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Last post here: >>2496086

The last session was a rather plot heavy installment of Caster Quest where we finally visited the Rotwood and in turn gained (if only briefly) access to the Cheval Mallet Estate which turned out to be a rather large, derelict and neglected community of Vampires lead by The Lady Catherine. From there we introduced ourselves to the Gardener (whom may be responsible for overseeing The Goth Tree), finally receiving some ability to effectively gather reagents and dramatically improving our ability to raise and dominate Undead in the process.. But, soon after: we found out that The Lady Catherine was not at all what we were lead to believe: instead of an ornate and dignified Vampire duchess, she was in fact a massive, white, centipede- controlling and fauxing royalty.

Not willing to humor employment or servitude under a demon; we narrowly escaped after declining through the power of LOVE (and Shadow Magic), this now brings us to our current predicament back at our 'farm' lair at Honey Hill.
(Retconning it just a little, I know we rolled Treasure Imps, but you can handle something tougher. )

There is an Avarice Demon trying to loot all the coins in from your basement: Red skinned, long bowl-cut edged shoulder-length black hair, yellow eyes, long thin horns with black tips, his backwards bent legs ending in scaley hooves. He wears nothing but a sarong and a look of shock- black clawed hands still filled with your petty copper coins being shoveled into a small burlap sack. He is your very first looter and arguably 'Dungeon Crawler'.
"It, uh, hmn, please tell me you're just a looter too and this isn't your lair." His motions slow, his irises become sparse and he doesn't break eye contact nor does he stop palming your treasure.

Your current inventory & lair information: https://pastebin.com/3xnHBDVs https://pastebin.com/xnLhuuRf
Your current spellbook & undead list: https://pastebin.com/tJNzGa4e https://pastebin.com/3W9U0fbG
Your visuals have been updated: https://68.media.tumblr.com/132b4e280353e3b1dafb6bf5b0279c83/tumblr_p7v1b97HZU1v1ceouo1_1280.png

Accepting Rolls AND Spell lists for combat. You may prepare 17 Spells. You do not have to 'kill' the Demon, but this is a situation that will most likely get hairy.
Lets begin.
>>
>>2508780

Obligatory you are here map for reference.
I'm also quietly working on a 'subterranean' map for the region since there are a couple of caves in this area, specifically: The goth tree, the troll cave, and the region around and between the Industrial Park and Commune #9 are in particular dominated by a large, intact, irrigation system infested of pipes with Goblin caves n' burrows we might be interested in looking through.
>>
>>2508791
So that's a no to accepting the rolls from the last thread?
>>
>>2508797
>So that's a no to accepting the rolls from the last thread?

I'll use this one: >>2496339 Sure, but we can still cram at least 2 more in there.
>>
>>2508802
gonna support my roll and spells here >>2496339
>>
>>2496339
>>2508807

Waiting on at least one more 'unique' roll/set up (though three would be ideal) and then we can get this show on the road.
>>
>>2508780
but I would like to try resolving this peacefully with the demon first. We've had a rough time lately
>>
Ahh, to cuss with it, sure. I'll go.

>>2496339
>>2508831
>Roll 19/20
>but I would like to try resolving this peacefully with the demon first. We've had a rough time lately
>Complete and total nearly unarguable success.

With a very unimpressed and exhausted look to you and under no uncertain terms you plainly state to the demon that you've had a rough week, you just got home and want to relax, put down the treasure and you'll let bygones be bygones- just let it go, it's all water under the bridge.
The Demon thumbs your money between his black clawed fingers, "I mean, I..I want the money...It's money, I could maybe give you.." He starts murmuring to himself and small embers begin flickering and forming into pooling hot smolders. You cast Hush on him. He burns his hand in the process and drops your coins. Reeling, taking his palm up to his lip to lick the burn.
"Alright, maybe we got off on the wrong hoof- uh, foot. I'm a reasonable paranormal entity, I'm sure there's something we can work- HYEA-" He reaches over with his good hand to swipe you with his claw, but you bring forth The Ghost Fist : grabbing his arm, twisting his wrist slightly, before giving him several three stooges-style ethereal slaps across the face.
You tell him once more to just cut it out and behave.
He lays down, dejected, nursing his sore cheek and hand, "I just..Wanted all the money. I just wanted it.. I can't loot in the woods anymore, that fat gay idiot chased us all out. Why can't you just let me have it? Shit, I got problems too.. I wasn't going to spend it, I just.. I just want it..." Again, you tell him, no- no, it's yours.

You have an Avarice Demon in your basement. You've defeated him through non-lethal means and he has cowed to your force, but he is pouting. You believe him when he said he didn't want to spend it: he's a demon, he most likely just wants to wallow and lay around in it or something.

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

>>2508921
>that fat gay idiot
What fat gay idiot? "Lady" Cathrine? Also if this demon doesn't want to spend it how would they feel about being our treasure guard?
>>
Rolled 18 (1d20)

>>2508950
yeah lets see if they want to become our treasure guardian for our growing lair
>>
>>2508950
>What fat gay idiot? "Lady" Cathrine? Also if this demon doesn't want to spend it how would they feel about being our treasure guard?
>Roll 3/20
>Low end failure.

The Demon rolls his eyes when you tell them of Lady 'Catherine', "Is that what he's calling himself? Oooohh, so god damn fancy. Look at me: 'I chased everybody out of town so that makes me royalty, hold me, hug me, say that you love me, bloo bloo. More like drag queen, amirite? Eh? Eh?" You're not from a time period to get that joke, you can only give him a bit of a blank look and his goat-like ears sloop down. "Whatever, he's just a shit heap green centipede who got too big for his shit heap and ruined everything for everyone." You try to press him for a little more information, but he dismisses you, "No, naw, it's- it's not, it's bullshit."

>>2508967
>yeah lets see if they want to become our treasure guardian for our growing lair
>Roll 18/20
>High end, near complete success.

Shifting gears, you ask the Avarice Demon if he's interested in guarding your treasure and he immediately perks up: sitting upright, hands on his knees, eyes wide and ears perked. "What, uh, what do you 'mean' by that exactly?" You tell him you're a new Necromancer in the area, this is your lair, but you'd like to start equipping it and decking it out as a proper dungeon: an Avarice Demon like him would be a perfect candidate to guard your treasure trove.
"S-so you're saying all I'd have to do is 'watch' the treasure? And don't let anybody steal it?" Yes. "And I can just.. Do whatever with it in the mean time.. Like lay in it, admire it, count it- ' You tell him it'd actually be super useful to you if you could count it and keep track of it all. You certainly can't.
The Demons yellow blood flushes to his cheeks, "Oh, oh.. Hey, yeah, sure- uhh.." He hunches over a bit to hide his welling 'enthusiasm'.

>New Dungeon Encounter: 1x Avarice Demon: "A lower-level Demon just a bit stronger than a Satyr: an Avarice Demon is motivated and sustained by greed, they use their low-level warlock spells and sharp black claws to defend the wealth that ties them to this world."
>I'll add an encounter list for our Dungeon in just a moment.

In the mean time.
Accepting new actions. Actions are d20, dominate/make undead are d100, you get any combination of 3.
>>
>>2508993

Your current lair information: https://pastebin.com/xnLhuuRf
You now have an encounter 'table' for your small farm ruin dungeon/lair:
>Encounter Table: 1 x Slime Cube (medium sized), 3 x Goblin Skeletons, 1 x Avarice Demon (Boss)

*Boss simply means to dictate the final or arguably the strongest creature any invaders or looters would face sans yourself, so, in other words: if you're not at home they'd have to get through all of these creatures plus the 'Boss' at the 'end'.
>>
Rolled 18 (1d20)

>>2508993
Welp, I think we should do some more salvaging of the ruined buildings around our lair, this time having the skeletons do the heavy lifting while we manage from a safe distance to avoid and more broken legs.
>>
>>2509009
>I think we should do some more salvaging of the ruined buildings around our lair, this time having the skeletons do the heavy lifting while we manage from a safe distance to avoid and more broken legs.
>Roll 18/20
>rolling with advantage+ Skeletons
>Nearly complete and total success.

With your treasure safely secured by the Avarice Demon you bring out your trio of Goblin skeletons and with them well under your psychic command: head out into the surrounding ruins (avoiding the Pumpkins and Sunflowers planted around your plot of land) to salvage the area around you for anything of 'aught use.
Even though they might be simple and small: directly commanding and having the Goblin skeletons under your influence dramatically improves your ability to not just avoid injury, expands your capacity to carry everything you find, as well as cover a much wider range of land and with most of the day committed to this you find an generous store of resources both valuable and equitable:
>Livestock Acquired: Goats, "You can tell from their white fur that these goats are escaped livestock. While not providing any supernatural services: goats turn grass into milk and smelly goat meat."
>Livestock Acquired: Chickens, "They're quite skinny and afraid, but it's amazing they're even alive. While not providing any supernatural services: chickens turn grass into eggs and meat."
>Your food supplies have been replenished, "You encountered some Bee Girls on your outting- they have supplied you bread, honey, milk, and a few vegetables to supplement your own forage."
>A small fortune in copper coins, " The Honey Hill Ruins have been exhausted of any spare change. "
And, finally:
>New Item: 1 Bundle x Necromancy Herbs, "A bundled of plucked and dried toxic and antiseptic herbs useful for preserving and treating bodies for reanimation. Roll with Advantage on your next create Undead."

You waddle back home to your lair: Skeletons and yourself filled to the brim with loot, herbs, leading back a few goats and a couple or more chickens stuffed under your arms. Quite a good haul indeed.

