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>Welcome to Ancient Evil Quest! You'll be playing as a entity unleashed upon the world from an ancient and forgotten tomb. Rolls will be done with a D20. High is good, low is bad. Grits are auto accepted and cancel each other. Best of the first 3 rolls.

Your consciousness slowly claws its way up the forefront of your mind, the murk of countless eons of slumber slowly falling away as you begin waking. Something, possibly a explorer, animal or just the march of time has broken one of the wards holding you prisoner.

You cannot see in the pitch blackness of your tomb but you begin feeling life return to your limbs...

>You are a...

>Ancient Vampire lord. Sealed away for centuries you hunger for blood and to regain your throne. You suffer a weakness to daylight, silver and Sanctified structures. You have the ability to Mesmerize and control weak willed humans and can command animals (wolves, Bats,rats). Your blood can mutate and change humans who ingest it into Vampires or Ghouls.

>Lich-Lord- You were contained within this tomb after your undead legions were broken and your Phylactery taken. Without your Phylactery you are weakened but you are still a force to be reckoned with. Necromancy and Illusion magic is your specialty. You can create undead minions from fallen enemies or animals.

>Fanatical Druid-For your Extreme beliefs your order sealed you away in a tomb of stone and iron, away from the green of the forest. You can control the forces of nature, commanding beast and tree to do your will. You can create your minions from the forest itself.

>Demon lord-Locked away by a ancient order of paladins your hunger for souls has grown ever stronger. You can dominate the wills of humans and they will serve you with zeal. Using the souls of sacrifices you can summon demonic minions to augment your forces.

>Other (write in)

>First to 3 votes wins
>>
>>1412796
>Druid
>>
>>1412796
>other
ancient dragon, served by lizardfolk, elemental magic is specialty. Is a dragon
>>
>>1412796
>The Witch - Ruled your Kingdom for over hundred years. Sealed away by your apprentices. You used to be most powerful magic user alive, won the hearts of men as well as battles, but will your knowledge still be useful in present times?
>>
>>1412796
>>Fanatical Druid-For your Extreme beliefs your order sealed you away in a tomb of stone and iron, away from the green of the forest. You can control the forces of nature, commanding beast and tree to do your will. You can create your minions from the forest itself.
>>
>>1412796
>Druid
>>
>Druid it is. Writing.
>>
>>1412796
>Demon lord
>>
>>1412796
>>Ancient Vampire lord. Sealed away for centuries you hunger for blood and to regain your throne. You suffer a weakness to daylight, silver and Sanctified structures. You have the ability to Mesmerize and control weak willed humans and can command animals (wolves, Bats,rats). Your blood can mutate and change humans who ingest it into Vampires or Ghouls.
>>
You trace your fingers along the stone of your tomb, the iron bands keeping the lid tight long rusted away to nothingness. Your long, jagged nails tick and scrape along the rough surface as your strength gathers further. With the strength and energy comes memories. Memories of your glory in the service of the Green Mother.

Entire armies swallowed by choking vines and crawling insects.

Cities consumed by legions of living wood, beasts changed into great creatures of war.

An older man. Another druid... a master? Impaled on a spear of twisted bone and wood. Laughter and blood in a circle of runes.

HER appearing to you, whispering secrets of the world in your ear in a voice of rustling leaves and water.


A final ceremony that broke your power and temporarily rendered you unconscious, when you awoke you were HERE. Away from the green, away from pure LIFE. Away from HER.

If you weren't already insane the centuries of isolation would have finished the job. You raged. You wept. You begged. You slept.

But now. Now SOME poor soul has released you. you doubt any of your order remain powerful enough to challenge you again.

The presence of life that broke the first ward approaches further....

>Break open your tomb (D20)

>Influence their minds to come and fully release you (D20)

>Try to reach out to the mosses and fungi of the crypt, erode the stone and you will walk free (D20)
>>
>>1412840
I have to sat I really dislike druids but I think will be very interesting and im in. I really wonder what our dude thinks that even other druids think is crazy. That is a pretty high bar for extremeism and it will be fasinating to see you write and us rp
>>
Rolled 3 (1d20)

>>1412859
>>Break open your tomb (D20)
>>
Rolled 10 (1d20)

>>1412859
>>Try to reach out to the mosses and fungi of the crypt, erode the stone and you will walk free (D20)
>>
Rolled 20 (1d20)

>>1412859
>Try to reach out to the mosses and fungi of the crypt, erode the stone and you will walk free (D20)
>>
Rolled 2 (1d20)

>>1412859
>Break open your tomb (D20)
>>
>>1412879
oh boy
>>
>>1412872
Thank you anon :) ill try to be a good writer here. My basis for the druid is he is massively genocidal (even compared to other druids) and would gladly wipe out all sentient life to ensure the earth remains pristine
>>
>>1412889
>really hyped for this, I love druids and seeing one take it "a little" too far is gonna be great.
>>
>20. EROSION

you close your eyes, not that it matters in the stygian darkness of your crypt and begin reaching your mind out to the various small creeping mosses and fungi around you.

"Grow little ones. Grow and crumble this cursed stone"

Their nearly nonexistent essences surge as they are fed scraps of your power, shooting across the floor and walls, covering your tomb in a thick, shivering blanket of green and brown that sends a cascade of dust floating gently to the ground as the lid to your prison falls away to nothing.

FREEDOM. You would shout but your voice has long since failed you. Your gift of immortality has not protected you from becoming a dried husk.

You step forward creakily, ancient tendons and bones popping as you fall to your knees, digging emaciated fingers into the thick soil coating the floor.

A flash of light along the cave wall catches your eyes, a faint flickering glow approaches...

>Play dead, recline in your tomb and let them approach (d20)

>Humans? Elves? Dwarves? All they do is desecrate the Mother. Kill them. (D20)

>Bury yourself in the thick Loam of the cave floor and begin absorbing the vitality of the various cave flora. Regain some power (D20)

>Hide (D20)
>>
Rolled 14 (1d20)

>>1412906
>>Humans? Elves? Dwarves? All they do is desecrate the Mother. Kill them. (D20)
>>
Rolled 1 (1d20)

>>1412906
>Regain some power.
>>
>>1412906
Play dead
>>
Rolled 10 (1d20)

>>1412906
>>Bury yourself in the thick Loam of the cave floor and begin absorbing the vitality of the various cave flora. Regain some power (D20)
>>
Rolled 16 (1d20)

>>1412906
>Regain some power (D20)
>>
>1. Regain some vitality.

With a wave of your hand the thick layer of composting detritus of the cave floor folds away, resembling a shallow grave. You lean back and fall into the soft soil bed with a airy sigh and will the soil to cover you.

Shit. Its too shallow.

Your hands and knees are uncovered, leathery skin standing proud of the wet soil. You hope that they dismiss your exposed appendages as petrified wood or animal bones or something similar while you focus on absorbing nutrients and moisture from the soil much like a tree.

You hear the group of explorers coming closer, their muffled conversations conveying surprise and shock at the ancient structures found within what must be a deep natural cave.

Suddenly a sharp impact on your knee invokes a hiss of pain from one of the group as a weight lands upon the soil covering you

One of them just fucking tripped over you.

"You okay? That was a nasty spill there Arleth" comes a light voice somewhere to your left

"yeah im ok Durst, just busted my ass on this.... Old root? Maybe? Who knows" comes a melodic voice above you, a slight chuckle being heard.

A slight sensation reaches you, the feel of cold steel. Hes picking at your leg with a dagger!

>Kill them (D20)

>Spring from the ground. Go for intimidation. (D20)

>Leech the life from "Arleth". Regain power, kill him (D20)

>Playing dead intensifies (D20)
>>
>>1412972
Play dead even harder
>>
>>1412987
You gonna roll there anon?
>>
Rolled 17 (1d20)

>>1412972
>Playing dead intensifies (D20)
>>
Rolled 15 (1d20)

>>1412989
Whoops sorry
>>
>>1412997
All is well. Just don't want to have to ignore someone's vote because of no roll :)
>>
Rolled 20 (1d20)

>>1412972
>>Leech the life from "Arleth". Regain power, kill him (D20)
>>
>>1412987
>>1412990
come on guys we have been in here long enguh time to sprad the treees and make the forest grate again
train of life
>>
Rolled 9 (1d20)

>>1412972
>leech life
>>
>>1413012
Backing this one, naturally.

Thought wouldn't this kind of make us a Necromancer?
>>
>20. Leech mode activate

Arleths's dagger continues to chip away at your leathery, mummified skin as his companion (judging from the vibrations) walks around your crypt, inspecting the various inscriptions and engravings that have survived the eons.

"This one here seems to say 'Beware all who enter here. The tomb of '...... I can't read that bit. 'A thousand curses upon he who rests here. Breaker of oaths and Defiler of the innocent.'" Durst pauses in his translation.
"Some serious bad Juju here Arleth. This was a tomb for someone that SOMEBODY really didn't like"

Arleth chuckles, pausing in his carving of your knee
"Who cares WHO he was? Dumb prick has been dead and buried for at least a thousand years. Look at the tomb? Its all eroded. All we gotta worry about is whether the shit left us any goodies ri-HRRRK!"

Arleths's pep talk is cut short by your withered, mummified hand springing from the soil and latching around his throat. Countless tiny root like barbs embed in his flesh and begin siphoning off his life force at a rapid pace. Your head emerges from the soil and you watch as his flesh becomes gray and hard, sinking in and becoming dry as petrified wood. After a few moments you toss his husk aside, his skin cracking and releasing a puff of dried blood as his bones shatter

You emerge from your shallow grave feeling slightly rejuvenated, your eyes have regained their wetness and your lungs once more work correctly. Your blood flows once more and you resemble a living man instead of a mummified corpse.

>Living appearance regained. Only on close inspections will someone be able to tell there is something fishy about you.
>Thorn whip unlocked. A basic attack for a druid, summons a thick, thorn studded vine to lash and slash at opponents.
>Root shackles unlocked- Summon tendrils of green to immobilize a foe temporarily

Durst luckily did not hear the demise of his exploring partner and is engrossed in deciphering WHO exactly was buried here.

>Kill him (D20)

>Leech him also. You'll need energy to regain your full might. (D20)

>Test your voice (Say what? D20)

>Other (D20)
>>
>>1413036
Its basically a parasitic magic, draining the vitality of a target to replenish your own, slightly necromancer leaning but Id say most "evil" characters should have a Leech attack
>>
Rolled 14 (1d20)

>>1413058
>>Root shackles unlocked- Summon tendrils of green to immobilize a foe temporarily
as we ask him things
>>
Rolled 20 (1d20)

>>1413058

>Other
>Use root shackles on Durst, then commence interrogating him on who told them about this place how they got here and who they are.
>>
>>1413086
so many god dam 20 crits up in here
no wounder they locked us up
>>
Rolled 6 (1d20)

>>1413058
Test your voice: WHO HAS RELEASED ME? ARE YOU FOOLS BLINDED BY GREED OR JUST IGNORANT!?
>>
>>1413058
>>1413086
seconding this. We can leech him later
>>
>>1413086
Backing this one

But holy shit all these 20s. Are the roles best of three or four?
>>
>>1413153
best of 3 and a crit gets taken
>>
>>1413086
Lets do this but we have to be hammy about it. Were an insane long sealed away evil dude its In the rules we have to be hammy.
>>
>>1413157
Sing a song or some shit.

Like Tim Curry's toxic love but in reverse.
>>
>20. Root shackles.

You emerge fully from the soil and test your freshly rejuvenated muscles as you stride along the crypt floor towards Durst. Your tattered, stained robes flutter behind you, the dark green long since faded to a dull brown and grey.

Durst is a large human male with thick red hair and a large beard. He is clothed in practical clothing, thick canvas pants and a jacket with many pockets. A small lantern is in his hand and he hold it high as he attempts to make out the inscriptions.

With a wave of your hand you send along shoots of green growth along the crypt floor, the tendrils rapidly shooting up the wall and anchoring their roots in the cracks. With a whiplike snap they lunge forward, wrapping around his neck, shoulders, chest, forearms, waist, thighs, knees and ankles.completely immobilized e is spun around and pressed tightly against the wall, the vines binding him intertwining and growing fresh roots into the wall

"What the fuck!!? What-Shit! Fuck! Arleth! ARLETH! HELP YOU FUCK!!!"

You step from the shadows and lock eyes with the man, the blood visibly leaving his face.

"Ar.... Hmmm... Arleth is... Indisposed. Perhaps... I could ..release you... If you but... Answer my questions?"
Your voice is hoarse, raspy and dry but rapidly regaining its fluidity. The knowledge of the language you ripped from Arleth is quite useful.

