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File: dungeonHeart.jpg (325 KB, 1920x1202)
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You exist. You're not entirely sure why or how it happened, but now you exist. You've got a body and a newfound consciousness which hasn't had any use as of yet. You decide curiosity is a good first use of your mind and ask, what are you? Using what what few appendages you have to feel out your own body and get a better understanding of exactly what you are. Mostly fleshy with no orifices as far as you can tell, but you can sense things. You can see the dimensions of room you're in despite the complete darkness. You know the taste and texture of the walls without touching or tasting them. Interesting, but try as you might you can't do much other than observe. The simple movement of your tentacles was tiring, and through your observations you found yourself to be entirely alone.

You feel vulnerable. It's not a good feeling.

To this end you reach out with your mind in every direction. Far beyond the stone walls that contain you there are an abundance of pink fleshy creatures, although none as pink or as fleshy as you. Not particularly powerful, but physically capable, they'd make for interesting champions, at least initially.

>The one covered in shiny steel riding another strange creature. (Human Knight)
>The pale one, it seems to be cursed by some fell magics. (Vampire)
>This one isn't pink at all, it's more green in color. It's also tall and mad at most things. (Orc Berserker)
>[Write in]
>>
>>1303161
>The pale one, it seems to be cursed by some fell magics. (Vampire)
>>
>>1303161
>The one in a suit of armor. It's head seems to be missing and it's bound to life by fell magics. (The Dullahan)
>>
>>1303161
>>The one in a suit of armor. It's head seems to be missing and it's bound to life by fell magics. (The Dullahan)
>>
>>1303161
The fell creature is interesting, she certainly has more power than most other beings you've seen. Not only does she use the curse to her benefit, she is an effective temptress. You're not sure if that will be useful, but it's certainly not unwant- Oh she has a friend. Some knight similarly infested with fell magics. A very good temptress then. You reach into the pale ones mind and find out her species are called vampires. You poke around a little and try to get yourself a better understanding of the world around you. Useful knowledge all of it, but not why you're here. You poke around in her mind and implant a few key thoughts in her brain. Eventually they will grow into an obsession and she will come find you. Although it will still be some time before she arrives considering the distance between the two of you.

>The Vampire will arrive in 14 days

Now that you've secured yourself a champion you can look to other matters. Namely where you are exactly.

>A sealed off cave built into the base of a mountain
>An abandoned and decrepit castle in the middle of nowhere
>In the caves beneath a swamp that was long abandoned by humans
>[Write in]
>>
>>1303268
[The ruin of an ancient temple in an overgrown forest]
>>
>>1303277
I like this
>>
>>1303268
>>An abandoned and decrepit castle in the middle of nowhere
>>
>>1303268
>included the fel knight
Good shit mate!
>>
>>1303268
>Looks at p remade maps for different location
>tosses them out the window

You're in a an old temple it seems. There was once a road that lead to civilization for whoever lived in this isolated forest, but it has long since been reclaimed by nature. The temple was maintained a little better, but was still ultimately abandoned. Thick vines choke the stone, threatening to collapse entire portions of of the structure. Signs of squatters that have since taken up home here are common, from long dead campfires to abandoned tools and possessions. They too have abandoned this place.
Thankfully that means you have little to fear from angry mobs, on the other fleshy tentacle it means that you have no minions to subjugate. You'll have to look elsewhere for now. Again you expand your mind, this time searching for something nearer and more expendable than your champion.


>A tribe of some small, scaly bipeds are camping nearby. (Kobolds)
>A band of green skinned midgets, they seem to be reeling from some recent disaster. (Goblins)
>Nothing of note really, but there is ample supplies to summon your own minions (Daemonic Imps)
>>
>>1303396
dammit, forgot picture
>>
>>1303396
>A tribe of some small, scaly bipeds are camping nearby. (Kobolds)
>>
>>1303396
>>A band of green skinned midgets, they seem to be reeling from some recent disaster. (Goblins)
>>Nothing of note really, but there is ample supplies to summon your own minions (Daemonic Imps)
Why not both? Or half of each? Or a third of each? I like the sound of a third of each.

Failing that,
>Gobos.
>>
>>1303396
>Nothing of note really, but there is ample supplies to summon your own minions (Daemonic Imps)
>>
>>1303396
>>Nothing of note really, but there is ample supplies to summon your own minions (Daemonic Imps)
>>
>>1303396
>>Nothing of note really, but there is ample supplies to summon your own minions (Daemonic Imps)
>>
>>1303396
>>A tribe of some small, scaly bipeds are camping nearby. (Kobolds)
I hope they breath fire. Walking flame throwers.
>>
>>1303396
>Nothing of note really, but there is ample supplies to summon your own minions (Daemonic Imps)

Would've preferred something more vampire themed like a long abandoned battlefield giving skeletons though.
>>
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>>1303396
You can't find anything really suitable to serve as minions, although that doesn't mean you're out of options. Hidden under a few loose flagstones in what was once the living quarters lies a book, detailing the procurement and binding of some demons. Most of the demons are terribly unsafe and it becomes increasingly apparent that the summoning killed the author, but one sticks out as incredibly useful.

The common brown imp is not like it's daemonic cousins. Most daemons would cause terrible destruction if given the chance, brown imps just want to live. Turns out the Hellscape is a very unpleasant place to live, brown imps are willing to trade servitude just for the chance to leave and be relatively safe here. They also don't really care for the whole death and destruction thing so that's a plus.

The problem is drawing the summoning circle to get them here. It takes a few tries, but you're able to apply your vast and powerful mind to levitate some sharp stones and scratch the circle into the ground. You draw some blood and prepare a practice summoning with a large flagstone held above the circle just incase. You complete the circle and a bright light fills the room, you don't really use light to see so it doesn't really stop you from seeing nearly a dozen imps violently thrown through a small hell portal before it closes.

That's a lot of imps. You expected there to be one or two at best, but apparently your blood is considerably more powerful than a human's.

"What's going on?"
>>
>>1303545
You attention returns to the minions as they try to stand in the cramped space of the summoning circle. How do you communicate with them? You haven't really tried before. You could try to implant words in their head one by one, but that sounds tedious. Maybe you have a voice like they do? You don't have the organs for it, but it's worth a shot.

"I have summoned you creatures of the Hellscape so that you may be my servants in whatever capacity I see fit." Your voice reverberates through the room, deep and unsettling. You can tell even their otherworldly minds are showing the signs of being ever so slightly frayed, you'll have to make this quick.

"I offer safety within this temple and freedom from the Hellscape, in exchange I expect loyalty and service, as well as the promise that you won't harm myself or-"

"Yes! Yes! We'll do it! Just stop talking!" One of them squeals, after which the other imps agree hastily.

Rude, but you've secured yourself some servants. You utilize the last of your spilled blood to seal the contract and they are yours to command.

>Order them to secure the temple against intruders, who knows when the next time squatters will appear?
>Have them tidy up the place, it's filthy in here
>Talk to them, knowledge is the truest power you can wield
>[Write in]
>>
>>1303551
>Order them to secure the temple against intruders, who knows when the next time squatters will appear?
>Talk to them, knowledge is the truest power you can wield
Talk to the one which took charge, and tell him he is now squad leader of the Imps.
>>
>>1303551
>Have them tidy up the place, it's filthy in here
>>
>>1303551
>Have them tidy up the place, it's filthy in here
>Talk to them, knowledge is the truest power you can wield
>>
>>1303551
>>Have them tidy up the place, it's filthy in here
Lets see what is around and then we can set defenses up.
>>
If any unworthy scum fall in here, we can sear their minds, leaving it empty for us to roost in.

Hopefully it's a hot chick. I wanna be hawt.
>>
>>1303551
>>Have them tidy up the place, it's filthy in here
>>Have them explore, what kind of objects and the like are around and what is the space we have to work with
>>
>>1303551
You look to the imp that spoke up initially, he is most likely the leader, if not he is well respected among his peers. If that's not the case then he's a fair bit bulkier than the rest and can bully them into working.

"I command you to-"

"For fucks sake just telepath us! I know you can, every Dungeon Heart can."

You can? More importantly you're a dungeon heart? You almost speak again, before you stop yourself. It takes a few minutes but eventually you speak directly into his mind, which is somehow less painful. Brains are weird.

"You are the leader of this group of imps?"

He nods, relieved that he doesn't have to hear your voice.

"Then tell them to clean this place, it's filthy in here. You will stay and answer my questions."

"Sure thing boss, Daniel, Clancy, get on moving them fallen stones. Warren, take some imps and burn away the weeds, controlled like. Get to it the lot of you, we need this place about as spick n' span as abandoned temples get."

The imps move dutifully, flying off and quickly clearing the area of any debris and encroaching wildlife. They're apparently able to produce fire at a whim, something that escaped the author of the book. Or maybe that's what killed him, hard to tell.

"So, whaddya wanna know Dungeon Heart? Err, that is if you want us to call you dungeon heart? Dungeon Lord is a fair bit more common."