Accepting new actions. Actions are d20, dominate/make undead are d100, you get any combination of 3. Keep in mind, you can only 'make' Undead while you're here at your lair- if you're wondering why I'm finally prompting it.
>>
>>2509085

Brb, bathroom break.
This might be a good point in our journey to think about some big actions or what have you- we just had a pretty salvage roll after all.
>>
Rolled 6 (1d20)

>>2508993
Let's dig a pit trap for our Slime cubes and start splitting them up for it
>>
Rolled 6 (1d20)

>>2509085
Do we have some sort of perimeter or defense to keep out roving undead at night?
>>
>>2509102
yeah we got the Bee women to play sunflowers and pumpkins as a barrier. We had a nat 20 I think for fortifiying against roving undead after we had a horde rampage through the house once
>>
Rolled 3 (1d20)

>>2509085
Lets start a garden or greenhouse like we saw at the Chalet
>>
Rolled 18 (1d20)

>>2509085
Build homes for the farm animals.
The poor chickens. They will live in luxury!
>>
>>2509102
Anon. You ruined the defenses we had with your forgetfulness and roll.
>>
>>2509096
>Let's dig a pit trap for our Slime cubes and start splitting them up for it
>Roll 6/20
>>2509102
>Do we have some sort of perimeter or defense to keep out roving undead at night?
>Roll 6/20
>Consecutive doubles: low conjoined failure.

Digging a pit trap hole for your Slime to dwell in: you neglect to keep an eye on the slime, your attention focused on commanding your skeletons while making idle conversation with the Avarice Demon, "I love all the new change you brought home, by the way, Boss. These copper pieces might be shitty by themselves, but together we're really start to amass a respectable treasure pile." You ask him if he's got a mouse in his thong, what 'we', demon.
Sufficed to say: Your slime cube briefly escapes, slithers up and out of your house, goes into the fields and consumes some of your defensive pumpkins and sunflowers- leaving behind a dead wet streak burned into your lawn in it's slow, slimey, destructive wake. It doesn't take you long to recapture it and place it in the pit you've dug, but the damage was done. The only bit of luck is your slime is in perfect health- having not been out long enough to be damaged by the sun.

>>2509121
>Lets start a garden or greenhouse like we saw at the Chalet
>roll 3/20
>Near complete failure.

You unfortunately lack the resources and technological know-how to build such a magnificent greenhouse like the one you saw at Chalet: it was so advanced it even had electricity- something you, personally, had never even witnessed before and had only heard about by word of mouth or in books. You do, however, wish to see if you can start a small garden for growing herbs for use in necromancy (providing you a constant advantage roll on constructing undead).. But.. Things don't go too well.
You don't want to do the work yourself, so you try and get the skeletons to do it: their ambient miasma poisons and sullies the land they till and effectively pollutes the garden, ruining it's odds of growing anything useful beyond fungi or mold- unless you were to plant more pumpkins or clover and go through the effort of reclaiming the garden.

>>2509134
>Build homes for the farm animals.
>Roll 18/20
>Complete near perfect success!

However, the good news is: you build an excellent shed for your goats and fix up the chicken coop that had been torn apart by feral undead: the Goats and Chickens once again have a place to rest safely at night, be fed, watered, and luckily enough this is something skeletons can ironically do without fucking up or poisoning your resources.
The Avarice Demon hovers around you, hands behind his back, leaning over, "Boss, chief, sir.. Can..When, uh.. When can we eat those Goats?" You tell him he doesn't need to eat, there's treasure, "No, see, that's correct, but Goats are delicious. I don't NEED to eat a Goat, I WANT to eat a Goat." You tell him no, the Goats are for milking not murdering.

Accepting new Actions.
>>
>>2509184

Hey, howdy, back from the John, some things I should mention:
I'm gonna do my best to keep things moving and post a turn every 30 minutes or so, effectivly doubling the rate at which the quest can go.

Also our lair has been updated: https://pastebin.com/xnLhuuRf Goat pen, Chicken coop, and a Slime pit!
>>
Rolled 10 (1d20)

>>2509184
Maybe we should strike a deal with the Bee women and get some help repairing the damage and learning how to set up a garden or have them come tend to it for us

I'm afraid to roll though
>>
Rolled 8 (1d20)

>>2509184
Tell you what. If you can find more goats, then maybe you can eat one.

Can I roll for the demon? Come oooon. Daddy need a bunch of 6's.
>>
Rolled 11 (1d20)

>>2509184
Welp I fucked up. Might need to fix that breech... move some of the pumpkin vines around and try not to get too cut up by the thorns in the process?
>>
Rolled 7 (1d20)

>>2509184
Tell the demon he can eat any goats we declare as surplus.

Can we invent our own necromancy spells? If so, I want something that protects living things against miasma, so we can have all these goats and plants despite being a necro.
>>
Once we're able to control more undead or find ourselves in that area, we should try getting ourselves a Troll corpse for reanimation
>>
>>2509200
>>2509211
>Maybe we should strike a deal with the Bee women and get some help repairing the damage and learning how to set up a garden or have them come tend to it for us
>Roll 10/20
>Rolling with advantage: you're well liked by the Bee Women.
>Success, more so than expected.

After last weeks little home adventure your green thumb still aches to be flexed and used, but you well know you're no farmer: you're a Necromancer, but herbs would be nice and if you just keep gathering them in the wild like a smelly peasant it'll cause trouble. So, you ask for help from home.
A small party of almost a dozen Bee Women show up during the morning, eager to get to work: meeting with you at your lair and more than happy to help you build a proper garden.
The horticultural skills of the Bee Women is impressive, they shame your previous attempts:
>The Bee Women plant a field of clover over the damage done by your skellies and the slime. They're just drones, so they can't talk, but they motion that it'll heal quickly within time.
>+New Lair Feature: Bee Boxes, "Several boxes housing perfectly mundane bees: they demand very little out of you and provide delicious honey. It isn't as good as Bee Woman honey though, you can't keep a box of them- pervert. "
>The Bee Women also fix the breech: replanting more sunflowers, pumpkins, and fixing it up. They motion out to the surrounding area, you hadn't noticed, but ever since you grew the breech more wild flowers have been growing nearby.

>>2509208
>then maybe you can eat one.
>roll 8/20

You are temporarily the Avarice Demon.
You've been working your new gig as treasure guard for an up and coming Necromancer: you're confident in his abilities and he's pretty cute if a little young for your tastes, so there seems to be room for growth and gay sex which is always a plus. Inbetween wallowing in the treasure pit there isn't much here that demands your attention.. 'Masters' says you can have a goat only if there's a surplus and you can deal with that. You try and find ways to make yourself useful in the mean time.

>>2509218
>Can we invent our own necromancy spells?
>LUCKY 7

Hanging around the workshop you notice all he has going for him is a small shitty alchemy lab and nothing more- maybe a book shelf with a few tomes and some chicken scratch scrolls. With nothing better to do you decide to do him at the very least a 'small' platonic favor.
>+Laboratory Upgraded: Ritual Table. "A small table and scroll shelf designed as a work station for writing scrolls and magical theorems. While no Arcanum, it will have to do. Cannot be used to write/discover Psychic Spells."
This is, though, in honesty is a benefit to you as well: you can even use this to write and prepare your own spells outside of your own natural abilities- not that you have a massive breadth of magical knowledge.

Accepting new Actions. D20 for actions, d100 for undead.
>>
Rolled 9 (1d100)

>>2509260
rolling for the gob skellies abilities to break out into dance and use their bones as xylophones.
>>
Rolled 3 (1d20)

>>2509260
I feel like we could do some investigation of the surrounding area.

Mostly I'm curious about the nearby Eldin's Mass Grave. Let's go investigate it

big money. no whammy
>>
Rolled 12 (1d20)

>>2509260
Try designing that spell, to cast a protective shroud over our garden and goats.
>>
>>2509272
dice don't like me
>>
Rolled 20 (1d20)

>>2509260
>It isn't as good as Bee Woman honey though
No? Hey maybe we could-
>you can't keep a box of them- pervert.
oh, ok.

Welp let's take our skeletons and go exploring Hemlock Ruins.
>>
Rolled 20 (1d20)

>>2509260
rolling to see how many Will O' Wisps we can cram into a clay pot. I want to make Will O' Wisp bombs.
>>
>>2509260
>>2509274

Sorry, sorry, I only thought of how I was going to do this after I posted it, but I'd like to clarify/make a point of mentioning:

You now have a fully functioning (if albeit simple/makeshift) Laboratory . This means you can now do research by rolling a d100 for new spells OR ways to construct undead (specify which, you can only do one or the other.) You can also TAKE APART Undead if you capture or dominate wild ones to roll with an advantage.
Your laboratory can, though, still be upgraded to become more complex, build a larger lair, get that mad scientist action going, etc..

Your lair info has been updated accordingly: https://pastebin.com/edit/xnLhuuRf
>>
>>2509260
Do we have the capacity to create more undead? Did we save any small sized zombies from that zombie hoard attack all those weeks ago?
>>
>>2509289
>Do we have the capacity to create more undead? Did we save any small sized zombies from that zombie hoard attack all those weeks ago?

Naw, you blew up their heads using Exorcism for the first time. You were pretty out of it.

