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From the same Anon who brought you Cyclops & Homonculi Civ comes another (hopefully more successful) brand new adventure: CASTER QUEST!
Get ready to go on a fantastic magical adventure as you assist our main character: Caster Boy, in his personal quest for POWER, KNOWLEDGE, and MASTERY over the domain of magic that has come to spirit him towards.. Adventure!
But what domain would that be? That brings us to our first choice. Please pick a Domain:

>Wizard: I am interested in studying Arcane Magic: the manipulation of light, sound, energy, and magic's relationship with scientific principles. I wish to build a tower, a dungeon, conduct research, practice alchemy and develop into a powerful Archmage.

>Necromancer: I am interested in learning Necromancy: the manipulation of life, death, rot, decay, and disease. I wish to build a dungeon, a laboratory, conduct vile experiments and command a hand-crafted army of undead as I become a true Lord of Death.

>Warlock: I am interested in learning Demonology: the domination, abuse, and summoning of explicit and offensive demonic forces and beings. I wish to build a coven, a dungeon, I want to enslave hordes of demonic forces for power, pleasure, and self improvement to become a powerful Overlord.

All the choices have comparable difficulty, but I will warn you ahead of time: Warlock is the LEWD OPTION.
First Domain to get 3 unique votes wins. The game will then immediately start.
>>
Warlock is the clearly the best choice here
>>
>>2431464
Necromancer!
>>
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>>2431464
Necromancer is my vote

Good to see you again
>>
>>2431464
Will we still possibly see some amazons even if we don't pick wizard? If so I'll vote warlock, if not wizard.

The author's tumblr has some setting preview stuff here http://spaghettiart.tumblr.com/
>>
>Wizard: I am interested in studying Arcane Magic: the manipulation of light, sound, energy, and magic's relationship with scientific principles. I wish to build a tower, a dungeon, conduct research, practice alchemy and develop into a powerful Archmage.
>>
>>2431464
>>Warlock: I am interested in learning Demonology: the domination, abuse, and summoning of explicit and offensive demonic forces and beings. I wish to build a coven, a dungeon, I want to enslave hordes of demonic forces for power, pleasure, and self improvement to become a powerful Overlord.
Sounds like fun.
>>
>>2431464
>Necromancer: I am interested in learning Necromancy: the manipulation of life, death, rot, decay, and disease. I wish to build a dungeon, a laboratory, conduct vile experiments and command a hand-crafted army of undead as I become a true Lord of Death.
>>
>>2431517
I'm more interested in the dungeon developing then the smut though, tbqh.
>>
ugh necromancer
>>
>>2431523
Why not develop a lewd dungeon?
>>
>>2431534
Well, I'm not against other people doing their lewd stuff or whatever, but I'm mostly interested in the dungeon developing aspect of the route. Other people can deal with all the smut and suchlike.
>>
>>2431496
>>2431498
>>2431521

>Necromancer

Alright, lets begin.

Necromancy has long been a heinous, dark, and evil act of sorcery, but Humanities destiny has always been intertwined with it's fear and obsessive compulsion towards the dark and you are no different, boy.
Your family, friends, village, none of them would ever understand- something compels you: an obsession, a compulsion, while others have feared the dark you have always dove head first into the unknown. This is what has driven you away from everything you've known and why you're here now.

Welcome to Copse, young Necrolyte.
This land borders the infamous Rotwood: ancient and dark haunted forest produced when Humanity was driven to near extinction by their own hubris and development into the dark art you now willingly pursue yourself... Somethings never change you suppose.
Your inventory can be viewed here: https://pastebin.com/3xnHBDVs As well as a visual representation here: http://spaghettiart.tumblr.com/image/172426189802
Your available spells can be viewed here: https://pastebin.com/tJNzGa4e

It's much colder than you expected, but then again you've never experienced 'cold' in your life- Your shawl blows in the wind seemingly urging you to press on forward.
You're currently in Planter's Field, familiar grassland territory for a young Human. The closest place with people is the farming village of En. You feel the most prudent option would be to make your way to there and acclimatize yourself to whoever still "lives" out here in the middle of nowhere: you have no friends, no allies, no information beyond a map, the clothes off your back. You're also feeling a little wary as in your experience: most villages want nothing to do with Necromancers- especially weak ones such as yourself that are easy to crucify or burn.

What would you like to do? Whats the plan of action?

Action Rolls are d20
You may do up to 3 Actions per turn.

GOALS: Find Spell Books, Expand your Inventory, Build a Lair.
>>
>>2431601
What our magic looking like? What sort of stuff can we do?
>>
>>2431601
How much energy does it take to maintain endothermic fire?

Also what's the availability of salt in the region?

I think I have the beginnings of an idea
>>
Rolled 13 (1d20)

>>2431601
>Build a Lair
Some basic shelter seems like a good first step.
>>
>>2431614
To elaborate, look for a nice unoccupied cave.
>>
>>2431608
>What our magic looking like? What sort of stuff can we do?

It's in the post you quoted, your spell list is here: https://pastebin.com/tJNzGa4e
But for clarity sake we currently have 3 basic spells:
Frost touch: "Mancy, sap the energy and warmth from something causing cold-thermal damage."
Endothermic "Fire: Summon, create a small spark of 'cold' fire. Endothermic fire produces light and burns like normal fire, but instead saps the heat around it."
Sense Undead: "Sense, allows you to see, touch, and interact with ethereal or otherwise supernatural Undead forces."

>>2431613
>How much energy does it take to maintain endothermic fire?
Next to nothing, it's essentially a cantrip: you conjure up a small spark and can keep it contained in your hand, but the moment you release it- it will begin to act like 'normal' fire would (sans its' paranormal qualities obviously), I.E: burning things.
>>
>>2431627
How do the local people store their food? Also how do they recognize someone as a necromancer? If it's from our robe can we just turn it inside out for now?
>>
>>2431627
Let's go to En.

>>2431613
>>2431614
the closest cave belongs to Trolls. I don't think we're strong enough for them.
>>
>>2431614
>seconding.
>>
>>2431601
>Find out more about the Copse inhabitants, flora, fauna. Introduce ourselves to the locals
>>
isn't it a little early to build a lair? maybe we should try after we've acquired more resources and skills?
>>
Rolled 20 (1d20)

>>2431644
>>
>>2431645
I figured it's be good to have some shelter and a place to stock-pile materials. A sort of temporary Lair till we can make a better one.
>>
>>2431627
Hrm, sorry, I can be rather dense at times.
>>2431641
To be fair, depending on what type of trolls we're dealing with, they might be terrified of fire.
>>
>>2431646
aren't you rolling a little early?

>>2431650
but then we'd have to put in the effort and we may not even return to it.
>>
okay so I'm probably counting my chickens before they hatch, but you guys hear me out-we have the ability to sap things of heat pretty much at will. Depending on the local climate and level of magic and technology present in the area, there's a fairly good shot we can set ourselves up as an ice merchant!

Ice as a commodity outside of winter would be a great boon for perishable food storage and comfort.
>>
>>2431683
not really. I'm rolling for the action to find out more about our environment and introduce ourselves to the local villages.

If you want to pursue an action roll a 20 either in your post or linked to your post, is the way I think we're doing this.
>>
>>2431685
Becoming an Ice Merchant huh? That's not a bad idea. Sap the heat from water and we get some ice.
>>
>>2431683
>but then we'd have to put in the effort and we may not even return to it.
True but counter point; we need to build up our resources and skills to be able to build a proper dungeon. We have three basic spells and a long way to go and our art isn't the most popular. Having a safe, out of the way storage and practice area seems import even if it's a bit basic and will be cast aside in the future. You have to learn to crawl to learn to walk to learn to run.
>>
is QM waiting for third person to roll for action?
>>
>>2431646
>>2431644
>>2431641

You ultimately decide the best course of action is to risk it and visit En: Casually. Lest you venture off into the Jungle and unceremoniously die via Troll or Creep.
En will have food, water, people, possibly materials, and it will have information- all things you desperetly need if you're going to not just 'survive' here but thrive and mature as a Necromancer.

>>2431646
>Rolled 20 (1d20)
>Holy shit.
>Things go as great.

It takes you a couple of hours to make the trek to En, but you know you're getting close when.. When you keep seeing Pumpkins. Pumpkins, pumpkins, pumpkins- You see batches of them growing here, there, on the side of the dirt road that's finally had the decency to show up, pumpkins outlying the fields of grains, pumpkins propped up as the head for Scarcrows and other totems.. M-maybe Pumpkins live in En?

Nope. People, you see some people- Changelings to be specific. En is a Changeling community: humanoids with chalky-white skin, black ringed eyes, you see a few of them managing their fields, you wave to a few of the farmers and they.. acknowledge your existence at the very least. You see cattle, pigs, a few children here and there, but it seems like most people really stick to the inside of the community- they don't seem to spend much time outside if they can help it.

>En Rolls 13
>Fortuitous supernatural circumstance.

You pass a long the road with little event and eventually reach their walled village- the gate is manned by two Changeling youths who look bored until they see you arrive, in which one shouts, "Tall Halfling coming on in- looks to be.." The other interrupts, "No, no, he's a tall Gnome- look at his ears, they're not big enough and he's too pale to be a Halfling." They are now unironically debating your species.. This.. They're getting pretty heated- this may be the only excitement they've gotten in weeks. "No, no, no, he's a Dwarf." interjects an old Changeling with saggy tits "He's a Dwarf- look, look the freckles" The two guards flip, "Dwarves are purple you old hag. Get out of here Grandma, come on- Dwarves are always redheads".
A bundled up hooded humanoid passing out of the town notices you and the two of you briefly share a pause of direct eye contact before they settle the argument, "He's a Human. He's also a Priest- he's wearing a burial shawl. He's probably a pilgrim." The figure gives you a brief, sentimental, tap on the cheek -they're cold to the touch- before they go off on their way.
The guards leave you be and normality is restored.

En has the following establishments of interest:
>A Tavern
>A Trading Post
>A Church

What would you like to do now?
You may visit all three, but you'll need to express your intent. Actions are d20.
>>
Rolled 4 (1d20)

>>2431601
>Scan area with undead ovision
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>>2431739
>Visit tavern, inquire about the region, gather information about the history of the area
>>
Rolled 13 (1d20)

>>2431739
>A Trading Post
Check out the prices of things and look to see if there is some sort of jobs board you could use to get some quick cash for food and such.
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Rolled 3 (1d20)

>>2431739
>>A Tavern
May as well hear what we can hear about the area.
>>
>>2431780
.... so I've rolled twice and gotten 13 both times. Is it chilly in here or is it just me?
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>>2431721
>is QM waiting for third person to roll for action?

Nope.
I was just typing out all this >>>2431739

/qst/ is MUCH slower than /tg/, so I'm going to be trying to post larger, more meaningful chunks of content that'll try and peek the pace steady and give you guys content/angles to work.
>>
Rolled 7 (1d20)

>>2431760
Rolling in support
>>
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Appropriate necromancer was chosen. I'm sorry, I couldn't resist.
>>
>Roll 3 & 7
>Odd low number. SOLID 7
>Mixed results, but not detrimental.

You visit this one horse-towns Tavern: poorly lit from the sun feeding in through old and stained windows, you scan the inhabitants and make out a few Changeling customers nursing a drink or quietly eating, with the Changeling keeper managing the booth. He nods and tries to greet you, "Ahl- Oh, uhh.. Hello" His Clannad is terrible. "Yes. Good day. What 'you' want?" You try to tell him you're new in town, you're looking for information, maybe a place to stay, what the people are like here, that sort of thing.
He gives you a bit of a dazed look, "Hem- Ah- Quest?" You nod? Yes? Sort of of? You gesture towards your outfit and give the universal sign of, "maybe?". He nods and slides you bean pottage and some bread for sopping. He.. He might think you're a homeless priest? Or some kind of Witch? You eat the food anyway. When you're finished he passes you a few ugly coins and gives you a "Good day" before seeing you out.


>Roll 13/20
>Fortuitous supernatural circumstance.

>Check out the prices of things and look to see if there is some sort of jobs board you could use to get some quick cash for food and such.

While you're at least fed, you feel as though the trading post might be your best bet after your encounter in the empty tavern.
Stepping out of the tavern and a little closer to the wall of the settlement you let yourself into the trading post: the walls and shelves are lined with dried goods, tools, supplies, with a service table on the far end and a cork board beside that. It's manned by a dull looking Changeling youth who waves you over, but does little else to encourage your presence. You take a brief look around before saying hello, "Hey, welcome to the Trading Post: we've got.. You know, all the stuff."
You notice two things of immediate use within your price range, but you can only afford one:

>A Hunting Rifle.
>"A simple single-round breech loading rifle. Common, but durable and of Gnomish make."

>A second hand, very dusty, book labeled "Dark Cantrips".
> “A small, old, well-used book of unknown origin detailing surprisingly simple and utilitarian Necromancer spells.”

You as well have a peek at the cork board

There's currently two viable 'quests' you think you could manage:
>Collect Honey from Honey Hill over by Eldin's Mass Grave. Danger: Bee Women.
>Gather Scrap from the Industrial Park in the drained swamp. Danger: Orcs, Goblins. *Caution is advised, The Industrial Park is next to the Homunculi commune.