What to ask about? (You'll automatically ask what you are)

>Tell me about the Hellscape
>Tell me about Daemons
>Tell me about the world we're in
>Tell me about magics and how they work
>Tell me about your day
>[Write in]

(Top two options will be explored)
>>
>>1303702
>Tell me about Daemons
>Tell me about the world we're in
>>
>>1303702
>>Tell me about the world we're in
>>Tell me about magics and how they work
>>
>>1303702
>>Tell me about the Hellscape
>>Tell me about Daemons
>>Tell me about the world we're in
>>Tell me about magics and how they work
>>Tell me about your day

Start with his day, it's only polite.
>>
>>1303702
>>Tell me about Daemons
>>Tell me about the world we're in
>>
>>1303723
nigga I said two options. This is jut throwing your vote away
>>
>>1303702
>>Tell me about the world we're in
>>Tell me about magics and how they work
Who lives here and what can be used.
>>
>>1303723
>Tell me about Daemons
>Tell me about your day

:<
>>
Daemons and the world we're wins! writing
>>
>>1303702

First you ask the most important question, the one that's been plaguing you for the past few hours, what the hell are you?

"What am I? You called me Dungeon Heart did you not?"

You briefly look into his organs with your senses and compare your body to his heart. You're both pink and fleshy but the similarities end there.

"You don't know what you are? That must be confusin'. You're a Dungeon Heart, a powerful being designed to plague the world and the civilizations that inhabit it. Though you don't have to I suppose, you're not outright evil I don't think. You just attract the riff raff, daemons like us, orcs, kobolds, and anyone else who don't fit into normal society. You got powerful magics, enough to make the angels and gods real jealous, they're probably gonna be after us soon enough."

The imp floats around you as he talks, a hand on his chin in thought.

"I don't think there's much else, mostly I just heard from stories. Though whatever made Dungeon Hearts stopped a good while ago, you'd be the first in over 100 human years. That's if you're new and just don't got some memory problems."

You rumble your flesh in an approximation of a nod, good to know what you are exactly. "What about the world? I know little of this realm."
>>
Rolled 3 (1d4)

>>1303937
The imp scratches his head "That's a bit trickier, you're my first summoner that planned on letting me stick around. If i'm guessing right we're on the western continents, meaning lots of human kingdoms, dwarves, elves, stuff like that. I don't know much else, daemons aren't the talkative type."

"And what about Daemons? Can you tell me about your kind?"

He perks up at this, eager to talk about a subject he actually knows. "Sure I can, though I gotta omit some stuff about the Daemon princes. Ancestral blood oaths and all that. There's a ton of species of daemon, mostly they're right assholes, want nothing more than death and destruction. We're different though, us brown imps don't belong to a Sin, so we're usually just lookin' for a way to leave. Other than that you can summon daemons from circles, they'll have special needs that I'm sure you can guess. They're also a fair bit more powerful than uncircled daemons. If you want I can teach you how to summon, maybe give you a few names to pick some my friends. I'd be careful though. Most Daemons are assholes."

Gained understanding of Basic Summoning

You thank him for the information and bid him on his way. He quickly joins the other imps in cleaning up the place. Now you can focus on other things.


>He said you have magic, enough to make the gods jealous! Seek to understand your magics (discover a new spell)
>Observe your immediate surrounding more carefully, there may be a village or town you missed
>You're supposed to be a Dungeon Heart, start planning your dungeon! (leads to second vote)
>[Write in]
>>
>>1303941
>>He said you have magic, enough to make the gods jealous! Seek to understand your magics (discover a new spell)
>>
>>1303941
>>He said you have magic, enough to make the gods jealous! Seek to understand your magics (discover a new spell)
>>
>>1303941
>Start summoning basic imps, gain a good feel and try to summon an inanimate object.

There must be a river nearby, try drawing water from there.
>>
>>1303941
>He said you have magic, enough to make the gods jealous! Seek to understand your magics (discover a new spell)
>>
>>1303941
>He said you have magic, enough to make the gods jealous! Seek to understand your magics (discover a new spell)
>>
>>1303941
>>He said you have magic, enough to make the gods jealous! Seek to understand your magics (discover a new spell)
It would be cool to get some faith spells. Draw in some followers to worship the heart. Make this temple rise from the ashes.
>>
>>1303941
You look inwardly and try to experiment with the magic you supposedly have. It turns out your body is designed to withstand a massive amount of magic, although you spent a lot of it altering the mind of your champion and using your incredible senses, which you now know to be a simple scrying spell.

Manapool Gained! [40/100 mana]

Spell Gained!
[Scry] 10 mana, Scry can be used to see, hear, touch, and even taste everything in a given location. It can be easily warded against and, should a mage be fast enough, traced.
[Mind Warp] 50 mana, Can be used to subtly influence the thoughts of a creature. Less effective against intelligent creatures.

It is interesting to say the least. Although you feel there is more you can learn innately. Your instincts direct you through the motions and you perform another spell.

>Fireblast: 30 Mana. Consume 3x3 area in fire, can be used successively to cover a very large area.
>Frostbolt: 30 Mana. Affects a single object, slows them down and caused damage, can be used successively to freeze enemies entirely.
>Reinforcement: 40 mana. can be used to reinforce walls, doors, or minions to make them tougher.
>Obey: 60 Mana. Use this on your minions to fill them with unnatural fervor, making them more effective at fighting, working, whatever they attempt really. It is not a pleasant feeling.
>>
>>1304064
>Reinforcement: 40 mana. can be used to reinforce walls, doors, or minions to make them tougher.
For our temple and imps.
>>
>>1304064
>>Fireblast: 30 Mana. Consume 3x3 area in fire, can be used successively to cover a very large area.
>>
>>1304064
>>Fireblast: 30 Mana. Consume 3x3 area in fire, can be used successively to cover a very large area.
>>
>>1304064
>Reinforcement: 40 mana. can be used to reinforce walls, doors, or minions to make them tougher.
>>
You feel a way to defend yourself and your minions from those that wish to harm you. you flex the remainder of your mana reserves and create a burst of flame in the middle of the room, incinerating some vines hanging from the ceiling.

Spell Gained!
[Fireblast] 30 Mana. Consume 3x3 area in fire, can be used successively to cover a very large area.

It's a good feeling, having accomplished so much in one day. It's also very tiring. With most of your mana spent you need to rest. You drift into a deep slumber to recover your energy.
That's gonna be the end of the session tonight. i should be able to have another one tomorrow, around 7pm or later.

Thanks for playing!
>>
>>1304167
yo make a twitter, helps with getting regulars if your planning on doing this for a while.
>>
>>1304064
And we're back! This option will be left open extra long so that people can come back, also I'll make a twitter


You awaken from your sleep well rested. A quick mind reading of a passing imp tells you that it's been three days since you first summoned them, and that they have finished cleaning three of the nine rooms of the temple. A good start to say the least

However, the dungeon is still in need of a lot of work. You have a few ideas to explore, more importantly you've got to find a better way to defend yourself. Imps are loyal and effective workers, but their diminutive size and weak power over fire leaves a lot to desire out of a proper warrior minion.

Minions vote
>You've got some rooms that are just collecting dust, why not put them to use? (build rooms)
>There are still several more rooms to be cleared for future use, they should get started on that
>We need resources, have them gather the basic materials needed to build a dungeon
>Have the minions arm themselves! they're not effective fighters, but they're all you've got right now
>[write in]

Dungeon Heart vote
>Scry the immediate area, see if you can find something interesting nearby (10 mana)
>Imps aren't the best minions for combat, you'll need to find some warriors! (may involve summoning if you choose)
>There are some wild animals around the temple, maybe you can convince them to join you?
>Check up on your champion, she should have left by now. You may have some insight to offer her
>[write in]

(there'll be a second set of votes after this)
>>
>>1306979
Minions vote
>We need resources, have them gather the basic materials needed to build a dungeon

Dungeon Heart vote
>Scry the immediate area, see if you can find something interesting nearby (10 mana)
>>
>>1306979
>You've got some rooms that are just collecting dust, why not put them to use? (build rooms)
>There are some wild animals around the temple, maybe you can convince them to join you?
>>
>>1307092
SEXONDING
>>
Rolled 2 (1d4)

>>1306979
For a moment you come up with grand plans for each and every room. Tall vaulted ceilings, the finest furnishings and massive armories, treasuries, and more. Then you remember the rooms are currently empty and your minions lack the most basic of tools. You'll have to limit your selection of rooms
for now.
>Have the imps construct a barracks for your future minions to live in
>Have the imps construct a basic farm, it won't be able to do much yet but it should work out soon enough
>Have the imps construct a beast's den, it should help keep your beasts under control
>Have the imps construct a crafting room so that you may make better tools
>Have the imps construct a trap room for the inevitable pesky intruders (requires second vote)


As your minions leave to begin the renovations you expand your mind in search of something, anything useful. Most notably you remember some woodland creatures you saw in your initial scrying of the area around the temple. Some may be useful as meat for your minions while others may prove themselves as effective guard… dogs? You might be able to dominate a pack of dogs or wolves, who knows?
-10 mana (scrying, sorry I forgot to mention that)


Roll 2d100, best of three
>>
Rolled 13, 46 = 59 (2d100)

>>1307242
>crafting room

That should reduce the amount of time it'll take to build, and up the resource gathering.
>>
Rolled 55, 15 = 70 (2d100)

>>1307242
>Have the imps construct a crafting room so that you may make better tools
>>
Rolled 91, 37 = 128 (2d100)

>>1307242
I'll just roll the last one
>>
>>1307242
91 and 46, really good for predators, meh for food animals

You look through the forest and see several creatures. Few of them are interesting or deadly enough to recruit as beasts. You do find a small herd of horned creatures. They have very long ears and, rather than walk like most sane animals, hop everywhere. They're also adorable, something that makes you a bit more willing to eat them you realize. You open their simple minds to suggestions...