>First question? D20, taking the highest
>>
Rolled 18 (1d20)

>>1413164
what year is it
and y do you wear this werid cloths
>>
>>1413163
THATS BRILLIANT while interrogating them we can sign a disney style villain song about us and our goals. I love this already
>>
Rolled 8 (1d20)

>What year is it?
>Why're you here?
>Are there any other druiddic orders?
Do you think I'd sound good in a musical number?
>>
>>1413163
>Mfw anons want me to write in singing.
>>
>>1413170
Seconded
>>
>>1413172
>>1413197
the real rreasion we got locked away was from all the singing and danceing around
>>
Rolled 20 (1d20)

>>1413164
Are there more of you nearby?
>>
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>>1413197
DO IT
>>
>>1413202
Naw the reason we lost was they attacked mid song and we never saw it coming
>>
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>>1413204
and a 2nd 20
lol
>>
>>1413204
Nevermind, I want to see the singing druid too
>>
>>1413197
I'm sure some druidic chanting is in character
>>
>Fuck ok. Give me a minute to figure out how to write in singing while interrogating this guy. If you have any lyric suggestions feel free.
>>
>>1413197
It's fine if you don't man, we could totally write our own songs. Can't be that hard right?

Right?
>>
>>1413227
Wedidit.jpg
If you can make this fit the tone so far I'm gonna be impressed.
>>
>>1413227
Anyone come here from /mu ? Speak now or forever hold your peace
>>
>>1413218
also we should time our moves, attcks with the son>>1413231
>>1413227
g we are singing
>>
We are basically playing as evil druid david bowie. This will be good
>>
>>1413275
is there any other way to play as?
>>
>>1413283
I.... I... I dont remember anymore anon
>>
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>>1413283
>>1413289
There was never any other way, and now OP's Under Pressure.
>>
>Don't make fun of me for this anons I literally have no musical experience. This will not be a regular occurrence because I am self cringing right now.
>20. Interrogation time.

Durst nods frantically, as much as the bonds of the vines will allow him
"Of-of course! Ill tell you anything you want!"

You smile thinly, showing teeth blackened by age and rot
"Anything... You say?.... Tell me... Where are you from Durst?"

He gulps visibly, fear obviously gripping him
"Im from ColdHarbor! Im-im a Translator and... And Treasure hunter..."

You grimace, those that seek the shining metals of this earth have always been the first to destroy it.

You step along the ruins near him, your chipped nails tapping along a staccato beat as you think.
"A translator eh? A seeker of knowledge and shiny bits eh? Well my friend you'll be ruing the day, that you sank your filthy feet in my cave.

This tomb, this prison of mine, my sanctuary and home for all time. The last ruin you'll be doing. Your friend Arleth was the fuel for all of your undoings.

Whiteharbor will only be the first, and let me tell you ill be doing so much worse. Homicide, Genocide, Ive already covered patricide and fratricide. So tell me Durst, all the things I want to know before I do my very worst"

Dear green mother you really are insane...

>You fuckers LITERALLY asked for this so don't complain.

>Next question (D20)
>>
>>1413345
Fuck replace Whiteharbor with ColdHarbor.
>>
>>1413345
dont hav to do this ebery time
but mybe for big things
when the stage is just right
>>
>>1413345
10/10 would quest again.
>>
Rolled 17 (1d20)

>>1413345
>my sides

Next Question: Translator, eh? Time to freshen up my memory. What is written on the walls?

>not sure if we can read the runes or not
>>
Rolled 20 (1d20)

>>1413345
ColdHarbor what type of town and where is it
we start a new druid culte with the naked singing and chanting
>>
>>1413386
omg druid david bowe demands we become a rockstar to get followers
>>
>>1413386
>20.
Really?!
>>
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>>1413388
of course evil druid david bowie gets all the 20s
and we havent even left the starting point
>>
>>1413386
You remind me of the babe.
>>
>>1413413
Killer Druid has no weakness
>>
>>1413429
??? the babe?
>>1413441
we going to be slatking the forset raves?
>>
>>1413471
Fuck it, you slaughtered it but, the babe with the power.
>>
>>1413486
What power?
>>
>>1413490
there we go,

The Power of Voodoo.
>>
>>1413495
Whodo?
>>
>>1413495
Who do?
>>
>>1413495
you voodoo bitch
>>
>>1413499
>>1413502
You do!
>>
>>1413504
Do what?
>>1413503
I can't tell if you're fucking around or you just don't know about David Bowie
>>
>20! COLDHARBOR BITCH! WHERE IS IT???

Your impromptu song and dance seems to have unnerved Durst even further. His eyes are wide one his skin ashen grey. You approach slowly and drag a jagged nail along his cheek.

"This.. ColdHarbor.... Where is it? What sort of town is it" you inquire in your rapidly smoothing voice

Durst stammers, his tongue refusing to flap for a moment before he masters himself
"Its several days travel to the north! Its-its a bit of a smaller town, lots of wharfs and fisheries to feed the town and supply a bit of trade. There's a pretty booming logging industry coming up too! Lots of old trees there for them to...." he trails off as your eyes glow with green fire.

Cutting down the trees? Taking the life of the mothers oceans? BARBARIANS.

You dig your nails into his throat and bare your teeth, the chipped enamel grinding

>Last question (D20)
>>
>>1413511
Remind me of the babe!
>>
>>1413511
it was a song opening for dead island

who do you voodoo bitch is a song the black guy sings
>>
>>1413513
Pls no anon
>>
Rolled 11 (1d20)

>>1413512
>Do you have any last words?

>>1413514
Naw man we know, but come on. Labyrinth? Under Pressure, sung with Queen?

>>1413516
There was never any other option OP, this had to be done.
>>
Rolled 7 (1d20)

>>1413512
I got nothing
>>1413514
In response to a Bowie quote that came after you yourself mentioned the man by name
>>
Rolled 13 (1d20)

>>1413512
Who is the guy running the logging industry?
>>
Rolled 9 (1d20)

>>1413542
i know
and now look what happens
>>1413520
i havent seen it in yars
bt i know i should have goten it
>>
Rolled 2 (1d20)

>>1413512
Can we polymorph him? If we can ask him what his favorite animal is then polymorph him to that. Otherwise ask what he was doing here
>>
>>1413579
You do not have polymorph yet and also the version of polymorph in this setting is a little more.... Rough than you'd be thinking.
>>
>>1413582
Could we polymorph ourselves though?
>>
>>1413596
>polymorph
i guse when we get enguh power back and re learn it
>>
>13. Who runs the treecutters?

You lean in close, visions of burning forests and clear cut wastelands coming back into your mind. You hate loggers with a passion. Moreso even than you hate all other life that destroys the beauty of the Mother.

"These.... Loggers" you snarl "who leads them? Who is their master?"

Durst pales, visibly wracking his brain as he searches for the information
"I-I don't know! Hes some minor lord out of ColdHarbor! His family owns the forests around the city! That's all I know! Please!"

You drift inwards to your own thoughts as you ponder this information.

>What to do with Durst?

>Drain him. (D20)

>Plant a seed in his brain, he will serve you. (D20)

>Kill him (D20)
>>
>>1413596
Yes and its extremely badass
>>
Rolled 1 (1d20)

>>1413617
>Plant a Seed in him
Our first fan and thrall. That is if it doesn't end up killing him
>>
Rolled 14 (1d20)

>>1413617
Plant a seed, we need someone who understands this...strange new era besides minions are always good
>>
Rolled 7 (1d20)

>>1413617
Drain him, that's the most use we'll get out of him.
>>
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>>1413622
NEVER MIND, it does! Better not get blood on our robes though...
>>
Rolled 18 (1d20)

>>1413617
>Plant a seed in his brain, he will serve you. (D20)
>>
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>>1413622
>>1413631
Oh shit
>>
Rolled 18 (1d20)

>>1413617
>>Drain him. (D20)
>>
>1. Brain Seeds

You stroke your chin idly as you release Durst's throat and turn away, channeling your power into your palm. From your flesh sprouts a thin, waxy green seed shaped vaguely like a arrowhead. Its tip is composed of tiny, bone hard appendages that gnash like teeth while it squirms with various tiny whiplike tendrils. You turn back to Durst and grip him by the chin, turning his head and pressing the seed to his temple. He screams in pain and shock as the seed drills through his skin and skull, burrowing deep into his brain.

You step back and observe as the process occurs, Durst thrashing and screaming as the seed begins to take root, his nose begins gushing blood and his eye bulging from their sockets.

Well that's not suppose to happen

You step behind a convenient pillar as a mass of writhing tendrils explodes from Durst's skull, splattering the surrounding area in gore and chunks of Grey flesh.

Maybe you pumped a bit too much power into that seed.

>Begin exploring your crypt. Search for weapons? D20

>Search the cave (What for?) D20

>Follow their route out. D20
>>
Rolled 20 (1d20)

>>1413673
>>Follow their route out. D20
man we are a bit ruty
>>
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Rolled 3 (1d20)

>>1413673
>Begin exploring your crypt. Search for weapons? D20

Must be a crystal ball or something here... can't rely ALL on magics.
>>
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>>1413687
This 20 train is just gonna keep rolling huh?
>>
>>1413692
theres no braks
>>1413690
we can use a disco ball we find at a rave
>>
Rolled 10 (1d20)

>>1413673
>Begin exploring your crypt. Search for weapons? D20
>>
>>1413690
I feel my rolls cursed somehow...

>>1413695
I suppose. Or force someone to craft us something.

>>1413687
Backing this one now.
>>
>20. Follow their route out.

You pull your tattered robes around yourself and begin following the faint breeze and chalk marks along the cave walls toward what you hope is the exit. The way is long and steep, at times you must carve your nails into the cave walls and climb up sheer faces where ancient wooden staircases had rotten out.

Suddenly as you climb you feel a faint tug on your mind that hearkens back to your days of power and ruin, a bond of power from a ceremony of blood.

You stride along a small cramped passage, following twists and turns and shoving open a rusted iron door at the end of the passage, the wards metal burning your hands as you push it aside and gaze upon a piece of your past buried tip down in the stone floor.

A twisted length of bone and wood as hard as iron, thorns and barbs of razor sharp antler emerge from the tip, still dyed crimson from the blood that had soaked it over the years.

>Spear of Thorns acquired. A powerful melee weapon that also serves as a focal point for your spells

Taking the cool bone hilt in your hand you wrench it from the stone, admiring the flawless design. It had been a gift from the Mother herself.

You resume your trek and finally emerge from the cavemouth which is little more than a crevice in the stone face of a barren mountaintop.

You take in the cool breeze and taste the mists as you take in the sights.

>You see a...

>Village or small town a few miles north, a cluster of houses and torches, most likely farmers and hunters

>To the east is a small town visible, walls and a small tower in its center.

>To the west is more forest, a good chance to hide in seclusion and regain power slowly.

>Where go anons?
>>
>>1413758
gotta go the forest and regain our power
>>
Rolled 5 (1d20)

>>1413758
to the north
>>
>>1413788
No rolls necessary, just a consensus vote
>>
>>1413758
>To the east is a small town visible, walls and a small tower in its center.
>>
>Btw if any anons have any druid images they want to drop that they think might fit the theme, that would be awesome :)

>Inb4 all David Bowie pics are posted
>>
>>1413758
>West
Lets connect with Mother and get our power back, before starting to deal punishments for ignorants
>>
>>1413827
would this be something ?
but also all the david bowie
>>
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>>1413827
this works right?
>>
>>1413827
Nah, saturation's bad for the market. As for druids, I can't find anything too menacing...
>>
>>1412872
I think we were the kind of druid that experimented on splicing people and nature together creating horrible abominations.
>>
>West

You turn away from the meager examples of civilization before you and begin trudging down the mountainside toward the depths of the forest. Towards the depths of the green. Toward HER.

You walk amongst the ancient trees, the thick leaf layer under your feet cushioning your steps as you trace your fingers along the thick bark. The rustle of leaves above you in the cool wind is like the kiss of an angel to your soul.

You take cover in the shade of a crooked oak and idly toy with a fallen twig, changing it into a multitude of different forms.

>Attempt to contact the Mother (D20)

>Attempt to make some minions (D20)

>Attempt to use your greensight to scout the forest (D20)

>Practice a spell (Keep it nature themed, write in, D20)
>>
Rolled 19 (1d20)

>>1414009

>Attempt to contact the Mother (D20)
>>
Rolled 16 (1d20)

>>1414009
>Attempt to contact the Mother (D20)
>>
>Taking a break for the night anons, company is coming over. Ill be back tomorrow around noonish :)
>>
>>1414233
Ok
Good ngiht
Dont let the goblins keep tou up
>>
>>1413058
>Not walking up behind him and asking what it says

Wasted opportunity
>>
>>1413843
This has my vote. Better than everything I found.
>>
It comes. It is always coming. Looming over the horizon, like a giant against the sun. It waits and dreams of becoming itself. Man and beast dying in spirit and then in body as the natural mechanisms of the world shudder, grind, and break, taxed as never before. The oceans rising and boiling, the air growing heavy and poisonous, the earth growing sour and barren. It sees the last men grow mad as they scrape with starving animal futility for the final scraps that there ever will be.