What do you think you should do next?
You have 3 Actions, Actions are d20.
>>
Rolled 5 (1d20)

>>2431965
>>A second hand, very dusty, book labeled "Dark Cantrips".
>> “A small, old, well-used book of unknown origin detailing surprisingly simple and utilitarian Necromancer spells.”
Gotta work on that necromancy. As far as quests, hm, probably
>Gather Scrap from the Industrial Park in the drained swamp. Danger: Orcs, Goblins. *Caution is advised, The Industrial Park is next to the Homunculi commune.
If we run into orcs or goblins, they'll probably at least have loot.
>>
Rolled 17 (1d20)

>>2431965
purchase "Dark Cantrips", see if we can haggle it down somewhat to buy some supplies

We should do the Gather Scrap
>>
>>2431965
>A second hand, very dusty, book labeled "Dark Cantrips".
> “A small, old, well-used book of unknown origin detailing surprisingly simple and utilitarian Necromancer spells.”
and
>Collect Honey from Honey Hill over by Eldin's Mass Grave. Danger: Bee Women.
this job sounds easier. after we finish it we can move onto the scrap collecting
>>
Rolled 19 (1d20)

>>2431965
I vote for buying the "Dark Cantrips" book since the rifle is common and we'll probably have a chance for another one latter. Magic books sound a tad more rare.

For the 'quests' I say we go or the honey after spending a little time going over the spells in the book if we buy it. See if we can't get the bee women to trade for the honey. If things start getting ugly just try scaring them off by waving some cold fire in there direction.
>>
Rolled 16 (1d20)

>>2432008
maybe we can barter ice for the honey
>>
>>2432008
>>2432001
>>2431997
>>2431987

You unanimously decide to purchase the "Dark Cantrips" book AND:
>Roll 19/20
>Overwhelming success.

Manage to successfully barter down the price of the book, arguing that such a dusty, old, shitty book shouldn't be so overpriced as if it 'did' have any sort of practical or magical use someone would have bought it by now to learn from it. The Changeling isn't entirely convinced, but they do agree that it's maybe a little too expensive, "And I suppose I can't gouge a cleric.." They give it to you at half price- plenty left over to replenish your basic supplies and not have to worry about necessities (Such things won't be taken into autistic account, but if you're starving or impoverished I'll let you know obviously. You CAN die of poverty.)

>New Spell Book acquired. Spells Expanded.
>Book (2/??): Dark Cantrips “A small, old, well-used book of unknown origin detailing surprisingly simple and utilitarian Necromancer spells.”

Rot and/or Preserve: “Transmutation, dissuade or encourage the rate at which organics decay: either preserving them or causing them to age faster. Works best on food/inanimate objects, the difference on living beings is negligible unless you're exceptionally powerful.”

Summon: Will O' Wisp: “Summon a Will O' Wisp. Wisps are the small, conglomerated, ghosts of single-celled organisms(like algae or fungi); they provide light, but they burn an endothermic fire to sustain themselves. Will O' Wisps are considered Undead.”

Ghost Hand: “Mancy, extend out your own spirit, allowing you to manipulate objects from a safe distance without physically touching them. Also allows physical interaction with ethereal beings/ghosts.”

See Spell Book: https://pastebin.com/tJNzGa4e

With the last of your money used up, you're going to have to earn some more if you want to stay afloat in this capitalist driven world we live in: you need GOLD you need MONEY you need WORK and to that effect you decide... To accept:
>Collect Honey from Honey Hill over by Eldin's Mass Grave.

I'll give you guys a few moments to acknowledge our new spells before we head out to go on our very first quest.
>>
>>2432044
I kinda want to summon a Will O' Wisp and keep in a lantern.

We might be able to do that later on en masse when we're stronger as lighting for our base
>>
>>2432044
>Rot and/or Preserve: “Transmutation, dissuade or encourage the rate at which organics decay: either preserving them or causing them to age faster. Works best on food/inanimate objects, the difference on living beings is negligible unless you're exceptionally powerful.”
So how would you handle magic research, like taking the Rot spell and reworking it to accelerating fermentation for making booze?
>>
Rolled 19 (1d20)

>>2432044
can we cast Preserve on our food?
>>
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>>2432058
I knew I saved this page for a reason
>>
>>2432058
>>2432054
>>2432063

All possible things: it's up to you guys to manipulate and think of creative ways to use the spells you find and come to gather.
There's a number of books to find, but it'll be on you to basically decide on the best uses of them: evil, utilitarian, good, money, etc.. Some spells you'll even invent yourself through these methods. I already saw you guys suggesting ice making and alcohol brewing- all things possible and profitable.

Anyway, Honey Hills incoming.
Get ready to use 100% of your brain, we're going crawling lads.
>>
>>2432076
>>2432058
We could get friendly with the farmers by selling them compost we make with the Rot spells
>>
>>2432076
I'm leaning towards utilitarian, good and evil.

>>2432069
>>2432082
GUY! Do you think its possible to make some kind of whiskey, vodka or beer from Pumpkins? Chilled booze. We could make some money to build that lair! And maybe pay back the kind Bartender tenfold!
>>
>>2432088
>Do you think its possible to make some kind of whiskey, vodka or beer from Pumpkins
definitely something to investigate once we have a lair and laboratory to start our experiments with
>>
>>2432088
Spiced pumpkin cider in mass for cheap plentiful booze, good honeymead for topshelf stuff. Let's make a good impression on the bee women.
>>
>>2432099
Once we find some good mushrooms we can brew mushroom beer as well.

(I want to grow myconid servants. Fungi serve the forces of Rot afterall)
>>
Heh, become a necromancer for the promise of dark power and hordes of undead servants, immediately get sidetracked by the lucrative economic opportunities.
>>
>>2432142
no one got the time to dug up every grave. with the money we ear we can convince bandits or warlords to save any corpses they "make" for a decent reward.
>>
>>2432016
>>2432008

>Collect Honey from Honey Hill over by Eldin's Mass Grave.
((Also, sorry, I didn't know it was such a close tie.))

With the last of your money ate up the next step is to make more and what better way to use your new found spells than to go on a grand adventure? Treasure. Loot. Experience. Women. All possibilities await you on your quest to- Gather something. Honey.
You ask the Changeling at for more details on these questing matters, "Well, the Chief puts up those notices per public concern but nobody local ever really takes them because some drifter will come in and solve it or die trying.. Or it solves itself, no offense. The uhhh... The Honey gig though always sticks around, those Bee Women make great Honey y'know? But they're animal people, so fuck um.. y'know?" You understand. Sort of.

Potter's field is quite a walk away, so after a brief sleep over at the Tavern (the Innkeeper offers you a bed and a breakfast, he suggests chores, but you make cantrip him up a few pounds of ice and he's more than happy to have you stay. ) You head out in the morning and arrive just before noon.
Potter's field is gorgeous.
It's kind of a hilly, rolling, meadow area where the plant life possesses an unprecedented amount of health and vigor, so much so that the place is covered in thick blossoming fields of wild flowers that climb up to your waist line (if not entirely over your head- sunflowers are common as well) and fill the air with a sweet nostalgic odor that reminds you of home. The sound of the wind, the rustling of the grass land softly on your ears... Copse can ironically be very beautiful when it wants to- you're almost overcome by how gorgeous this land's autumn palette is... But not so much the buzzing though. Loud, droning, constant, buzzing- there's bees. So many bees. Some of them as big as your fist.

>Encounter table roll
>73/100
>Above Average Threat, lucky 70's.

You haven't spotted where you're supposed to gather the honey 'yet', but you've got your pot in your pack, you've got your bone staff ready, and you're rearing to get to work and get paid-
>There's a Bee Woman. You think. Fairies don't get that large- definitely a Bee Woman.
>She's almost 3ft tall, mostly hips and ass, she has orange hair, freckles, and a kind of plant fiber sling across her shoulder she's using to collect pollen and edible grasses and a stone knife.

She hasn't noticed you yet, she quietly hums to herself in midst grooming around for wild edibles.
What should you do?
>>
Rolled 6 (1d20)

>>2432166
ROLL TO SEDUCE HER GUYS
is it first roll or best out of three? what if several anons vote for the same thing?
>>
>>2432166
Let's try this peacefully at first

Call out and try to get her attention and strike up a conversation about possibly trading for a batch of honey
>>
>>2432193
huh. honestly it's not as worse as I had imagined.
>>
Rolled 4 (1d20)

>>2432166
Announce our presences and try to get her attention from a safe distance. Appear non-threatening. See if we are capable of communicating with her.
>>
>>2432166
yeah can you signal when we should roll and when not to?

Like is it whoever posts first with a roll, whichever one you like, or do we come up with a plan then vote for its success?
>>
>>2432207
look at these poor rolls man. You wanna throw your hat in? >>2432193 >>2432205
>>
>>2432207
>yeah can you signal when we should roll and when not to?

Generally I want rolls when I say "whatshould you do" etc, but for sure. I can start being more clear/ask for rolls.

>>2432193
>>2432207

I try to take all available rolls into account to basically gauge how an encounter or action begins, ends, and concludes. The only rolls that get 'strict' priority are incredibly bad ones, incredibly good ones, or ones that roll 'secret numbers' such as 7, and 13.

Right, Bee time incoming.
>>
Rolled 20 (1d20)

>>2432195
rolling for my choice then
>>
>>2432280
Hallelujah!
>>
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>>2432280
well shit, hope i wasn't too late for that
>>
>>2432193
>>2432205

>Attempt Sedumacy
>Roll 6, 4, /20
>Embarrassing failure, gets even more awkward.

You rise up from out of the flowers and make your presence gently and clearly know, but quickly realize you hadn't taken an important aspect into consideration: You have no idea how to handle Girls. You're barely a man yourself.

>Bee woman Rolls
>17/20
>She is unimpressed.

She becomes immedietly alert and prompts herself for combat: humming her wings loudly and centering her powerful legs as she draws her stone blade- and you're an idiot. You wave your arms about, you make odd motions, you stutter, the little knuckle bones you keep in your pockets spill out and you bend over to pick them back up in an embarrassing attempt to save face.
The Bee woman decides you are not only not a threat, but incapable of being one and begins to wonder how you even made it out here in the first place unscathed. She does that kind of 'tsk' of disgust and shame before waddling over, eye-level with your navel, to you to take pity upon you.
She gives you a fat strawberry and points to the direction you came from, urging you to be on your-

>>2432280
>Rolled 20 (1d20)
>SAVING. ROLL.

Thinking fast, you decide to work your strengths: Necromancy.
When she hands you the strawberry you open your palms and quickly chill it using Frost Touch- it becomes pleasantly cool and the Bee Woman lets out a small squeak of shock and delight before realizing you're not an idiot, you're just a magic user- obviously you can't take care of yourself, nobody who knows magic can.
She still thinks you're weak, but she now considers you possibly 'useful', your presence has now been given context and she is willing to humor your presence. She takes back the Strawberry and slips it into her cheek to suck on.

What would you like to do now?
Accepting Rolls. You have the Bee Woman's attention.
>>
Rolled 20 (1d20)

>>2432309
Try to see if we can communicate and then bring up possibly trading services for honey
>>
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>>2432317
>two 20s in a row
Why can't I have this luck when I'm with my gaming group
>>
Rolled 19 (1d20)

>>2432309
point to the pot you're carrying. maybe we can do some trading?

Hey we should consider making ice cream
>>
>>2432317
>>2432323
!!!!!!!!!!!!!!
>>
Rolled 9 (1d20)

>>2432317
>>2432323
Well then. Who knows, maybe she'll even consider a bumbling fool cute in some way?
>>
>>2432338
not with that roll, unless she rolls just as low. You'll get em net time anon. no worries!
>>
Idea related to will o wisps in lanterns. If we can create containers for them we could sell them as cooling apparatus
>>
>>2432379
I had the same idea, but more of a public service thing.

hang then around a lake, put some in it. *boom* now you have an ice rink.
>>
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>>2432069
One can only hope we become a nice necromancer. Reuniting dead loved ones. Solving labor disputes. That sort of thing.

That was a lot of the fun in the cyclops quest. Being able to just... be really good. Or you know at least try and fail.

Remember me OP?
>>
>>2432379
>>2432394
Might run into Miasma problems though....
>>
>>2432413
Hm that's a good point
>>
>>2432412
labor reserved for skeletons since zombies would spread disease.
temporarily resurrect the dead so people can say good bye to the departed.
solving murder mysterious.
making booze and ice cream for adults and children respectively.
>>
>>2432317
Yes. Let the free exchange of goods and services commence. Econonecromancy!

That... or Necroeconomy!

>>2432413
Refresh me on miasma. Is that what happens with too much mana? Or is it "Anti-Mana" that eats away life rather than sustain/produce too much of it?
>>
>>2432436
>Refresh me on miasma. Is that what happens with too much mana? Or is it "Anti-Mana" that eats away life rather than sustain/produce too much of it?
It's basically rotten mana that has settled and stagnated, but the presence of undead can amp up its generation if I recall correctly.
>>
>>2432436
>>2432445
Ah found the post about it!
http://spaghettiart.tumblr.com/post/154106089637/miasma-miasma-is-what-you-get-when-naturally
>>
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>>2432431
Kids love booze though!
>>
>>2432317
>Communication Roll
>20/20
>Overwhelming and total Success.

>>2432323
>Roll 19/20
>Commerce
>Nearly perfect.