Taking in actions now.
>>
Rolled 82 (1d100)

>>2509288
Ok, in that case I'll roll a d100 for research into a way to protect groups of living things from miasma over long periods of time, permanent if possible.
>>
>>2509295
>Taking in actions now.
Like the two 20s?
>>2509284
>>2509280
>>
Rolled 73 (1d100)

>>2509295
Only their heads? Then why don't we preserve their bodies? We can still make amazing things with them.
Rolling to use the body parts of the head exploded zombies and skeletons to create undead that specialize in digging and construction.
>>
Rolled 63 (1d100)

>>2509295
>Bunch of headless zombie corpses

Oh I can work that. Summon some wisps for a couple experiments. Firstly attempt to make a wisp enter a skeleton skull and see what happens. Secondly, see if its possible that a wisp can replace the head for the headless zombie corpses.
>>
>>2509321
>Firstly attempt to make a wisp enter a skeleton skull and see what happens.
I think we did that before. Putting them in a pot makes them great for preserving food. Putting them in skulls? I think they yell or something.
Now the Wisps as heads might work. Maybe it might mutate the zombies into some kind of undead frost thralls.
>>
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>>2509271
>rolling for the gob skellies abilities to break out into dance and use their bones as xylophones.
>Freebie, because someone finally mentioned it.

You've resisted the urge for a far too long, but you want to do something you've seen illustrated both in children's books and painting, "Danza de los muertos", translated from your native Clannad tongue, "The Dance of the Dead": both playing and commanding your small group of skeletons to use themselves as musical instruments.

https://www.youtube.com/watch?v=KKhEt5WxCbM

>New Spell Learned: Dance of The Dead "Enchantment, Mancy, playing a set of bones as an improvised musical instrument while dancing: gives the caster advantage to dominate a single Undead per 'cast'. This spells is very embarrassing- especially if you miscast.


Alrighty, everybody calm down.
We're gonna do the research first, then we're gonna use the 20's and end with continuing our journey to Hemlock Ruins, so sit tight.
>>
>>2509333
>Alrighty, everybody calm down.
It seems simply doubling your posting rate really peaked interest...
>>
also a reminder that once we get our Lair expanded enough we do have one goblin that told us to look him up

Goblins being natural alchemists he'd be useful as a lab assistant if we keep him... sated enough. (perhaps the Avarice Demon could help with that)
>>
>>2509346
Not sure how oh our gf would be fine with that. She's gonna move in too.
Maybe we can hire our gob friend? and the avarice demon can certainly fuck him if they wanted.
>>
>>2509297
>Ok, in that case I'll roll a d100 for research into a way to protect groups of living things from miasma over long periods of time, permanent if possible.
>Roll 82/100
>High end success. +Rolling with advantage: Lactalis book of white mana

Calming down from your rigorous and boisterous skeleton party- of which even the Avarice Demon could not resist joining in once he got over himself: you spend the remainder of the day locked in your study, working, researching.
The topic of your research is controlling and containing Mana and with that in mind you reference and study a text you already have Lactalis: White Mana. You find exactly what you're looking for.

>New Spell Learned: Protection from Good & Evil: "Enchantment, temporarily seals and hides the spiritual aura and polluting factors of an item or being. This spell is especially effective on inanimate objects, living things can despell it quickly if not focused upon. "

You experiment and cast this new spell on yourself.. It.. It makes you feel dizzy and a little.. constipated? You try casting it on your skeletons: you observe their miasma stops fuming for a few hours before it releases once more.. You also temporarily cast it on the Avarice Demon. He goes blind and panics- you immediately decast it on him returning his senses, "What the fuck was that? What did you do?? What the FUCK was THAT?" You must spend a few hours comforting him.

>>2509304
>>2509321
>Research headless or possessed bodies
>roll 73/100
>Mid success. No advantage.

Your next assignment is the follow day and it is to find out what to do with all of these useless headless bodies: you clean them, prep them, and then try to fume them with miasma and reanimate them- they rise up, but quickly grow limp and fall down with all the miasma quickly spilling out of their headless tops.
You beckon your lovely assistant -the Avarice Demon- to bring you the Goblin skulls. You have an idea.
>New Undead Construct: Haunted Skull, "Create Undead, by possessing a skull with a wisp you may create a haunted flying skull. Skeletons require no lab work to process, but are poor at following commands. "

>>2509284
>Cram the rest in the pots
>Roll 20/20

Using the left over Wisps you spat out: you shove them into a sealed pot with the intention of creating a new weapon and surprisingly enough you succeed:
>New Tool: Witching Urn, "A clay pot densely filled to the brim with Wisps, when thrown at an enemy will crack open and explode; covering the surrounding area in a bitter freezing cold. Preparation requires use of a spell slot."
>>
>>2509280
We're going to Hemlock ruins next.

In the meantime everything has been updated.
https://pastebin.com/3xnHBDVs
https://pastebin.com/3W9U0fbG
https://pastebin.com/tJNzGa4e
>>
>>2509280
>Roll 20/20
>Welp let's take our skeletons and go exploring Hemlock Ruins.

Your Journey to Hemlock Ruins is rather uneventful: you pack your things, and the next morning you summon forth a Dark Cumulus, beckon forth your skeletons, and with your little army in tow- make your way to the Ruins, saying goodbye to the Avarice Demon. "See ya, Boss, be safe."
Your skeletons don't require breaks and are small and light- enough so that they can keep pace with your cloud at a 'medium' puts, so while the journey takes a bit longer- it isn't a complete drag or as slow as walking. Skeletons are fast.

>Encounter Table
>87/100
>Gnolls.
>Rolling number: 7/30

You arrive at Hemlock just before midday, but are beset by a troubling situation: Gnolls, maybe half a dozen of them- a small pack of misshapen Beast Men with the bodies of men and the heads of hyenas, armed with salvaged tools improvised as weapons and their own primitive bone and stone equipment of cruel design.
They seem to be bothering a small salvaging party of ORCS of all things: a gang of about 17 or so Peons- weak, crooked, sloven, lowest and weakest of the low swine designated to labor and toil for the Orcs that actually came out right.

While the Orcs have numbers and superior quality equipment (the one instance you could possibly say that about Orc made goods), they are physically inferior and frightened- further inspection reveals they got lucky and killed a few Gnolls already, but this has only excited the cannibalistic hyena-things and the panicked the sniveling Peons.

You could just wait for them to kill each other or interfere in however way you wish. The Orcs are people- ugly, but they are 'people', the Gnolls are.. merely beasts with human hands.
Accepting Actions. You can prepare 17 spells if you wish to fight: https://pastebin.com/tJNzGa4e
You're rolling with advantage either way.
>>
Rolled 83 (1d100)

>>2509375
So we need to give them a new head like a haunted skull...oh my gawd its so obvious I can't believe I missed this.

Put a pumpkin on top of their head and THEN animate them. The pumpkin will absorb the escaping miasma. Probably be a good idea to carve the pumpkin first.
>>
>>2509428
*meant head stump since their headless my bad. Still can't believe I missed using the pumpkin.
>>
Rolled 7 (1d20)

>>2509425
I say we help the Orcs.
>Frost Armor
>Dark Mass x2
>Scraps of Life
>Frost Bolt x3
>Shadow Bolt x3
>Frost Breath x3
>Will O' Wisp
>Endothermic Fire
>Ghost Hand x2
>>
>>2509425
>https://pastebin.com/tJNzGa4e
2x Dark Cumulus
4x Frost Touch
3x Dark Mass
2x Stolen Word
3x Frost Armor
3x Frost Breath

Ride forth on the dark cumulus and cast Dark Mass on the Orcs, while trying to intimidate the gnolls into thinking we're much more powerful than they
>>
Rolled 18 (1d20)

>>2509461
>>forgot roll

Also, been following since first thread, first time I could post, it's an honor to be here
>>
Rolled 3 (1d20)

>>2509425
>Frost Armor
>2 Endothermic Fire
>2 Stolen Word
>3 Frost Bolt
>2 Shadow Bolt
>2 Frost Breath
>2 Ghost Hand
>2 Dark Mass
>1 Hush


Start off by lobbing the Witching Urn into the center of the Gnolls and start slinging spells from on our cloud and heal the Orcs with Dark Mass

(I want our lair to have a few peons)

big money no whammy
>>
>>2509425
Toss a couple witching urns at the gnolls. Use the fact they are still bunched up against them with explosive goodness.

Cast Hush upon the gnoll leader to shut him up. Also cast it again if they got any spellcasters.

Cast Frost Armor upon yourself. Use the dark cumulus to do some drivebys with Frost Breath. Otherwise, park ourselves out of enemy range and rain down spells.
>>
Rolled 11 (1d20)

>>2509425
1x Dark Cumulus
4x Frost Touch
3x Dark Mass
2x Stolen Word
2x Frost Armor
3x Frost Breath
3x Scraps of Life
intimidate them with our magic.
>>
>>2509453
>>2509461
>>2509472
>>2509478

Alrighty, frost and awe time.

Mood music: https://www.youtube.com/watch?v=g6W_VkjPSb0

You don't even bother with your skeletons -not that they'd be much help, given their just Gobbo skellies- and just fly overhead with your Dark Cumulus and initiate combat by dropping a Witching Urn into the center of the Gnolls as best you can. It lands on one square on the face and he's killed, instantly, his entire body is frozen and shatters into a mess (6/7). The other Gnolls look up, howling, they bark and yelp at your cloud and start throwing things at it, but you're simply too high up.
Also, for added fear: you hush the biggest one, he doesn't even know magic, but him not being able to bark orders out sends the other Gnolls into a panic- you take advantage of this and begin picking them off one by one using Frost Bolt (3/7) with another interestingly enough killed by an Orc Peon- pick to the side, the others beating it to death in a fit of scared fury (2/7)... You take this opportunity to fire an experimental Shadow Bolt at one of them- it hits him square on the head like a glob of ink, he drops to his knees and before he can completely fall his body breaks up and falls to pieces that flutter away like black charred ash in the wind, what the fuck was that.