It sees the stillness of the poisoned world with greasy porthole eyes, its grin whirring and shining, hot smoke erupting into the brown sky as it dangles the last broken soul from its rusted girder fingers before dropping it into the slaughterhouse of its stomach.

You can't stop it. It's coming. It's always coming. It's here. It's always here.
>>
Rolled 13 (1d20)

>>1414009
>Attempt to contact the Mother (D20)
>>
Test post
>>
>Sorry about that guys. 4chan banned me for a bit there. Im back.
>>
>Can my active anons sound off so I know if we've got players
>>
>>1416299

Here
>>
>>1416299

Here
>>
>19. Contact Mother

You assume a meditative stance, folding your knees and laying your spear across them, closing your eyes and expanding your mind.

You feel the trees around you, their essences slow and ponderous, seeking only light and water

You feel the insects crawling through the leafmold and on the trees themselves, their fleeting minds focused on food and survival

You feel the bright spark of birds, their fluttering thoughts a chorus in the web of the forest life. You can feel their eyes upon you, a intruder in their home that is not unwelcome.

Ah. She hears you.

A vast and all encompassing presence, a being of distilled LIFE. The Green Mother. The holy Earth. She appears in your minds eye as a young woman, garbed in a robe of flowing leaves and birds feathers, her skin tinged green by chlorophyll. Her eyes sparkle like a forgotten forest pool as she speaks in a voice of rustling leaves and water

"Ah my child. My strongest and most clever child, you have been too long gone from me. Your traitorous brothers prevented your faithful work from being done, they turned their backs on their mother. You were PUNISHED for this. Sealed away like a curse in warded iron and stone. This will not do my child. Not at all. You must regain your strength and push forward again. This world is not prepared for the champion of the mother. Go forth and create your legions, start small my son and you shall be unstoppable"

A small gift of power flows between the mothers avatar and your soul, replenishing your reserves to a level more fitting a true champion of The Mother.

>Fully Rejuvenated appearance-Can pass for human completely

>Robes repaired-Tattered robes are now flowing green and brown garments, no longer drawing undue attention

>Partial Polymortph-Can change smoke physical traits to that of an animal for a short time (claws, eyes, etc)

>Try and make some Minions (What kind, D20)

>Practice a Spell (Keep it nature themed, D20)

>Head North

>Head East
>>
>>1416342
>Fully Rejuvenated appearance-Can pass for human completely

>Head East

Lets see what we can find in the small town.
>>
>>1416342
>Head east
>>
>>1416342
>Partial Polymortph-Can change smoke physical traits to that of an animal for a short time (claws, eyes, etc)
>Head East
>>
Rolled 5 (1d20)

>>1416342
>Practice a Spell (Keep it nature themed, D20)

Greensight, let's see if there are any intruders in the forest at the moment
>>
>Head east

You rise from the soft leaf layer and turn toward the east, the faint smoke on the horizon of the small town visible even from here. You use your ThornSpear as a walking stick, a slight adjustment of your will alters its shape to that of a twisted length of white wood, a unassuming staff. You flip your hood over your head and walk on, savoring the earthy smells and chitters of the forest life. A deer walks alongside you for a short while and you feed him a handful of berries you grew from your staff.

>Time passes.

You step out of the forest and onto a clear cut section of mud and gravel,a small road. The tracks of carriages and horses clearly visible in the damp earth.

You continue along the road and finally the faint smear of smoke on the horizon resolves itself into a town, small in size yet with a sturdy stone tower in its center. The walls are a palisade of sharpened logs with a secure gatehouse leading in from the road. A progression of wagons are attempting to enter yet are being held up by several uniformed men armed with halberds and crossbows.

>Sneak by in the confusion D20

>Wait your turn, enter peacefully (D20)

>Circle the walls and attempt to scale them (D20)

>Use a birds sight to scout the town (D20)

>These mortals are no match for you. Fight your way in (D20)

>Other
>>
>>1416392
>Use a birds sight to scout the town (D20)
>>
>>1416392
>Use a birds sight to scout the town (D20)

Info first last and always
>>
Rolled 7 (1d20)

>>1416427

Forgot to roll, unless you want to start waiting for consensus QM?
>>
Rolled 10 (1d20)

>>1416399
Shit, I forgot too.
>>
>>1416392
>>Wait your turn, enter peacefully (D20)
>>
Rolled 8 (1d20)

>>1416392
>Use a birds sight to scout the town (D20)
>>
Rolled 8 (1d20)

>>1416392
>Scouting
>>
Where did the 20s go?
>>
>>1417049
someone said " goblin king, goblin king take these 20s away from me"
>>
>>1417373
>>1417049

Now we have to go into the labyrinth and get them back within 24 hours or they will be lost forever
>>
>Hey guys im back. My data crapped out on me and I just got it working again. Any anons still here?
>>
>>1417973
I got you
>>
>>1417990
>Wendy has returned to me.
>Squee'ing intensifies
>>
Rolled 10 (1d20)

>Use birds to scout the town
>>
>10. Bird sight.

You look at the heavily armed guards and the patrolling crossbowmen along the walls and decide quickly.

No. You want NONE of that edged metal please and thank you.

You stalk into the trees and begin chirping and whistling until a small blackbird flits down and lands on your outstretched finger.

You peer into the bright eyes of the happily warbling bird and transfer a small portion of your power and will into it.

The blackbird shivers, its eyes glowing green for a moment before it stills, its eyes locking on yours as you feel its presence within your mind. You sit with your back to a slender birch tree and lift your arm, willing the bird to take flight.

You see the world through the eyes of the blackbird as it soars over the walls of the small town. You see patrols of the armed guards marching in loose formations through the cobblestone streets, shoving aside common folk.

In the center of the town is a large market square near the entrance to the stone tower, the walls of the upper reaches are lightly warded with arcane runes.

Your blackbird settles on a flagpole and observes as the townsfolk scurry about their day. There seem to he few nonhumans in the crowds, a few elves, the rare dwarf. This town seems heavily human dominated.

Disgusting.

Your blackbird shuffles closer, attempting to observe as a commotion around the door to the tower occurs, unfortunately it never sees the young boy armed with a slingshot.

Your connection to the blackbird cuts out with a sudden blink and the emptiness of death.

>What do?

>Retreat into the forest, make some minions (What kind? D20)

>Practice a spell (D20, what kind)

>Attack a traveler on the road, make them into a thrall (D20)

>Other (D20)
>>
Rolled 3 (1d20)

>Retreat into the forest, make some minions (What kind? D20)

Lets make some Goblin creatures made from nature
>>
Rolled 14 (1d20)

>>1418086
>>Other (D20)

Look if there are others access to the town like sewers/catacombs in order to attack from below
>>
>Calling it.
>14. Search for alternate routes in

You scowl at the walls of the town, the rough hewn logs a insult to the Mother and to yourself. This town will be the very first to fall to you. The first of many.

Unfortunately your power is not yet strong enough to breach the walls or consume the town in greenery. You will have to settle for stealth and skill to take this pathetic.... Place

You place your hands upon the ground and dig your fingers into the thick soil, extending your will and senses throughout the area.

You feel the roots of the nearby trees extending deep into the earth, pulling life from the soil itself.

You feel a warren of rabbits nearby, their tunnels stretching nearly to the walls of the town itself. Their simple minds brightening as your attention washes over them

You feel a small stream nearby, its waters vanishing underground as they reach the walls of the town, the small cave system extending under several houses.

>What do?

>begin crafting minions (What kind? D20)

>Practice a spell (D20, what spell)

>Influence the rabbits to begin digging a tunnel under the town (D20)

>Explore the Underground stream/Caves (D20)

>Other (D20)
>>
Rolled 8 (1d20)

>>1418226
>>Explore the Underground stream/Caves (D20)

Question: it's possible craft some treant or the power is still not enough?
>>
>>1418252
A treant is above you right now, yet some basic minions/warriors are possible.
>>
Rolled 13 (1d20)

Lets make some motherfucking tree goblins!
>>
Rolled 18 (1d20)

>>1418226
>Explore the Underground stream/Caves (D20)
>>
>18. Explore the caves.

You focus your mind on the narrow opening to the subterranean caves and open your eyes with a start, green energy swirling in the pupils for a moment before you climb to your feet, walking quickly to the banks of a small, burbling stream flowing merrily over moss coated rocks and carrying the scattered detritus of the forest floor.

You walk along the pebble strewn banks of the stream when suddenly they end in a small, deep pool that visibly drains into a root lined hole a few feet across.

With a wave of your hand the roots squirm and shift, coiling around each other and widening the hole into a shallow descent into darkness.

You step inside, ducking your head from the dripping ceiling, the water cutting a small path through the mud and stones while the small cave is,for the most part, dry. You flex your will and from the tip of your staff grows a cluster of brightly glowing mushrooms.

The path now illuminated you carefully walk along the tunnel, expecting at any moment to find a barrier of steel bars or stone grating in your path.

You find none, the cave disappears into several tiny outlets from a small subterranean pool directly under the southern edge of the town.

>Access to Town can be accomplished through Caves

>What do?

>Begin Crafting minions. What kind? (D20)

>Make your way up through the basement of a house (D20)

>Practice a spell (D20)

>Other (D20)
>>
Rolled 11 (1d20)

>Make your way up through the basement of a house (D20)
>>
Rolled 10 (1d20)

>>1418360
>>Begin Crafting minions. What kind? (D20)

A horde of insects should be good start.
>>
Rolled 9 (1d20)

>>1418417
Seconding
>>
>>1418417
A horde of insects? Like insect minions or just controlling a swarm? 2 different things there
>>
Rolled 6 (1d20)

>>1418360
>>Make your way up through the basement of a house (D20)
let's get some more intel and try to make some thralls before unleashing a plague of roaches and rats.
>>
>>1418526
Controlling a swarm, in that place there should be enough "material" right?
>>
>>1418575
Definitely. A swarm of insects is not a minion however and will be viewed as a scouting/Vigilance utility. Bueno?
>>
>>1418575
Or are you aiming to actually create the swarm with a specific use in mind?
>>
>>1418588
the aim was scouting the town/buildings, especially the stone tower
>>
SCOUT TIME BABY
>>
>>1418687
>>1418620
yeah go little critters
>>
>Sorry I fell asleep on you guys :( any anons active rn? Sound off you glorious fucks
>>
>>1420544
>>
>>1420544
Never left for a second.
>>
>>1420544
Bump.

Let's make sure to destroy the town without anyone knowing we did it.
''Save'' the kids and indoctrinate them.
>>
>>1420544
Checking this quest all the time, but off to play DnD in a bit. I hope to have some stuff to read when I come back ;)
>>
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>>1420555
Got trips, Celebratory Bowie
>>
>Wendy changed their roll to support Bugs so.
>10. Insect swarm

You kneel along the shore of the small subterranean pond and lay your staff across your knees, focusing your power on the memory of the crawling life that had served you in the past as your eyes and ears.... And a cloud of ripping teeth when needed.

You hold your hand out and clench your fist as the flesh of your arm boils and bubbles, small bumps appearing and moving under the skin towards your palm.

With a growl of pain you open your hand and the flesh of your palm splits, releasing a thousands of dark green and black insects, the buzzing swarm rapidly taking flight and circling the chamber.

One alights on your outstretched finger and you inspect it closely. It resembles a large wasp and predatory beetle, its body coated in a slick carapace while its 4 sets of wings flutter rapidly. It possesses a large curving stinger and a pair of mandibles that can easily rip and tear flesh.

You lift your hand and will the swarm to begin gnawing through the thin stone and earth into the basement of the nearest homes...

>Kill home inhabitants with swarm (D20)

>Use swarm to subdue them (D20)

>Use Swarm to scout town thoroughly (D20)

>Have swarm assume vigilance over town, scout over time (D20)

>Other (D20)
>>
Rolled 8 (1d20)

>>1420620
>Kill home inhabitants with swarm.