To the best of your ability you try to communicate why you came here, who you are, and so forth. The Bee Woman can't speak your language, but she pays close attention to what you're at least trying to say and vaguely understands you're not here to pick any fights and want something from her tribe in exchange for something else. You bring out the pot you have and place it in front of her, gesturing that you would like it filled, then pointing to yourself to try and illustrate your willing'ness to offer something in return for the service.

She gives you the length of time it takes for her to finish the strawberry before she nods in understanding, takes the pot under her arm, and then extends her hand to grab your take your own so as to lead you to her community so that you can engage in trade. She seems enthusiastic about the exchange- your magical skills really did impress her and while she can't speak, she buzzes and hums with excitement from the opportunity to introduce you to her tribe.
Eventually you're brought up to the side of the largest Hill in Potter's field where the mouth of a woman-made cave lined in bee's wax rests open, but slightly obscured by purposefully untredded long grass- the entrance is just a bit larger than what you'd expect to find out of a Halfling's home, but with how small Bee Women are you'd imagine maybe 2-3 of them could fit through at a time.. Hip-mileage varying. She gestures for you to sit and wait at the entrance.

About 20 minutes pass before she comes back with the pot loaded to the brim with warm, fresh, honey, and even a few sweet cakes made from pollen, nut flour, and honey for you to snack on.. She brought friends though. The cakes, though, are delicious and delightfully fluffy & doughy which is shocking since they don't seem to have any wheat or cattle?

Out from the cave comes the initial Bee Woman, several of her Sisters, and 'HUGE' one standing at a staggering 4ft 6'ish well endowed with bosom slightly sagging from heft, thick butt, thigh and a bit of that tummy mothers get once they've had a few kids- not chubby, but just a little flattering fertile body fat. They all have the orange hair and freckles tell-tale of their hive, but the ?Mom? seems to be going a little gray. You wonder how long Bee Women life for. It seems their ?Queen? is impressed, she wishes to directly interact with you. Even if she's merely eye-level with your chest, she exhumes an aura of primitive maternal authority.

You may now roll to provide payment for the Honey or whatever devious plot you have in mind.
You can also talk to her- don't cost nothin' just to talk.
>>
Rolled 13 (1d20)

>>2432460
rolling to provide payment in the form of iced fruits or preserved consumables.

can the bee mom understand us?
>>
>>2432491
well I guess we need a lot of ice and preserved food then.
>>
Rolled 5 (1d20)

>>2432491
Supporting idea of using spells to create ice, frozen foods, and preservatives.

Also talk to her about knowledge of the area and perhaps establishing a regular trade if she likes what we can do

>>2432453
Good to see ya m8. Did you ever finish the Cyclops tarot and if so do you have an imgur or something with the collection?
>>
Rolled 2 (1d20)

>>2432460
Kneel down and bow a bit to her. Ask the queen if she speaks our language. If so ask her what her people value, noting we have some magic that can chill things or change the rate at which they decay and a few other spells but beyond that we don't have much else besides the clothes on our back and our body.
>>
>>2432460
This is gonna sound weird, but can we use the Preserve spell on semen and eggs? something something for medical science and loads of money (*ba-dum-tsssss*) from nobles who don't want fugly children?

>>2432508
>5
man the queeny mom is a shrewd barterer.
>>
>>2432512
NOOOO!!! I should have just kept my mouth shut!
>>
>>2432512
>2
either she's the best haggler of Copse, or we just fell over and ate dirt
>>
>>2432515
anon don't fret too much over it. It's randomized and there was nothing you could have done about it.
>>
>>2432436
>>2432453

Absolutely fucking delighted to see you again my dude. I don't show it enough, but I'm always stalking your art blog.

>>2432412
>That was a lot of the fun in the cyclops quest. Being able to just... be really good. Or you know at least try and fail.

And I fully intend to continue this sentiment.

Also, oh man, oh boy, we're gettin' some FUN rolls.
>>
Rolled 10 (1d20)

>>2432521
you know what I'm gonna make an extra rolls, just for keks.

since the mom is doing the deal, offer her some praise. people love praise.
>>
>>2432521
>Also, oh man, oh boy, we're gettin' some FUN rolls.
Well atleast the queen is probably already expecting us to be a bumbling fool due to her daughter.
>>
>>2432521
ask the queen id they have any magic books for trade.
>>
>>2432521
We're going to spill our bones again aren't we
>>
>>2432556
it's like the necromancer's version of spilling spaghetti
>>
>>2432556
>>2432559
Or we trip and faceplant into her cleavage.
>>
>>2432512
>>2432508
>Roll 2, 5, /20
>Failure, but not in the way you expected.

You make an attempt at decorum to respect the Bee Mom's prestige and authority: >>2432512
You try to kneel and eat shit- falling face first into the dirt. The other Bee Women think you're pathetic and give you a look befitting their disaproval.
Bee Mom laughs, her voice is delightful and sweet, but unfortunately she speaks some old, incomprehensible language, "Vous pauvre créature stupide. C'est délicieux." ((I don't speak french, literally just using google, the point is it sounds like french- Copse is French, french undead)) She really seems enamored by your presence, "La tribu n'a pas d'hommes en ce moment et nous pourrions utiliser un chaman. Prend le."

She likes you so much: she steals you.
>>2432533
>roll 10/20
For a week and a half.
For about 12 days you live in the Bee Women's hive; lodging in the Mom/Queen's personal cell and acting as the communities Shaman: you punch a few ghosts, preserve food, create Ice, kept the hive cool on particularly hot days, you read omens using your Undead Sense, and are kept placated by a steady stream of vegetables, honey, baked goods, and getting to sleep in the various body piles they form at night. Unfortunately, though, like anything sweet it becomes sickening in excess: the smell of wax drives you crazy, they don't eat ANY meat, you find out they use breast milk for dairy, honey is just BEE VOMIT, and none of them shave. After the 12th day you're finally allowed to go, "Votre dette est payée mon petit scarabée, vous êtes libre d'y aller."

>>2432491
>Roll 13/20
>Supernatural/fortuitous results.

The time, though, was not entirely wasted: you've got PLENTY of honey and the time you've spent there has changed you.. And you're not referring to the life changing moment you got to touch a booby, no: your extended use and practice of entropic thermal necromancy has greatly strengthen and increased your affinity and strength towards it. You also learn a few things about the land: The three mass graves are PACKED with not just dead bodies, but are the favored 'den' sites of three massive feral hordes of undead that plague Copse: burying themselves during the day to hide from the sun before they rise and roam during the night in search of prey. The Eldin's Mass grave houses the 'smallest' horde- it having been picked off, culled, and the flowers growing ontop of it leeching away the miasma. It's also worth noting that Hemlock Ruins hasn't become as 'stagnant' or flushed with monsters- the ruins having only popped up in the last 30 or so years.

You're still at Honey Hill, but may leave now if you have no further business here.
You've collected twice as much Honey as expected and are now on speaking terms with the Bee women.
It might be best to return to town and sell the honey, but it's up to you.

You may now roll for actions, you get 3, actions are d20.
>>
>>2432508
I have finished the Major Arcana.
Never got to finish the Minor Arcana. We never finished the various meanings on those nor settled on a particular theming. That said I'd be willing to start it back up again.

I have them all posted on my tumblr.
http://edspear.tumblr.com/tagged/Cyclopean-Tarot
>>
Rolled 3 (1d20)

>>2432660
Return and trade/sell the Honey. Purchase hunting rifle

I also think we should look at Hemlock Ruins as a possible place to set up our dungeon

>>2432662
Sweet
>>
>>2432671
maybe I should give rolling a break
>>
Rolled 12 (1d20)

>>2432671
trade/sell the Honey the honey is a mute option since there is a flat reward for it. Unless you want to haggle with the job giver.
>>
Rolled 18 (1d20)

>>2432660
Return to town, ask for an escort/help with the honey from the bee women, see about setting up trade relations between the hive and the changelings
>>
>>2432671
I may not agree with you idea on what to do with the honey, but you should stop with that negativity! Give it time and you'll be rolling 20's.

>>2432684
my duuuuuude

>>2432660
fyi my post >>2432681 was to see if we could get a few extra coins for the reward.
>>
Rolled 9 (1d20)

>>2432660
try to discern what was it that caused these mass graves to be created in the first place
>>
>>2432671
oooh. oops I now realize we got double the honey. Well I sure hope my roll help balances yours, yeah?
>>
>>2432671
>>2432671
yeah not sure why I rolled for trading in for a set price. whoops
>>
>>2432660
>you punch a few ghosts
this got me good
>>
Rolled 6 (1d20)

>>2432660
Return to En and get the reward for the honey, go to the tavern and get the biggest juiciest steak and enjoy it fully. While there ask the tavern keep what he knows about brewing alcohol.
>>
>>2432749
Oh and make sure we awkwardly thank the trading post proprietor on the (misinterpreted) advice about fucking animal people.
>>
>>2432749
RIP. The nice tavern owner doesn't have steak or doesn't know the word steak in our language.
Bartender no sells the booze but they purchase from brewers.
>>
>>2432783
I'm on a roll here.... and not a high one.
>>
>>2432671
>>2432681
>>2432684
>roll 3/20 on 'reward'.
>roll 18/20 on trip to town.

Before you head out the Queen Mom gives you some parting words, "Il y a un peu de terres agricoles sur le côté nord de la colline. Vous pouvez l'avoir si vous voulez. Si longtemps pour l'instant mon petit scarabée.." Complete gibberish, but you wave her goodbye and accompanied by a few of her daughters (at least half the way) you make your way back to En to sell the honey and keep up appearances.

You stride on into En and arrive at the trading post- A different Changeling is manning the shop, their father perhaps? You set down the honey and ask the man at the register where you can hand in the honey for the bounty, "Ah, good- perfect. I can pay you for that." His Clannad is a little rusty, but he's fluent. He goes into the back before coming back with a lock box possessing a mildly ornate seal that he opens with a key after confirming you have the honey in question. "I'm surprised a scrawny thing like you could get so much honey- usually we just get incompetent drifters coming in and taking these jobs." He drones on a little as you pass him the jars and he counts your reward, "Yeeep, had a guy in here who came back all stung up- barely recovered I tell you. I didn't know non-doppler's bodies could swell so much! You must be very skilled or very lucky my friend!" You assure him you're just lucky.
With your purse filled you ask the shop keep if he has any firearms in stock, he shakes his head, "'Afraid a surly looking party heading to the Troll cave beat you to it. They bought out everything that could kill anything! But!" He fishes through some letters under the table, "The Gnomes I buy my weapons from will be coming in a week if you're in town then. " You thank him and head over to the tavern to reward yourself.

>>2432749
>Roll 6/20
>Treat yourself. Low Number, but not a difficult action.

You return to the Tavern, the only tavern in En and slap down every single coin you owe the Innkeep- he raises his hands, he's shocked by such unexpected generosity; he thought you were homeless! You tell him to fix you up the finest steak he has, "meat! Meat!!"
>Innkeep rolls a 19/20
>He treats you!

You try your best to tell him of your grand adventure with the Bees of Honey Hill and he seems delighted- getting the gist of it, while he prepares you a fine meal indeed: a great helping of stewed chicken curry, thick fluffy bread for sopping, roasted vegetables with a side of plantains and a tall pitcher of tavern-brewed fruity-alcohol and chilled by your own hand! You feast and drink to your hearts content.

You're well fed, well rested, and have been paid.
You're currently in En, but have circle two ruins of interest.
You may now roll for new actions. You get 3. Action rolls are d20, but planning costs nothing. You feel it might be good to explore some ruins now, remember your goals: build a lair, become powerful, find new spells.
>>
Rolled 17 (1d20)

>>2432806
And we still don't know our friends name! outrageous! what is this kind Changeling's name?

Let's check out the trolls cave and see if we can get the trolls corpses, the adventures corpses, the accumulated corpses and skeletons from the trolls meals, or all of the above.
>>
>>2432806
Hmm, Hemlock Ruins was noted for not being too full of monster right? Maybe we should scout that one out? What do you guys think?
>>
>>2432824
They're fairly close and the bee tribe might reward us in some way for 'removing' the undead threat that was close to their grounds.

but I had already cast my vote and die.
>>
Rolled 3 (1d20)

>>2432806
Oh I know, ask around town if any one is familiar with the language the bee women were using. Or just see about learning local lingo in general.
>>
>>2432818
what's our name?
>>
>>2432832
.....
Maybe I should just call it a night...
>>
>>2432836
don't you dare! it's all chance. It's ONLY chance.

>>2432833
I don't think a name has been decided on yet.
>>
Rolled 8 (1d20)

>>2432806
Investigate either the HEmlock ruins or the ones west of Potters field
>>
Rolled 8 (1d20)

>>2432806
Find things to upgrade your bone staff. or replace it with a better one. Either or.
>>
Rolled 10 (1d20)

>>2432824
>>2432865
Rolling in support
>>
Rolled 15 (1d20)

>>2432806
>visit church
>>
>>2432882
I can support this. I sure there will be some irony or something.
>>
>>2432891
No more so than every one in town thus far mistaking us for a cleric.
>>
>>2432892
you know what? who says there can't be a necromancer cleric?
>>
>>2432900
Depends on if this is still cannon...
>>
>>2432920
Is this canon?
>>
>>2432929
from OPs tumblr itself
>>
I'll wait a little more for you guys to reach a consensus on ruin exploration.