>>2509472
The biggest Gnoll, though, has had enough of your shit- he picks up one of his dead pack's spear, squares his shoulder, and lobs that sucker at you. It pierces your cloud and your shoulder- the wind is knocked out of you and you plumette to the ground, but luckily >>2509453 The Orcs catch you.
They're already trying to see to the wound- pulling out the spear (it isn't in very deep), but you're familiar with Orcish medicine: you shoo them away and frost touch the wound causing it to painfully burn and freeze before casting dark mass on yourself- got to make especially sure it isn't infected, even with magic people still die from something as mundane as fucking germs.

You don't speak a lick of Orcish, but all the Peons are safe and are squealing and braying your praise.
They're giving you room to breathe, but are thoroughly impressed by your heroism and murdering skill- even if you fucked up the last bit.

Accepting new Actions.
>>
Rolled 8 (1d20)

>>2509541
Find the fanciest orc and see if you can make heads or tails of his bullshit
>>
>>2509541
Do we know if Seance will allow us to bypass the language barrier?
>>
Rolled 9 (1d20)

>>2509541
can we kill the biggest gnoll? if we didn't, and it's still nearby then lets do that.
>>
>>2509560
>Séance: "Psychic, a utility spell that allows the caster to telepathically communicate with others. Cannot bridge language barriers, unfortunately."
>>
Rolled 16 (1d20)

>>2509541
Kill the gnoll and try to make a show of it for the orcs
>>
Rolled 15 (1d20)

>>2509541
>Good taste in game and game music
See if these orcs speak anything other than Orcish.
>>
>>2509563
It seems as thought I didnt read the entire spell
>>
Rolled 16 (1d20)

>>2509541
Try to break through the language barrier of the Orcs

Afterwards I'd like to bring that big Gnoll and a few of the others back home in order to experiment with raising them as a guard zombie
>>
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>>2509565
>>2509561
>Kill the biggest Gnoll
>Roll 16/ 20

Even if you didn't suffer too heavily from the fall, the drop did distract you from finishing off the biggest Gnoll who had -wisely- ran for his life, unfortunately for him though- you can still make out his decently put together body dashing through the grass and ruins on all fours. His size betraying him.
You make a show of force and let out The Ghost Hand reaching out to the Gnoll by extending your own soul, telepathically gripping him by the neck and with a little more force than you're used to (beastmen have much thicker necks than other beings) snap and kill him. You'd have smooshed or thrown him, but that'd ruin the parts.
Well the Orcs think that's great!

>>2509566
>>2509558
>Breach the language barrier
>Roll 15/20

Just for the hell of it you try and use Séance to telepathically communicate with the Orcs- they find this extremely impressive, they think in Orcish, and they're thoughts are clouded by their own stupidity- you don't get to be a Peon in an Orcish fortress because you're brilliant after all. Your next best guess is to try and find the fanciest, least-peoniest, most intelligent looking Orc out of the bunch and try and communicate with.
What proceeds is a very rudimentary conversation that relies heavily on physical sharades, pointing, and a few very common Clannad words.
You manage to figure out the basics at least: They're from the Orcish fort of Pug in Tollund Bog, they went over to Hemlock ruins to scavenge as the Homunculi would have attacked them if they saw them due to the Pug Orcs having a history of unwarranted sexual assault on the community.
He doesn't word it like that of course, he says something a long the line of, "Hng- No Give cun, Kill pug, aye."

They feed you some salted meat -it's surprisingly delicious- and water your wound and yourself with some heinous fucking Orcish alcohol -after a single mouthful you're sure it'll kill any bacteria in your wound and maybe you if you have anymore, this stuff is fucking foul.

Accepting new actions
Looking over the carnage you've got maybe 4-5 Gnoll corpses you could work with if you wanted. The Orcs might even help you cart them back if you could ask them successfully.
>>
Rolled 7 (1d20)

>>2509602
Ask the Orcs for help carting the gnoll bodies

If they don't want to we can at least use our cloud as a cart.

Also, should we roll for loot or was the Gnolls stuff total junk all around?
>>
Rolled 11 (1d20)

>>2509602
>drinking super orc booze
ooooh boy. Not going to be specific. Rolling for random drunk shenanigans

>>2509612
best think on the knows are probably their crud bone weapons and armor.
>>
Rolled 16 (1d20)

>>2509602
I'd rather spend time salvaging the ruins for something more valuable than a few bodies.
>>
>>2509602
So I guess we're going to take these back home, do some research on how to control and create larger zombies and continue building our home?

>>2509623
but we should still take them.
>>
>>2509623
hm good point. We could always cast preserve on the gnolls and bury them for pickup on our way back
>>
>>2509623
our gob skellies can carry them around.
>>
>>2509626
by befriending these Orcs we may have to give Pug a visit. Their shamans might have some neat necromancy or something to grow in our garden
>>
Rolled 16 (1d20)

>>2509602
Search the ruins a bit and see what the Orcs have on them, as tribute

See if the Orcs will come with us back to the dungeon
>>
>>2509635
you sure it's a good idea to bring orcs into our secret dungeon? you know, the ones with all the dead bodies and the devil?
I'm sorry but I am strongly against bringing them back home.
>>
>>2509639
didn't necessarily mean our actual dungeon, just our settlement. have them set up camp and do some searching of the ruins for us or something of the sort. my bad
>>
>>2509639
I doubt Orcs would be too concerned about that sort of thing. But I agree that they might not be the most agreeable house mates. They'd turn the place into a total pigsty.
>>
>>2509643
b-but then they'd be looting our dungeons.
>>
>>2509635
>>2509639
Yeah at most I'd say we only take 2-3 for manual labor purposes. Too many and we'd have to feed them more than we have.

The Demon already wants to eat the goats
>>
>>2509650
they'd be looting them FOR us, the end goal would be worshippers
>>
You know there is the question of "do these orcs even want to give up their home and lives they already have to work for us?"
>>
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>>2509616
>ooooh boy. Not going to be specific. Rolling for random drunk shenanigans
>Roll 11/20
>You needed at least a 10
>Barely keep it together

The Peons don't drink because it's good, they drink to get fuckin' PISSED and the Peon's stuff is some of the strongest their hog-headed species has to offer. You try to get up and immediately notice the effects- you're not 'drunk', but you're sure as shit something.

>>2509612
>Ask the Orcs for help carting the gnoll bodies
>roll 7/20
>+LUCKY+

In your mildly buzzed state you somehow miraculously manage to communicate to the Orcs your need and desire for them to cart back the Gnoll's corpses to your lair so you can use them. They get to work- quickly, effectively, they're dumb as bricks, but you'll admit Orcish peons can do simple jobs really well, or maybe your skeletons are just that incompetent?
Your daydreams about leading an Orcish horde are interrupted when the smartest of their lot lets you know the bodies have all been gathered and everything of worth has been spread out before you- nothing but trash, though:
>Chewed humanoid bones among other half-eaten remains (clearly harvested from a person), primitive equipment made of stone and bone, a couple of scavenged weapons and improvised pieces of armor.
>No valuables beyond bone or hide trinkets n' trash. A necklace made out Orc Ears.
You don't want any of this trash, the Orcs don't even want it- though you wave at them with your staff to shoo them away from eating the people meat.

>>2509623
>>2509635
>Salvage Hemlock
>16 DOUBLES. DUBS..

You're not going to waste time dicking around in the ruins.
You just ask the Pig- The Peons if they've found anything interesting to a Necromancer such as- oh my god.
>New Item: 1x Flawless Dark Mana Crystal: "a flawless hunk of crystallized mana almost as big as a rugby ball. You've never seen one this big before."

They just give it to you, they don't even know what they have and you're not going to tell them. This is an astonishing find. You have no idea how these idiots stumbled upon it.
Accepting new Actions. You can't feed these Orcs and you don't want them living at your home- they're stinky and you can't speak Orcish.. Though, maybe a trip to Pug could be interesting.
>>
>>2509677
*Miasma, not mana, sorry- very important difference.
>>
Rolled 12 (1d20)

>>2509677
Follow them back to Pug. Might as well check it out and getting introduced with a glowing review from saving a salvage party could get things off on the right foot.
>>
Rolled 19 (1d20)

>>2509659
I'm not big on the worshipping idea.

>>2509673
See!? This anon is reasonable.

>>2509677
Oh my stars its beautiful. Just the size alone. The....the possibilities. First things first lets preserve the bodies and store them away with the crystal.

Rolling for "vision" trip to Pug
>>
>>2509677
So could we get a bit of clarification on what necromancers usually use dark crystals for? I know it's been mentioned similar mana crystals are used as golem cores and they could probably serve a similar purpose with more ambitious undead creations but do they have other uses that we know of?
>>
Rolled 4 (1d20)

>>2509677
Let's go visit Pug
>>
>>2509694
I want to gather enough bodies to make an undead mobile fortress or castle. One that can travel on land and sea.
>>
>>2509694
>So could we get a bit of clarification on what necromancers usually use dark crystals for?