Gained 9 Wild Jackalopes as farm animals

After telling the jackalopes to travel in the general direction of the temple you continue your search for something a little more… dangerous. You come across some animals that may prove useful, wolves and other generic creatures among them. After hours of scrying you almost settle for something simple and grab the pack of wolves when you see it. A tall stone statue of a human, standing in the middle of the forest. Strange, that artwork would be left here like that. You scry it deeper and find it is far beyond the skill of an artist, no normal being could carve the inside of a statue and get the organs as perfect as they are. Briefly you investigate when a scaled and many legged creature saunters out of the bush and approaches the statue. In a few short bite the statue is consumed in it's entirety. Following the creature rewards you with her clutch of newly hatched young, who are all too eager to catch the stony regurgitations of her mother. You observe the young as they play and, bloodthirsty as they are, practice petrifying each other as well as small insects for quick snacks. An interesting find, and most definitely something that belongs in your dungeon.

Gained 1 Wild Basilisk and 6 Basilisk Hatchlings as beast minions
>>
>>1307463
Soon both parties of prey and predator are marching their way to the temple, soon they'll be trained and ready to serve your whims. Meanwhile the minions have been constructing a room to allow for simple tool and crafting. Especially useful for a burgeoning Dungeon Heart. They estimate it will take two days to complete.

>Crafting Room 2 days left
>champion is 11 days away

Another successful day, you think as the sun begins to set. Although there is still much to be done. As your minions retire for the night you spy the large Imp that you put in charge days before. Perhaps he still has more to tell you…

>Tell me about the Hellscape
>Tell me about magics and how they work
>Tell me about the gods
>Tell me about the work you've been doing
>Tell me about how dungeons are normally run
>Tell me about your day
>[Write in]


I'm getting tired and I've got early classes tomorrow, so this'll be the last post for tonight. Here's my twitter so that you can keep up with the quest https://twitter.com/GM_UnderLord. Also, I just realized that Dungeon Lord Quest and the very, very popular Dungeon Life Quest have the same initials. How I didn't realize until now i have no idea but I'm probably gonna make the next thread under the name Underlord Quest.
>>
>>1307469
>Tell me about how dungeons are normally run
Thank you for running. Goodnight.
>>
>>1307469
goddammit, i totally forgot

Mana [40/100] because of the mindwarp on the animals and the scrying to find them. Sorry, spells and mana weren't part of the system when I did my test run with my friends and it's just slipping my mind.
>>
>>1307469
>Tell me about your day>Tell me about the Hellscape>Tell me about magics and how they work>Tell me about the gods>Tell me about the work you've been doing>Tell me about how dungeons are normally run

thanks for running
>>
>>1307469
>Tell me about how dungeons are normally run
>Tell me about your day
>>
>>1307469
>>Tell me about how dungeons are normally run
>>Tell me about your day
>>
>>1307469
You call the big one over and he lazily flies towards you and away from his fellow imps. Halfway through his flight you realize you never asked his name. Something you'll have to remedy.

"Tell me, what is your name Imp?" He tiredly blinked in surprise, perhaps no one has ever asked him before? He didn't describe his previous summoners as being particularly kind.

"Gabriel, sir. Nice to make your acquaintance all proper like, great UnderLord." He giggles to himself before continuing. "Anything you need boss? Somethin' else you wanna ask?"

"Yes Gabriel, I would like to know how your day has been. I hope it was a pleasant one." Gabriel just stares at you for a long moment before bursting out laughing.

"I heard that you Underlords were nice to guys like us, never expected you to be so friendly." he says, wiping some tears from his eyes. "Any day not in the Hellscape is a good one boss, we've been makin' good progress on the crafting room. Maybe one day it'll be a proper forge, but for now it'll do to make basic tools fer your dungeon."

"How are dungeons usually run? Do they have a goal or a purpose?" Come to think of it, you're not really sure why you feel compelled to make a dungeon. Instincts you suppose.

"Not sure, never been in one myself. I heard that they're mostly fer survival, with somethin' big and important at the middle. You in this case. Dungeons usually get staffed by tons of minions, although they tend to be the people nobody wants anywhere. Civilized folk eventually come lookin' to stir up trouble with dungeons 'cause they do somethin' like raid villages or start cults. Sometimes gods send their paladins to kill Dungeon Hearts like you." Gabriel says, pausing to think up more details. You think about what he said and notice that's the second time he's mentioned gods having it out for you.
>>
Rolled 2 (1d4)

>>1308992

"Why do they send their paladins? Is there a particular reason they hate Dungeon Hearts?"

"That one's easy. It's 'cause sometimes you get worshippers." He must've somehow picked up a quizical look from your mass of flesh because he launches into a further explanation. "Not even the most powerful daemons get power when worshipped, they can hear prayers sure but it don't make them stronger. That's reserved for Gods and Dungeon Hearts. The only real difference between the two is that a God dies if they don't got any followers, meanwhile you get to sit right there and not lose nothin' from being worshipper less," Gabriel stops and seems to think deeply before simply shrugging, "They're jealous I suppose."

You thank Gabriel for his time and dismiss him after which he happily flies off to bed. Reflecting on what he had said you feel as though they are true, you can gain power from worshippers. Thinking further you realize that you've grown in size recently, you have an inexplicable feeling that it is due to the minions currently residing in your dungeon. The Effects of this have yet to be seen. and it will have to wait to be explored more thoroughly, you are again feeling quite tired…

>Time to rest
Roll 1d100 for random events while you sleep
>>
Rolled 48 (1d100)

>>1308996
>>
Rolled 66 (1d100)

>>1308996
OH GOD A FIRE.
>>
Rolled 34 (1d100)

>>1308996
gonna do the last vote again
>>
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>>1308996

66 ok but not great

You awaken to sweet music. Perhaps your minions are playing you a song to show their appreciation? No, wait… That's the sound of something being violently murdered.

You expand your senses and see that the Basilisk has arrived, at the same time as the Jackalopes. One of which is half turned to stone and screaming as it it slowly eaten from the waist up. The other Jackalopes are cowering behind your Imps, the smartest of which are in turn cowering behind you. The less intelligent are wielding stone spears as they fly up and out of reach of the hungry basilisk. You suppose you should deal with this before your minions begin to eat each other.

>You have rested 2 days and have regained your mana [100/150]
>You have four armed Imps
>The 9 jackalopes have arrived
>The Basilisk and her six Hatchlings have arrived

The Wild Basilisk is on the loose! How do you deal with this?

>Use a spell, maybe a mindwarp could calm it, or a fire blast could kill it outright
>Send in the Imps! We make war!
>Just send another jackalope into the next room and trap the Basilisk there, you probably would have fed her soon anyway
>[write in]
>>
>>1309105
>fire blast
Aim for the eyes.
>>
>>1309105
>MIndwarp it while having a jackalope hop into a room near it and locking it with its pups inside so they can eat.

We must tame the wild beast.
>>
>>1309105
>Mindwarp the beast
>>
>>1309105

mind Warping! -50 mana


roll1d100, best of 3
>>
Rolled 40 (1d100)

>>1309155
I'm the captain now creature.
>>
Rolled 94 (1d100)

>>1309155
>>
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930 KB
930 KB GIF
>>1309158
>>
>>1309158
not gonna get better than that, writing
>>
>>1309155
You burn your mana violently as rage begins to fill you. This creature dares to slaughter and terrorize your other minions? It will do so no longer. Your mind penetrates hers and if she were not so useful it may have been a deadly affair, but you are precise in your work. Soon she has stopped mid chomp, having already killed the Jackalope underneath her. To the confusion of both her hatchlings and the Imps she slowly walks into the next room dragging the corpse behind her before sitting down and falling into a deep sleep. When she awakens she will be yours to command.

>Lost 1 wild Jackalope
>gained 1 trained Basilisk

A few words of assurance has the imps quickly at work securing the Jackalopes and placing them in a separate room from the basilisk.

>1 room assigned to Jackalopes
>1 room assigned to Basilisk

Gabriel approaches you and lets out a long whistle as he watches the previously vicious basilisk walk lazily into her own room. "I don't know what you did boss, but you did it real good to have her calm down like that." He shakes his head before telling you that the crafting room is complete and that the imps are ready for more work.

>The Crafting Room has been completed!
>Your champion is 9 days away
>Mana [50/100]

Minions vote
>It's getting cramped in here, they should start clearing some more rooms. (5/9 uncleared)
>We need resources, have them gather the basic materials needed to build a dungeon.
>Have the minions make basic tools and weapons, put that crafting room to good use!
>Upgrade the Jackalope pen into a Basic Farm (holding 8/10)
>Upgrade the Basilisk pen into a Beast Den (holding 7/10)
>[write in]

Dungeon Heart vote
>Scry the immediate area, see if you can find something interesting nearby (10 mana)
>You'll need more minions soon, this time they should be intelligent enough to hold a weapon (10 mana)
>You won't have the energy to mind warp some more beasts, but maybe you can locate them for now (10 mana)
>Check up on your champion, her journey should be well underway by this point
>[write in]
>>
>>1309214
>>Have the minions make basic tools and weapons, put that crafting room to good use!