In the mean towney: >>2432832
>Doesn't cost anything to ask.

It bothers you a bit that you can't communicate with the Bee Queen after she was so nice to you, so in an effort to bridge the gaps between your two peoples you decided to do some sleuthing around town to see if anybody knows or has heard of her language. An hour or two is spent questioning anybody who'll stop to give you the time of day and or for that matter listen to your poor butchered impressions of "voumeshlshoo" and "ouibogou" with little results.. That is, until:
You happen to run into that bundled up figure, the one who knew you were a Human- you don't quite catch them, but they pass by you with a quick "It's called Cockaigne. Ze language'." You tilt your head to face them and it's met with another cold poke, "You ought to know betta'. Cockaigne was what Zis place used to be called after 'aull." You unfortunately don't get a chance to stop and talk to them- ((*Now correctly applying their accent, forgot to the first time. plz no bully))
>roll 3/20
They seem to be on a schedule though and pass by as quickly as they come.

>>2432882
You also decide -while you've got nothing better to do- to.. Go to church!
What an idea! Church! You haven't been to the Church! Lets hope we can go into the Church and-
>Roll 15/20
>Church Rolls 13/20
>Your number is 13, Church's roll against you benefits your domain.

The local Church resides on the outside of the town's walls of all places- it doesn't seem to be concerned with it's own safety or the dangers that face it and when you step foot on it's hallowed ground you immediately notice why that might be: it isn't as strong as you were expecting, but your magic feels noticeably 'numb', you feel if anything uncomfortably warm- as if someone was breathing down your neck and were fogging up the hairs. Still, you decide to continue forward for the sake of discovery. The church is built tall, traditionally, and has a number of pews for attendants with a red wooden statue of a coiled wreath of snakes behind a fountain at the back center.
This is a Church to Scylla: "Lady of Rivers". Your hometown actually had a Church to Scylla, but yours was far more well put together and maintained. This place is kind of sad.
You notice a Changeling priest boy- he's actually younger than you, which is shocking since you're not 'that' old. He notices you, puts down the heavy scripture he was reading and wiggles over to you through his robes with the long-red shoulder scarves, "Ah, hello Gno- Halfling... Brother.., how fortune-eous of the lady and her rivers to draw you here and-" His words speak of his inexperience, the church dulls your 'aura', but he can sense your paranormal abilities.
"Pilgrim?" His black ringed eyes light up and he makes darting peeks at the collection box.

You're at the Church now.
What would you like to do? Roll for Actions accepted.
>>
Rolled 8 (1d20)

>>2432951
>Deposit coin, ask for info about the local area as a pilgrim. where are all the good religious sites, where all the cursed places?
>>
Rolled 13 (1d20)

>>2432951
Toss a few coins in the collection box and reply "sort of?"
Ask him about local going-ons.
>>
Rolled 8 (1d20)

>>2432951
Can you teach me how to speak Cockaigne?

I still want to visit the trolls cave. Adventure or troll corpses would be quite powerful boons.
>>
So for the exploration thing I think the troll cave still sounds a bit too risky. If the adventures won great, but if the trolls won then we could be next and since trolls are cannibals they wouldn't leave corpses laying around. We should wait and see if the party that went there comes back first before poking around in my opinion.
>>
>>2432951
Ask if he is the only one here.
>>
>>2432951
My vote for exploration is still Hemlock ruins
>>
>>2432982
Good idea. We could wait around for a few days. If we don't hear work from them from the guy who hands out work then we can avoid the troll cave and head to one of the mass graves.
>>
>>2432968
wonder what the trolls are like
>>
>>2432993
I agree troll corpses would probably be useful I doubt we could take them on as our first combat target.
>>
>>2432951
I am human. Does my presence make you uncomfortable? How old are you?
>>
Rolled 7 (1d20)

>>2432951
Pray to Scylla for a favor. Because why not.
>>
>>2432993
Hemlock Ruins isn't much farther than Honey Hill so a day trip down there could be a productive use of time while we wait for new on the troll cave. We already know that one is mostly unoccupied and I'm curious as to why.
Maybe the alter boy has some info on it? Lets include that in our questions.
>>
>>2433011
You know what? Yeah, let's do that.
Wait do we have any weapons we can use against skeletons and zombies?
>>
>>2433018
Our razor sharp wit?.... yeah we got nothing.
>>
Rolled 20 (1d20)

>>2433030
We need a mace or a bat.
>>
>>2433045
Make that a legendary mace or bat.
>>
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Rolled 6 (1d20)

>>2432521
Thank you. Weird as it is to say, I appreciate being stalked. Likewise to you too.

I've been busy working on some projects of my own. A thing I was initially planning as a quest has turned into a webcomic, and I'm teaching english to little kids in china. So like I'm feeling rather fulfilled lately.

Have a quick frozen strawberry and a dice roll. I hope to keep up with this quest Spaghetti.
>>
You are now momentarily the Priest Boy.
You have just received your first non-doppler visitor in MONTHS to whom you originally thought was the most horrifying Halfling you had ever seen given his height, dark hair, and just- the way he looks at you. He looks so far beyond you, as if he can see your ghosts or there's voices in his head he can't ignore. He quickly corrects you and says he's a Human, but doesn't deny being a pilgrim, so now you have to live with offending a holy man forever. Good job. Idiot. Stupid.

He doesn't seem too upset though, he puts a few coins in the collection box and begins to inquire about local holy sites, religious and paranormal happenings, and other priestly stuff you can actually help him with. "Well Sir, Hemlock used to have the largest church to Scylla in the area before it got all monstered I think 30 years ago? 25? The church should actually still be intact- Scylla flow through it. Uhhmmnn... Most of the Grave sites have a shrine, but only Sholt's has one to Scylla." You.. Can't tell if he's satisfied or not, but you point out the texts he has on him, "Ah, sir, of course- let me just"

>>2432968
>roll 13/20
>Fortuitous results.
You hurry yourself to the library to fetch a text he might find useful, relieved to be outside of the range of his taxing site for just a moment before you bring back a few texts that could help him and maybe endure him to you, "You're an Exorcists, aren't you? Then maybe.. You'll find these useful?" You present him a selection of tomes with various Scyllan Miracles. This is a test of course: 1. Because you can't cast any of the miracles yourself yet, so if he CAN well all the better for you and the religious community, but if he can't it isn't a net loss- they're just books to a normie. 2. You snuck in a non-scripture, confiscated, Necromatic text "Lactalis: White Mana": an offensive text filled with several 'healing' spells that mimic clerical work- if he's a priest he'd be able to sniff it out eas-
He picks it up immediately and totally gives you a "look".

>New Book Acquired, Spells Expanded:Book (3/??): Lactalis: White Mana "This book is relatively modern: it details several Necromancies meant to mimic divine Miracles. How peculiar".

Dark Mass: "Ritual, Transmutation/Enchantment, focus on up to 6 beings before reciting a dark scripture that heals minor wounds, and restores strength & stamina to targets. This healing feels cold."

Stolen Word: "Mancy, Transmutation, you may touch and transfer one affliction: disease, poison, deaf'ness or other physical -non-genetic- ailment to another living being such as a rat or dog. This feels like you're pulling it out of someone."

Hush: "Enchantment, bringing up your finger to your lips and focusing on an individual you may silence them from speaking for up to 20 minutes. This stops 'most' spell-casting expect mancies.

See Spell Book: https://pastebin.com/tJNzGa4e

Holy shit, sorry that took so long. Not even done yet. INC 2nd
>>
I wonder if we'll find a tribe of friendly ghouls living underground tending to mushroom farms and fishing
>>
Necro priest. Wew. Am I supposed to make a response? I don't even know. I think I'll bathe it all in even though I've just finished reading.
>>
>>2433114
Oooh, this good. Poor little scared Priest Boy, super nice and helpful though.
>>
I think we can technically fall under the exorcist category since punching ghosts are a thing (still find that cool but hilarious)
>>
>>2433114

You gambled and you lost. He's going to ask why you have such an OFFENSIVE TEXT. He's going to osculate your divine abilities. He's going to deport you back to some fancy Gnomish church to be whipped. Who do you even think you are?
He's already starting to question you. Pick you apart for details.
>>2432972
>Can you teach me how to speak Cockaigne?

"N-no, that language is only spoken by the Dead" He keeps staring, "A-and those of course who came to visit them, Sir, sorry sir." He's penning you into this corner and you keep putting your foot into your mouth.

>>2433005
>>2432986
>Ask if he is the only one here.
>I am human. Does my presence make you uncomfortable? How old are you?

This one hits particularly hard on you, personally, as a priest is supposed to be unbiased against all followers of Scylla regardless of species- her rivers water all- and the very act of you being uncomfortable is suspect enough. He's even asking how old you are, "I'm just 14 as of this year, sir" Maybe you can play the pity card. Snooker into that awkward age bracket: too young to whip, too old to force you back into training.
You make sure to tell him you're the only priest here after your father was sent "down the river sir, after he had an accident attempting to cleanse some Monsters from a basement."

>>2433008
>Pray to Scylla for a favor. Because why not.
>roll lucky 7/20

You are now back to being you.
The boy is thoroughly spooked, you have a new spell book, but now you feel super guilty because you can ultimately relate to his circumstance: a teenager alone in the world desperately seeking answers in his own personal quest for power and knowledge..His father was supportive but dead, yours beat you and is still alive- mental note, kill father when you're all grown up. Luckily for YOU you filthy heathen: you actually remember a super generic Scylla prayer and lead him in prayer as you try and deescalate the situation.
He joins in and kneels behind you as you pray to the red-paint chipped gnarly statue of Scylla's coiled river snakes, "Scylla, who's waters flow in all directions, feed the ever thirsty ocean as she quenches our suffering.."
>Scylla rolls a 5/20
>She gives you a pass, but you can hear waves pushing in the back of your head. Better stay cute.

You may now roll for new actions. d20 for actions, you get 3.
It's 11pm, so we'll wrap things up for tonight soon with 1 or 2 more actions.
>>
>>2433165
tell us about the monsters in the basement? Might be worth investigating
>>
>>2433165
Wrap things up at the church, thank the young priest for being so cooperative and tell him to stay strong but inform him you'll be holding onto that one book.

I vote we go check out Hemlock Ruin and see what's up with the abandoned church. Might be something useful left about.
>>
Rolled 13 (1d20)

>>2433165
Better make an extra donation just to be safe.
So we now have an offensive book. This is good. Let us bid the young acolyte good bye.
>after he had an accident attempting to cleanse some Monsters from a basement
...there were monsters under this church, or is he talking about a different one?

Rolling for investigating Hemlock ruins for fun times and things of usefulness.
>>
>>2433184
I kind of want to see if we can communicate with his father. Maybe see if there's any last words they want to get through before we return him.

>>2433165
Can we do that?
>>
Rolled 4 (1d20)

>>2433193
Guess I should roll huh?
>>
Rolled 5 (1d20)

>>2433203
Yeah let's offer our services and talk to the dead master
>>
>>2433165
Are we unable to raise dead yet or until we find the spell or grow in strength?
>>
>>2433199
>>2433193
>>2433184

You express your concern and interest in helping the Priest by perhaps finding his Father's body or absolving his Ghost or SOMETHING. He tells you his father wasn't actually killed by Undead (go figure) but by CREEPS: he had been making commutes to the Church in Hemlock Ruins to keep it ordained, sacred, clear the waters sort to speak, but didn't realize before it was too late that Creeps had began to spawn in the shadows of the basement of the building- below his rituals.

Sounds like an easy enough job: You tuck in for the night at the tavern, leave fresh in the morning when it's bright and early and hopefully maximum sunlight.

You save A LOT OF TIME by not even having to walk there: the Priest pulls a favor and you get a boat ride right down the river and all the way to the Hemlock Ruins, the Changeling boat driver thanks you for what you're trying to do, but warns you: "Now you be careful, we've already lost one Priest to Hemlock and it'd be a damn shame to lose another one... Especially in a Church." they then drop you off and the two of you go your ways.

Hemlock is kind of awkward: the stone work has crumbled, grasses have taken over it, creating a kind of non-committed maze of half-built hazards and precariously placed stone roofs originally designed to let cool air blow in now just.. making these awful death traps. Never mind the fact that every house has a cellar for cool storage, but the wooden doors to them are either gone from rot or still kind of their but soft, so if you step in them you fucking fall 10ft on your stupid ass. Not that'd happen to you. Magic man.
It's quiet. The air is still and cold- a sign of Miasma.

>>2433199
>roll 13/20
>Fortuitous Exploration.

You take a deep breath and peer through your Undead sensing eyes and oh wow- You immediately notice a bellowing plume of thick Miasma fuming from what you can only imagine is the church just up ahead. You reckon with that kind of density the Father's corpse must be sitting in the basement: rotting, getting poked by creeps, being used as a bed to produce more Miasma and more Creeps. You slowly make your way through the chest-high grass, over the building stones, careful to not step on anything sharp or holish in between.