I vote to make the caves a temporary "base of operations" and terrorize the town with swarms of insects. This leads to chaos and fear. Also, in the earth we are literally right in out element. Whoever comes into the cave to investigate will probably not stand a chance.
>>
Rolled 20 (1d20)

>>1420620
>>Use Swarm to scout town thoroughly (D20)
>>
Rolled 20 (1d20)

>>1420620
>Use swarm to subdue them (D20)
We can practice our seed implanting technique on them.
>>
>>1420656
>>1420668

We are so raping this town.

OP time to write a song!
>>
>>1420656
>>1420668
Well fuck. Double 20?
>>
>>1420674
Kek. Negative ghost rider
>>
>>1420690
So, whatcha gonna do now, eh? You got two crits!

Hehehehe.
>>
>>1420756
Im literally stuck. By the rules I have to take crits so I guess well be super successful and find out everything about the town and subdue the family like seal team six
>>
>>1420761
maybe the family are secret nature cultists and they seek to join us?
>>
>>1420761
This one demands a song.
>>
>>1420788
In the dark of the tomb, I was tossing and turning
And the nightmare I had was as bad as can be
It scared me out of my wits
A corpse falling to bits
Then I opened my eyes and the nightmare was me!
I was once the most mystical man in the
Order
When the Druids betrayed me, they made a mistake
My Return'l make each of them pay
And not a one gets away
Little humans, beware, for we are awake

There you go
>>
>Double 20 vengeance
>20.Scout Town
>20. Subdue People in the house.

Your swarm gnaws rapidly through the soft stone and earth, a faint rain of dust and pebbles trickling down from the hole in the ceiling. Before long they report they have found solid lengths of wood, the aged planks no match for their gnashing jaws

Your swarm surges forward into the gloom of a basement, lit only by small candles set along the stone walls. In the basement are several large Kegs and barrels alongside stools and tables covered by white cloth. It seems your swarm surfaced in the basement of a bar.

The cloud of chitin and stingers dissipates, several hundred peeling off through cracks in the stone and planks and making their way outside, their compound eyes watching the townsfolk carefully.

The main swarm however begins surging through the floorboards and walls, seeking out any inhabitants. And oh do they find them

A fat elderly innkeeper awakes to swarming insects crawling over him, his screams of alarm fail to come as the venom in their stingers reduces him to a twitching mess.

A trio of guards sleeping off their drinks in the spare rooms upstairs along with their... Female company are stung in their sleep and never awaken to the crawling menace.

A stable boy sleeping in the shed behind the tavern awakes to a faint buzzing and opens his door only to ne met with a swarm of stingers and jaws. His scream is drowned out by the insects filling his mouth..

>Innkeeper subdued
>3 guards subdued
>3 Barmaids Subdued
>Stableboy subdued

Your investigating insects spread out along the town and begin watching and scouring for knowledge.

They observe as patrols of guards idly walk along the walls, passing bottles around as they pass the time.

They watch from above as the guard at the gatehouse leans back in his chair, snoring loudly while one of your swarm buzzes curiously over his head

They crawl along the warded stone of the tower and attempt to gnaw through the weaker sections. After several explode into colored sparks your swarm decides the tower should be YOUR job and disperse to their hiding places as dawn approaches.

>Guard patrols are uncaring toward civilians
>Guard patrols are unprofessional and are often drunk on night watch
>Tower is warded against magical incursion and will require force to enter.
>Gate guard is almost always drunk at night.

>What do?

>Attempt to implant a seed in your captured humans (D20)

>Create some minions (D20, what kind)

>Practice a spell (D20)

>Other (D20)
>>
Rolled 13 (1d20)

>>1420932
>Create some minions
Stealthy ones, the kind that can sneak around and do dirty work for us out of the ones we've subdued. Here's hoping I don't literally blow their minds again
>>
Rolled 14 (1d20)

>>1420932
time to practice seed planting
>>
Rolled 18 (1d20)

>>1420932
>Attempt to implant a seed in your captured humans (D20)

Big money no whammies
>>
Rolled 17 (1d20)

>>1420932
>Attempt to implant a seed in your captured humans (D20)
We need practice for the pod people takeover
>>
>>1420950
>>1420957
hey! pick a musician anons.
>>
>>1420961
>>
Rolled 13 (1d20)

>>1420932
> create minions/implant seed
Let's create some maneads and manikins.
>>
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>>1420972
>>1420974
Good, good, we are as legion
>>
Rolled 19 (1d20)

>>1420932
>>Attempt to implant a seed in your captured humans (D20)

Time to leave our seed in those women and have them infect the other citizens!
>>
>18. Implant a seed in your subdued humans

You will the earth around the cavern to mold itself into a staircase leading up to the freshly formed hole into the Inns basement.

You emerge from the widening pit and smile broadly as your swarm buzzes around you happily, the excited insects leading you to their catches. You hear upstairs, already forming the writhing BrainSeeds in your palm.

Kneeling over the nearly comatose innkeep you press the wiggling seed to his temple, the faint grind of bone audible as it burrows into his brain. You observe as he moans and twitches slightly before stilling, his presence in the back of your mind like a faint voice.

Good. Now just 7 more times.

>5 Civilian Thralls gained
>3 Guard thralls gained

>Thralls are your eyes and ears. Indistinguishable from normal humans...for a time. They will gradually mutate and become more and more detectable.

>What do?

>Assign thralls a task (What? D20)

>Create some minions (What kind, D20)

>Practice a spell (D20)

>Other (D20)
>>
>>1420982
>>1420972
>>1420961
>>1420974
It BEGINS!!
>>
>>1421011
There is a forum in new 4chanleans
they call the rising qst and its been the ruin of many a poor boy and god knows im one
>>
Rolled 18 (1d20)

>>1421001
>Assign thralls a task (What? D20)

Have them go back to their routines as best as possible

Can they spread the Brain Seeds as well?
>>
Rolled 15 (1d20)

>>1421001
>>Assign thralls a task (What? D20)

Assign the Inn Owner to do his work normally.

Have the stable boy spy the village.

Have the guards and barmaids work together to capture other guests for you by getting them drunk + honeytrap.
>>
>>1421025
No they cannot. They can subdue other humans and bring them to you but at great risk to the civilian thralls. The Guard Thralls are armed and semi-skilled fighters
>>
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Rolled 17 (1d20)

>>1421001
Here's an idea! Exploit the guards drunkenness and sell them spirits laced with spores! Be it poisonous or mind control I suppose needs consensus.
>>
>>1421030
LAXATIVES!

We need to be truly evil!
>>
>>1421032
Well I'm not about to take some non-sensational Anon. You need to EMBRACE the roll my friend, find the STAR within yourself!
>>
>>1421030
Definitely mind control. We don't need to raise suspicion before we have a decent defence.

>>1421032
We may be Disney evil, but we're not that evil!
>>
>>1421032
get a name anon
>>
>>1421067
There
>>
>>1421077
A music name anon
>>
>>1421030

I'll switch to support lacing the beer with spores
>>
>>1421084
Don't you know the band ''Apoopoo'' and their album ''Skit scat shitty street rat'' ?
>>
>>1421095
no. now pick a real band or famous singer
>>
>>1421095
>>1421119
Yeah man, take this seriously.
>>
>>1421131
>>1421119

There.
>>
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>>1421136
acceptable
>>
>>1421150
oops forgot code name
>>
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>>1421136
It'll pass
>>
>18. All is well fellow meatbags

You retire to your sanctuary cave after leaving orders for your freshly converted thralls to resume their normal activities, a monotone drone of "Yes Master" follows you out, the faint green glow behind their eyes the only indicator of their new status.

Your Guards thralls return to their duties, patrolling around the town, drinking and joking with their squadmates, taking careful notes of the layout of the town and the position of various guard patrols at all times

Your Inkeep and barmaid thralls begin serving customers, the inkeep chuckling loudly and serving drinks, polishing glasses idly as he eavesdrops on the bar patrons. The barmaids ensure that the guards and men of the town drink plenty and talk freely, ensuring the inn will be a even more popular spot for the guards to frequent.

They learn that that the local nobleman, Baron Alfstein, has turned his tower in the town square into a fortress against magical intrusion due to some paranoia against his "Experiments" whatever they may be.

They learn that many of the guards are not the actual town guard but instead a mercenary company hired to protect the Barons interests and security.

>What do?

>Craft some minions (D20)

>Assign your Thralls a new task (D20)

>Practice a spell (D20)

>Leave your Thralls here to Gather Intel, go investigate the small village to the north (D20)

>Other
>>
>>1421172
>Have the guard thralls subdue a commander of sorts, someone who knows what these "Experiments" are
They could be of great use, assuming we can tame them.
>>
>>1421183
You uh... Gonna roll Mr.Bowie
>>
Rolled 19 (1d20)

>>1421183
Supporting
>>
Rolled 10 (1d20)

>>1421172
>>Practice a spell (D20)

Controlling and creating Moss that drains magic power from its surroundings.
We need to breech that tower and place the blame on the local noble for everything we do.
>>
Rolled 2 (1d20)

>>1421183

This
>>
Rolled 16 (1d20)

>>1421183
supporting
>>
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>>1421207
>>1421229
>>1421183
Should I roll myself, or can someone from the consensus take it? Cause if not...
>>
>>1421232
damn it wrong name again
>>
>>1421201
>>1421237
So sorry QM I meant to include YOU in that roll call.
>>
Rolled 20 (1d20)

>>1421172
>craft minions

COME MY MINIONS COME FOR YOUR MASTER
>>
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>>1421247
>>
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>>1421247
>>1421252
If you correct the lyrics, you'll be fine friend.

It's "Come my minions, RISE for your master
>>
>>1421261
Dammit
>>
>19. Black Bag operation

These... Experiments of Baron Alfstein's have piqued your curiosity. You flex your will and your Guard thralls perk up as your voice echoes in their minds

"Find me one who knows of these....experiments. A high ranking officer. Bring him to me. Immediately."

Your thralls immediately set off, headed toward a tall, older guard that is currently berating the man on duty at the gate

"I fucking TOLD you! If I found you drunk at your post again Id have you lashed! Report to the brig NOW!" he roars, spittle flying from his lips and flecking the unfortunate guards face.

"Ye-yes Lieutenant Grissom! Of course sir! Right away sir!" the terrified man stammers, breaking into a stumbling run.

"Fucking drunken moron..." grumbles Grissom. "Can't get any decent recruits these days"

Your lead thrall speaks up as they approach
"Sir? We'd like to report a matter for your attention" says the lead Thrall quickly

Grissom sighs, rubbing his temples
"Don't. Unless its about how more of our men are shirking their duties to drink... I don't rightly care."

Thinking quickly your Thrall smooth replies
"That's exactly it sir. We'd like to report some of the have been secreting themselves in the basement of the inn and drinking instead of performing their duties"

Grissom turns beet red, the older man blowing his impressive mustache out in fury.
"Show me. Ill lash them all till I see their spines"

>Time passes

Your thrall opens the door to the inns basement, standing to the side for Grissom to storm down the stairs, holding a lantern high

"ALRIGHT YOU LAZY SHI- what? Where are they?" says Grissom, turning to face your Thralls only to receive the haft of a halberds across his face

"Right here sir"

>Lieutenant Grissom captured- A mid ranking officer of the mercenary guard he will supply some answers.

>Interrogate Grissom (D20, first question)
>>
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>>1421247
Fuck
>>
Rolled 18 (1d20)

>>1421289
>>Interrogate Grissom (D20, first question)
Who's your daddy?
>>
Rolled 10 (1d20)

>>1421289
>Interrogate Grissom (D20, first question)

What are the Baron's Experiments?
>>
Rolled 12 (1d20)

>>1421289
Where are the Experiments located?
>>
Rolled 1 (1d20)

>>1421289
>>Interrogate Grissom (D20, first question)

What he know about baron's experiments
>>
>>1421309
Is that literally the question?
>>
Rolled 1 (1d20)

>>1421331
Yes.
Let's slap him a few times to break him in.
>>
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>>1421326
>>1421336
>>1421331

Remind me, the rolls are best of three but do crits apply outside of that?
>>
>>1421339
The craft minions crit from last post didnt count, so I'll assume as much
>>
>>1421339
Only the first 3 rolls are counted. Crits after that aren't counted
>>
>>1421352
Oh, good.
>>
>>1421320
Could we just go with serious question, I mean we are crazy and all but still..
>>
>>1421352
So my minions mean nothing ):
>>
>18. Whos your daddy

You rise from the hole in the basement floor, your robes rustling softly as your thralls stand back from the chair they have secured Grissom to. The older man is bound, hand and foot to the seat with a cord around his throat preventing him from raising his voice loud enough to scream. His scalp is bleeding slowly from the vicious blow your Thrall dealt him and he is groaning and slowly stirring.