>>You'll need more minions soon, this time they should be intelligent enough to hold a weapon (10 mana)
>>
>>1309214
>Upgrade the Jackalope pen into a Basic Farm (holding 8/10)


>You'll need more minions soon, this time they should be intelligent enough to hold a weapon (10 mana)
>>
>>1309214
>Have the minions make basic tools and weapons, put that crafting room to good use!
>You'll need more minions soon, this time they should be intelligent enough to hold a weapon (10 mana)
>>
>>1309214
>Have the minions make basic tools and weapons, put that crafting room to good use!
>You'll need more minions soon, this time they should be intelligent enough to hold a weapon (10 mana)
>>
>>1309214
>>1309218
>>1309240
>>1309263
>>1309289
Voting closed, writing.
>>
Rolled 3 (1d4)

>>1309214

You feel as though the minions are woefully unarmed for the defense of the dungeon as well as lacking the tools for its maintenance. With that in mind you order Gabriel to have the minions begin producing tools and weapons with the newly completed crafting room. He dutifully nods and begins gathering the other Imps and heading over to the crafting room.

Trusting them to supervise themselves and not cause too much trouble for you, you move onto other things. Namely, the issue of your minions. The basilisk incident a few moments ago highlighted a glaring issue with your current situation, you're not much more secure than you were a few days ago. The Imps are cowardly and would rather not fight if given the chance, the basilisk's simple mind is unable to take complex orders, and the Jackalopes are bunnies. You'll have to recruit more intelligent minions, but who to choose? You begin scrying in wide sweeping motions throughout the dense jungle surrounding the temple, searching for any signs of intelligent life.

Roll 1d100 for the Imps' progress

Pick a Warrior Minion
>A small tribe of primitive lizardmen appear to be migrating through the area. They don't seem to be armed with much more than primitive spears (Lizardmen)
>A band of Orcs seems to be down on their luck and heavily injured, they would certainly appreciate your hospitality (Orcs, duh)
>A lone human seems to be wandering the forest with walking corpses trailing behind him (undead)
>Some strange wolf-like bipeds are wandering the forest, their intelligence is questionable but their brutality is apparent (Gnolls)
>>
Rolled 85 (1d100)

>>1309345

>A lone human seems to be wandering the forest with walking corpses trailing behind him (undead)
>>
>>1309345
>>A lone human seems to be wandering the forest with walking corpses trailing behind him (undead)


Fuck yeah necromancer
>>
Rolled 82 (1d100)

>>1309345
>A small tribe of primitive lizardmen appear to be migrating through the area. They don't seem to be armed with much more than primitive spears (Lizardmen)
Necros are so boring.
>>
>>1309360
Boring but versatile.
>A lone human seems to be wandering the forest with walking corpses trailing behind him (undead)
>>
>>1309345
>A small tribe of primitive lizardmen appear to be migrating through the area. They don't seem to be armed with much more than primitive spears (Lizardmen)
>>
Rolled 10 (1d100)

>>1309345
>A band of Orcs seems to be down on their luck and heavily injured, they would certainly appreciate your hospitality (Orcs, duh)
or
>A lone human seems to be wandering the forest with walking corpses trailing behind him (undead)
>>
Rolled 46 (1d100)

>>1309364
Forgot to roll.
>>
Rolled 77 (1d100)

>>1309355
Oh shit i missed the option to roll, here goes nothing.
>>
>>1309345
Six player? I feel so popular!

85 means the Imps are real good at crafting weapons

You find a troop of men, walking in single file down the long forgotten road that once led past the Temple. Except only the one in the middle is a man, the three on either side are corpses. While some are white skeletons others are corpses with flesh rotting off the bone. You vaguely remember something from searching the Vampire's memories about how most living things having an aversion to corpses, you're sure it's nothing.

You focus on the one living creature and begin searching his mind for any reason as to why he carries so many corpses with him and, more importantly, how he learned to carry so many corpses with him. It is immediately apparent that he is no novice wizard, while he doesn't detect your intrusion into his brain, many portions of his mind are cleverly warded. Either that or he had a very traumatic life and represses a lot of memories. You can try to look into the secrets of necromancy, but it would be easier to steal them with a mind warp spell when you have the energy to spare. Alternatively you could simply send an imp to his location and ask him to come work for you, which comes with the bonus of five ready made undead.


>Shadow him with an imp and Mind warp him in the morning to learn necromancy(-50 mana, just don't crit fail and you'll make it)
>Try to dig further into his mind (Hard DC)
>Send an Imp to invite him over and see if you can convince him to stay (Hard DC)
>eh, just send your minions to capture him, his mental barriers will fall and you can re-raise the undead after you learn the secrets of necromancy (??? DC)
>[Write in]

(Should have mentioned this earlier, but defensive spells like Fireblast can only be used within the dungeon)
>>
>Send an Imp to invite him over and see if you can convince him to stay (Hard DC)
You have 7 players mow m8
>>
Rolled 5 (1d100)

>>1309401

>Shadow him with an imp and Mind warp him in the morning to learn necromancy(-50 mana, just don't crit fail and you'll make it)
>>
Rolled 35 (1d100)

>>1309406
forgot to roll
>>
Rolled 49 (1d100)

>>1309401
>>Send an Imp to invite him over and see if you can convince him to stay (Hard DC)
>>
>>1309401


49, not good enough unfortunately

You grab a random imp as she passes by, giving her instructions on how to find the necromancer and a message to give. She salutes dutifully and flies off. You return your attention to the necromancer and lightly probe his mind for useful information, simple things you may have missed while going through the mind of your vampiress. Nearly an hour late the Imp comes into view of the necromancer. He is initially defense of the daemonic creature eagerly approaching, but you sense him grow wary as she explains who you are and that you'd like to meet. He is silent for a few long moments before responding.

"I have heard of this creature you describe, the Underlords are few but powerful. Far more powerful than myself. I could not meet you as anything close to equals, and I would not become the pawn of some higher being again. I will have to decline daemon, but i thank you for the offer."

Well spoken, but ultimately he refused, what now?

(Don't roll this time)
>Have your imp shadow him, he will be wary of her now that he knows you have taken an interest in him. (-50 mana, medium DC to follow, very easy DC to Mind Warp)
>See if you can try and extract the information from his mind without a Mind Warp (Hard DC)
>He's being insulting, send all your minions and take his secrets forcefully if you must (??? DC)
>Zombies are boring anyways, there were some pretty cool other minions the other way (10 mana)
>[Write in]
>>
Rolled 27 (1d100)

>>1309481
>>Have your imp shadow him, he will be wary of her now that he knows you have taken an interest in him. (-50 mana, medium DC to follow, very easy DC to Mind Warp)
>>
>>1309492
FUCK forgot to take the roll off.
>>
Rolled 51 (1d100)

>>1309492
Just do this guy's orders
>>
Rolled 83 (1d100)

>>1309492
>>
>>1309481

I told you guys not to roll, but I'm also not going to make you lose that 83


You telepathically contact the Imp and give her orders to shadow the necromancer and report his movements. She flies in the direction she came in before circling around and following him a good distance behind. The Necromancer continues his march for several miles, blissfully unaware of the daemon that stalks him. Meanwhile you rest to regain your mana and prepare for the mental duel that is to take place in the morning.

>You rest for one day
>This is your first rest since gaining an increased mana pool, you now have 150/150 Mana

You awaken early in the morning the next day. You ask the imp for a report and she informs you that the necromancer is still asleep, with his undead guarding him. You prepare the spell and attempt to mindwarp him (-50 mana). While you're in there, is there anything else you want to do?

Choose one:
>Compel him to come to the temple, although once he arrives he will likely realize that his mind was affected (Medium DC)
>Discover his locked memories and learn about the area outside the forest (Medium DC)
>Have him conveniently "forget" something of his, you're sure the Imp can grab it (Hard DC)
>Fill him with a deep seated need to do good in the world (Easy DC)
>[Write in]
>>
>>1309536
>>Fill him with a deep seated need to do good in the world (Easy DC)
>>
>>1309536
>>Fill him with a deep seated need to do good in the world (Easy DC)
>>
Rolled 22 (1d100)

>Compel him to come to the temple, although once he arrives he will likely realize that his mind was affected (Medium DC)
Were not the good guys.
>>
>>1309549
Its not about being good, but rather making the most evil of professions do something good just to be a dick.
>>
>>1309536
>Fill him with a deep seated need to do good in the world (Easy DC)
>>
>>1309553
I want to add, "good" doesn't involve coming back to kill us.
>>
>>1309552
Well im just worried if he is going with some buddys to kill us all
>>
>>1309536
>Mindwarp the corpses, have them follow his orders until you have all of them under your control. Once you have them under your control, strike.

>Have the corpses pin him down, preventing any movement.

>Have another break his fingers one by one, preventing him from concentrating on anything.

>While he's distracted, mindwarp him intensely.

>Assimilate his memories, learning everything he knows while leaving the husk of a shell to do your dirty work.