>You're about to enter the Church.
Creeps aren't people, they won't listen to reason: at your level you can prepare 5 Spells you think you'll need for combat. You can do this ahead of time and just list them instead of blurting them out per the moment.
Otherwise: Roll for initiative/exploring the Church.
>>
>>2433273
how many spells can we prepare?
>>
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>>2433273

Right, sorry, I should clarify:
A Creep is basically a living humanoid shadow that's shorter than a man, but taller than a Goblin- so 4-5ft.
They're not people, they're just a 'bad' shadow that forms in dark, sad, dreary, places: before it decides to pick up an implement it can hurt someone with to make more miserable environments.
They'll disintegrate if exposed to sunlight, but otherwise have no unusual or strange weaknesses beyond just attacking them.

>>2433268
>Are we unable to raise dead yet or until we find the spell or grow in strength?

Our spell list is view able over here: https://pastebin.com/tJNzGa4e We can't yet raise the dead or animate anything dead. We lack both the power and the knowledge currently.

>>2433277
>how many spells can we prepare?

5 Spells, this is our first 100% combat scenario, so excuse the improvisation.
>>
Rolled 5 (1d20)

>>2433273
Rolling for initiative:
3 Will O Wisp
1 Dark Mass
1 Frost Touch

My idea is to command Will O' Wisps to sap the heat of the creep until they are frozen and can't move. The Frost Touch is for anything that gets too close. The Dark Mass is for self healing and for the Will O' Wis.
>>
>>2433286
Ha ha well look a like this will be a very challenging fight.

>>2433285
So it may not be their weakness, but can cold still slay them?
>>
>>2433286
>https://pastebin.com/tJNzGa4e
that's too many will o wisp
just one should do us
1 will o wisp, 1 hush, 1 sense undead, 2 frost touch
>>
Rolled 9 (1d20)

>>2433285
>1 Will O' Wisp
>1 Hush
>1 Sense Undead
>1 Frost Touch
>1 Ghost Hand
>>
>>2433291
The idea was to use the Will O' Wisps as fodder to match the number of Creeps. I can understand the use for Sense Undead, but I'm not sure if Hush works against them unless they're spell casters. >>2433285 does the hush spell work against them?

>>2433297
Ghost Hand sounds fun. Maybe we can punch them.
>>
>>2433304
Hush is just in case there is a spellcasting creep (if such a thing can exist)
>>
>>2433306
Better safe than sorry I suppose.
>>
Rolled 11 (1d20)

>>2433297
Supporting
>>
>>2433304
>>2433306

There's a chance one creep could know magic- it happens. I've got an encounter table.

I need one more unique roll for a total of three rolls and then we can begin. I'll try to prioritize out our spell uses from the suggested lists (combat is meant to be 'improvised and quick'), but you guys seem to have a decent line up. Ghost Hand is a pretty good idea, desu.
>>
Rolled 18 (1d20)

>>2433297
2nd this spell load out. Now sure if Will O' Wisps are substantial enough to do any harm to creeps. Keep an eye or for a real weapon. All else fail a femur still makes a decent club now that I think about it.
>>
>>2433314
Does the 18 >>2433316 count?
>>
Rolled 1 (1d20)

>>2433316
Sounds good to me

I hope the dad's body was left mostly alone
>>
>>2433324
RIP the skeleton was thoroughly destroyed.
>>
The Encounter goes as follows:
Music if you so desire to set the mood, it's what I'm playing at least: https://www.youtube.com/watch?v=I34io5wf5kk

Luckily for you: it's completely sunny, bright blue skies, and the churche's roof has long since collapsed opening up the entire first level to direct sunlight exposure.
There's noise coming from underneath you. You can hear the Creeps shuffling downstairs- moving about, you think you can make out.. Maybe 2? This might be an easier encounter than you thought.
>Combat rolls: 5, 9, 11, 18. Bad start. Solid Finish.

You begin by using your sense undead to try and see if you can peer beyond the darkness in the basement to see if you can spy whoever or whatever is down there, but it does you no good: the miasma is too thick and you being able to perceive it merely blocks your vision. You decide the next best thing is to take advantage of all this Miasma and form it into a pumpkin sized Will O' Wisp to light the basement- it comes to un-life in your hands, cold to the touch, you whisper into it to go down and light the basement with it's blue, freezing light, and it scoots down without fear.
The Will O' Wisp centers itself like a chandelier and you notice your foes:
>Encounter roll: 65, 92, 100
One Creep with a sling, One Creep with a sword n' board, and a stupid massive 6ft Creep with an Axe. The Creeps do not acknowledge your Wisp, they just think it's a Wisp. You initiate combat by getting rid of the biggest creep as quickly as possible: you Ghost Hand a rock as hard as you possibly can against the head of the largest Creep and manage to concuss or kill him- either way he's down and bleeding black blood, so it's fine.
The Creeps are now alert, you shout at your Wisp to lower itself and set fire to the Creeps shield to distract and hopefully freeze it which it at least accomplishes the first thing- he's cold and trying to pull his shield off of himself but it's starting to freeze to his body from the fire. You make your way downstairs with Bone in hand, but the Creep with the sling awkwardly snooks a stone at you- managing to hit your shoulder, which causes you to trip the last two steps down. You immediately crawl over as fast as you can to the panicking Creep with the Sword and shield and Frost Touch his head with both hands. His head freezes and he dies.
You pry the sword from his hand and awkwardly murder the creep with the sling, but not before taking another rock to the knee.

You then finally hobble over to the large Creep who did not in fact die, but was coming to and lacking any spells: hit him with your bone staff and then cut his head off.

The Creeps black blood pours out of them and they deflate like raw sausages. You lay on the cold floor of the church underneath the light of your Wisp and the burning shield and try to catch your breath.
>>
>>2433365
Whew. Could have gone better, could have gone a lot worse.
>>
>>2433365
You get up the exact moment it becomes too uncomfortable to lay on the floor: both from the smell of dead creep and how cold the room is starting to become.
>>2433324
>I hope the dad's body was left mostly alone
>Roll 1/20 Spectacular failure.

You manage to find the Father's body, but it isn't pretty. Changelings don't have as many bones as most other folks: just a rib cage, skull, and a few other bits n' pieces.... Which you find belonging to the Father painted in the corners to unseal it from the holy rituals he attempted previously. His ribs were made into a chime and his skull was worn as a necklace by the largest creep. You gather as much of him as you can piece together in a bag and gently carry him up to the front floor of the Church so you can.. maybe do something for him.


These will be the final rolls for the night.
You're rolling for LOOT (Loot is a d100, you get 1 roll each) and to communicate, commune, Undead Sense the Priests' Dads' Ghost or whatever remains of him.
Accepting rolls now.
>>
Rolled 30 (1d100)

>>2433387
>>
Rolled 62 (1d100)

>>2433387
loot rolling
>>
Rolled 8 (1d20)

>>2433387
Oh should there also be a d20 for the communing? If so...
>>
>>2433390
>>2433392
>>2433394
>Oh should there also be a d20 for the communing? If so...

Yes please, sorry if that wasn't clear.
100's are for loot, 20's for action. You get to do both, obviously.
>>
Rolled 3 (1d100)

>>2433387
LOOT!
>>
Rolled 11 (1d20)

>>2433392
>>2433400

communing roll
>>
Rolled 17 (1d20)

>>2433405
FUCK! Ha! Terrible roll. Now if only this was Dark Heresy.

>>2433400
Rolling for communication....
Hello. Any last words you want to tell your son or anyone else before I return you to rest or something?
>>
>>2433400
So is what we're doing obviously going to be seen as necromancy, or would it be safe to introduce ghost dad to acolyte son?
Did we get all the Creeps?
>>
>>2433436
>Did we get all the Creeps?
Likely since most the miasma was coming from the church. I'd like to make sure we burn all that off some how before we leave so no more spawn but that'll likely need to wait till next session.
>>
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>>2433390
>>2433392
>>2433405
>Loot roll: 3, 62, 30
>Trash, Wealth, Minimal Loot

With the Father's remains some place safe you go back down into the basement to loot the Creeps of any possible earthly possession the no longer require having been 'magically' turned into corpse.
You acquire 2 Dark Mana Crystals- a sort of solidified form of mana that congealed and hardened making the Creep capable of functioning in the first place. They're similar to the core an elemental might have which people use to power Golems. The Dark Mana Crystals could be useful for something or at the very least be pawned off to someone. You'd have three, but the Creep whos head was frozen had theirs shattered- wafting in a mist of miasma.
The only thing seemingly of worth left is the Sword, specifically a short sword- you killed the creeps with, which remains in relative good shape. The only thing otherwise left down there is the sling, bag of rocks, and the axe -a woodcutting axe, most likely looted from a house- which is far too heavy for you to really make use of.

>>2433394
>>2433406
>>2433408
>Commune Roll: 8, 11, 17
>Mild Success.
>Father's Ghost Rolls: 3, 13, 20
>Fortuitous Results that benefit both of you.

Returning to the remains, you get on your knees, center yourself, and activate your paranormal senses: the miasma seems to be dying down from the basement and the remains you've brought into the open are slowly being purified 'till you can see what starts out as a small flash of like quickly grow larger and larger 'till a great, blinding, illuminated figure pops out from them.
"Well that's better, now whom do I owe the- Oh. Hmn." You can feel his gaze, you can't see it- he was a priest in life after all, not a fake kid one either. It's overwhelming and it burns you from the inside and out. "You did a good, Human: You consoled my boy, you slayed the creeps, you even resisted the urge to sully my remains any further than they already were." His intensity begins to flicker, "You're not off the hook yet, Human. I've got one more favor to ask you. Bring my remains back to my Son so he can cremate them and tell him he's En's priest now.. I know it's a big job, but a Tree only grows deep roots when it's deprived of water." That'd be a solid fucking 6/10 joke coming from a priest of Scylla if even hearing him as he is now didn't ring your ears.

His intensity finally becomes more bearable as he grows dimmer and dimmer, "Looks like that's all I had in me- Actually, no, that's a lie: eat this, BOY."
He uses the last of his spiritual energy before passing on to heal your wounds... But does so by casting a 'Light Channel' Miracle which calls down a forked spot light of river-shaped light onto your body: rejuvenating you completely, but in a very painful fashion that causes you to convulse and scratch at your body despite having no wounds and have arguably made you healthier than when you got here in the first place.

Annndddddd... That's it for today's session!
>>
>>2433454
Thanks for the great time! Look forward to the continuation!
>>
>>2433461
>Thanks for the great time! Look forward to the continuation!

I'm exhausted, but was a pleasure- feels good to be back and doing this kind of thing.
The thread is archived, so you can go vote if you wish: http://suptg.thisisnotatrueending.com/qstarchive.html

The QUESTION though remains: Should I do another session TOMORROW (at 3pm) and continue this thread?
OR should I only do these once a week? I have a lot more free time than I did during my previous quests, so either is fine, but I won't do back to back if attendance is an issue.
>>
I can't speak for any one else but I'm down for going again tomorrow.
>>
>>2433467
Saturdays are normally the best day for running a thread and I'll definitely be around
>>
>>2433469
Same

>>2433485
But also same.

>>2433467
Whatever floats your boat man.
>>
If we do continue today I would like to get a bit of revenge on Ghost Father for his condescending attitude, probably more painful than necessary healing method and (most heinous offense of all) the dad joke he made. Defile his corpse by drawing a silly mustache and goatee on his skull! That'll show him! Mwahahaha!
>>
>>2434159
That'd be pretty fucking lame.
>>
>>2434661
Shush you, let me enjoy a minor act of petty, silly revenge before we return the remains to his son for a proper burial.
>>
>>2434691
Super lame.
>>
Hey, howdy,

The Quest will commence today in 1 Hour.
That's 3pm West Coast Time, so get ready for more spills, chills, n' thrills.
>>
>>2435067
Swell.

We should go return the priest's body and reassure the kid, then ask for moar spell books.
>>
Rolled 10 (1d20)

>>2435067
>>2435147
Forgot to roll, I guess. Return the priest's remains, inform the boy he;s the new priest, and see if he'll let us look at the church library.
>>
Last Post here: >>2433454

Previously you made it to the Ruins of Hemlock where you slew the Creeps forming in the basement of the abandoned church, salvaged the sullied remains of the Priest's Father, and were able to successfully apease him to some degree before his soul was spirited away.
With the corpse moved and the Creeps killed: the miasma in the Church is slowly clearing and shouldn't build up any more than any other dark place does naturally, so barring an ordination or blessing from an actual priest or shaman of some kind there's little you can do here at the Church... Unless you want to loot it that is.

Either way.
You're currently resting on the floor of the Church in Hemlock Ruins.
The roof has long since been destroyed through time and weather, so the noon sun is shining on you and your bag of Changeling remains as you recuperate from the gracious healing miracle that was casted on you by the deceased priest's ghost in 'thanks'.

What do you think you should do?
You could maybe scout around the Hemlock Ruins or it might be best to head back to En as soon as possible to deliver the remains before it gets dark. It's up to you.
Your current inventory: https://pastebin.com/3xnHBDVs
Your current spellbook: https://pastebin.com/tJNzGa4e

You get 3 Actions. Actions are d20. Accepting Rolls.
>>
Rolled 14 (1d20)

>>2435427
Changing the action to looting the church, didn't know we still had the option.
>>
Rolled 10 (1d20)

>>2435427
I say we look around the ruins a bit more before heading back. Might make an overnight stop at Honey Hill since that seem to be closer so we are less likely to get caught out after dark.
>>
>>2435427
General question -- is there a way to purify the dark mana crystals into regular mana crystals?
>>
>>2435451
I'm supporting this idea. It's closer than En unless there's a boat nearby.