"Ah... Good. You are awake... I trust you are not in any discomfort?"
You say quietly, your voice echoing in the silent basement.

Grissoms head jerks slightly, his glassy eyes refusing to focus on you properly
"Wha-what? What do you want?"

You step forward, giving a ringing slap across his face, knocking it sideways and splattering blood from his split lip.
"Who's your daddy you filthy fuck!" you roar into his face, the dazed lieutenant blinking in confusion

"My-my daddy? My... Father was... Uldrick Grissom... Hes been dead for years... What do you want with him?"

You chuckle darkly, resuming your walk around your prisoner
"Nothing. Just wanted to keep you on your toes"

>Next question (D20)
>>
Rolled 7 (1d20)

>>1421373
Tell me about these ..... experiments of the baron
>>
Rolled 18 (1d20)

>>1421373

What are the Baron's Experiments?
>>
Rolled 12 (1d20)

>>1421373
What babe!
>>
Rolled 2 (1d20)

>>1421373
>>Next question (D20)

Baron's experiments
>>
>>1421385
The babe with the power?
>>
>>1421443
The power of whodo?
>>
>>1421455
>>1421443
>>1421385
Nevermind I can't song I'm gonna go kill myself
>>
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>>1421455
>>1421466
No, see, you messed it up. Can't go on, never mind, just drop it. Leave your gets at the door.
>>
>18. What are the barons experiments?

You tap a long, jagged nail against the back of the chair, goosebumps visibly raising on the back of Grissoms neck.

"Your.... Employer... Baron Alfstein... Ive heard tell of his.... Exoeriments. In that tower of his? An important man like you.... Could know things... Useful things..."

The trail of your nail along his skin brings forth a hiss of pain and a bright streak of blood.

"AH! Yes, the baron! He... He has secluded himself in the upper floors of the tower... He.. Uh... Before he did we were encouraged to bring any of the townsfolk with uh...magical affinity up to his chambers... They never returned. Hes been searching for some way to... Extract.... Magical energy from the environment and store it somehow..."

Interesting.....

>Next question (D20)
>>
Rolled 20 (1d20)

>>1421584

And you and your men support him through this?
>>
You rolled a twenty and it wasn't even that great a question! My question: "How tolerant are you to pain, you degenerate filth?" And slowly take hold of his neck
>>
Rolled 9 (1d20)

shoot the roll didn't work
>>
Rolled 11 (1d20)

>>1421622
A 20 and you ask a mercenary if he does what he's paid for?

Asking the following,

>Where are the experiments located? In the basement or at the top of the tower?
>>
>>1421622
>>1421681
>combining these 2 because the 20 is kind of obvious answer.
>20.

You pause in your circling of his chair. Imprisoning and experimenting on magic users? In your day magic users were revered and protected due to their rarity. Are they more common now or do they simply not wield the same powers?

You grip his shoulder tightly, the joint faintly popping as your fingers sink into his flesh. This is... Displeasing

"You and your.... Men.. Allow this? You support his actions and his... Abominable experiments" you hiss through clenched teeth

Grissom groans in pain as you flex your fingers, the razor sharp nails grinding against bone
"We..ah!...were mercenaries.... We just do what we're paid to do... This isn't the worst job Ive done....just in it for the money...."

Ugh. Simple greed allowing his betters to be mistreated. This is why you hates humans

You lean close and growl into his ear, your voice carrying pure menace
"These.... Experiments of his. Where does he keep them? The top of his tower? Or perhaps the basement? Where? Answer me worm"

Grissom pales at your voice, his eyes showing white
"He-he keeps his equipment at the upper reaches of the tower, along with his quarters. Its heavily warded and guarded. You'd need an army to breach it. He keeps the.... Subjects for his... Research... In the basement under lock and key"

You scowl. This wont do. This wont do at all

>What do with Grissom

>Kill him

>Seed him

>Force a change, create a Minion (D20)

>Other
>>
>>1421717
What exactly does creating a minion do? Something like our own personal Swamp Thing?
>>
>>1421728
Using a human to create a minion will basically mutate them into a form more suitable for our purpose. Basically turns them into a monster under our control. Creating minions from plant life is possible, creating them from animals is possible and mutating humans into minions is possible.
>>
>>1421734
So it's basically seeding them but altering their appearance immediately?
>>
>>1421737
The seed triggers slow, gradual changes (green veins, bloodshot eyes, decreasing mental capacity, erratic behavior) mutating them will immediately change them into a beast/Man hybrid. Basically changing them into a "combat form" immediately
>>
Rolled 20 (1d20)

>>1421748
Ah, alright. In which case, rolling to seed him, and convince the rest of the mercenary company to join us.

Would I require a separate roll for our current thralls to lure in more patrons to seed or no?
>>
Rolled 6 (1d20)

>>1421717
force a change werewolf minion time
>>
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>>1421760
Oh hooray! My first 20 in this quest! Celebratory Bowie!
>>
Rolled 16 (1d20)

>>1421717


>Force a change, create a Minion (D20)
>>
>>1421769
>>1421763
>>1421760
Oh boo, I roll a 20 and no one's backing it.
>>
>>1421776
we want to try something new and cool
>>
>>1421784
I mean I can understand wanting to turn an experienced warrior into our own but he'll just transform later...

I like Tin Machine right now.
>>
>>1421760

Supporting this, it's the most sensible use for him, we can force change in the other members that he brings to us
>>
>>1421795
alright im willing to make this compromise
>>
>>1421681

Also, in my defense, I was hoping that with the 20 he might break down and possibly had been questioning the orders, even mercs got hearts after all

From there we would have weakened the mercs by using them to storm the tower and then once they were weakened we would slaughter them
>>
>>1421796
>>1421795
Hooray! A perfect minion for us!

>>1421797
I totally understand, but these are expendable, run-of-the-mill mercenaries. They break rank and file as easily as they do under interrogation.
>>
Well, I'll be heading off to get my glamour sleep. Keep the thread alive while I'm gone Johann!
>>
>>1421829
im here too
>>
>ill be back in a moment, had to run and help a friend of mine
>>
Rolled 6 (1d20)

>>1421717
>>Seed him
>>
>That took longer than I thought it would but Im back. Any of you awesome fucks still here?
>>
>>1422072
Ive got the slow qm blues....lord knows ive paids some dues
>>
>>1422081
:'(
>>
>20. Seed him. Your men serve me now.

You circle around to face Grissom, the battered mercenary spitting a mouthful of blood onto the floor and wearily raising his head to face your eyes.
"What now? Are you gonna.... Gonna kill me? Get it over with... Ive had a good life..." he says bitterly, hanging his head after a moment

You appraise the man, he seems to be a capable and intelligent leader if a little disillusioned. With the right... Motivating force he could be a valuable asset with the troops he commands.

"No.... No i won't kill you. I have use for a man such as you. We will have to do something about that free will of yours though." you say with a broad smile, the writhing bundle of tendrils and gnashing teeth forms in your hand as you force his head to the side and slam the seed into his temple, the grind of bone drowned out by his wordless cry of agony

He shudders and twitches for a moment, his jaw working and hands curling as the seed roots in his brain, tendrils curling along his nerves.

Finally his struggles cease and his head slowly raises, his eyes meeting yours with a tinge of green in the irises.
"Yes, my master."
>Lieutenants Grissom converted
>1/3 (40 men) of Mercenary company (Grissom's men) under your employ (seeding required for absolute loyalty)

>What do?

>Seed Grissom's men (D20)

>Begin capturing civilians and seeding them (D20)

>Craft some minions (Use civilians or start from scratch? D20)

>Practice a spell (D20)

>other
>>
>>1422085
and know its late so i have to go, dont let johan just steal the showwwww ive the got the human need to sleep blues.....lordk knows ive paid some dues
>>
Rolled 7 (1d20)

>>1422131
>Seed Grissom's men (D20)

>>1422132

Night Lead Belly, let the soothing tones of classical spirit you to slumber land, worry not over the Druid, he shall scheme and succeed
>>
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>Any anons lurking?
>>
Rolled 7 (1d20)

>>1422131
>Practice a spell (D20)

>>1422193
Just discover this thing, I´m reeeeading
>>
Rolled 19 (1d20)

>>1422131
>Begin capturing civilians and seeding them
>>
>19. Begin capturing civilians

You retire to your lair underneath the basement and kneel along the shore of the small subterranean pool, its walls now bustling with life. Biolumiscent mushrooms and ferns sprout freely and small, faintly glowing fish swim lazily in the pools depths, their bodies changed by contact with your power.

You order Grissom and your guard thralls to begin bringing down patrons of the bar to you for seeding. Grissom's men spring at his orders to remain near the inn and happily take up positions nearby, accepting his orders that they has received new orders from a new "Benefactor" to guard the inn from any curious attentions.

Over the next few days you sprout a great many of the Brainseeds, implanting them in men and women equally. Your control increases to nearly a tenth of the towns population, well over fifty human thralls.

>55 civilian Thralls total
>3 Guard Thralls
>Lieutenant Grissom
>40 mercenaries
>What do?

>Assign thralls a task (What? D20)

>Create some combat/Utility minions (D20, write in what kind you want)

>Practice a spell (D20)

>Other (D20)
>>
Rolled 10 (1d20)

>>1422341
>Assign thralls to continue going about their daily lives. Spreading rumors about the Baron.

Can't be too suspicious.
>>
>>1422341

Seconding >>1422392

Let´s reconquer cheeky breeky style
>>
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Rolled 16 (1d20)

>>1422341
>>Practice a spell (D20)
>>Assign thralls a task (What? D20)
Create STD brainseeds and put those female thralls to good use.
Control Natural Urges

If that's too magical realmsly, just work on some sort of contagion that can be spread by vermin.
>>
>>1422395
Roll man roll!
>>
Rolled 16 (1d20)

>>1422395
>>1422414
>>
>>1422403
Vagina Brainseeds are a bit too.... Yuck so what kind if contagion do you have in mind?
>>
>>1422392
>>1422395
What rumors exactly?
>>
>>1422469
That he's been doing experiments on the people and capturing them late at night, they always come back but something about them seems off.

Basically blaming our shit on him.
>>
Rolled 3 (1d20)

>>1422341
>>
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>>1422462
>a bit too.... Yuck
welcome to Nature, human scum
yfw parasites hijacking animal reproductive systems isn't actually all that farfetched.But I agree that its not very fun to think or write about.

For the sfw contagion
Just some sort of standard bubonic plague type stuff would be easiest. Just infect a swarm of fleas and roaches and watch civilization crumble.

On the other hand, some sort of aerial spore-type brain seeds like cordyceps fungus would have a more zombie apocalypse-like effect and give us lots of thralls and minions.
Although for best effect, we'd need to create some sort of mutant puffball shroom to reproduce and disperse said spores across the land.
Then we could cover the world in a toxic fungle jungle a la Nausicaa
>>
>>1422567
Supporting this.
>>
>>1422567
Further support from yours truly.

Also Cursed, would we have a special thread from the point of view of a plucky young hero destined to face us? Or something along those lines. I'd just want to see the reaction of someone who at least has heard of us and is sufficiently terrified concerned.
>>
>>1422885
the plucky young hero needs to be musically inclined.
>>
>>1422904
A druidic bard perhaps?
>>
>>1422906
Not sure if we really need a bard - we don't need anyone trying to one up our singing - but seeing a more...level-headed druids perspective would be interesting.
>>
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Wait Ive got it! A level headed pair of druids who are also musically inclined. pic related
>>
>Hey guys! Ever-Sleepy OP here. Im back and ready to rock. Any anons currently present?
>>
>>1422885
>Possibly later in the story, right now we are completely unknown.
>>
>>1423090
Reporting in. [i]Plays trumpet[/i]
>>
>>1423104
Ive got the lack of update blues.....lord knows ive paid some dues
>>
>>1423090
Here aswell!
>>
>The consensus between the tied rolls seems to be have Thralls continue as usual and spread rumours about the Baron. Bueno?
>>
>>1423110
Indeed
>>
>>1423090
I'm back
>>
>16. Gossip and hearsay

You dismiss your freshly seeded Thralls and watch with faint pride as they go about their normal days, carrying out their menial tasks like good little automatons.

This Baron and his experiments are... Concerning. You'll need to turn any supporters of his practices against him. You instruct your thralls to begin spreading vague rumours about the Baron, that he kidnaps and tortures children and women for his experiments, that he eats the flesh and souls of his prisoners, that he enjoys the company of men and horses.

The sheer amount of your Thralls and their conflicting, random and astounding claims begins taking effect on the townsfolk. They now scurry by the tower quickly, too fearful to look up. The guards are now shunned and avoided, fear of being the latest "experiment" prevalent.