We would get a vessel and the knowledge of the undead in one fell swoop.
>>
>>1309536
>Fill him with a deep seated need to do good in the world (Easy DC)
>>
>>1309536
Looks like

>Fill him with a deep seated need to do good in the world

wins, roll to see if you don't fuck up royally
>>
>>1309580
Do this
>>
Rolled 37 (1d100)

>>1309587
>dont fuck up royally
You can't tell me what to do!
>>
Rolled 52 (1d100)

>>1309536
>>
Rolled 61 (1d100)

>>
Rolled 1 (1d100)

>>
>>1309580
>>1309587

rolling complete, good rolls all around

>>1309609

except yours, you guys are lucky I only do best of 3

You cast the spell and begin discretely opening the locks in his mind that hide so many secrets from you. It's much more complicated than you had initially believed, but it is still a trifling matter for one of your skill and intellect. A few short hours later you are confident you can raise dead with ease.

Spell Gained!
[Raise Dead] 30 mana. Raise a corpse from the dead to be your loyal minions. Corpse must be within the Dungeon
[100/150 Mana]

You wiggle a tentacle and pat yourself on what might be a back on another creature. Learning a new spell and securing yourself a very steady supply of minions. You briefly wonder if there is a way you can send him to the temple in a nefarious trap, perhaps torture him into servitude and using him as another simple minion to throw away when you tire of it. Now that you think it out loud it sounds kind of mean. You instead decide to fill him with a need to do good, a need as deep as hunger and thirst. It's probably going to be really annoying for someone like a necromancer.

With a supply of minions secured you now move onto greater things, like where the dungeon is heading next? A quick check with Gabriel tells you that the Imps are still crafting tools for use and will most likely spend the rest of the day continuing to do so.


(I'm gonna start keeping track of the days like this to make it easier)
Day 6
Your champion is 8 days away

Minions are busy crafting Basic Tools and Weapons

Dungeon Heart vote
>Scry the immediate area, see if you can find something interesting nearby (10 mana)
>Maybe there are more Beasts you can recruit? (-10 mana)
>The Jackalopes are still untamed, a quick spell should fix that (-50 mana)
>Check up on your champion, her journey should be well underway by this point (-10 mana)
>[write in]
>>
>>1309622
>>Check up on your champion, her journey should be well underway by this point (-10 mana)
>>
>>1309622
>Check up on your champion, her journey should be well underway by this point (-10 mana)

>The Jackalopes are still untamed, a quick spell should fix that (-50 mana)
>>
>>1309622
>>Check up on your champion, her journey should be well underway by this point (-10 mana)
>>
>>The Jackalopes are still untamed, a quick spell should fix that (-50 mana)
>>Check up on your champion, her journey should be well underway by this point (-10 mana)
>>
>>1309622
>The Jackalopes are still untamed, a quick spell should fix that (-50 mana)
>Check up on your champion, her journey should be well underway by this point (-10 mana)
>>
>>1309622
(you're only supposed to choose one for these, but I didn't specify and taming is such a small thing I'll let it happen)

You look briefly to the Jackalopes in their own little kennel, and remember that they've proven quite a handful for your imps. One of them was nearly gored on the antlers of the beast just last night, or so you're told. You were asleep. You easily mind warp them into obedience and turn to other matters.
(-50 mana)

You did choose a champion some weeks ago, where has she gone now you wonder? You Scry her location and find her in a horseback carriage pulled by the Dullahan Knight. Strange, there are only two of them. Wouldn't it be faster to ride on two horses rather than buy a carriage? You begin searching her mind for the reason and- Ah, the curse. How inconvenient that she cannot survive the sunlight, you'll have to fix that once she gets here. You follow them for a short while before they enter a city in search of amenities and prey most likely. This may present itself to be a useful opportunity, she is a skilled temptress after all.

(50/150 mana)
Choose one
>Have the Vampire enthrall some humans so that they may serve you once she arrives (-50 mana)
>The humans seem to value gold, have her tempt a sizable amount from a noble (-50 mana)
>Have her believe that her travels are much more urgent than they are (-50 mana) (-3 days travel)
>There seems to be a shop for exotic and dangerous creatures, why not bring some as minions? (-50 mana)
>Nothing, they are already feeding on the populace, you don't want to risk an altercation anymore than you have to
>[write in]
>>
>>1309657
>>There seems to be a shop for exotic and dangerous creatures, why not bring some as minions? (-50 mana)
>>
>>1309657
>The humans seem to value gold, have her tempt a sizable amount from a noble (-50 mana)
Would be good to have some cold hard cash on hand
>>
>>Have the Vampire enthrall some humans so that they may serve you once she arrives (-50 mana)
>>
>>1309657
>Have the Vampire enthrall some humans so that they may serve you once she arrives (-50 mana)
>>
>>1309657
>There seems to be a shop for exotic and dangerous creatures, why not bring some as minions? (-50 mana)
>>
>>1309657
>Have the Vampire enthrall some humans so that they may serve you once she arrives (-50 mana)
On or the other, with preference for more humans (get some fit sexy ones, or just sexy ones).
>>There seems to be a shop for exotic and dangerous creatures, why not bring some as minions? (-50 mana)
>>
Rolled 2 (1d2)

>>1309666
>>1309678
>>1309668
>>1309674
Gonna flip a coin for this, 1 is beasts 2 is human minions
>>
>>1309707
Technically my vote was 1.2 for humans, and 0.8 for animal minions.
>>
>>1309704
You use a mind warp to convince her that she may need human thralls for the travel. She chooses haphazardly, picking whatever humans she thinks won't be missed too much and inviting them into her carriage where she uses her supernatural abilities to gain loyal followers. The Dullahan purchases extra provisions appropriately. You feel as though Mind Warp has become something far more than it once was. After performing it so many times and seeing firsthand how the vampiress affects the mind so easily you feel as you may be able to perfect the spell into something that grants near total control.

[Mind Warp]
replaced with
[Domination] -50 Mana. Grants total control over the actions of the victim. Can be resisted by those sufficiently strong willed.

You feel incredibly tired, you've never expended so much mana before. Now you must rest to recover your strength. Before you do you give Gabriel a project to work on while you are asleep.

Minions Vote (Choose one)
>It's getting cramped in here, they should start clearing some more rooms. (5/9 uncleared)
>We need resources, have them gather the basic materials needed to build a dungeon.
>Upgrade the Jackalope pen into a Basic Farm (holding 8/10)
>Upgrade the Basilisk pen into a Beast Den (holding 7/10)
>[write in]


Last post for today, I gotta go to bed. Here's my twitter for those who don't know and I made a pastebin with some essential information. I'll try to run again tomorrow around 5:00pm or later
https://twitter.com/GM_UnderLord
https://pastebin.com/2bED8BjW
>>
Why doesn't she get a carriage?

Then she can travel more consistently, and quickly, stopping only to let the horses rest. Or we could try to give them an undead beast that does not tire.

So...

>Create an undead Beast
>Implant the desire to retrieve a carriage in the vamp.
>Send the beast to the vamp.

If the fell knight can withstand the sun then he could drive during the day and she during the night.
>>
>>1309735
>Clear out some more rooms using the new tools.
>>
Rolled 3 (1d4)

>>1309743
>>1309735
They'll use tools on their own, makes work days -1

also, forgot to roll time asleep
>>
>>1309735
>Upgrade the Jackalope pen into a Basic Farm (holding 8/10)
>>
>We need resources, have them gather the basic materials needed to build a dungeon.
>>
>>1309735
>It's getting cramped in here, they should start clearing some more rooms. (5/9 uncleared)
>>
>>1309735
>write in?
Can we create objects like tools or structures, like a forge?

If not then

>It's getting cramped in here, they should start clearing some more rooms. (5/9 uncleared)

Do this instead, maybe we will find some neat stuff left behind.
>>
>>1309735
>Upgrade the Jackalope pen into a Basic Farm (holding 8/10)
we need food
>>
>>1309735
>>We need resources, have them gather the basic materials needed to build a dungeon.
>>
Rolled 1 + 1 (1d4 + 1)

rolling for number of rooms cleared

You tiredly give order to gabriel to continue clearing out rooms for the Dungeon's use. You realize that the Imps have been using your room as their own while the Basilisk and Jackalopes are confined to their own pens. You don't particularly mind them, but your champion might, and once you raise dead getting them their own room may be wise. You give the order for him to clear out as many rooms as he can while you're asleep…

Roll 2d100 best of three, the first is for Temple loot and the second is for random events
>>
Rolled 25, 32 = 57 (2d100)

>>1311014
Lets goooooooooooooo
>>
Rolled 43, 47 = 90 (2d100)

>>1311014
>>
Rolled 93, 81 = 174 (2d100)

>>1311014
>>
Rolled 81, 49 = 130 (2d100)

>>1311014
>>
>>1311014
>>1311034
93 and 81, good rolls all around

You awaken some time later, it was a good rest after expending so much energy. You begin searching for the progress of the Imps and find they have made less than satisfactory progress. Gabriel claims that the tools were effective, but they are only made from stone and sticks and needed constant repairs. Perhaps with the right materials you can upgrade the crafting room and produce more effective tools and weapons. They did, however, find a small chest buried under the rubble of a room. Within were several coins and a single ornate dagger, large enough that an imp can use it as a sword. Gabriel, of course, has claimed it for himself.