We can summon a wisp to light our way if need be.
>>
Rolled 17 (1d20)

>>2435451
Supporting
>>
>>2435453
>General question -- is there a way to purify the dark mana crystals into regular mana crystals?

Yes, a Dark Mana Crystal is just another state of Mana: it being a magical element so it reacts to positivity or negativity like water does with temperature n' so forth. You'd have to find someone else to purify it though since your domain prevents you from doing such a thing- somebody who can cast miracles would suffice like a druid, shaman, or a priest, a holy man.
>>
>>2435471
Cool, maybe we can ask the kid to do it.
>>
>>2435448
>>2435451
>>2435463
So I guess the three actions are:
>Loot church
>Look around ruins
>Get to Honey Hill and spend the night
>>
>>2435509
I'm sure he'd be happy to... if he was capable of it. Last we saw of him (yesterday/earlier today) he couldn't really cast miracles yet. Not sure we'd want him to any way since Dark Mana Crystals are in our element and if anything we would be able to turn other crystals into dark ones if we wanted. Their current state might be the one most easily used by us.
>>
>>2435540
So long as we can prevent them from turning back into uncontrollable creeps.
>>
>Loot the Church
>Roll 14/20
>Mild Success.

Loot is a bit of a 'strong' word, you're not really stealing from the Church so much as you just looking for items to.. "requisition" for your services to the community and to prevent any further assets or resources from falling into the hands of Goblins, Trolls, Creeps.. You begin listing off potential monster species that steal treasure to yourself, "Treasure Imps, Kobolds-" Eventually, you find a couple things of worth:
A handful of coins from a broken collection box, some of them look to be minted from a different century, so they could be actually worth more or less- you don't really keep track of which Doppler is in charge of the various dirt kingdoms they occupy. That was a little racist, but it's true- Changelings are a shifty people. Stop it, stop being racist in a church.
The second thing you find is a torn, dirty, prayer mat (lacking pews) and the Scylla Wreath of this Church that had been hidden underneath a pile of rubble: most likely to dissuade theft until it could be relocated or the church rebuilt as the coiled ornate band of red snakes IS actually made of polished bronze and isn't just a cheap wooden trinket. It burns your hands a little when you pick it up and it's heavier than it should be. You wrap it in the mat and place it in your bag- the moment you set it down it orients to it's proper weight and your hands are unharmed. Divine.


>Loot and Explore Hemlock ruins for a bit.
>Roll 17/20
>LUCKY supporting roll.

Your pack is getting a little full, but there's still daylight and time is money, so you decide to scrounge around in the ruins for a bit before you head over to Honey Hill for the night. Getting stuck out in the field or in the ruins at night would probably be very bad for your health.
Hemlock is actually quite large(it's bigger than En at least), so you don't have time to devote searching through the whole place at the moment: you rummage through a few houses, basements, and eat up most of your time just sifting through people's old belongings in search of stowed away coins, trinkets, various nick-nacks and paddy-wacks you can pawn off when you get back into town.. It isn't until you're on your way out that you -quite by happenstance- notice Hemlock's apothecary shop. The wooden sign had a coating on it and hadn't decayed entirely.
The building is still relatively intact, but you unfortunately can't say the same for most of it's immediately valuable items: reagents, money, books, all of it had been already looted, or otherwise destroyed by time, but something less obvious to a 'normal' individual still remains within and ready to be borrowed by new hands.
>Acquired Lab Equipment: Basic Alchemy Equipment
>"Vessels, Tools, Measuring devices, Mortar and Pestle- basic, simple, alchemical tools required to treat and prepare dead bodies for proper reanimation."

You head off to Honey Hill for the night. (2nd post inc)
>>
>>2435613

Your pack, heavy with loot, you make the trek to Honey Hill to spend the night, recuperate, feed, count your money, and just manage your resources a little before you return to En.
The walk takes a few hours, the sun goes down faster than you maybe expected, but luckily you get to Honey Hill and can see the amber glow of the hive dimly lit in the back behind the wavering, rolling, hills of wild flowers... Which is good, because with your Undead Senses peeked you can clearly see Miasma clouds moving, forming off to your back- figures popping up in the distance shining brightly with blue light that signifies their unlife as they start digging themselves out of the ground to form in hordes.

The Bee Women welcome you back inside.
>>2435451
>roll 10/20
>Bee women roll 15/20
>5
The Bee Women end up keeping you for 5 days. Queen Mom if anything is delighted to see you return, even more so now that you've learned so many new spells, she doesn't understand all of your new tools or money or why you have a bag of guts n' bones, but she understands magical folk have their eccentricities. You spend the time eating, sleeping, keeping them cool, and healing their sick and wounded by using your new "Stolen Word" spell to transfer their simple injuries and mild ailments to small animals they keep handing to you. It's decent practice for a spell you haven't gotten to use yet.

You're currently at Honey Hill.
You may now roll for Actions. d20 for Actions, you get 3 rolls.
>>
Rolled 3 (1d20)

>>2435660
collect honey for payment- investigate to see if there's anything else the Bee women would be willing to trade for that might be more valuable
>>
Rolled 20 (1d20)

>>2435660
Return to Em and get to that church. Hand over the priest's remains and see if the new priest will reward the return of the holy symbol with another magic book or something.

>>2435664
Our pack is pretty full. We shouldn't worry about that just now. We need a mount or a cart or something to get around in faster and carry more cargo.
>>
Rolled 13 (1d20)

>>2435660
And try to pick up a few words of the bee mother's language on the way out if you can.
>>
Rolled 6 (1d20)

>>2435660
Welp, that took a bit longer than expected, but hey we didn't get torn apart by skeletons so I'd say that went well. Let's head back to En, turn over the Father's remains (and probably that holy relic since I doubt we can make much use of it) and relay the last words. Back at the village I would also like to ask around to see if that party came back from the troll cave and see if we can find that vampi- I mean totally mysterious figure who knew we were a human and "priest" when we first arrived in En.
>>
Rolled 4 (1d20)

>>2435660
Head back to En and return the remains and holy relics from the temple to the Church and see if we can get anything else from the new priest or the town.

Check the trading outpost for any new equipment in stock

Check the quest board and see what we could do next

We should really start looking for a lair I think. Hemlock might be a useful basis
>>
>>2435687
There is still that other ruin north of Hemlock and the fields we have yet to check out. I'd really rather wait till we have a means for controlling undead to some degree before striking out on our own though.
>>
>>2435704
We should definitely explore it when we're ready. I don't think we've found everything in Hemlock yet, we'll just need more help to do it right.
>>
>>2435664
>Roll 3/20
>Attempt to collect more honey from the Bee Women
>Embarrassing Failure.

Greed motivates you a little beyond your means and on the day before you leave you decide to snooker a pot of honey to take back to En to sell, and, quite frankly, it doesn't go over very well. The Bee Women keep large honey comb-vats where they mix, stir, cool, and prepare the honey just like regular bees would, but these vats are deep: each chamber is maybe 5ft deep and suffice to say you fall in one.
You end up ass backwards in a vat of honey and the viscosity of the fluid prevents you from righting yourself immediately- almost drowning in the process before the women ultimately pulling you out by your ankles, proceeding a harsh slap across the face from a very disappointed Queen Mom who lectures you while your clothes, body, and hair are cleaned. "Alors tu penses que tu peux prendre autant de miel que tu veux? Tu me déçois. Égoïste! Égoïste!! Vous êtes un vilain, stupide, enfant. Ce rayon de miel entier doit être jeté à cause de vous!" The Process takes over an hour, honey is very difficult to clean in this time period, especially out of hair.

>>2435678
>And try to pick up a few words of the bee mother's language on the way out if you can.
>Roll 13/20
>Fortuitous results.

Those 5 days turn into 7 from the honey fiasco, but the time isn't entirely wasted: The Queen ends up babysitting you as you're clearly incapable of being left alone and the experience manages to finally impart a few basics of the gibberish they speak, nothing complicated: bread, milk, honey, 'may I go to the washroom', simple stuff. It isn't until you're finally ready to leave for En with your things packed does she give something....Interesting.
It's a Letter. You got a letter. "Un étranger est venu vous appeler, mon petit scarabée, l'autre nuit. Ils ont laissé cette lettre pour vous." The letter is sealed with wax pressed by a hoof-based emblem and the envelop it came in is a vellum of sorts put together from off coloured pale skin.

You say goodbye to your Bee-flavored family and head back to En, "Sois en sécurité mon petit scarabée et évite les ennuis! Tu es trop jeune pour te noyer dans des pots de miel."

2nd post inc, since we got a 20 and it'll be quite a lucrative doozie given the circumstance.
>>
>>2435779
>mon petit scarabée
She calls us her "Little Beetle" that's adorable
>>
>>2435790
I know, really feel bad about disappointing our honey mama though... We'll have to find a way to pay her back for that combo we messed up.
>>
>>2435800
I mean, maybe if we didn't do petty, greedy shit and stuck to being good guy necromancer we'd do better.
>>
>>2435674
>Return to Em and get to that church. Hand over the priest's remains and see if the new priest will reward the return of the holy symbol with another magic book or something.
>Roll 20/20
>Complete and total unarguable success.

You are now the priest boy once again.
A little over a week ago you told a traveling Human Exorcists that your Father had died trying to exhume the old church in Hemlock ruins of monsters...It's now been eight days and no one has seen him since he agreed to deal with the same problem: this has left you with an unbearable feeling of guilt. You literally guided an innocent person who just wanted to help to their death, you've been since trying to rationalize that this doesn't count as murder, but a poor priest guides his people through bad channels.

He shows up though. The absolute mad man returns. He smells delicious and he's back -that was a little homoerotic- and he's got STUFF and he's BACK and you DIDN'T KILL HIM. He doesn't just have stuff though, he's got ALL the stuff: he tells you how he expertly used his divine abilities to banish the creeps from the church, purifying the basement of evil, how he manage to save the soul of your father and had his most gracious blessing bestowed upon him... And what's more- how he even managed to haul back the Scylla Bronze Wreath in perfect condition.
You can't handle everything going so well, everything has just been shit out here for months now and you're too young and this is all so difficult, you had almost gotten used to how terrible everything was. When you see the wreath wrapped in your Father's prayer mat and the bag stained with black changeling blood it's like the air is sucked out of your lungs from you finally noticing just how tired you are.
You curl into the exorcists and have a loud, ugly, 8 month built up frustrated cry.

You are now back to being yourself.
The priest boy is getting tears and snot on your robe. You hold onto him to be polite as he crumbles in your lap, but he's loud and you didn't get into Necromancy to comfort children. When he's done doing one of those ugly, screaming cries people do when they're crop fail or their sibling gets trambled by an ox: you go out into the back, the two of you encase the remains into a cheap burial raft and you send his father down the river. The boy leads a prayer, you tell him the message his father left him, and you feel as though he's grown a lot stronger for someone of his age.

You're in En at the moment hanging around the Church.
You may now roll for actions. You get 3. Actions are d20.
>>
>>2435853
well seems like we've just secured a long-term ally with the new priest.
>>
>>2435853
What's the letter say? Should I roll to see if we destroy it trying to open it?
>>
Rolled 1 (1d20)

>>2435853
Hey, where my reward at?

Ask the priest if he'll entrust you with any dangerous books he might have now that you've proved you're capable of holding your own, and about undead threats to the living in the area, about whether anyone in town is ill - you can heal them, after all - and where the mass graves came from.

Go to a secluded spot and read your letter.

See if you can find the stranger that recognized you as human and talk to him more now that you can speak the old language a little bit.
>>
>>2435886
huh
>>
>>2435886
>1
Seriously? Fuck these dice.
>>
Rolled 18 (1d20)

>>2435886
Uh.. saving roll?
>>
>>2435885
I swear to god, if we manage to destroy a letter trying to unseal it we are straight-up retarded.
>>
>>2435894
Thank you.
>>
Rolled 20 (1d20)

>>2435853
lets see if there's anywhere around that can make for better long term residence
>>
Rolled 15 (1d20)

>>2435853
>>2435886
I'm just gonna hope that the 1 will be reserved for talking to the priest at a time when he's emotionally vulnerable and roll to go buy a rifle at a decent price after some haggling. And get some training in how to use it.
>>
>>2435886
>>2435894
>roll 1, 18, /20
>Trying to open an envelope.
>"Trying".

You excuse yourself from the church to give the priest some alone time and yourself some breathing room to brood and get back on track: acquire power, build a lair, expand your spells, after all.
The letter you received from Mom you reason most likely requires your most immediate attention: who could be after you? Is it from outside the territory? Bounty hunters? Inquisition? WiZaRd ScHoOl perhaps?

You're clinically retarded unfortunately and think since the vellum is made of skin that you obviously have to cut it open with your sword. You cut that bitch right in fucking half. The envelope, the letter, it's split just right down the middle and a very minor security curse is placed upon you: a small single letter rune is cut into your left hand's wrist which bleeds for a bit before healing and scarring visibly.. You're most likely going to have to do something about that later, for now you piece the divide letter together and thankfully it's still legible.