To put it simply: they're a mana battery, they both charge, store, and can be used to spend mana in much the same way a person/being does, though it's inanimate. You'll have to experiment with it to learn more though.
Taking actions.
>>
>>2509708
Bleck. I'd rather not have to deal with that many corpses and that much miasma. I'd prefer to spirit medium, frost & shadow spell slinging and master of the ebb and flow of life type necromancer with minimal undead minions. Undead hordes are so cliche and play into bad stereotypes. We don't need that sort of PR trap.
>>
Rolled 8 (1d20)

>>2509677
Yeah let's visit Pug. Make sure those peons arrive before or with us so they can vouch for us
>>
>>2509721
Hmm... that gives me an idea to simply use them to increase our per encounter spell pool. Making a mental note to practice that in our lab later.
>>
>>2509723
we can use that new spell we learned to muffle the miasma is it's an issue.

I kind of get where you're coming from with the "there is suck a thing as too much undead." Well. What if we used some bone molding spell to turn a hoard of undead into one giant undead? Likes a giant undead tortoise with a normalish frost castle on its back?
>>
>>2509721
Now I have ideas for creating skeleton "mages" with the dark mana crystals as their core
>>
>>2509732
Ok... that would be pretty damn cool.
>>
>>2509729
Personally I think we should practice more with the smaller ones just in case we fuck up and accidentally destroy it.
>>
>>2509739
Well yeah, I wasn't going to try to mess with the motherload one right off. Just brain storming on a simple starting place for experimenting with them.
>>
>>2509738
Then again the miasma and undead exterior would be an issue with how the potency could kill normal people and plants. Perhaps an in-depth research into the "Protection from Good & Evil" spell we learned would help seal the miasma within its structure so a small forest or garden can be planted? Yeah and cover its legs in decorative ice layers to hide the fact its undead for some kind of giant mythical frost world tortoise.
https://en.wikipedia.org/wiki/World_Turtle

thanks for tolerating my autism by the way.
>>
>>2509686
>>2509691
>>2509725
>Lets head to Pug
>Roll 12, 19, 8.

You let the Peons know you're interested in visiting Pug and would like to join them on the march home. They're pleased to hear it and squeal happily- enthused to bring home a new visitor, but not before you cast preserve on the Gnoll corpses, pack them away on a Dark Cumulus and have the whole kit n' kaboodled escorted by your 3 Goblin Skeletons.
The Avarice Demon will take care of the rest back home, he's a good guy.

The trek is longer but also shorter than you're used to and for good reason on the Peons part: they follow a very specific route that gives a wide birth to commune #9 and then heads through a series of intact pipe tunnels underground, beneath the Industrial park (an underground map of Copse is planned), and using it like a highway -passing by the various Goblin communities on the way through, the pipes are LOUSY with them- your party of Peons arrive within the town square of Pug.

Pug is the smelliest place you have ever been to in your life.
Pug is an shoddy Orcish shanty fortress built on stilts over the bog: the massive pipe you went through walled off by a scrap-heap gate and opening upon your arrival to lead to the city square- the place is dense and packed, every one of your senses is bombarded: smell obviously by the putrid stink of Orc, your eyes by how shoddy and ugly everything and everyhog is, your ears by all the constant braying, squealing, of peons and orcish peasants.. Even the taste a bit on the humid, sweaty air.
The Orcs welcome you, you're free to come and go as you please- your competence demands worth.
>Pug has the following attractions:
Shamans Lodge ?Unknown God?
Pub
Slave Market
Fighting Pit
Regular Market

You're free to check things out, you don't really want to stay here long though. Accepting actions.
>>
Rolled 13 (1d20)

>>2509773
Head to the fighting pits and watch the competitors
>>
>>2509767
Heh if you are going to bring up the world turtle we could go all the way and make it a flying seaturtle type rather than a land tortoise with a castle on its back. And the mobile fortress thing is a fun idea regardless, I just found the idea of riding around on a pile of writhing corpses... unappealing.
>>
>>2509736
>Now I have ideas for creating skeleton "mages" with the dark mana crystals as their core

Funny, I was actually planning on drawing a thing for that on my tumblr blog.
The trick is you have to put the Mana Crystals in the skeleton's eye sockets. You'll have to remember to research it though if you want to learn more.
>>
Rolled 13 (1d20)

>>2509773
Swing by the Shaman's Lodge to see if that god is tolerant to necromancy and if so if the shaman might be willing to trade magic knowledge.
>>
Rolled 8 (1d20)

>>2509773
>inb4 the Avarice Demon is pretty much greed from FMA
>just wants a friend

>Regular Market
I want to sell ice. I know we can make Ice with no issue. So I guess this is a roll for business? Also set up a side business for being an orc undertaker and ghost puncher.

>>2509780
I know what you mean. A hodgepodge of 'paused process of rotting corpses' would be gross. Cleaned bones and cured leather might work though....

>>2509778
>>2509787
d-d-double 13's! Super natural shenanigans ensuing!
>>
>>2509790
>Cleaned bones and cured leather might work though....
Hmm... you know, since we can create ice that is more spiritually 'real' than typical ice I wonder if we can conjure and create mystical bone in a similar process.
>>
>>2509803
>Summon Bones from the Bone Dimension
>>
>>2509803
>Make spiritual ice bones
>inadvertently create a hrímþursar, or frost giant
>>
>>2509824
I was thinking more along the lines of Wraithbone from 40k but frost giants are cool too.
>>
We'll most likely visit all the places, but for now lets handle it one at a time, starting with:

>>2509778
>Head to the fighting pits and watch the competitors
>Roll 13
>Your Number: Fortuitous results.

Moving through the unwashed hordes of smelly P'orcs you make your way to the fighting pits while they're still running- you want to watch, you're not going to be bashful about it: you had fighting pits back at home and you sure as hell want to see what the Orcs have to offer. The place has a LOT more money invested in it to say the least: it's walls are high, it's construction while shoddy is reinforced and designed to accommodate hundreds of Orcs- There's even an Orc selling admission and an Orc selling snacks.
You pay the admission and even pick a snack: fried seasoned potatoes & onions over a sausage with mustard, and an honest to god bottle of BEER, well, more of an Ale. You take back 1/3rd of the things you said about the Orcs.

Passing through the dense crowd, butting through- oinks here, snarls, there, you finally find a decent place to stand and observe and quickly realize that this place is packed not because it's business as usual, but because they've got something- someONE special fighting down in the arena:
There's a marathon-style brawl going on with waves after waves of Orcish bare-knuckle combatants rushing in through the gates to fight a Butcher Demon. She is the heaviest bitch you've ever seen in your entire life: toned red-fleshed body and knuckles stained by mud and dark orc blood. Her hands are wrapped in bandages being torn apart by punching and batting away the endless waves of Orcs; the only other pieces of clothing she has on is a sack over her head made of skinned and sowed raw hide, eventually noticing a thong clasping and holding back 'her' genitals- The large firm breasts distracting you from the fact that Demons are all technically 'men'.
You watch him beat the shit out of every single damn Orcs that's sent down to him. It was amazing.
The fighting ends, The Butcher Demon goes to a bench to the side to towel off the sweat, mud, and Orc blood while the other Orcs head out- the injured and beaten being dragged out.

You can either move on to the next place or maybe strike up a conversation with the creature or do a bit of both if just to say hi and bye.
>>
>>2509836

By the way: once we're done with Pug we'll be ending our session there for tonight.
Great session by the way, I'm so happy everyone has been so responsive to me putting in that extra 110%- I've been trying really hard to post within a half an hour, no more hour long waits.
>>
Rolled 20 (1d20)

>>2509836
Might as well see if they are the congenial sort and up for a quick chat before moving on. Lets compliment them on an astounding display of power and stamina and see if we hold onto our knucklebones.
>>
>>2509852
Figures when I'm sort of hoping for a mild failure...
>>
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>>2509852

HAH.
>>
>>2509836
Chat her up with the >>2509852 then go use that >>2509787 and talk up the Shamans for that sweet magic learning
>>
>>2509868
I'm am not sure I like that reaction from the QM...
>>
Rolled 17 (1d20)

>>2509836
Here's someone who would fit the roll just as well.
https://darksouls.wiki.fextralife.com/Maneater+Mildred

ask if they can teach us any magic....cuz hes a demon and they always know magic.

>>2509852
nice.
>>
>>2509852
>Lets compliment them on an astounding display of power and stamina and see if we hold onto our knucklebones.
>Roll 20/20
>Complete and total inarguable success.
>Perhaps overwhelming in this case.

After the crowds clear out you hop on down to chat up the Butcher Demon: telling her how amazed and impressed you were with her fighting skills, how you loved seeing her beat up so many orcs, you were just completely astounded by her display of skill and power.
The Demon doesn't say anything, they just listen to you go on, washing themselves off with a rag and a bucket of water. They then wring out the rag, stand up, your head eye-level with where their navel and washboard abs.
The point to you, speaking through their leather-bound hide-head-sack, "You are the first creature to address me as a Woman."
They kidnap and keep you until the next day. You end up having to cast Dark Mass on your pelvis and groin from what her behind did to your small body.

Shaman's hunt next post.
>>
>>2509898
>Ally Secured: Butcher Demon
>>
>>2509898
>You end up having to cast Dark Mass on your pelvis and groin from what her behind did to your small body.
Worth it.
>>
>>2509898
>in Caster quest, demon seduced by you!
fucking neato
>>
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>>2509898
>>2509876
>>2509913
>17/20
>...cuz hes a demon and they always know magic.

On your way out- the Butcher Demon grabs your body, lifts you up one more time, slides back their sack to expose their lips of ill-fitting sharp teeth and stuffs their tongue into your mouth to briefly coil and roll it around before pulling it back out again and letting you go. You know the first 3 letters of their real name: enough to invite or call them to you, but not enough to enslave them.