You doubt that it would take much for the townsfolk to storm the Tower to investigate for themselves.

>Create a minion (D20, what kind)

>Practice a spell (D20)

>Assign your thralls a task (D20)

>Begin Mutating Thralls (D20)

>Other
>>
Rolled 19 (1d20)

>>1423115
>Mutate & hide some thralls, use others to imply they were taken by the baron. Socially popular thralls preferred for this purpose.
>>
>>1423119
Seconded but get a musician name anon
>>
>>1423119
A NON MUSICAL ANON IN MY THREAD

REEEEEEEEEEEEEEEEE
>>
Rolled 7 (1d20)

>>1423115

>Mutate & hide some thralls, use others to imply they were taken by the baron. Socially popular thralls preferred for this purpose.
>>
Rolled 3 (1d20)

>>1423121>>1423115
>>1423119

I should roll
>>
>>1423152
serves me right for forgetting the tag
>>
>>1423119

Seconding this
>>
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>>1423119
>>1423152
>These non-musical anons

>>1423139
And no half-assing allowed!
>>
>19. Popular Disappearances.

You decide that is time to implement some true fear and suspicion in the populace. You order Grissom and several of his men to enter the homes of several of your more socially popular thralls (a butcher, a baker, a tailor, several more affluent Thralls and a well known young hunter) and drag them (Loudly) out of their homes in the middle of the night.

In secret your chosen thralls report to you and kneel before you, faces upturned and eyes closed as you channel your will into them.

They groan and tremble slightly as their bones and muscles shift AMD expand, warping into inhuman forms. Their skin takes on a mottled green and brown tone and resembles aged leather and wood while their hands stretch into strong, crushing paws lined with razored claws. Curling horns sprout from their heads as their hair thickens and lengthens, resembling grass more than hair at this point. Their faces extend into maws filled with sharp, crooked teeth while their eyes flash with bestial fury.

They stand head an shoulders above a tall man and ripple with barely contained strength. They were the backbone of your armies once. The WildFolk.

>10 WildFolk Warriors gained
>Townsfolk deeply suspicious of Baron

>order WildFolk to rampage through the streets during the night. (d20)

>Order remaining (45) thralls a task (D20)

>Practice a spell (D20)

>Expand tunnels throughout the town (D20)

>Other (D20)
>>
Rolled 3 (1d20)

>>1423207
>Expand tunnels thoughout the town
An expansive network is always good till we no longer have need of it. Maybe seal it up with roots and vines when we officially take over the town
>>
Rolled 20 (1d20)

>>1423207
>Other (D20)

Release one WildFolk at night and stage a large confrontation with our thralled guards making a big commotion bringing them in, maybe some property destruction to really bring attention to it

From there we should have another one of our thralls agitate a mob up and storm the tower but that would probably have to be a different roll
>>
Rolled 13 (1d20)

>>1423207
>Order remaining (45) thralls a task (D20)
Get the most charismatic one to rally the remaining townsfolk against the Baron. The other 44 can be the starter mob while the guards stay out of the way.
>>
>>1423213
Backing this. Since, 20.
>>
>>1423213
+1
>>
Rolled 17 (1d20)

>>1423207

>Other (D20)

Release one WildFolk at night and stage a large confrontation with our thralled guards making a big commotion bringing them in, maybe some property destruction to really bring attention to it

From there we should have another one of our thralls agitate a mob up and storm the tower but that would probably have to be a different roll

Also im on phone just mand it fast
>>
>>1423213
Supporting this since The Crit Train dont stop!
>>
>>1423213
That's brilliant.
>>
>20 with a supporting 17.
>Controlled demolition display

As night falls over the town, the guards and thralls under your control begin preparing themselves for the coming chaos. One of your Wildfolk warriors emerges from your underground sanacyuary, sniffing the air and growling softly, thick green spittle dripping to the ground.

It leaves the inn through a second story window carefully, shutting it behind itself. Leaping across the street and landing heavily on the roof of a nearby house with a bestial howl.

Townsfolk rush out of their houses in terror, crowding together as your Wildfolk leaps from rooftop to rooftop, knocking loose shingles and breaking down chimneys.

A brave young guard stationed on a flat rooftop stands his ground, aiming carefully with his crossbow. The Wildfolk leaps, claws outstretched right as the bolt flies with a deep *Tung*

The Wildfolk skids to a stop, a small bolt lodged in its bicep as it licks its crimson dripping claws. The young guard turns, gasping for breath as his lifeblood pumps out of the ruinous gashes in his chest and throat. His mail torn like tissue paper and his flesh offering no resistance. A vicious backhand flings the young man off of the roof and he lands in front of a large group of Townsfolk, conveniently led by a few of your Thralls.

One of them, goaded by your will, seizes the initiative
"SEE? See the foul experiments of Baron Alfstein! Creating monsters and unleashing them upon us! Who will stand for this? I won't!"

With a roar the townsfolk begin ransacking the nearby stores and homes, gathering axes, hammers, pitchforks and spades, forming a clamoring mob that marches toward the square, toward the barons tower.

>Roll a D20 for Riot success
>Release Wildfolk (Y/N)
>>
Rolled 19 (1d20)

>>1423970
>NO
Not yet.
>>
Rolled 10 (1d20)

>>1423970
>No
>>
Rolled 12 (1d20)

>>1423970
No.

If I could make a suggestion for the future of the quest, if you are taking best of 3 then 1d100 is a better way to go. With a 1 or a 20 being a crit failure or success there's a 30% chance of a crit one way or another for each roll.
>>
>>1424003
Backing
>>
Rolled 20 (1d20)

>>1423970
>>Roll a D20 for Riot success
>>
>>1424379
Mutate on of our thalrs so he can shapechange.
Make sure he makes a loud statement ''In the name of the Geen Mother i shall punish you vile wizard!''

Why kill the humans when we can convert them?
>>
Rolled 7 (1d20)

>>1423970
no wildfolk yet
>>1424379
Yes! nice roll
no were truing to be sneaky keep a low profile
>>
>>1424418
Sadly, >>1424379 Rolled after the first 3 roll cutoff. We still have a 19, though, which is pretty good.
>>
>OP has returned to you. Any anions present? Id have started posting earlier but I had court today :(
>>
>>1424596
Here i am.
>>
>>1424596
here and back again
>>
>19. Grab your torches and pitchforks

In streams and clumps the angered townsfolk march forth, shouting and clamoring for the Barons head. Your thralls are scattered throughout the growing mob, egging on their fellow rioters and passing out torches and makeshift weapons.

"In there! In the tower! The coward hides within!" cries one as the mob rounds the corner of the square, several hundred strong at this point. Several of the mercenary guards throw down their weapons and scatter, wanting no part in this.

The strong, oak door of the tower proves no match to dozens of chopping axes and heavy sledges, cracking the braces. As the mob pours in a figure can be seen at the uppermost window, a man, tearing at his hair in fury.

Your thralls report back that the inside of the tower is dark, damp and smells of mold and rot. As several dozen villagers pour into the basement to free the imprisoned magic users, several stumble back, retching and sobbing in horror.

Many of the imprisoned are little more than children, their bodies restrained and thin conduits and wires inserted into crudely stitched gashes in their flesh. Faint sparkles of magical energy can be seen moving along the cables up through the ceiling.

Suddenly all of the imprisoned mages jerk and scream simultaneously, the cables glowing a ethereal blue as a howl of rage and insane fury echoes from the upper reaches of the tower, along with screams and the stench of burnt flesh.

>Send Thralls up to investigate (D20)

>Mutate Thralls, send warriors (D20)

>Incite villagers to charge again (D20)

>Appear on the field yourself (D20)
>>
Rolled 1 (1d20)

>>1424620
>>Appear on the field yourself (D20)
"My children! I am a spirit of the Green Mother, who seeks to cure the world of this affront to nature. Will you join me, and help me cleanse this place?"
>>
>>1424623
>First roll in thread
>Propose radical idea
>Kill us all
I am ashamed.
>>
Rolled 15, 16 = 31 (2d20)

>>1424620
>>Mutate Thralls, send warriors (D20)
>>Incite villagers to charge again (D20)

Mutate a tharl so he can shapeshift.
Send him in as a superhero to ''punish the evil wizard in the name of the green mother''.
Make him wear a sailor uniform as well.


>>1424623
Fudge!
>>
Rolled 18 (1d20)

>>1424620
>Incite villagers to charge again (D20)

Charge! Take over the town!
>>
Rolled 18 (1d20)

>>1424620
I thought we were the monster...
>>1424630
Supporting
>>
Rolled 19 (1d20)

>>1424620
>Incite villagers to charge again (D20)
If the inside of the tower is full of mould, we could use our connection to nature to scout more thoroughly while the villagers are attacking.
>>
Rolled 19 (1d20)

>>1424620
>Incite villagers to charge again (D20)

Probably should switch to having the rolls come after the voting, that way people can't just avoid something that got a bad roll
>>
We really should be rolling 1d100 if it's best of 3. Crits are too easy to get.
>>
>>1424787

That's part of what makes it fun
>>
>>1424793
agreed. feels good to be powerful.
>>
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>Sorry for being so erratic today, its been more hectic than I thought it would. Posting will resume shortly
>>
>>1424842

No worries, I shall be here
>>
>>1424842
the slow OP blues again
>>
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>>1424620
I actually just read the post in full.

We're evil, but we don't hurt kids. He's got something coming.
>>
>>1424918
>but we don't hurt kids
???

Kids, what are kids? Are you referring to the future LOGGERS and MINERS and RAPISTS OF THE GREEN MOTHER
>>
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>>1424922
They can be taught differently! They simply need guidance...
>>
>>1424929

Maybe, we'll need to personally review them and build our own Druidic Circle with blackjack and dryads ... actually scratch the blackjack
>>
>>1424929
Considering im unwilling to play if this becomes genocide quest, I def want to have SOME redeeming quality like not hurting kids if we can help it
>>
I'm loving the fuck out of this Quest man.
>>
A new challenger joins the fray
>>
>>1424842
>need to cleanse the earth intensifies
>>
>Sorry about the lack of posts yesterday guys. OP had some BAD Chinese and spent the entirety of the day either on the shitter or in bed because... Holy shit :(. Im back however and Im all free today. Lets party. Amy druids present?
>>
>>1427581
Let the villagers charge!
>>
>1. Hear me people!

You emerge from the inn's basement and rapidly walk across the town, your robes flapping behind you. Suddenly another burst of that painful blue light bursts through the windows of the stone tower along with a inhumanly loud scream. Your connection to several of your thralls blinks out.

>7 Civilian thralls.
>38 remaining
>3 guard thralls
>Grissom
>40 mercenaries

The Townsfolk begin pouring down the tower and fleeing, screaming loudly about some kind of monster, a demon of flesh and metal.

Superstitious babble.

You raise your arms, letting your magically amplified voice echo out
"People! People! Hear my words! I am but a servant of the Green Mother! She has sent me to deliver you from these evils! You must not flee! You must stand! You must-WHACK!"

OW. Even for a supremely powerful and evil druid a brick to the head still hurts like a bitch.

"Shut it you nutter we're getting out of here!" yells the offender, throwing a rude hand gesture while he runs

You make a mental note to force fireants to march up that mans nose when you catch him.

Several dozen of your thralls gather near the entrance to the tower, armed with crossbows and hand tools. Insane llaughter can be heard from the top of the tower along with the heavy stomp of armored footsteps.

>Advance slowly, ready to defend yourself (D20)

>Send the Thralls in, meatshield time (D20)

>Go up aggressively. Youre the evil mastermind here (D20)

>Send in the Wildfolk (D20)
>>
Rolled 1 (1d20)

>>1427615
>Send the Thralls in, meatshield time (D20)
>>
Rolled 8 (1d20)

>>1427619
Supporting this. Hopefully I roll better.
>>
Rolled 7 (1d20)

>>1427638
>>1427638
Here's hoping it cancels out the 1.
>>
>>1427619
Jesus Christ, where did the crit train break down?
>>
>1. Forward my glorious meatshi-troops!

You gesture to your Thralls and they begin charging up the staircase with a roar, weapons ready. They charge forth with zeal and fury. Its not nearly enough.

As the first of your thralls enter the main room of the tower you watch through their eyes. The walls are adorned with canisters of brass, gold and glass, filled with ethereal blue energy. Thick cables are looped along the walls from the canisters, leading toward a large, sparking pylon set in the far wall. Scattered around the chamber are the crushed and scattered remains of tables and bookshelves. Burn into the wall near the door are the outlines of the first villagers to enter, their bodies reduced to ash and char on the floor, weapons reduced to molten slag.