"To the Young Necrolyte, This is a summon from the crown; your antecedence and services are requested at the Cheval Mallet Manor at the behest of your Lady Catherine Cheval Mallet. Immediate expedience is not necessary, but failure to attend within a span of 3 months will be interpreted as defiance. Food and board will be provided, as well as your services will be richly rewarded. Ignis Solus, Child of Man."
When you've finished reading the letter (not just skimmed through it, but actually understand it) the vellum folds into itself and transmutes into two halves of a dead bat.. You guess it was meant to maybe fly back to the Manor and convey the message was read and not just be dead, dead'er', laying their limp and inanimate because you're incompetent.

2nd post inc.
Looking for long term residence 20.
>>
>>2436007
Oh, we'll just be marked for retardation I guess.
>>
>>2436033
Hey, at least it was still legible. I mean who hasn't torn a letter or two trying to open an envelope?
>>
>>2435978
>lets see if there's anywhere around that can make for better long term residence
>Roll 20/20
>Complete and total unarguable success.

Bumming around En for a day or so: eating, drinking, staying at the Tavern and trying & failing to pass your scar-curse on the Mice and Rats you manage to capture, you're eventually summoned to the Church once again. Big news you're told by the Priest boy, you're being formally rewarded for your services to the community by the.. You suppose he's a Noble? You think the Doppler word is Emir, that might not be a direct Clannad translation though. Changelings don't really have kingdoms, they just kind of loiter.

It isn't a formal occasion, just a simple rewarding ceremony: you're brought to the church and with the Priest boy as an official are introduced to their Emir: a tall, skinny, elderly Changeling in a loose robe and blue sash over the shoulder and around his waist, he speaks with thick Doppler accent, but his Clannad is legible enough that he addresses you directly instead of through the boy. "Ahh, yes, welcome, welcome! So good to finally meet you! I've heard so much, enough at least." Changelings don't have all their bones, so when he walks over to shake your hand he's so old it's like he's made of gelatin- all wobbly, wibbly. Maybe instead of dying of old age they just turn into a puddle one day?

The Emir laughs, grinning wide, "You're the first drifter who's been any use to this town. It's been nothing but homeless mercenaries and exiled criminals for years out here, I'm relieved to see our luck has finally changed, god willing." He motions to the priest who fetches a scroll which he shakes out a paper document and hands to you. "Now, I don't want you to get offended, but I'm giving you the Deed and land rights to the farm land by Potter's field." You don't seem to be too impressed and he notices. "I know, I know, 'Emir, nobody owns this land, ghosts and goblins don't care about papers!' well we care about papers and with this Deed and occupation of land rights, I declare you by my right as Emir and in front of divine authority that you now legally own that land."

>Acquired 1/3 Ruins: Potter's Field Ruin Deed Acquired.
>"A legal document entitling you to the ruined farming village beside Potter's Field. Deeds mean little in these uncivilized times, but sometimes the law can be harsher than the wild."

You may now roll for new Actions. You get 3. Actions are d20. It might be prudent to do something about that summons, but it's up to you- you have some time.
>>
Rolled 15 (1d20)

>>2436096
Thank the elder for his consideration of your efforts. Ask about the challenges of getting such a place settled again and the areas around it you notice on your map, say for instance the forest to the west of it and the Estate there in.
>>
Rolled 15 (1d20)

>>2436096
Invite Priest and Bees to help fix the house- possibly digging a well for a source of water and set up a garden for honey production.
>>
>>2436122
Hmm, Priest is probably busy running the church and we can't speak the Bee's language yet. I'm betting we could learn the language though if we accept that invitation we got to the Cheval Mallet Manor which would make future dealings with the Bees much smoother.
>>
Rolled 19 (1d20)

>>2436096
Thank the Emir and the community politely. And go to the trading post to look at the selection.
>>
>>2436122
>>2436139
If he prays for the intercession of the water goddess, we'll probably get a mana spring to open up over there or something.
>>
Rolled 11 (1d20)

>>2436096
We should set up our homebase first and then heed the summons.

Let's see about fixing up the farming village. Maybe we can eventually invite others to live there and work the land.

Of course we could just make undead servants to work the land eventually
>>
>>2436116
>say for instance the forest to the west of it and the Estate there in.
>Roll 15/20
>Emir counter rolls: 1/20

Emir drops the act and invites you to sit with him for a moment while the Priest fetches the three of you some tea so you can discuss the matter more earnestly.
"That farmland is healthy, I'd even go so far as to say it's an ideal spot to expand the community, but we've tried many times and have been ejected each time by the Cheval Mallets." The Priest comes back, the tea is poured, and a spot of sweets n' biscuits are placed out. "The Cheval Mallet are an old family of Vampires that have claimed nobility and have been trying to rule this territory since I was a child. They're the ones responsible for the ruination of Hemlock, though: Orcs, Trolls, and various other factors obviously didn't help." The Emir takes a sip, thinks about what he should say next.
"Changelings make for poor servants: we don't have enough bones, it takes multiple bodies to make a 'zombie', and our blood tastes awful apparently, so really we're being pushed out by contempt and disgust you could say while the Orcs and The Homunculi are seemingly allowed to remain.. I suppose pig blood must taste good. "

The priest finally contributes, "The woods, though, they're super haunted. It's the border of the greater Rotwood, but that uhh-" Emir interjects, "The growth of what's been called the 'Goth Tree' has begun to accelerate the growth and spread of the forests influence. This whole discussion may be a moot point- this land unlivable perhaps by the time our Priest here is as old as I am" Emir gives a sentimental laugh, "But you know how Changelings are: we're everywhere, we're used to life being, eh.. Transitional you could say."

You ask about building up the area and any resources, what kind of logistics would be necessary or required and the mood improves, Emir chiming in, "Well you'd need men, wood, stone, seed, animals, there's a well already there if I remember correctly- it's been so long. It really is a perfect spot like I said sans the skeletans of course... And the Bee Women. You know, if you could just get the lumber from the Rotwood itself you'd be in a perfect position to start settling that area."
>>
>>2436228
Are you waiting for responses or is there more?
>>
>>2436266
>Are you waiting for responses or is there more?

There's more.
Trading post. Workin on it atm.
>>
>>2435886
>Hey, where my reward at?
You.....are too greedy sir. shame on you. shame on you for asking for a reward.

I have to admit. Helping that young priest gave me good vibes.
>>
With our new landholdings that will be a perfect place to set up our necromantic distillery using crops farmed there.

Also, I want to start investigating the possibility of using or developing Fungal magics or constructs like mushroom-men since Fungi is the natural servant of Rot
>>
>>2436340
I got a twenty on a post that specifically mentioned getting a reward, then got a one in a follow-up post. Read it again if you have to.

Someone else wanted to defile the remains of the young priest's father because the description for the healing spell he threw at us as his final act in the world mentioned a little pain, then decided we should be rewarded with honey for no apparent reason.

There's a difference there.

Glad you liked helping the young priest.
>>
>>2436372
'Defile' by drawing a bit of a silly face on his skull. It was a joke man.
>>
>>2436158
>And go to the trading post to look at the selection.
> Roll 19/20
>Nearly ideal success.

You thank Emir for his time and the Priest for just being himself, and excuse yourself to head to the trading post to resupply, take stock, and prepare for your the next stage of your Journey ahead of you.. And you seem to run into a spot of luck.

The trading post is currently restocking: there's a horse drawn covered wagon pulled up in front of the establishment and a company of over a dozen Gnomes are unloading and toting away supplies of all sorts into the store with the assistance of the Changeling family that run the place. Access to the store is briefly blocked by the traffic of the men and their funny hats, so you decide to strike up a conversation with the several Gnomes who look to be paid guards- smoking and idling to the side, but still close enough to do their job.
They wave and the oldest blonde one speaks, "Afternoon, Human, haven't seen a Man this far out in years. You here for work it looks like? There's strong magic out here, I bet you've got your plate full." He nods thoughtful, tapping his pipe, you enter into a lengthy one sided conversation where he tells you about his kids n' so forth, that is thankfully eventually interrupted by the other Gnomes stopping him and actually talking to you about interesting matters.
"Yeah we've just come down from the North, through the jungle- we've been up to our armpits in Trolls for weeks" He corrects himself, "And not just Gnomish armpits mind you. The Cave over in Planter's Jungle is loaded with them- seems a party really riled them up and now there's a Troll power vacuum for the cave they cleared out." The packing seems to be finished and they orient the conversation towards a goodbye, "Well, looks like our break is over. We'll be heading out of Town and on our way to Commune #9 that Homunculi sorority before we turn around and head back through the wood, so if we see you we see you."

Finally, in the trading post you've got your pick of the litter:
>A Hunting Rifle.
>"A simple single-round breech loading rifle. Common, but durable and of Gnomish make."

You can buy this and still have plenty over, a yes or no is fine.
There's unfortunately not much else of martial or magical importance, but some more information becomes available via the cork board:

>Scrap salvage and Honey collection bounties are still there. They never go away it seems.
>There's a notice of warning written by Emir himself advising caution against the Troll Cave and venturing into Planter's Jungle.
There's also one new bounties you 'think' you could do. [/b/]
>A Farmer's field in En has both an Ant and a Ghost problem: Ants ate his Pumpkins, now he has Ghosts, it's just one of those kind of situations apparently.

I'm now accepting rolls for new actions, thanks for waiting.
>>
>>2436372
wait really. Oh then sorry man.

shame on that other anon then.

>>2436383
Let's punch ghosts and freeze ants.
>>
Rolled 7 (1d20)

>>2436383
Yes on buying the hunting rifle.

Catch some rats and go around town curing people of illness for a bit, then let's see if we can go help this farmer.
>>
Rolled 17 (1d20)

>>2436383
rolling for pumpkin booze venture with farmer. I wonder if we can make spiced pumpkin wines or cider......
>>
Rolled 7 (1d20)

>>2436383
I vote yes on the rifle, always good to have something for a first long-range volley.
Ask about the new job. Where is this farm? Where did the ants come from? Besides raiding pumpkin patches what do they do most of the time?
See if there are any interesting knick-knacks from the gnomish caravan since you seem to have first pick.
>>
Rolled 10 (1d20)

>>2436383
pray to the lady of the river for slight protection so we don't outright die? did helping with the priest problem help improve her opinion of us?
>>
>>2436402
>freeze ants
Lets not be hasty, what if they aren't just ants but ant women? Could make good mushroom farmers.
>>
>>2436432
true. I'd feel aweful if that were the case. but if they are mindless animals then do you think their meat could sell for food? waste not want not.
>>
>>2436413
>>2436427
Not to be rude but, maybe you could restrain yourself just a little bit and not send out multiple commands and rolls before the author has a chance to reply? They can only respond to so much and have to keep multiple people's input in mind. Also the last time we prayed to the River Goddess we were given a hint she didn't much care for necromancers, so contacting her is tempting fate and pushing luck.
>>
Rolled 9 (1d20)

>>2436383
Take the new job posting. The antfolk (if that's what they are) might've been displaced

purchase the rifle

>>2436413
that's something we can do after we help this guy. I'm sure he'd be happy to give us some pumpkins for doing this job
>>
>>2436454
it was a proposition for after the job. something to be considered.
>>
>>2436461
Then don't roll for it until the appropriate time

Rolling means an immediate action
>>
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>Ask about the Gig.

You purchase the rifle, some ammunition, and then ask the clerk (it's the daughter this time) about the Ant-Farm-Ghost-Boogaloo bounty. You ask her if it's Ant Women or just regular Ants or what exactly is the deal. She gets the ladder to the stock shelf, slides it over to the dried food section, climbs up, down, and hands you what looks like.. A nut?
"That's a dried Ant Treat. It's salted abdomen, they're good. The Man's farm is being terrorized by them, 'bout.." she makes a fist, "this big. They eat basically everything- pets too if they can get away with it. It's really a write off job, the real gig is the Ghost problem which is why it's still probably up there." You understand the situation more and she even gives you the Ant Treat on the house.
It's..Crunchy. Not as bad as you'd thought, but you still think it'd be better boiled.


>See if there are any interesting knick-knacks from the gnomish caravan since you seem to have first pick.
>Roll 7/20
>Lucky pure 7

You're unfortunately too late to catch the Gnome caravan, you can't expect the Species that invented the clock to not be able to keep a schedule and they've long since packed up their things and have hit the ol' dusty trail.. You do notice something interesting that's been left behind by them though. Kneeling down you pick up what looks like a small, perfectly rectangular, bit of white ?metal? it has.. some kind of perfectly symmetric runic black zebra pattern on the side of it and text you can't quite make out with a large, striking, logo-style number '9' making up most of the half of the card. You... Assume it has something to do with the Homunculi Community? Could be useful later.
>New Item: Homunculi Sorority #9 Access Card.
>"Disturbingly warm to the touch, this flawless piece of metal allows provides you permission to access Commune #9".


>Freeze Ants. Punch Ghosts.
>Roll 17/20
>Not ideal, but lucky conditions

The farmer's house is located just on the otherside of town, more towards the eastern end of the wall and away from the lake- it's kind of a cheap lot. You're welcomed by the farmer and his wife and his little dog- all of whom seem at their wits end, but happy to see someone actually show interest in their issue. They explain the situation to you briefly, "for ages we were fine, my dog here- a good bug terrier, was keeping out the beetles, the rats, the ants, everything, but- " he goes on, there's always an excuse. Sufficed to say his dog couldn't keep the ants out, ants burrowed all around, ate the pumpkins, now the farm land is full of field ghosts.
It's still day light though and he says you're welcome to use the dog if you so wish.