Checking on your more beastial minions you find that they have also been busy, or so to speak. The Jackalopes, having been tamed, are now breeding at an alarming rate and the Basilisk has taken her hatchlings hunting. Although some of them were lost to her brutal parenting, the rest are now fully grown and willing to serve.
>>
>>1311079
So far business seems to have been progressing smoothly as you slept, although there is always more work to be done

2 rooms available (3/9 rooms uncleared on this floor)

Day 9
Your champion is 5 days away

(Choose one of each)
Minions vote
>Clear more rooms, you'll be needing it soon enough
>Build some rooms, you've got the space and the equipment for it
>Gather resources for the dungeon, your tools are woefully lacking, and some rooms could use the materials for upgrading
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10) (you won't get anymore until upgraded)
>Upgrade the Basilisk pen into a Beast Den (holding 5/10)

Dungeon Heart vote:
>Scry the immediate area, see if you can find something interesting nearby (-10 mana)
>Maybe there are more Beasts you can recruit? (-10 mana) (-50 mana for domination)
>Some of the Imps seem as though they want to talk to you, perhaps there is something they wish to discuss?
>[write in]
>>
>>1311083
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10) (you won't get anymore until upgraded)

>Some of the Imps seem as though they want to talk to you, perhaps there is something they wish to discuss?
>>
>>1311083
>Build some rooms, you've got the space and the equipment for it
>Scry the immediate area, see if you can find something interesting nearby (-10 mana)
>>
Rolled 94, 66 = 160 (2d100)

>>1311083
>Gather resources for the dungeon, your tools are woefully lacking, and some rooms could use the materials for upgrading

>Some of the Imps seem as though they want to talk to you, perhaps there is something they wish to discuss?
>>
>Gather resources for the dungeon, your tools are woefully lacking, and some rooms could use the materials for upgrading
>Some of the Imps seem as though they want to talk to you, perhaps there is something they wish to discuss?
>>
>>1311119
fucking god damn forgot to remove the rolls again fuck
>>
>>1311083
>Gather resources for the dungeon, your tools are woefully lacking, and some rooms could use the materials for upgrading

>Some of the Imps seem as though they want to talk to you, perhaps there is something they wish to discuss?
>>
Rolled 2 + 1 (1d4 + 1)

>>1311083
You order your imps to leave and gather materials for the Dungeon, although it will take quite some time. Wood and stone will be easy enough to acquire, but iron will be difficult. Perhaps you can scry the earth beneath you? It would most likely take a while. Even if you don't have steel, proper lumber and cut stone will prove very useful.

Before they leave a few of the Imps approach you. Strange, usually they leave Gabriel to do the talking for them when necessary. They nervously push an imp forward, the female you used to shadow the necromancer you believe.

"Boss? We were wonderin' if you have a need for any more minions?" she asks nervously. "We all have some family we could give you the names of if you want to summon a few more imps, only if you want to sir. We wouldn't want to impose."

You consider it for a moment, permanently assigning a few minions to a room could boost productivity. Not to mention that the imps are excellent workers and scouts when needed. You have a use for more Imps, but why would they be asking? You air your question to all of them gently, as not to disturb their simple minds.

"Well, we think you're a good boss, boss. Mostly we hear horror stories about how summoners get us to sign contracts that are dangerous work, or use paladins to break summoning circles and enslave daemons. You just need want some work done and don't ask nothin' weird or dangerous mostly."

Ah, you understand now. As Gabriel said, every day not spent in the Hellscape is a good one. They have found relatively safe employment here, why not extend the offer to their family? However, they explain that your blood is no longer virginal after using it to perform their summoning ritual. Some of the Gold you found would be sufficient payment for the summoning.
You now have the necessary materials for further summoning! The Imps ask that you spend 25 of the 50 gold they found to summon more imps. They will not need additional upkeep beyond the occasional meal.

choose one
>Summon 5 Imps to further do your bidding
>Summon something else, you have enough Imps for now (varying cost)
>You have enough Imps, and gold is far more valuable right now
>[Write in]
>>
>>1311199
>>Summon 5 Imps to further do your bidding
>>
>>1311199

I forgot, roll 1d100 for how much materials the Imps gather

and that should be a -1 instead of a plus 1. gathering takes a day
>>
Rolled 76 (1d100)

>>1311209
>>
Rolled 44 (1d100)

>>1311199
>Summon 5 Imps to further do your bidding
>>
>>1311199
>Summon 5 Imps to further do your bidding
>>
Rolled 74 (1d100)

>>1311199
>Summon 5 Imps to further do your bidding
And a roll incase.
>>
You assent to their request and for a brief moment they and all the Imps around celebrate before rushing off to gather the gold and draw the summoning circle for you. You realise that building a proper room for summoning would be wise, lest the entire dungeon start smelling like brimstone.

A few moments later you are making the incantations and giving off the names of the daemons that you wish to summon. Moments later the pile of gold has disappeared, presumably into the coffers of some daemonic employment agency, and you have five daemons sitting comfortably in a summoning circle. Soon there after you have them pledging allegiance to you and agreeing to your terms, which may be too nice considering how quickly they accept.

>You have gained an additional 5 Imps, granting a +10 to 1d100 rolls involving your Imp's work

The minions quickly join their brethren in gathering materials for the Dungeon and bringing it back, ensuring that the task is finished before morning the next day.

> +5 building materials
>>
>>1311318
As the next day dawns you think about what needs to be done. You still have very few minions despite learning necromancy. You briefly consider taking the Basilisks hunting to speed up the influx of corpses but dismiss the idea, you can't resurrect stone statues anyway.

[150/150 Mana]

2 rooms available (3/9 rooms uncleared on this floor)

Day 10
Your champion is 4 days away


Minions vote
>Clear more rooms, you'll be needing it soon enough
>Build some rooms, you've got the space and the equipment for it
>Upgrade the crafting room into a forge using 2 materials
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)
>Upgrade the Basilisk pen into a Beast Den (holding 5/10)
>[Write in]

Dungeon Heart vote:
>Scry the immediate area, see if you can find something interesting nearby (-10 mana)
>Maybe there are more Beasts you can recruit? (-10 mana) (-50 mana for domination)
>You haven't made use of your necromancy yet, maybe it's time to look for another source of minions (-10 mana)
>You have access to a fair amount of materials now, but you need to find iron (-10 mana)
>[write in]

(gotta go for a bit, I'll be back later tonight)
>>
>>1311321
>Clear more rooms, you'll be needing it soon enough

>You haven't made use of your necromancy yet, maybe it's time to look for another source of minions (-10 mana)
>>
>>1311338
Seconding.
>>
>>1311321
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)

>You haven't made use of your necromancy yet, maybe it's time to look for another source of minions (-10 mana)
>>
>Build some rooms, you've got the space and equipment for it

Take one of the bigger clear rooms and divide it up into small individual dorms for the humans along one side and a larger room each for the vampiress and her dulan friend. Individual rooms for them should make them easier to manage and arrangements can be reconsidered later if needed.

>You haven't made use of your necromancy yet, maybe it's time to look for another source of minions

It's a religious place and religious places usually have some sort of crypt or small graveyard nearby if not under the structure. I would prefer the dead make a home for themselves outside though as the smell would likely be annoying to deal with. They would make good sentries and perimeter guards. Particularly if they laid in the dirt and rose up only when someone came too close to the temple.
>>
>>1311445
Second
>>
>>1311445
Tripling.
>>
>>1311445

Fourthed, sounds like a good way to make use of our space.
>>
Rolled 3 + 1 (1d4 + 1)

>>1311321
Normally I'd do a second vote for what room to build, but it seems you want to delegate one room to corpses and build a barracks, so I'll just do that then.

Your Champion and her friend the Dullahan are fast approaching, it would be good to find a place for them to live once they arrive. You doubt they'll want to share a floorspace with the Imps in right next to a giant mass of flesh and magic. Or maybe they do, the only humans you've interacted with were vampires and necromancers. They're probably not normal. Either way, you gather the necessary materials and begin construction.
-2 building materials

You decide that you've been undefended for far too long and decide to search for corpses so that you may begin your undead army. This is a temple isn't it? Finding a graveyard nearby shouldn't be too difficult. You scry the area in search of corpses. (-10 mana)

Roll 1d100 for quality of corpses
>>
Rolled 34 (1d100)

>>1311867
>>
Rolled 96 (1d100)

>>1311867
OH GOD, BONES ARE EVERYWHERE
>>
Rolled 17 (1d100)

>>1311886
With that number, there should be a mausoleum.
>>
>>1311886
yeah, that's a pretty good roll.
writing
>>
Rolled 13 (1d100)

>>1311867
second room to corpses? No, zombies stay right outside the temple... at least until they rot away to only being skeletal, in which case they probably won't stink of rotting flesh so much and even then, only as expendable/cheap labor and security..
>>
>>1311972
Hmm. I suppose that people could assume that the miasma around the ruin could be a breeding ground for the undead.
>>
>>1311980
>inb4 tromp the imp builds a wall to keep the zombie workers from taking their jobs and then drains the zombie swamp
>>
>>1311867
>>1311946

You scry the earth underneath the Temple and the area around it. You're not sure where the next town with a graveyard was, but you doubt humans were willing to transport a corpse very far just to bury it when there's perfectly good dirt right outside. Turns out you're right, because there's a small underground crypt behind the temple, the entrance long since collapsed. Within are several skeletons in various coffins. At the very end of the crypt sits two corpses encased in glass and very well preserved, most likely with magic. They wear ornate robes and expensive gold jewelry on their person. Each one was buried with a sword in their hands, most likely they were wealthy paladins in service to the temple.