All of that pales to the Barons presence. A hulking bipedal figure holds one of your thralls by the waist in an armored fist. The armor is a crude collection of valves and pumps, massive pistons sliding as the fingers constrict and crush the life out of your thrall.

>-1 thrall

Baron Alfstein turns slowly, steam hissing from the valves as pistons reset, armored feet thumping on the floor. He is a thin man, eyes wide and bloodshot, sitting safely inside a recessed harness protected by a sheet of brass bars and thick glass.

"Ah.... More target practice?"
A faint nimbus of blue energy begins gathering around the gauntlet of the armor as your Thralls charge forward, howling.

A burst of Blue light and your connection to them blinks out.

>-15 Thralls
>23 civilian thralls remaining

>Full force. Wildborn, Guards, Mercenaries. Charge forward (D20)

>Try to cut his source of power (D20)

>Channel your power, attempt to collapse the tower (D20)

>Go up yourself, Druid Vs MageBane (D20)

>Other (D20)
>>
>>1427658
The crit train never stopped it just hit a different station
>>
>>1427672
It just makes him a cooler boss

>cut his source of power breaktbhe pipes don't kill the children
>>
Rolled 16 (1d20)

>>1427666
SATAN TRIPS SHALL NOT HOLD US BACK
>Channel your power, attempt to collapse the tower (D20)
Tear own this monument of stone and erect a massive tree in its place! FOR THE MOTHER!!

>>1427672
Clearly
>>
Rolled 19 (1d20)

>>1427678
Forgot to roll
>>
Rolled 6, 15 = 21 (2d20)

>>1427666
>Try to cut his source of power (D20)
Some thralls can go do that, while we
>Channel your power, attempt to collapse the tower (D20)
>>
>19. Your power supply has been disconnected.

Well that is a troubling amount of power for a human to be slinging around. This simply will not do. You direct your thralls to the basement, armed with axes and cleavers.

They set to chopping the thick cables running from the test subjects, the imprisoned mages shrieking in pain as they are jostled by the vibrations.

At last the final cable is cut through, faint sparks of power drifting from the severed ends. The baron will be unable to recharge his machine now!

>Full Charge (D20)

>Head up yourself. YOLO SOLO MODE (D20)

>Collapse the Tower (D20)

>SUmmon your swarm (D20)

>Other (D20)
>>
Rolled 15 (1d20)

>>1427730
>Other
Get the mages out of here, then bring the tower down.
>>
Rolled 20 (1d20)

>>1427730
>>Full Charge (D20)
We didn't raise an angry mob for nothing
>>
>>1427742
Never mind, changing to this one.
>>
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>>1427742
Good point thenlets make a speech bout nature and not ruining the balance and then turn them all into gay ass hippy fucking elves. God I hate elves.
>>
Rolled 5 (1d20)

>>1427730
>Full Charge (D20)
>>
Rolled 20 (1d20)

>>1427730
>Full Charge (D20)
>>
>>1427742
chaaaaarrrge!
>>
>20. Tally ho!

Your Wildfolk erupt from the inn, thrashing and howling, tossing heavy wooden beams aside like matchsticks as they charge to their masters side.

You gesture toward the door and your ever faithful troops charge forth again, led by the howling WildFolk. They charge up the stone stairs of the tower, jostling and thrashing as the bay for blood.

Your first Wildfolk through the upper level door is met by a crushing blow from a massive armored fist, flinging it sideways and catering the opposite wall. The warrior behind it seizes the chance and leaps, digging thick claws into the delicate bundles of wires and tubes in the elbow and shoulder joint of the MageBane armor.

"Filthy ANIMALS! WHAT RIGHT HAVE YOU? Ill burn ALL of you!" screams the Baron as he counters, smashing the offending Wildfolk off of his armor, leaving a bloody smear where the warriors head used to be

>-1 WildFolk Warrior

Baron Alfstein turns, a faint nimbus of energy gathering in his sole working fist as he takes aim. This time however, instead of the apocalyptic burst of ethereal energy, only a pulse emerges, a bolt of blue fire that burns through a thralls chest

>-1 Thrall

Your remaining Wildfolk and thralls launch themselves into combat, slashing at his armor and backstepping to avoid his bone crushing blows.

"FILTH! ANIMALS! HOW DARE YOU?! HOW DARE YOU!!" The Baron howls as more and more systems of his armor cease to function, the blows becoming clumsy and jerky, the power supply quickly dwindling

>Join combat yourself (D20)

>Order your troops to continue (Write in tactics, D20)

>other (D20)
>>
Rolled 14 (1d20)

>>1428090
>Join combat yourself (D20)

FOR THE GREEN MOTHER
>>
Rolled 14 (1d20)

>>1428090
>Join the battle yourself
Time for the general to join the fray
>>
Rolled 20 (1d20)

>>1428090
>join the battle

Fuck we need a song about nature retaking what is rightfully hers
>>
File: David 420.png (1.55 MB, 1253x885)
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>>1428141
THERE it is.
>>
Here's my 10 minute attempt.

>>1428141
>>1428158
>>1428090
>>1428129
>>1428108

Dear baron dear baron your dreams are at an end
Your crimes against the mother bear a sin far to high!

You break the natural order
You killed the ancient trees
Your slaughtered all the innocents!
Your reign is at an eeend!

Dear baron she comes for you. Your eternal mother
To punish your great crimes to return the natural order!

You break the natural order
You killed the ancient trees
Your slaughtered all the innocents!
Your reign is at an eeend!

I am her deliverer the green mothers agent of fury
Tonight you will join with dirt and pray forgiveness for your crimes!
>>
>>1428171
>Out
>Fucking
>STANDING
>>
>>1428185
Just add punctuation!
>>
>20. Smackdown time.

Your Wildfolk warriors and Thralls back away from the Barons, his armored suit hissing and spitting steam and lubricants from punctured tubes and cracked valves. His glass cockpit is cracked and scored by claws, a lucky crossbow bolt lodged in one of his control surfaces. The armor limps, dragging one heavy leg behind it as he furiously punches buttons and pulls levers.

"What's wrong!? Eh!?! Had enough?! HA! None can stand against me in this!" he yells triumphantly, shaking his sole working fist in insane fury at your circling men.
"Come on! Who else wants to die? You? You!! YOU!?"

"None of them.... But.... I think that.... You... Will suffice" your dry voice echoes out as you step from behind a pair of your WildFolk, the hulking beasts growling softly at your presence.

You sweep back your hood and twirl your staff in your hands, the dry, white wood morphing into the sharp bone and blades of your ThornSpear.

The Baron swallows visibly as you step forward, eyes glowing green as you channel energy, your magical aura radiating off of you like heat.

>Due to 20 first hit is automatically a hit with critical damage. First to 3 or most popular after 30 mins

>Thorn whip him, yank his legs out from under him

>Root shackles, immobilize him

>Raw, magical blast.

>Attack with ThornSpear (Where)

>Other
>>
>>1428582
>Root shackles, immobilize him.
>Make sure they're extra tight.
>>
>>1428582
Sing our song and blast that bastard!
>>
>>1428629
Just imagine the Thralls singing it as we fight because holy balls
>>
>>1428638
They do the chorus while we do the main lines.
>>
>>1428582
>Root shackles, immobilize him
>>
>Root shackles

You drag your speartip along the ground as you circle the Baron, the massive MageBane armor stomping as he turns to track you, failing to notice the green trail your spear leaves in its wake

"Eh? Another wizard huh? Ive got three more just like you in the basement. You'll just be another battery when im done with you!" he spits, his face blotchy red and eyes bright

"Ohhh I doubt you have any like me... I doubt that.... Immensely. " you chuckle as thin, rapidly growing tendrils of green snake along the cobblestone floor, thickening as they go

"In fact... You are far too... Restless. You need to think this through... Let me help" you smile, teeth gleaming as the tendrils, now nearly as thick as your wrist rear up behind him

"What? What are you prattling abou-AH!!"
The tendrils coil around the limbs of his armor with the speed of striking snakes, the groan of warping metal and crack of splintering glass evidence of their brutal strength.

The armor teeters and slams down on its feet, the tendrils anchoring themselves in the floor with millions of tiny roots, the armor visibly deformed and now leaking coolants openly along with crackles of magical power

"These... Fucking ROOTS can't hold my MageBane for long! You'll see! Hehehehehe.... You'll see!!!!" the insane voice cackles forth, the armor whining as it attempts to move

>Enhance the Root shackles, crush him into scrap (D20)

>Thorn whip (D20)

>ThornSpear time (D20)

>Other (D20)
>>
Rolled 14 (1d20)

>>1428793
>ThornSpear time (D20)

In the name of the Green Mother

Hit his bowels first and let him stew on that while we sing
>>
Rolled 12 (1d20)

>>1428836
Yes please I want to make this song happen
>>
Rolled 11 (1d20)

>>1428793
>>ThornSpear time (D20)
Lets see what this spear can do.
>>
Rolled 18 (1d20)

>>1428793
>ThornSpear time
>>
>14. ThornSpear goooo!!!!!

The servos and pistons of the MageBane armor whine as it strains against the crushing strength of the Roots. Baron Alfstein rages inside, desperately attempting to reroute power to the arms.

You decide to capitalize on his immobility and channel more power into your Thornspear, the enchanted wood and bone twisting and shifting into cutting blades.

Your thralls begin stomping out a beat and singing a jolly tune
>>1428171
As you lunge forward, your spear shifting and elongating, the magically enhanced blades shearing through the vine covered cockpit of the MageBane.

A strangled scream of agony sounds out as the soft impact of flesh is felt on the tip of your spear, the twisting blades ripping through skin and viscera.

You withdraw your spear and kick back from the armor, landing neatly on your feet and twirling your spear, blood arcing from the blade

"AAUUUGGGHHH YOU FUCK!!!" roars the Baron as he tears free of the vines, his arms both restored to working order
"STOP THAT INFERNAL SINGING YOU SIMPLETONS "

Through the shattered cockpit you can see Baron Alfstein, a large gaping hole visible in his side, splintered ribs poking from the ruinous injury

>Thorn whip (D20)

>Magical Blast (D20)

>ThornSpear! (D20)

>Other (D20)
>>
Rolled 17 (1d20)

>>1429205
Finish him with a magic blast!
>>
Rolled 15 (1d20)

>>1429205
>Magical Blast (D20)

Just in case he does have something up his sleeve
>>
Rolled 3 (1d20)

>>1429205
>Reach in and yank out a rib
>>
>17. Magical Blast!

You adopt a wide stance, sweeping your staff in your hands as the Barom lurches toward you, a nimbus of ethereal blue flame around his fists as he charges you as fast as his hobbled machine can go. You channel your power, faster and faster, the arcane waves radiating from you like heat off of a furnace. Your staff begins shifting faster and faster, small leaves growing and falling in between heartbeats

The Baron looms above you, blood dribbling from his lips as he gasps, hate in his eyes as bright as fire.
"You.... Miserable.... Fuck!!!" he spits, blood spattering the interior of the cockpit.

You smile, raising your staff as he lifts both heavy fists above his head, the remainder of his energy swirling around his clenched hands
"You wouldn't kiss The Mother with that mouth"

The look of confusion on his face is seared into your memory as you unleash your stored power directly into his face.

The effect is instantaneous

A shockwave of vaguely green energy flings the multiton armor backward like a thistle seed, smashing into the opposite wall, the cockpit cratered into a gore filled hole. Moss and ferns begin spreading throughout the fallen armor, creeping across the ground like a verdant carpet.

Your thralls and Wildfolk cheer and howl in victory, shaking weapons and claws


>Baron Alfstein Defeated.

>9 Wildfolk warriors
>23 Thralls
>3 Guard Thralls
>Grissom
>40 Mercenaries

>Begin capturing the town (D20)

>Mutate your thralls into warriors (how many, D20)

>Collapse the tower, Raise a Great Tree in its place (D20, Great Trees serve as direct conduits to the Green Mother, allowing advanced Magic's and unit production)

>Absorb the ambient energy from the Barons Mana Batteries (D20, will unlock an upgrade)

>Other
>>
Rolled 3 (1d20)

>>1429375
>absorbe the free the children then raise a great tree then capture the town. Basic order of operations.
>>
Rolled 19 (1d20)

>>1429375
>Absorb that fucker
>>
Rolled 7 (1d20)

>>1429375
>>Collapse the tower, Raise a Great Tree in its place (D20, Great Trees serve as direct conduits to the Green Mother, allowing advanced Magic's and unit production)
>>
>19. Absorb.

You breathe in deeply as pollen and spores fill the air, life blooming around you from the ruins of the barons laboratory.

You make your way over to the few remaining canisters of Arcane energy, the concentrated magical essence swirling faintly in the gold and glass canisters

This is simply too tempting.