This will be a combat encounter. You'll be dealing with Ants first. The Ghosts will require a separate encounter, so don't worry: just focus on the Ants for now.
Prepare your spells. At your current power you may have 7 Spells.
Make all of your combat rolls now. You get 3. Combat rolls are d20.
>>
Rolled 7 (1d20)

>>2436534
So these are just the typical giant ant rather than antperson right?
>>
>>2436534

Remember, you can view your:
Inventory here: https://pastebin.com/3xnHBDVs
Spell book here: https://pastebin.com/tJNzGa4e

>>2436549
>So these are just the typical giant ant rather than antperson right?

Yes, they're just Ants/Normal Giant Ants. No Animal People/Bug Women.
>>
Rolled 6 (1d20)

>>2436534
>Will O' Wisp x2
>Frost Touch
>Endothermic Fire
>Ghost Hand
>Dark Mass
>Stolen Word

Will O' Wisps have proven to be able to cause harm and I expect the ants to come in numbers, so back up could help. Frost Touch, Endo. Fire and Ghost Hand for a variety of options. Dark mass for patching ourself or others up if need be and Stole Work in case the ants have a toxic bite.
>>
Rolled 12 (1d20)

>>2436534
>>
>>2436549
>>2436568

No spell choices?
>>
>>2436586
Was just thinking about that but >>2436562 has a good list I think.

Use the Will o' Wisps to corral them and pick em off with the rifle at range if possible
>>
>>2436592
Might be a waste of ammo, depending on how easy it is to maintain Ghost Hand might be better to just hold a rock and smash them one after another.
>>
>>2436600
Or use the sword with it to stab them at range
>>
I don't know why we don't just use a dark crystal down their hive to kill the entire colony by turning it into a wisp or a big plume of endothermic fire.
>>
>>2436638
In fact, we should start with that and see if we can take the bulk of them out at once. The dog might know where the primary nest is, see if it can track them first and then we can try to set fire to their colony. Then screw around with the rest of the tricks up our sleeve.
>>
>>2436638
Given the conditions they arise in it's likely they are a bit rare (or at least dangerous) to acquire. They have also been noted for being good for powering prolonged magical processes such as powering golems, so might be better to save them for something like that unless we are desperate.
>>
>>2436652
We got them for killing a couple of creeps. I'm not sure they're all that hard to get.

That said, I don't know why we can't just send a wisp down into the colony to burn them - it's only that it might be small from not having miasma to draw on like it did in the church.
>>
>>2436671
If there are ghosts manifesting in the area and a bunch of pumpkins recently 'slain' I think we should be fine making a few of them
>>
>>2436549
>>2436562
>>2436568
>Our rolls: 7, 6, 12.
>Rolling for # of Ants: 23/30
>Rolling Ants counter roll: 8, 17, 19
>Rolling for the Dog: 7, 4, 9

This isn't going to be pretty.

You finish mentally preparing the spells you plan on casting before heading to the field with the Dog: it's been chewed, ruined, and there's at least one visible Ant Hill with an entrance big enough to fit a badger or other small burrowing animal. This is how the encounter unfolds:
You begin by summoning 1 Will O' Wisps and command it to fly into the burrow and flush the ants out of the hole: this works, but not in the way you expected and results in ALL 23 of the Ants coming out of a second exit burrow you didn't notice or consider- they immediately acknowledge you as a threat and begin slowly advancing towards you to kill you. Training your hunting rifle on them you manage to sloppily shoot 3 Ants with the Dog running in to pick off another 2. 18 Ants remain.
The next step is you light the grass in the field on endothermic fire to create some distance from you and the ants and hopefully kill them in the process- this manages to kill 5 more ants, but 13 remain and the fire scares the dog away temporarily. Still, though, using Ghost hand you crush 3 ants with a stone and 1 more with the Ghost Hand itself before the spell runs out. The fire dies down quickly from lacking connected dry grass to feed on and 9 ants rush you within biting distance.

You only manage to kill 1 Ant with your sword before you receive your first bite to your ankle which causes you to take a knee. 2 more ants die trying to pin you to the ground, crawling over your hands and aiming for your wrists, you Frost Touch them and freeze them alive, but they shatter and little bits of frozen ant pelt your collar, neck, and face temporarily disorientating you. There are 6 more ants still- The Dog luckily finally comes back and manages to kill 3 of them, but the 3 more can't be pulled off of you: biting, cutting, your arms, hands, trying to- well, disarm you.

Dark Mass and Stolen Word are combined in an effort to save yourself: you transfer your wounds to the last 3 remaining Ants and they end up being diced to pieces due to the size difference.
You are now laying in a field surrounded by 23 dead ants with a terrier currently shaking one like a rag doll for good measure.
You're not injured, but you've lost a bit of blood and if somebody asked if you were "ok" you'd probably say no.

You may now roll for new actions. You can do your standard 3 actions before before you have to roll your encounter for the Ghosts.
>>
>>2436688

What the fuck is Team Peanut Butter?
>>
Rolled 11 (1d20)

>>2436688
rest with the farm, find out more about the ghosts, see if they know anything about the haunting and where they manifest
>>
>>2436692
It's an April Fools thing.
>>
Rolled 17 (1d20)

>>2436688
Get some food and drink to up your blood sugar and fluid levels so you aren't as worn down when fighting the ghosts.
>>
Rolled 14 (1d20)

>>2436688
Cook up some of the ants to recover your spirits, while also collecting up the ants for use (sale of chitin and meat)
>>
>>2436756
>>2436732
>Roll 11, 17/ 20
>Recover in the farm house, acquire information about the Ghosts.

You're still dizzy when the Farmer raises you to your feet and brings you back to his house. His wife goes out to fetch some eggs, some of the ants that are still intact, lard from the basement, serves Tea and Goats Milk, and begins cooking up some Ant Tempura, Bean Pottage, Eggs with a bit of Cheese, Bread, and Butter. You talk with the Farmers while you stuff your face and hopefully regain some of the blood and mana you've just exhumed.
"They come out around Dusk just before the sun completely goes down that's when the whole place gets lousy with Ghosts. It's usually 2-3, but there's been nights where we've seen 5 of them: they're always bringing Wisps with them to freeze the fields." You ask them if they look like anyone, if they talk, what colour is their ectoplasm since they're clearly visible. "No, no talking, just laughing. They don't look like anyone we've seen before or even injured people for that matter.. They wear kind of.. shawls? Maybe? What would you say dear?"
The Wife returns with more food, "They look like a spirit wearing a straw bundle for a coat. They're yellow. Sometimes they'll have a lantern with them."

-Yellow, Straw Hoods, Lantern. It's a Poe. Poes are hostile, 'evil' ghosts produced when large fields of grass or grain die all at once suddenly; in your home town Poes would sometimes form when corn fields would burn down or die from disease, this thankfully isn't anything you haven't heard of before and if anything could be quite a boon since Poes contain a number of interesting reagents that could prove useful if you manage to harvest them.

This will be a combat encounter. You'll be dealing with Poes/Ghosts, a kind of dead grass ghost. Thanks to your studies of Necromancy you know that Ghosts are ESPECIALLY weak to Ghost Hand: Ghosts never expect to be physically assaulted due to their ethereal nature and can't handle a decent punch to the face.

Prepare your spells. At your current power you may have 7 Spells.
Make all of your combat rolls now. You get 3. Combat rolls are d20.
>>
Rolled 18 (1d20)

>>2436809
>Sense Undead
>Ghost Hand x5
>Dark Mass

Who ya gonna call? *Ghost puncher!*
>>
>>2436809
Oh, right, sorry, Disclaimer:

Things are starting to settle down, so our fight with the ghost and the following loot roll will be our last action for this weeks session, so go big and go hard. Lets finish this up so we can head off to the Easter confectionery race war!
>>
Rolled 2 (1d20)

>>2436824
supporting
>>
>>2436846
Haha, oh that feel. I know that feel.
>>
Rolled 2 (1d20)

>>2436824
>>
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>>2436846
>>2436872
oh no
>>
>>2436846
>>2436872
This is going to hurt...
>>
Rolled 3 (1d20)

>>2436809
Well, I hope that first 18 is enough. We gonna get rekt tho.
>>
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>>2436824
>>2436846
>Our Rolls: 18, 2, 2
>Rolling for # of Poes: 1/5
>Roll for # of Wisps: 3/10
>Poe's Counter Roll: 13
>Wisp's counter roll: 2

Not too bad at all really. Gotta factor in enemy incompetence.

The encounter is over far quicker than you had anticipated, but is goes as followed:
You finish dinner, take a quick nap, wake up and prepare your spells at dusk then go into the field with your Undead sense turned on- scanning the fields for any paranormal activity or other such phenomena. Almost immediately you're able to identify a thankfully small group of spirits come to terrorize the field once more: 1 Poe and 3 Wisps following and orbiting around it like little dancing lights.

You initiate combat quickly and dramatically: casting 2 Ghost Hands to create a much more powerful, angry, big, kinetic blast of supernatural energy. The giant Ghost Fist hit the Poe so hard in the chest that you knock the straw hood off of it and the ghosts ectoplasm 'body' slams down onto the ground with a wet 'thud'. Dead- again, dead-dead, but this action offends the Wisps and they come hovering over to burn you alive. Things go less smoothly from this point onward.
The Wisps are very fast and you end up using the last 3 charges of your Ghost Fist crushing 1 and swatting another out of the sky before squishing it, but the last Wisp manages to evade your last Ghost Hand 'till it runs out and the two of you enter into an awkward game of cat and mouse: running around the field at night, chasing this stupid Wisp before you finally manage to peg it with a slightly moldy Pumpkin husk. Still counts.
The people in town watching you could only see the Poe, so for all they know you promptly defeated the Ghost in 4 minutes and then decided to basically fire a bunch of victory shots in the air, ran around for 30 minutes, then finished your last victory lap by throwing a soggy piece of pumpkin into the night sky. They can only assume it's part of the process, you're the professional after all.


Your last roll will be for loot: roll a d100 to decide what fat loot you manage to harvest off the Poe.
>>
Rolled 19 (1d100)

>>2436937
>The people in town watching you could only see the Poe, so for all they know you promptly defeated the Ghost in 4 minutes and then decided to basically fire a bunch of victory shots in the air, ran around for 30 minutes, then finished your last victory lap by throwing a soggy piece of pumpkin into the night sky. They can only assume it's part of the process, you're the professional after all.
I lol'd

rolling for loot. hope it's better this time
>>
Rolled 3 (1d100)

>>2436937
Well atleast it [b]looked[/b] like we handled that smoothly. Now lets see the loot.
>>
>>2436947
>>2436957
I guess we punched it too hard
>>
>>2436959
Yeah, some one please come in with a good loot roll, I burned all my luck on the ghost punching it seems.
>>
Rolled 64 (1d100)

>>2436961
Hope I don't botch this

Big money, no whammy!
>>
>>2436965
Alright, decent.
>>
Rolled 22 (1d100)

>>2436937
loot roll.
>>
>>2436947
>>2436957
>>2436965
>3, 19, 22, 64/100
>Garbage, Poor, low-quarter, Above Average Loot.

With the Ghosts defeated you start scrounging around in the fields, you're not worried about more Ghosts, but you don't turn off your Undead Sense regardless.
It doesn't look very promising to start with: you really did a number on those Wisps and that Poe- most of whats left has been smooshed to a fine Ectoplasmic Jelly with the Wisps being completely smothered under your big angry ethereal thumb... You keep searching though, you're pathetically low on really any 'decent' reagents and it would be a massive benefit to starting your work to finally find something of practical paranormal use.

Luckily, you manage to find something:
>New Robe Acquired: Poe's Coat
>"Poe weave pointed hooded coats of straw from the fields of dead grass that spawned them in the first place. This coat is lined with Ectoplasm that has been dried by the Grass into a soft, silky, material that's cool to the touch and the grassy material is naturally waterproof while providing basic protection from the wind and sun."
It's a decent start for sure.


AAanndd.. With that we're calling it for the week! I hope you guys had fun and that everything was to the quality you've come to expect out of me.
The thread is archived here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster%20quest so go vote if you haven't already.
If you want to get a hold of me or keep up to date on things my work blog is over here: http://spaghettiart.tumblr.com/ I'll also be posting.. QUEST BASED ART SOON. (hopefully).

Thank you all for coming out and participating! I hope to see you next week, same time, same place!
>>
>>2437023
Was fun, thanks for running. Glad to see you're back and running
>>
>>2437023
Sweet, new threads.
Thanks again, was a fun time!

>I hope you guys had fun and that everything was to the quality you've come to expect out of me.
First time for me in one of your quests, though I really enjoyed your dungeon overlord cyoa, and that got me started reading you blog.

>Thank you all for coming out and participating! I hope to see you next week, same time, same place!
I'll be stalking you on your blog till then.
>>
>>2437023
Thanks for running! Catch you next time.
>>
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>>2436688
>you transfer your wounds to the last 3 remaining Ants and they end up being diced to pieces due to the size difference
I now have the idea of a large sized undead minion like an ogre or troll as a tank that flagellates or cuts itself so we can transfer that damage and the damage it sustains back against attackers
>>
Rolled 20 (1d20)

>>2452980
I say we continue to get a lay of the land for the seemingly "safer" areas. Let's ready up to go poking around the industrial park and maybe Commune #9. The scrap "quest" is still up right?




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