>gained 6 skeletons
>gained 2 zombies
>gained 65 gold from grave robbing

It's almost no work for the imps to collapse the ceiling and fly the valuables and corpses out of the crypt, although they complain the entire time at the extra work and the smell. Now that you've got the corpses in your dungeon, do you raise them all?


[150/150 mana] (raise dead is 30 mana a piece)
>Raise the zombies and three skeletons (-150 mana)
>Raise five skeletons (-150 mana)
>Just raise the zombies (-60 mana)
>>
>>1312016
>>Raise the zombies and three skeletons (-150 mana)
>>
>>1312016
Raise the whole host.

After the minions finish the current task, why not have them and the undead work on repairing the caved roof and attaching the crypt to the ruin? Then we won't have to worry about undead storage.
>>
>>1312016
>collapsing the perfectly good zombie storage crypt
but... why?

>Raise the zoms and three skeletons

Best to have a variety of defenders. I'd assume zombies are a little tougher due to still having tissues holding them together.
>>
>>1312016
>Raise the zombies and three skeletons (-150 mana)
>>
>>1312016
You quickly raise the zombies and as many skeletons as you can, although it is incredibly tiring you are left with only two skeletons to raise by the end of it. You decide to shove them into one of the empty rooms now that you have the space for them, mostly to mitigate the complaints of your Imps. Now that you've secured a proper army you must rest to regain lost energy…

>Gained two zombies and three skeletons

I think that's gonna be the last post for tonight. I made a pastebin for the possible rooms now that you've gotten your first batch of materials to build and upgrade with. I'm not gonna be able to run tomorrow i don't think. We'll see.

https://pastebin.com/u/shacklebox
>>
Thanks for running!
>>
Rolled 2 (1d4)

>>1312183
rolling for number of days asleep
>>
Looks like OP is going to be dead tonight.
>>
>>1316494
Should we spend 50 power to raise the dead?
>>
The Imps have been hard at work preparing a proper barracks for your minions. You inspect the barracks and find it adequate for most beings, it's filled with empty cots and bunks for your growing minion population. Your champion should be entering the forest by tonight and reach the Temple soon. You have a lot of work to do.

[150/150 Mana]

Day 12
Your champion is 2 days away

0 rooms available (3/9 rooms uncleared on this floor)

Barracks built! (0/10 pop)

3 building materials

Choose one of each
Minions vote
>Clear more rooms, you'll be needing it soon enough
>Upgrade the crafting room into a forge using 2 materials
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)
>Upgrade the Basilisk pen into a Beast Den (holding 5/10)
>Upgrade the Corpse Closet into a proper crypt using 2 materials
>Gather more resources, you'll have need for them soon enough
>[Write in]

Dungeon Heart vote:
>Scry the immediate area, see if you can find something interesting nearby (-10 mana)
>Maybe there are more Beasts you can recruit? (-10 mana) (-50 mana for domination)
>You've still got some skeletons to raise, might as well get that out of the way now (-90 mana)
>You have access to a fair amount of materials now, but you need to find iron (-10 mana)
>[write in]
>>
>>1318212
>>Clear more rooms, you'll be needing it soon enough
and
>You've still got some skeletons to raise, might as well get that out of the way now (-90 mana)
>>
>>1318212
Minions vote
>Gather more resources, you'll have need for them soon enough

Dungeon Heart vote:
>You have access to a fair amount of materials now, but you need to find iron (-10 mana)
>>
>>1318212
>gather materials

>scary for iron
>>
Rolled 1 + 1 (1d4 + 1)

You send the Imps out with the intent of having them harvest stone and wood so that it may be put to use improving the dungeon. They leave with their stone tools in the morning and prepare to gather what resources they can for the day. You still don't have access to iron, as useful as it would be. To this end you scry the area for any nearby source of any metal that can be used to improve your tools.

(-10 mana)

Soon you find a cave that hosts a rich vein of iron, although you are not the first to find it. Several humans and a dwarf appear have made it here before you and are mining the ore themselves, although it can't be too hard to dispose of them…

Mine discovered, within are six human miners and a dwarf

>Send the undead, they can take care of the miners
>Raise the rest of the undead and send them in force (-90 mana)
>take no risks, send the imps as and the undead (+1 gathering day)
>Leave them be for now
>[write in]

Also roll 1d100 for gathering best of 3
>>
>>1318330
>>Leave them be for now
They can be turned into thrawls later and used to feed our champion. If we were to attack, we could try to collapse the entrance and starve them out
>>
Rolled 32 (1d100)

>>1318330
>>Leave them be for now
Wait till the vampire gets there What>>1318358
said.
>>
Rolled 24 (1d100)

>>1318330
Forgot to roll
>>
>>1318330
>Leave them be for now
>>
Rolled 94 (1d100)

>>1318375
>>
>>1318330
We could however send out an imp to watch them to try to find out weaknesses to exploit
>>
>>1318381
That sounds like a good idea
>>
Thank God for this roll>>1318379
>>
>>1318389
Your welcome
>>
>>1318330

94, that's really good

A sudden crash outside the temple pulls you from your scrying on the mine. You look outside and see several imps excitedly chattering about their success. Apparently they cut down a large tree for lumber, which then fell and took three other trees with it. With more than enough lumber at their disposal they begin piling it outside the temple walls and are done with their task by noon.
(because I didn't think this mechanic through, gathering resources cost 0 days)

[140/150 Mana]

10 building materials

Choose one of each
Minions vote
>Clear more rooms, you'll be needing it soon enough
>Upgrade the crafting room into a forge using 2 materials
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)
>Upgrade the Basilisk pen into a Beast Den (holding 5/10)
>Upgrade the Corpse Closet into a proper crypt using 2 materials
>[Write in]

Dungeon Heart vote:
>Scry the immediate area, see if you can find something interesting nearby (-10 mana)
>Maybe there are more Beasts you can recruit? (-10 mana) (-50 mana for domination)
>You've still got some skeletons to raise, might as well get that out of the way now (-90 mana)
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)
>[write in]
>>
>>1318419
>>Upgrade the Corpse Closet into a proper crypt using 2 materials
>You've still got some skeletons to raise, might as well get that out of the way now (-90 mana)
>>
>>1318419
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)
>Scry the immediate area, see if you can find something interesting nearby (-10 mana)
>>
>>1318419
>>Clear more rooms, you'll be needing it soon enough
>Send out an imp to observe the mine from afar
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)
>>
I'll change my minion action>>1318455
To >Upgrade the Corpse Closet into a proper crypt using 2 materials
>>
>>1318419

>Upgrade the Corpse Closet into a proper crypt using 2 materials

>You've still got some skeletons to raise, might as well get that out of the way now (-90 mana)
>>
>>1318427
seconding
>>
>>1318419

(first roll is time asleep, second is crypt build time)
Well, the day isn't even half over and the Imps are still ready for work. Before you can even give them a task one imps suggests that they add a proper door to the corpse closet so that they don't have to deal with the smell. They're met with fourteen quick agreements and are soon at work turning lumber into wood and transforming the corpse storage into a proper Crypt.

-2 building materials, crypt room started

Should you commend them? On one hand they took the initiative and the Crypt was on the list anyway, on the other you didn't order them to do that. Something to think on later. You watch the imps work dutifully when you realize that you still have three skeletons that have yet to be turned into loyal servants. A few spells later they're up and about, much to the surprise of the Imps working around them. A skeleton nearly eats a pick for their troubles, although it is nimble enough to dodge the clumsy blow. You can't help but laugh at the poor Imps who've nearly soiled themselves. Although the energy spent raising the skeletons was great, it is time for you to rest again.


Roll 1d100 for random event, best of three
>>
Rolled 3, 4 = 7 (2d4)

>>1318525
dammit, forgot to roll
>>
Rolled 17 (1d100)

>>1318525
>>
Rolled 87 (1d100)

>>1318525
>>
Rolled 40 (1d100)

>>1318525
>>
Guys we should be good guy dungeon heart and offer to trade with or buy out the iron mine. Just send one of the imps.
>>
>>1318628
I'm okay with that.
>>
>>1318628
But you do know that humans are not going to like seeing a imp right
>>
>>1318631
I want to have a good relation with the nearby humans and in relation there kingdom. Have the government on our side. Start a monster's are people too movement.

>>1318633
Should we spend the vamp? Disguised as normal.
>>
So far you've been 100% efficient with Imp working days and sleep days, none wasted. You did, however, miss the Champion's arrival.

You awaken as the Imps are putting the finishing touches on the Crypt. The stone walls and thick door are great at ensuring that the stench of undeath are contained only to the crypt, although they've dotted the room with strong smelling flowers and plants to make it more bearable for those who would need to enter. The flowers and hanging herbs contribute nicely to the unsettling atmosphere of the crypt.

Unfortunately, you overslept. Your champion was supposed to arrive late last night and is nowhere to be found. A quick scry tells you that she had to abandon her carriage for one reason or another is now forced to travel at night or risk being burned alive. Again, incredibly inconvenient. You'll have to see if your magic can undo some of her fell curse. You're about to turn your attention to something else when you notice that she appears to be missing a thrall, and the Dullahan is nursing several arrow wounds. Following her trail backwards you see a band of humans tracking your Champion with the carriage behind them, burnt to a crisp. At the front of the party is a man far too lavishly dressed for traveling the forest, most likely he has paid the lawmen handsomely to hunt your Champion. A cursory glance at the Vampiress' thralls tells you that one of them closely resembles the wealthy one.