You smash open the canisters, allowing the concentrated magical energy to flow. Spreading your arms wide you will it to enter your body, the swirling vapor coalescing around you in a vortex of pure power

>Upgrade a skill

>Thrall Mutations- can selectively mutate portions of thralls in response to differing situations. Decreases visible mutation speeds

>Nature constructs (Can create more advanced Nature Minions, Treats, Juggernauts, Forest walkers, etc)

>Devouring swarm (can bring forth a swarm of gnawing, stinging insects in combat)

>Lashing vines (an upgrade version of thorn whip, can strike multiple times or multiple opponents)

>Prison of Roots (Upgraded Root shackles, Damages opponents while completely immobilizing them)

>Shape of the Wild (Can temporarily take on characteristics or the "form" of animals or permanently bestow them upon humans)

>Write in

>First to 3 or most popular in 30 minutes wins
>>
>>1429511
>Nature constructs.
>>
>>1429511
Thrall mutations. Let us be the beastmen from warhammer
>>
>>1429511
>>Lashing vines (an upgrade version of thorn whip, can strike multiple times or multiple opponents)
>>
>>1429511
>Nature constructs (Can create more advanced Nature Minions, Treats, Juggernauts, Forest walkers, etc)
>>
Rolled 1 (1d3)

>>1429511
Too many good choices
>>1429512
>>1429530
>>1429535

Rolling for support
>>
>>1429511
>Nature constructs (Can create more advanced Nature Minions, Treats, Juggernauts, Forest walkers, etc)

Just to break the stalemate
>>
>>1429511
Supporting Nature constructs.
>>
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>>1429511
>No one supporting Shape of the Wild
It's like you don't WANT to shape shift.
>>
>>1429750
Come on...treants? Forest Walkers? Juggernauts? That's badass.
>>
>Nature constructs

As you stand within the swirling vortex of arcane energy, the voice of the green mother whispers in your ear.
"My child. Servants of flesh and bone have their uses but you have the world itself at your disposal. Rock and tree, leaf and root will leap to serve you in new forms. From the Mighty Treants to the untouchable Forest walkers, the Soaring LeafWing and the Unstoppable Juggernauts. They will serve and help you carry out your sacred duty"

You smile ecstatically as energy and knowledge pour into your mind. The schematics for the constructs bodies forming in your minds eye

At last you collapse to one knee, the last scraps of power drained into your reserves. You pant slightly, bracing yourself with your staff as moss grows in concentric circles around you.

>Can Form Mid-Tier nature constructs.
>Treant-Heavy Frontline infantry, formed from trees (Duh), Excellent against fortified structures. Created 1 at a time.

>Forest walker-Fast moving, agile unit, accurate ranged/Scout unit. Excels against unarmored enemies or hit and run attacks. Created in groups of 3

>LeafWing- mid sized aerial unit. Recon and harrasment utility, vulnerable against ranged attacks. Created in packs of 5

>Juggernaut-Heavy assault/Siege weapon. Excels against infantry, cavalry and structures. Can easily be outmaneuvered. Created 1 at a time

>What do?

>Raise a great Tree from the ruins of the Tower? (D20)

>Create some Minions/Constructs (D20, which ones/How many)

>Practice a spell (D20)

>Raze the town (D20)

>Seed your mercenary soldiers (D20)

>Mutate your remaining Thralls, gain 23 Wildfolk warriors (or if you write in a good enough minion idea well make that instead)

>Other (D20)
>>
Rolled 6 (1d20)

>>1429958
>>Raise a great Tree from the ruins of the Tower? (D20)
>>
Rolled 19 (1d20)

>>1429958
>raise a great tree
>>
Rolled 11 (1d20)

>>1429958
>Raise a great Tree, the first of many to come.
>>
Also, this quest just keeps getting better. Are you doing everything on the fly or do you have like a prewritten thing with all the abilities we can get and stuff?
>>
>>1429988
50/50. Ive got vague ideas on where to go but im mainly doing a lot of the main bits off of the top of my head.
>>
>19. Raise a Great Tree

You kneel upon the floor, taking a meditative stance as your minions file out of the tower, taking up careful positions a safe distance away.

You cup your palms and begin channeling energy into the space between them, whispering chants in the druidic tongue as a your eyes begin glowing brighter and brighter

As the chant reaches its peak, light shining between your fingers you cut the flow of power, opening your palms to reveal a perfectly round, shining seed about the size of a large egg. You nick your thumb with a sharp fingernail and press a drop of your magically infused blood into the seed.

Immediately it cracks, thin tendrils of green emerging and grasping wildly at the air. You place the seed in the center of the floor and stand back as the tendrils bore through the floor, rapidly thickening as they absorb the magically charge stone into their own mass.

As the stone tower cracks and begins shifting, you step forward as a thick pillar of green begins pushing through the ceiling, grabbing onto a forming branch as thick as your wrist and bracing your feet on the trunk.

The Great Tree bursts through the ceiling of the tower, rocks and chunks of masonry pelting the town as the trunk surges towards the heavens, higher and higher.

Far below, roots thicker around the carriages bore through the ground, anchoring themselves hundreds of feet down and securing the mighty trunk which is rapidly thickening.

Houses, streets, awestruck pedestrians, all are crushed and ground to dust by the squirming roots and rapidly widening biostructure.

In your lofty perch the branches expand into a thick, intercrossing canopy. The branches and leaves linking together and forming a near spiderweb of walkways and vantage points on branches as wide as city streets. The vibrant green leaves and bone white bark are easily visible for miles around.

You gaze down, hundreds of feet upon the town, ant-like figures scurrying about, many fleeing the town altogether. The first of the Great Trees has been planted. The first of Hundreds

>Great Tree has been planted
>Allows research of more advanced magic and unit production. Natural fortess and strongpoint. Direct conduit to Green Mother. Must be garrisoned with a defensive force as they are highly vulnerable.

>Mutate Thralls (27 counting Guard thralls and Grissom. Will create Wildfolk or a write in unit of your choosing)

>Practice a spell (D20, easier with Great Tree)

>Create Nature Constructs (D20, which ones, How many)

>Research an advanced unit to create (D20, write in what you want)

>Destroy the town (D20)

>Seed your Mercenaries (Gain +40 Guard thralls, D20)

>Other (D20)
>>
Rolled 13 (1d20)

>>1430032
>>Seed your Mercenaries (Gain +40 Guard thralls, D20)
>>
Rolled 6 (1d20)

>>1430032
>Seed your Mercenaries (Gain +40 Guard thralls, D20)
We've got to tie up this loose end before we take the town or advance our magics further.
>>
Rolled 14 (1d20)

>>1430032
>Seed Mercenaries.

Gotta guard that tree.
>>
>14. Seed mercenaries.

You order Grissom to bring his men to you in small groups. Your Great Tree will require guards to ensure its safety and its high time you wrapped up these loose ends.

You recline comfortably in a cloth chair as Grissom leads a group of 4 men into the room. Immediately they are leap upon my thralls hiding in the shadows and bound, gagged and presented before you.

You smile at Grissom who nods respectfully to you
"As you ordered sir. Ill bring them in as you require. Just let me know."
Saluting, he turns on his heel and marches from the room

You inspect the bound men in front of you, their eyes wide and breathing frantic.
"Calm yourselves my children.... I would tell you this isnt going to hurt... But.... I dislike lying"
You chuckle slightly as you form a pair of the wriggling seeds in your palms, slamming them into the mercenaries temples one by one. The men groan and shake, limbs twitching as the tendrils snake along their nerves, seating the seeds deep inside their brains.

Eventually their struggles cease and they slowly sit back up, a small trickle of blood from their noses dripping upon the floor.

You order your thralls to undo their bonds and your new soldiers stand up, working their wrists as the blood flows once more.

They file from the room as your thralls resume their hiding places as Grissom brings in the next group of men.

>+40 Guard thralls
>23 civilian thralls
>43 Guard Thralls
>Grissom

>Research a new minion (D20, Write in what you want)

>Create a nature construct (D20, which one, how many)

>Destroy the Town (D20)

>Mutate thralls (Wildfolk or a new minion type? How many? D20)

>Practice/ Research a new spell (D20)

>Other (D20)
>>
Rolled 17 (1d20)

>>1430103
Create a pack of 5 Leafwings, to serve as aerial recon units, warning us of anything unusual going on in a big area around the tree.
>>
Rolled 13 (1d20)

>>1430103
mutate 10 civilians into werewolfs
>>
>>1430116
Backing this one
>>
>17. Create a pack of Leafwings

You climb high into the canopy of the Great Tree, the interior hollowed and glowing softly with biolumiscent mosses and fungi, glowing spores swirling through the air as you ascend into the upper reaches, stepping from a hole in the trunk and onto a branch as wide and flat as a city street. From a junction in the branch sprouts a bundle of pods as large as a man. Channeling your energy into the pods you glimpse faint outlines forming, thrashing as bone and sinew are shaped.

With a wet ripping sound, serpentine heads rip forth, mottled green and light brown scales gleaming wetly as the membranes wrapping peel back. Large, slightly green batlike wings flap, spraying fluid in arcs as they dry. The Leafwings stand on their back limbs, screeching and hissing as they hop along the branch, dropping down and bracing themselves with their wings to crawl along the bark, their long claws on the joint of their wings digging into the surface.

You gesture and smile proudly as the Leafwings leap from the branch, the air snapping their wings open and carrying them high, riding the thermals. You watch through their eyes as they circle the town in ever widening loops.

>5 Leafwings Created.

>Create another batch of Minions (How many, what kind, D20)

>Research a new minion type (What kind? D20)

>Practice/Research a spell (D20)

>Mutate thralls (43 Guards, 23 Civilian. Wildfolk or New Minion type)

>Destroy the town (D20)

>Send Leafwings to scout. (North, South, East or West)

>Other
>>
>>1430306
Minion count
>23 civilian thralls (Slight mutation level, can pass for human for now)

>43 Mercenary Guard thralls (Perfectly human for now)

>9 Wildfolk Warriors (Large, Powerful, bestial warriors. Not particularly intelligent but strong and deadly in close quarters

>5 LeafWings- Fast moving, Aerial units. Can perform recon or Harassment on enemies. Vulnerable to ranged attacks
>>
>>1430322
>Lieutenant Grissom
>>
Rolled 31 (1d100)

>>1430306
Now let's make 10 civilians into werewolfs
>>
Rolled 2 (1d20)

>>1430352
wrong fucking dice
>>
>>1430352
By werewolf, what exactly do you mean? Full blown, full moon and silver werewolves or just giant, wolf/Man hybrids?
>>
Rolled 9 (1d20)

>>1430359
I say hybrids
>>
>>1430322
You ought to make a pastbin soon QM.
>>
>>1430359
giant wolf man hybrids
>>
Rolled 20 (1d20)

>>1430370
I'm on board
>>
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>>1430440
The train keeps rolling
>>
>>1430375
I really should. With the next thread ill institute a Twitter or Discord and ill write up a pastebin.
>>
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>>1430445
aw yeah
>>
>>1430440
Best part is is it counts since Lead Belly messed up his dice.

>>1430445
Choo-Choo
>>
Bumping for interests sake.
>>
>Test post
>>
>>1430988
Your test is blessed QM.
>>
>Sorry about the delay. 4chan banned me yet again for shit I didnt do on boards I don't attend. Ill post again here shortly once I get done with the gf :)
>>
>>1430999
>Anti Satan Trips
>Gf
This nigga.
>>
>>1430999
Why does this keep happening here? I noticed this happened a lot to the old Xenomorph quest qm as well
>>
>>1431025
That... That was me
>>
>>1431031
Grimalkin was babe <3
>>
>>1431031
Do you have some stupid younger brother who uses your computer? Or maybe your Gf is getting you banned
>>
>>1431031
You were phone!?!?
>>
>>1431058
Its because of /Pol/ and /A/ IP spoofing to circumvent their own bans.
>>
>>1431096
Yes Lol I was the infamous XenoQm. I actually plan on resurrecting Xenoquest once I rewrite all the notes I had because that was a LOT of work that went proof when my phone was stolen.
>>
can you like set up some place where you list the quests you are dming? That'd be great
>>
>>1432333
That will be the twitter
>>
Posting will resume here shortly. Any of my Druids present?
>>
>>1432731
Ground Control to CursedQM, Take your protein pills and put your helmet on, cause it's about to get wild.
>>
>>1432731
Yo
>>
>>1432731
Hallo
>>
>>1432736
I've got the blues again
>>
N E W T H R E A D

E

W

T

H

R

E

A

D


>>1433054
>>1433054




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