>New +Potential+ Encounter Table upgrade: 1x Butcher Demon: "A mid-high level Demon more powerful than most common Demons through raw brute strength along. They know no magic, sustained entirely by their need for conflict. They are unironically skilled butchers and leatherworkers."

>>2509870
>>2509787
Recovering from your worn out crotch, the next day you make your way down to the Shaman's Lodge to see what the community has to offer -spiritually- if anything. Your hopes aren't very high, but who knows what the Orcs have to offer:

>Swing by the Shaman's Lodge to see if that god is tolerant to necromancy and if so if the shaman might be willing to trade magic knowledge.
>roll 13
>Fortuitous results.

The Shaman's lodge sounds quaint, but in actuality it is a large, several-storied, building with smoke billowing out from the top like a massive pillar of a chimney. It doesn't become clear what or where the smoke is coming from until you step inside and behold a massive, hot, brazier of coals burning various sacrifices: fat, lard, mostly, but some actual decent cuts of pork are being tended to by a couple of old Orcs- the others having just been fed on the coals to burn up into gristle.
Behind the braziers in the center of the room sits an ENORMOUS metal, polished and painted in red dye statue of their God: a red male lion, with massive spread out dragon wings, and the tail of a cobra, he wears a toga and a belt of skulls from various beasts and holds a hammer and sickle in his hands.
This temple is to Typhon, All Father of Beasts.

You may ask the Shamans if you have any questions or whatever you wish.
>>
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>>2509959
>Behind the braziers in the center of the room sits an ENORMOUS metal, polished and painted in red dye statue of their two-headed God: one head is a red male lion & the other is a red goat- the mane joining the two together, with massive spread out dragon wings, and a whole cobra for a tail. He wears a toga and a belt of skulls from various beasts and holds a hammer and sickle in his hands.

((Trying to clean that up: Typhon is basically a traditional Chimera made into a Beastman God.)).
>>
>>2509959
ask him about his god. he reminds me of a Manticore.
>>
Rolled 4 (1d20)

>>2509959
>You may ask the Shamans if you have any question
Ask the Shamans if we have any questions for them...

Kidding. Ask them about the general disposition of their god and what sorts of magic they wield.
>>
Rolled 5 (1d20)

>>2509959
See if they have any spells they could teach us that we'd find useful

But also just ask the head shaman about Typhon. Knowledge is always useful
>>
Rolled 17 (1d20)

>>2509970
>>2509971
not sure if you guys need to roll, or if it's necessary.
Well if you guys are going to roll I might as well give it a shot.

>>2509959
Pray to Typhon and ask if he knows anything about our demon nemesis
>>
>>2509979
yeah wasn't sure if the 13 was going to carry over or not
>>
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I just had an idea for what we should use those Gnoll corpses for

I say we reanimate the pack leader on their own as either a zombie bruiser or a skeleton

but I say we take pieces of the other gnolls and frankenstein them into some undead gnoll Cerberus
>>
>>2510004
Zombies -though requiring a little extra effort- are smarter and better than their boney counterpart in almost every ways. Sans lightness and the difficulty to maintain them.
If we do that then let's do some research and practice on lesser corpses. Or hell, go straight for it.
>>
>>2510020
Eldins mass graveyard near to our lair is probably the best source of practice material
>>
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>>2509968
>>2509970
>>2509971
>Roll 4, 5/20
>Friendship matter.

You ask around to see if any of the Shamans, Priests, Clerics or otherwise know any Clannad- enough to tell you about their weird animal God. The going is poor though, many of them only speak Orcish and many more don't even want to give you the time of day- shooing you away and telling you to piss off in the few words they do know.
It isn't until a certain friend you made earlier >>2509898 shows up do you actually make some ground.

The Butcher Demon is there, she's brought an entire cleaned, dressed, Ox to sacrifice to the shrine. You think it's kind of.. Silly that a Demon would actually pray to a God, but you're not going to turn down a familiar face/stomach. The moment she sees you waving at her she lights up and her whole posture changes, "Hi', she beams underneath her mask. You ask her what the deal is with Typhon, you're woefully ignorant of Orcish Gods.

"Typhon is a God to most Beastman. They think he made them, taught them how to make things, grow food, how to kill." If he's a Beastman god, then what brings her here? "You get to eat your sacrifice. Free Grill. Eat. Drink with me." The Ox over her shoulder, she has a bottle of something good in her free hand. "Typhon doesn't mind."
You have a bit to eat and a bit to drink (compared to her that is) and in simple terms she tells you about her life in Pug so far- mentioning how she had to leave the Rotwood just like the Avarice Demon.

>>2509979
>>2509787
>Pray to Typhus
>See if he tolerates you
>13, 17.
>Fortituous supernatural circumstance, very good supporting roll.

In the middle of your little picnic you actually make an attempt to pray to Typhon. You ask for help with your Demon Nemesis: maybe some blessing or protection.
The hot coals on the fire part and out from underneath them covered in soot and ashe is a grimy skin-bound tome. The Butcher Demon reaches in and hands it to you- unfazed by the heat.

>+New Spell Book Acquired: Blood of My Blood "Orcish Necromancy unlike other peoples, focuses less on spirituality and decay and more on the pestilent and visceral topics."
>New spell: Death Coil "Mancy, from your hands or mouth; summons forth a noxious blast of miasma that rots and steals the life from it's target- giving it back to the caster."
>New spell: Pestilence "Summon, conjure forth a horrible swarm of biting flies and other insects to smother an enemy or target."
>New spell: Control Disease "Transmutation, powerful spell that allows limited control over diseases. Can be used to cure or kill."

This the answer you were looking for, but this will definitely help.

Accepting new Actions.
We can visit ONE more place and maybe two more: >>2509773 before we call it for the night.
>>
>>2510024

*This ISN'T the answer you were looking for.
It's getting late, just two more actions.
That's all I got left in me.
>>
Rolled 12 (1d20)

>>2510024
See what our demon friends is up to, maybe she'd like to go share a drink at the pub?
>>
>>2510024
I'm torn between going to the Slave or Regular markets
>>
>>2510031
>That's all I got left in me.
We've covered a lot of ground. I'm sure this new pace is taxing but I really appreciate it.
>>
Rolled 14 (1d20)

>>2510024
Slave Market. Looking for a body guard and all around nice guy. Rolling for quality or something to happen.

>>2510034
aren't we with her right now? Oh you mean if she would want to go to the pub later.
>>
>>2510040
>We've covered a lot of ground. I'm sure this new pace is taxing but I really appreciate it.

It helps that participation has basically quadrupled, so the effort is definitely worth it.
>>
>>2510048
>It helps that participation has basically quadrupled, so the effort is definitely worth it.
No kidding. I've participated in every session, even if I was late a couple of times, but some times near then end of the night it was hard to stay up some times because I'm 3 time zones over. I even nodded off early last Sat.
>>
These new spells are giving me flashbacks of the nurgle cultist quest. really gross but equally as interesting.
To me, the Control Disease spell looks like it has the most obvious potential for something great and terrible. Turn something mundane and harmless into a killer disease. I wonder if it can affect viruses.
>>
>>2510057
I'd rather use it to keep our garden safe from blight outbreaks. Or helping sick people.
>>
>>2510055
speaking of nodding off, you ever get ass blasted ideas while you're on the brink of falling asleep on your keyboard?
well.
....
Caste raise dead on some meat and flesh someone just consumed. have the food squirm around until the flesh tears a hole in the stomach. Instant win.

>>2510062
I lake the garden idea. no way our fruits will suffer from some disease.
>>
>>2510064
>speaking of nodding off, you ever get ass blasted ideas while you're on the brink of falling asleep on your keyboard?
Yes, then I forget to write them down because I'm so tired and can't remember anything about them in the morning except how awesome I'm sure they were and it pisses me off even if I know it was probably actually a bad idea.
>>
>>2509782
hm...that gives me an interesting idea.

>>2510023
Don't forget we sorta mass graveyard full of headless zombie corpses and skeletons. We were even smart enough cast the spell to keep them from rotting when we 'stored' them away.

>>2510055
We finally get to experiment. Which given the breathing room dead subjects offers us opens so many doors. The best part of necromancy really. You can't kill your patients since they're already dead!
>>
Rolled 17 (1d20)

>>2510024
ROLL TO PRAY TO SPAGHETTIOP!!!!!!!!!
>>
>>2510086
A necromancer is just a really late doctor if you don't think about it too hard.
>>
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>>2510037
>>2510045

Looks like we're heading to the Slave Market.

>>2510034
>See what our demon friends is up to, maybe she'd like to go share a drink at the pub?

You finish up your not-date with the Butcher Demon and cordially invite them for a drink later today if they're not busy, in the mean time you want to check out the Slave Market. The get up with you, you have to step back not to get decked by their breasts, "It's fine. I'll come with you. We can drink on the way." They ask why you'd go there, you tell them you're interested in a body guard- they seem a little defensive about that remark.
You think it'll be too crowded to do that in the street, but the Orcs give the Butcher Demon nearly a 5ft birth to avoid getting close to it. "Orcs know about Demons." The Butcher Demon sips from their pitcher, bring it down low and holding it for you for a quick sippy- it's more of a small barrel than a hooch pitcher.

