
This too
>>
>>1276957
This first.

>>1276977
Second.

>>1276984
Third.
>>
>>1277040
You decide that the best thing to do is to get rid of all the evidence that the cult existed by burning all the bodies and cult stuff in the church, since it's the furthest from the entrance. With only you to help and Doggo only helping to carry small objects. You leave any and all books, which there is a suprisingy minute amount of, and loot in the dining hall. You cast a Fireball in the room and barricade the doorway as to not let any smoke in. You may not have lungs, but Doggo is not skeleton. You head to the dining hall and look over all the loot you collected.

>1x Your stuff (equipped)
>35x daggers (there were a lot more, so you just decided to leave the rest in the church)
>5x Deathcap msuhrooms
>9x Steaks
>2x books on the cult
>1562x gold

Considering the size of this cult, you're suprized that you haven't found much loot. Probably because you didn't search through the immense dormatory, but that could take you all weak to look through it, so you've decided not to look.

Well, now that only you and Doggo reside in this place, you can effectively call this "home." Safe guarded from the terrors outside you're able to do pretty much whatever you want. And your first action in your new abode is to finish translating your book.

>You have finished translating the book! You can now read Runaic!
>YOU HAVE ACHIEVED TRANSLATION I
>YOU HAVE ACHIEVED NECROMANCY I
>YOU HAVE LEARNED NECROMANCY I

Nice. You couldn't really learn anything about you from the book, but you realize that this book might've been kept for sentimental reasons. At the end of the book, you're able to decode a simple sentiment:

"For my love, Cain Abragos"

So, you have that.

After translating, you figure that trying out this new summons thing would be cool, but unfortunately you cannot access this summon when you aren't in a Fight! This summon is a Fighting type! Whatever that means!

>You have spent 20 hours. Doggo consumed a steak.
>>
>>1277112
Necromance the dead prisoners.
>>
>>1277141
You've burnt them all, remember?

You were able to find a severed hand in the prisons however, so you decide to necromance that.

>NECROMANCY I (200)

Holy hell, that's a lot of MP. You're not even able to afford it! But, it's just a hand, could is really take that much?

You necromance the hand. It comes to life! You expend 30 MP. Huh, apparently the amount of MP used is directly proportional to the size of the target flesh. 200 MP must be enough to necromance a human, but you don't know if you'll be able to necromance anything larger than that.

>You now command the Undead Human Hand
>YOU HAVE ACHIEVED THE UNDERLINGS UI
>>
>>1277167
How much MS do we have
>>
>>1277179
>MP 150/180
>>
>>1277112
Well we can stay and make here our home, or we can go out and look for Cain Abragos
>>
>>1277167
Necromance the most of an undead creature we can, see how long it will last. If it lasts long enough, buy some rations, for the dog, and prepare the next few days using necromancy on the shit ton of corpses you have to
>A) practice your newfound skills and further develop your power
and
>B) to prepare a strong guard against any cultists that may come for revenge, this is your lair now damn it and however long you choose to live here you'll be damned if a bunch of crazy, idiotic buffoons that like spend all day kissing Satan's ass is gonna get the drop on you
>>
>>1277167
Gather the ashes, mix with water to make lye, and then mold a doll from the lye. Cast Necromancy on the doll.
>>
>>1277233
You can only necromance a creature once, and that's about it. Considering the hardiness of an undead vital-organ-less creature, you imagine it'll be pretty tough to kill. At most, it'll probably survive until its inevitable decomposition, which is in a few months.

You search for more body parts to animate but the most you can find is:

>6x fingers (two thumbs, two indexes, one middle, one pinky)
>2x toes (two big toes)
>4x tounges
>7x eyeballs

Out of curiosity, you necromance an eyeball (5 MP cost). To no one's surprise, it doesn't do anything. It just "lives." But, through some form of instinct, you place the eyeball on the hand and cast Necromancy again. In a flash of light, the eyeball merges with the hand (30 MP cost). You now have the Undead Sighted Human Hand. Before, it used to stumble around blindly unless you controlled it. Now, it is able to see, and is able to walk around in a less bumbling manner!

>FLESH MANIPULATION I ACHIEVED

In another experiment, you try to see how far you can send your hand before losing contact with it. You're able to send it from the doors to the church (which is about 150 meters) and still have somewhat of a good link with him. You approximate that it'll take at least 300 m before you fully lose connection with it. It can still operate on its own, you just won't have any idea what's happening to it.

So far, the only entrance to your newfound home is through a ladder in the dorms. The ladder leads to the outside but is guarded by a metal trapdoor with a lock. You assume that a few of the cultists will have a key to the door, so you'll have to think of a second line of defense.

>>1277335
That would most likely be a foolish idea, at least at this point in this time. Not the clay doll idea, that's pretty creative, but you have to remember that the church is an enclosed area. There's probably a lot of smoke in that room that could pour out once you release the barricade. You could risk it but you can always wait. Not like you're in a hurry or anything.
>>
>>1277366
put everything together and make a small "flesh golem"
>>
>>1277366
Remember our journey and purpose, leave the undead to watch over the area and take doggo.
>>
>>1277431
Aren't you hurrying too much?

>>1277366
Make flesh doll using the index as legs, thumbs as hands, middle finger for the body, and pinky for the head. Attach a couple eyes and a tongue for good measure.

Also try linking your sight to the flesh construct, and try placing a couple of eyeballs in your skull.
>>
>>1277366
For now you should take doggo and buy food and supplies so that you can stay in your new home for a long period of time so that you'll have a safe place to fully practice your magic, necromancy, and battle skills. Try to find the local library so that you have a place to learn new skills and information, finally, see if you can learn how to change your lock and maybe even improve upon it. Again we have alot of time to build yourselves up before we go back to adventuring, we might as well take our time and build up all of our skills.
>>
>>1277411
>>1277492
You can only combine two parts for 30 MP, and doing that for all these parts exceeds the cost of resuscitating a human, so you just put all the parts in a preservatives jar and put it in your bag for now.

Try as you may, you can't see through your construct. Despite your telepathic ties, you and the hand are separate beings! Doesn't stop you from spending 10 MP to reanimate two eyes and place them into your skull. Unsurprisingly, they fall out of your skull. You place them back in your jar.

>>1277497
You ransack one the wardrobes and equip some gloves, pants, and boots. With your mask and old robe, you're entirely shrouded in clothing. Sure you look suspicious, but it's better than being a skeleton in public. You climb up the ladder and into the streets of Hophel.

And that's going to be it for today. I'm probably going to make another thread tomorrow, so we'll see what's going to happen.
>>
>>1277536
Thanks for running.
>>
>>1277536
It was fun, thanks for running.
>>
>>1277536
Thanks for running
>>
Is this arquitive?
>>
>>1280256
>arquitive
I'm going to assume you mean archived. If so, yes.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.