The Vampiress, the Dullahan, and her 3 thralls are being tracked by a band of lawmen

The lawmen are composed of Pompous noble, 5 lawmen, 2 horseback lawmen, and a Knight

[150/150 mana]

How do you respond to this threat?
>Send the Basilisks and the undead to meet them in combat
>Have the Imps prepare a trap for the Pompous Noble and his party
>[Write in]

As for your Champion (She will join the fight if you can convince her)
>Send an Imp to greet them, key them in on the plan
>Have them double time to the Temple, the battle will take place there
>Give up the Thralls, it might get them the Noble and the Lawmen to leave
>[Write in]
>>
>>1318633
Actually why not just send our most formal and persuasive imp and have an official proposal from the dungeon heart and state we don't want to be like our fore bears
>>
>>1318638
>Have the Imps prepare a trap for the Pompous Noble and his party
lets not show the heavy hitters yet.

>Send an Imp to greet them, key them in on the plan
No need to let them know where we live.
>>
>>1318652
I second this
>>
>>1318638
>>Have the Imps prepare a trap for the Pompous Noble and his party
> Have your heavy hitters at the ready
>Send an Imp to greet them, key them in on the plan
>>
>>1318638
>Have the Imps prepare a trap for the Pompous Noble and his party
>Send an Imp to greet them, key them in on the plan
>>
>>1318638
You gather the imps and send them to a small clearing with orders to prepare a few different kinds of traps. They immediately set to work, digging multiple pits and sharpening sticks for use. The undead are readied to move and waiting just outside the temple for further orders.

Meanwhile the female Imp you used to stalk the necromancer is sent straight to the Vampiress and her party to coordinate. She approaches slowly with her hands clearly visible. The Dullahan tenses with her blade drawn and moves in front of the Vampiress.

"I'm not to cause trouble," the Imp starts, trying to disarm the situation "My master wants to assist you in your problem with the lawmen."

"How do you know of them? How did you know where we are?" The Dullahan asks "Answer me infernal creature, before I strike you down!"

The Imp flies out of reach, terrified of the larger knight, she is only able to continue with your guiding voice in her mind. "The Underlord has powerful magics, he can see many things. He would help you escape these humans and invite the both of you to the dungeon so that he may speak with you personally."

"And what would he want with us exactly?" the Vampiress says, stepping out from behind the Dullahan

"A chance to parley for your services, that is all." The Imp answers. The Vampiress and her Dullahan converse for a brief moment before agreeing to at least meet you in exchange for help with the lawmen.

[150/150 Mana]
What now?
>Have them meet your undead at the traps, they will be part of the ambush once the lawmen walk into the trap
>Have the Vampiress stay out of the fight
>Have the thralls act as bait for the trap
>Have the vampiress lead them into the trap
>Dominate the nobleman, he'll lead them straight into the trap (-50 mana)
>[Write in]
>>
>>1318808
>Dominate the nobleman, he'll lead them straight into the trap (-50 mana)
>>
>>1318808
>>Have them meet your undead at the traps, they will be part of the ambush once the lawmen walk into the trap
>>
>>1318808
>Dominate the nobleman, he'll lead them straight into the trap (-50 mana)
and have your minions go into flanking positions.
After they are there, have the noble tell the other's to look around. After a trap has been sprung use the nobleman to inform them, they are doomed. Have the minions swarm after.
>>
I'll change>>1318871
To>>1318885
>>
>>1318885
seconding
>>
I change my vote>>1318871
To>>1318885
>>
>>1318885
Supporting.
>>
>>1318808

The Vampiress arrives at the site of the trap and is greeted by the many imps working tirelessly to disguise their traps and remove any clue of their work. The zombies and two skeletons already lying in wait in the thick bushes, ready to spring the ambush at a moment's notice. The Basilisks are similarly waiting off to the sides with the intent to maneuver behind the Noble and his party when they arrive. The Vampiress offers her thralls as bait for the traps, but Gabriel tells her there is no need. Instead she arms them with simple clubs and hides them alongside her and the Dullahan, equally ready to spring the trap. The Imps finish their work and flee back to the Dungeon with the exception of Gabriel and the Imp accompanying the Vampiress. All they must do is wait, but you'll have more work to do.

You reach into the mind of the Nobleman and feel his worry over his missing son. You can feel the apprehension that comes with tracking a dangerous beast, and more than anything you feel anger at the vampire that took him. With his mind so clouded by the flurry of emotions control comes to you seamlessly, none of the lawmen notice. It's not difficult to convince his employees to change course slightly. You are careful to not act in a way that might tip off his fellow humans and appear to be quite successful, soon you are approaching the clearing.

Roll 3d100, one for the Vampire and her party, one for the traps, and one for your minions. Best of three
>>
Rolled 69, 28, 88 = 185 (3d100)

>>1318978
Rolling
>>
Rolled 52, 66, 87 = 205 (3d100)

>>1318978
>>
Rolled 99, 31, 4 = 134 (3d100)

>>1318978
>>
>>1318978
>>1318984
>>1318986
>>1318987
99,66,88 that's really good


The Nobleman rides his horse towards the clearing with his party of lawmen following him in silence. The silence continues for several minutes before one of the lawmen speeds up speeds up to walk beside the noble and voice his complaint.

"We've abandoned the Vampire's tracks hours ago, where the hell are you taking us?"

The nobleman looks down at the man beside him and gives him a cold glare that quickly makes him uncomfortable. After several long seconds of silence the nobleman speaks. "You want to know our destination? It is your doom."

The lawman looks up for a moment in confusion just before his next step collapses the covering of the pit and he falls to his death. Before he hits the bottom the Noble draws his sword prepares to strike the knight, but he is quick to react and uses his poleaxe to strike the Nobleman, dehorsing and impaling him in the same move. From there the zombies and skeletons charge from the brush with the intent to kill and the Vampiress leads her small party into the fray. From the ground around the lawmens feet skeletons pull themselves from the earth, stabbing with knives and grasping with skeletal hands. Some are killed outright, others gang up on a single skeleton and beat the unlife out of him to free their comrades, but with the charging forces and the Basilisks quickly sweeping in from behind several of the lawmen are left to their gruesome fate.

The Dullahan charges the knight with fury in her eyes, bringing her sword down hard and nearly cutting through the poleaxe he raised to defend himself. The next few blows are not so easily blocked and the knight takes several hits to his armor. The Vampire is similarly effective, dancing into combat with a rapier and dueling several clumsy lawmen at once. Even the thralls are deadly as the soldiers are unwilling to kill their former friends, a hesitation that costs them greatly.
>>
>>1319148
Soon after the rest of the undead join the fray, the shambling corpses spooking the horses while using their numbers to surround and overwhelm what men they can reach.

The men fall quickly to the brutal attack and overwhelming numbers, many attempt a hasty retreat which is punished both by the Gabriel and his fellow imp as well as the Basilisks who chase down the fleeing horsemen, killing both rider and steed alike.

Soon all the men lie dead or save for the knight, fighting a losing battle against the Dullahan. She furiously strikes him repeatedly, not giving him the chance to attack. He soon begins to collapse under the hail of blows that even his thick plate armor cannot protect him from. After a well timed kick she raises her sword high above her head and brings it down into the Knight, cleaving clean through the wood of the poleaxe and into his shoulder. He weakly grasps at her sword before she raises a foot to his chest and kicks him away, freeing her blade.

>The Lawmen have been defeated utterly!
>Lost, 3 skeletons 1 basilisk, 1 thrall
>gained 8 corpses, 1 knight corpse, 1 horse corpse, 2 live horses

The Vampiress has agreed to meet with the Underlord
That's gonna be all for tonight, thanks for playing. I'm new to this so when should I archive the thread? When should i make a new thread? Should I make a new thread?
>>
File: Knight Law-Bringer.jpg (1.13 MB, 1920x2866)
1.13 MB
1.13 MB JPG
>>1319158
goddammit, I was supposed to post a picture of the knight
>>
>>1319158
After about three days you should make a new thread if you plan on running. It might be best to archive soon
>>
>>1319158
I think now would be a good time to archive the thread and start a new thread.
Love your quest.
>>
>>1319158
Your writing has been quite good and I'd like to see more. When do you plan to run again?
>>
>>1319158
>>1319246
>>1319251

I might run tomorrow or saturday, and I'm glad you guys enjoy the writing. If anyone has questions about mechanics or has some critique you guys can always let me know.

I'll archive the thread and make a new one when I run next
>>
>>1319374
I definitely enjoyed the writing. Will be waiting for the continuation.
>>
>>1319374
I assume how the dungeon heart will increase in power is by the amount of beings in our dungeon, the knowledge we collect, and how often we use certain knowledge. Is this correct?
>>
>>1319393
Yes, you gain Mana after certain hidden thresholds in minion populace, knowledge(usually spells), and overall achievements. Gaining your first champion is one of those achievements. Also, like Gabriel said you can gain power from having worshipers.

Some spells and abilities just get better from use
Raise Dead is one of those spells
>>
>>1319408
Cool
>>
>>1319158
Dang I wanted that knight alive.
>>
>>1319524
The Lord would have be a useful servant that could have given us a whole town to use as well as an income
>>
>>1319861
We have his son, who could inherit the title.
>>
new thread!
>>1324946




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