The Slave Market is depressing.
There were Slave Markets in your home land, but they were used for criminals. This is used for everyone.
The Slave Market is composed of a public auction space thats closed at the moment and a few rows of stalls stocked with cages, chained up people, and carts moving in and out to supply or take away people.
Most of the slaves are Peons: too weak, stupid, or deformed to defend themselves from getting enslaved, but there's also LOTS of Goblins (cages full of them), Hobgoblins, and even a few Trolls. The Trolls are chained up head to toe- you don't see why anyone would buy such a massive, hairy, tusked monstrosity like that or how they'd control it, but you're not much of a slaver.
The rarest and most expensive slaves you manage to find: two Homunculi women- their placid, mute, faces a stark contrast to every other beings indignation, suffering, or resignation so far.
You luckily do not see anyone you know.

You ask the Butcher Demon about this place, "Most are used for work, pretty ones are fucked, weird or ugly ones are sometimes eaten." You ask her if she's eaten anyone. "An Orc once. Waste of Money."

Actions accepted. You get 3.
You may also do 1 loot roll to buy a slave if you wish. High rolls buy 'good' slaves, low rolls buy 'cheap' slaves, but: High Rolls spent on 'cheap' slaves buy more slaves.
Cheapest to most expensive: Goblin, Peon, Hobgoblin, Troll, Homunculi.
This isn't a convenient isekai mmorpg world: these are actual slaves you'll have to either keep enslaved or free- you know, slaves.

This'll be the final roll. Think hard, roll big, big money.
>>
>>2510099

If you guys can all cooperate I'll even allow you to POOL your loot rolls if you can actually decide on what slave you want if any.
>>
Rolled 39 (1d100)

>>2510099
Seeing if we can roll high enough to get a homunculus, to take to Commune #9 to free.
>>
>>2510086
Alright here's a list
>Attach pumpkin to headless zombies then attempt to reanimate
>Attach haunted Skulls to headless zombies and skeletons
>Experiment with ice magic and see what happens if we concentrate it enough
>Imbue magic gems into eyesockets of undead
>Stitch up a bunch of different corpses together then animate it
(this may take a lot of practice to get it to work given previous experiments with reanimating mismatched bones and we might need to resort to relying on a mana battery)
>See what happens if we cultivate natural miasma among a pile of bone or flesh to see what will 'naturally' animate
(among other things of course best part is we got Dominate Dead finally so we can control whatever animates)
>Determine the lengths of inherent 'muscle memory' of mindless undead lets see how far it goes
(very important for when we decide to create undead soldiers, crafters, and use them as guards for our lair)
>See what happens if we attempt to animate leather, bits of bone, flesh, and sinew
(The existence of wisps indicates its possible and its vital experiment in order to create special gear/undead)
>Try to fuse a bunch of wisps together
>Create vats of special alchemy solutions to store corpses and imbue them with special properties
>Experiment with flora/fauna that can coexist with undead and miasma

>>2510089
Pretty much. Throw in a bit of mad scientist in there once they realize that they don't have to care about their patients lives anymore and there you go.
>>
Rolled 18, 37 = 55 (2d100)

>>2510105
yeah freeing the homonculus and returning them to Commune 9 would net us a big reward I think.

>>2510099
I also want a Troll just so we can kill use it for our experiments.

also, do you have info on what Hobgoblins are like in comparison to regular goblins?
>>
Rolled 47 (1d100)

>>2510099
Aiming for the Homunculi. Gonna send them home and stuff.

>They ask why you'd go there, you tell them you're interested in a body guard- they seem a little defensive about that remark.
To be honest I didn't want to bother them 24/7 as they have their own agenda. Unless she want us to for exceptionally dangerous stuff. Because shes a butcher demon.

>>2510107
>Stitch up a bunch of different corpses together then animate it
Look up Hecatônquiros. you'll love it. totally related to that.
>>
>>2510107
>Practice and perfect Necrotic Alcohol brewing
>>
>>2510114
We should at least promise to summon her if any intrepid adventurers show up to loot our lair. She'd appreciate it I'm sure
>>
Rolled 47 (1d100)

>>2510107
Oh right, feel free to add on to the list.

Ah crap I forgot to
>Use disease magic to keep our plants/animals safe
>Experiment with disease magic to create our own plagues

That anons came up with.

>>2510099
time to play a game.

As in creating riddles/questions about necromancy, magic, lair engineering, healing magic, dark magic, ice magic, pit magic, demonology, obscure deities, diplomacy, and alchemy. Whoever can answer the most questions we wanna buy.

Wish I could use the trick for a subject we know nothing about but would be quite helpful. Like how to fight properly, stealth, or nature magic.
>>
>>2510112
>also, do you have info on what Hobgoblins are like in comparison to regular goblins?

Yes of course: I don't have a race card for them because I was still developing what I wanted to do with them at the time.
Hobgoblins are half troll, half goblin: they're infertile hybrids, average intelligence, more functional than either species, and more upright and humanoid- they produce what you'd recognize as a 'green orc' which is otherwise absent from the setting.
They're treated kind of like how Uruks are in Lotr: unnatural hybrids designed and bred only to work, fight, and serve others but never themselves, lacking in heritage.
>>
>>2510123
We should get one. If we have spare cash.
>>
Rolled 82 (1d100)

>>2510099
Guess I'll roll or something, hoping for a Homunculus or 2.
>>
>>2510105
>>2510112
>>2510114
>>2510119
Looks like you decided to be GOOD EGGS.

>39, 37, 47/100
>Success through consensus.

You don't need to think about it: you're going to buy the Homunculi and then you're going to free her. The Butcher Demon stops you but a moment, "Sounds like a waste. Will you have anything left?" you tell her you wont: it'll eat up every single copper and silver piece you brought with you, but you know the Homunculi; they're good people, and if you can free this one you will.
>>2510112
>roll 18/20
That said, you are actually able to haggle down the price of the Homunculi slave even though as The Butcher Demon translates, "Twisting his balls", he relents and hands you the Homunculi's leash of which you now have complete ownership over. It's a tantalizing thing- completely owning and having ALL the power over an individual, but you're only interested in abusing the dead- not the living. You're nudged by The Butchers finger, "You still going to release her?" You nod. You plan on escorting her back to Commune #9 yourself as soon as possible. "Hmn." The Butcher reaches into the binder holding up her massive tits, pulls out a small purse, and gives you back half of the money you spent in silver coins.
You can't accept her sweaty tit money, she insists though, "Demons can't live without two things: vice and chaos. No freedom, no chaos."

>>2510154
>roll 82/100
((Shit, nice roll, Anon.))
You run over and immediately spend the rest of the Money she just gave to you on the last and 2nd Homunculi: the Slaver gives you a discount, he didn't think he'd find a buyer. You run back to The Butcher, now with TWO Homunculi slaves bought, their leashes in your hand. You now get to free ALL the Homunculi in the slave market. The Butcher Demon folds her arms, pushing up her chest a bit, you can't tell if they're pouting or fussing underneath their skin-head-sack.
"Hmpnf."
>New affection acquired: The Butcher Demon sees you more than a casual fuck buddy now. Fallen in love with your impulsive and earnest nature.

>>2510114
>>2510117

The last thing you ask her before you head off is if she'd be interested in being your body guard- dangerous business being a Necromancer after all.
She turns her head, huffs, "Only if there's plenty of action."
>>
>>2510178

AAAaaaAAaaaand with that last innuendo we're finally done for tonight!
I hope everybody had a good time- It looks like my extra effort paid off because all you guys were in top form tonight! Participation and attendance was overwhelming! (Literally sometimes).
I hope to see you guys.. Tomorrow, actually, damn we covered way more ground: same thread, same 3pm west coast time.

If you're interested in voting for the thread, it's been archived here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster%20quest
If you're interested in just checking out whatever I do when I'm not doing the quest, my work & art blog is right here: http://spaghettiart.tumblr.com/ (I did my annual -gnome themed- spring picture this week!)

Thank you everybody who stuck around 'till the end, and thank you everyone who popped in the middle, or whenever as well!
I'm fuckin' starving!
I'm gonna EAT and play Frostpunk.
>>
>>2510181
Was a blast as always! See you tomorrow/technically later toady.
>>
>>2510181
Thanks m8 had fun as always
>>
>>2510181
Thanks for running!

>>2510178
I kinda want OP bodyguard but also I don't want her to see the shameful way we live.
>>
>>2510178
>She turns her head, huffs, "Only if there's plenty of action."
It's really dependent on how often we go dungeon diving or exploring the Grove where apparently all the demons are fleeing from. So it varies.

>>2510181
Don't let your people starve.
>>
Last post here: >>2510178

Last time on caster quest, well, we got a LOT done: we made numerous improvements to our layer, secured the assistance and services of an Avarice Demon to guard our fat stacks of treasure- though, he's been working more as your house sitter more than anything. You finally got a fully upgraded and functional laboratory; it's not impressive, sure, but it'll allow you to conduct experiments and study magics.
You even did some light gardening and managed to replenish your goat and chicken stocks- hopefully the Avarice Demon has not eaten them all in an impulsive demonic fit of hunger.

More importantly though: we saved some orcish peons from a small gang of gnolls; awarding us 5 or so gnoll corpses in the process and a flawless dark mana crystal the peons had found and thought useless. We followed them back to the orcish community of Pug where we then made friends with a Butcher Demon (who gave us her 'number'), acknowledge the local orcish deity Typhon, and are now just leaving the slave market: with two homunculi women we just bought and plan to escort and free at Commune #9, the homunculi sorority.

Obligatory 'you are here' map post.
Accepting new actions. We can stay a little longer in Pug if you think there's something we should do before we head out- or we can just head out right now.
>>
Rolled 14 (1d20)

>>2511970
I was going to say swing by the market because you noted even the peons had decent dear and equipment seems to be the one thing orcs are good at making (other than a mess) but then I realized we have no money. Instead let's take the Homunculi to Commune #9 and looks for a job to restore our funds.
>>
>>2511970

We also discovered a new Undead construction and learned how to make Witching Urns- honestly we got a LOT done yesterday.
Spell book: https://pastebin.com/tJNzGa4e
Inventory: https://pastebin.com/3xnHBDVs
Undead Unit List: https://pastebin.com/3W9U0fbG
Lair Information: https://pastebin.com/xnLhuuRf
>>
Rolled 19 (1d20)

>>2511970
personally I'd like to check the regular market before going to the Commune. They may ahve salvaged something they don't realize the importance of like that Mana Crystal we got
>>
>>2511970
Backing >>2511995
>>
Rolled 8 (1d20)

>>2511970
Let's get these creepy pale girls home. Maybe take there chains off
>>
>>2512000
>Market, then commune.
>19
>Complete inarguable success.

Your two Homunculi slaves in tow, you want to head to the Commune as quickly as possible so you can free them, but you also don't know when you're going to be in Pug again and would like to visit the Market if just to see what the Orcs have to offer.
The Butcher tells you it's on the way out of town and she may as well see you through it and out of town before she gets back to her busy schedule of pit fighting, drinking, and so forth. She escorts you to the non-slave market; just beyond and a facing more towards the center of Pug around the 'main' entrance.
Pug's market is MUCH larger and way more crowded than any other place you've visited in this region and far more well stocked: numerous stalls selling fish, meat, wild game, livestock, orcs selling clothes, weapons, various other equipment- there isn't anything organized like a trading post, but you could foreseeable get whatever you needed here and whatever you wanted had you the time.
You don't have any money though , so it's just window shopping. Butcher is kind enough to buy you and the Homunculi a snack- a few pieces of jerkied street meat.

>>2511995
>Commune now.
>Roll 14/20
>Above average success.

Saying goodbye to the crowded pigsty that is Pug and your Butcher friend: you put together a quick Dark Cumulus, load up your two Homunculi and begin putting over to the Commune. The cloud is a little heavy, so the going is a bit slow, but the trip is safe and uneventful- you get to see all the various Orcs down below fishing, farming, the whole area is like an ant mound of hog men going back and forth.
The Homunculi haven't spoken a peep since you 'got' them: they've been mute, obedient, you unlock and release them from their bonds while on your journey and beyond looking a little more comfortable they remain stagnant- near inanimate. It's kind of creepy, but that's how Homunculi are you guess.

Arriving at the commune with the two following behind, you're greeted by the black suit-bound security officer who seems to have seen you coming, "Halt, please Human, state your business. What is the meaning of this? The two individuals in your custody have been missing for three weeks: suspected victims of orcish assault, abduction, and trafficking." You tell her you've come to return them, immediately passing them over into the care of the security officer. No strings attached. Just free them right there.
The security officer doesn't know how to respond, "That is.. Very kind. Please, one moment."

The Security Officer is fetching you a reward.
Accepting loot rolls. Loots rolls are d100. You'll still be rewarded, you did a good thing, but you might be 'more' rewarded.
>>
>>2512147
Wait didn't she agree to be our bodyguard?
>>
Rolled 35 (1d100)

>>2512147
Lets see if I'm a lucky boi
>>
Rolled 3 (1d100)

>>2512147


>>2512172
Only if we get into lots of fights. Those were the terms.
>>
Rolled 95 (1d100)

>>2512172
sort of? I think we might summon her if her say the few letter of her name.
>>2512147
A reward? sure. Might as well make the difference. Maybe enough for what we payed?
>>
Rolled 70 (1d100)

>>2512147
Phat lootz?
>>
>>2512172
No, she can never see the shameful way we live
>>
Rolled 13 (1d20)

>>2512147
action roll: see how our cougar Homunculi friend is doing and see if they need anything done. If there's nothing to do then chill for a while before we head back home. Oh and lets buy a cake for the Avarice Demon. He's been a decent room mate and he did help bolster our labs.
>>
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>>2512186

Holy shit, Anon, good roll.

>>2512172
>Wait didn't she agree to be our bodyguard?

She agreed to guard us and come only when there's "lots of action". She most likely means that both literally and figuratively.

>>2512197
>No, she can never see the shameful way we live

Hah.
>>
Rolled 15 (1d20)

>>2512147
I kind of feel bad about not seeing #16 since that first encounter. I would like to find her and apologize about not following up with her since we got caught up in so many other things.
>>
>>2512238
who is #16? was she the first one we meet?
>>
>>2512242
The first Homunculus we met. She set us up with a proper ID card and gave us a tour of Commune #9 when we first arrived.
>>
>>2512254
And offered to sit on our bone, we picked a gobbos boi butt instead
>>
>>2512311
gob butt was pretty gub though.
When we get home we should expand on the place again.
>>
>>2512182
>>2512183
>>2512186
>>2512187
>3, 35, 70, 95/100
>High End Rolls won out, but one hiccup.

Waiting in the little 'border' office of the commune the security officer goes to bring the homunculi back under their custody and to fetch your reward for a job well done. She returns shortly with a small escort of several other security homunculi and... #72 of all people! "I insisted on being the emotional arbiter when I heard what you had done." she strides over to you, leans over, and holds you tight- pushing you into her middle age bosom. "It would have been so easy just to take them and run, but you didn't. " #72 asks for your Homunculi Sorority Access Card. "We'd like you to see our leader, the our Architect- The Prime Homunculi."

You're escorted into the commune, beyond the visitors section, and into the very heart of the Homunculi's living quarters and actual community to a place where normal beings and outsides are never allowed to go. You pass by the perfectly ordered and structured domiciles all flawless in their placement, in the center of their town is a fountain of golden fluid you recognize as liquid mana- it's feeding a white tree with dazzling leaves as golden and bright as the pure honeyed mana that feeds it. Spectated by hundreds of other Homunculi you're brought to what amounts to their 'town hall': a massive medical center and meeting area.

You're greeted by the first male Homunculi you've ever met. He's young -about your age-, explicitly beautiful, and a little shorter than you are, dressed more like an alchemists than a king: lab robes, apron, covered shoes. He is also white as opposed to teal or pink like the others of his kind. "The man of the hour it seems, I'm pleased to meet you- and a Necromancer no less, this is quite a surprise. " He shakes your hand and motions for you to follow. "We've been here since the Rotwood destroyed the kingdom of Cockaigne 750 years ago and not once has anyone ever willingly given our community a Homunculi."
He waves to one of the several dozen Homunculi that hover around him and they Obediantly off before returning with your rewards.
>The Homunculi pays you back in full the money you spent, plus an additional reward fee. You are now if anything slightly over-burdened by your wealth.
>New Lab Equipment: +Advanced+ Alchemy Equipment: "This alchemy equipment everything you'd need to concoct potions and something quite rare- a glass vessel for cultivating organic material."
>1x Homunculi Sorority #9 FULL-Access Card, "Disturbingly warm to the touch, this flawless piece of metal allows provides you complete access to Commune #9".

>>2512203
>Roll 13/20
>Fortituous supernatural results.

Inc.
>>
>>2512311
That was a bit of a spur of the moment thing that happened later. What really cock blocked #16 was us 'accidentally' getting #72 to take our virginity.
>>
>>2512311
No we got both
>>
Rolled 10 (1d20)

>>2512333
#72 is superior to #16.

>>2512353
b-but what about our darkness gf?

rolling to not spill knuckles from the reward
>>
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>>2512332

All these dazzling results are checked, packaged, and presented to you to easily pack away on your journey before the Architect begins again. "Now, I'm afraid our Domains clash a bit. I myself am an Archmage and Alchemist and know very little of Necromancy beyond our shared need for lab equipment, but word through the uh... 'grape vine' is you're having a little trouble with some Demons." he motions once more to his attendants, "bring the thing."

>>2512203
>13/20
>Fortuitous supernatural results.

Several security Homunculi bring out a small chained and locked up crate, the Architect unlocks it with one of they keys on his belt, fishes through the packaging, and brings out a pair of large gem studded golden rings that seem to suck and greedily consume the spiritual energy around them. The Architect puts some gloves on and picks them up.
"These are Elemental Bonds, normally people would cuff them to bind and hold elemental creatures, but they can be used to contain and enslave any sort of supernatural being." They're a little large though- "They shrink, they're enchanted. I'm giving these to you in the hopes you might find a 'use' for them."
He places them in your hands and like he said; they shrink down to a more manageable size. They're surprisingly warm and not as heavy as you'd expect.

>New Equipment:
>1x Set of Elemental Bonds, "These gold and studded bands can be shackled to any supernatural or paranormal creature to enslave and control them."

Accepting new Actions.
>>
>>2512393
>>2512238
>>
>>2512393
Also Lady Cathrine is in trouble if we can get those on "her".
>>
Rolled 5 (1d20)

>>2512393
Ask about books for alchemy, magic, and herbalism. Cause truthfully I don't think we even possess a book about alchemy.
>>
Rolled 5 (1d20)

>>2512393
LET'S GO WASTE OUR MONEY, and by that I mean buy needed things for our home like tools and pots etc.
>>
>>2512409
We do have a book about herbalism atleast.
>>2511998
>Inventory: https://pastebin.com/3xnHBDVs
>>
>>2512393
"Aw shit thanks bro"

Stock up on any supplies we need, bone 72 again, go home.

Add loot to pile and ask Avarice demon if he gets stronger proportional to the loot he watches.

Also if he has a name or something to call him that isn't just Avarice Demon
>>
Rolled 12 (1d20)

>>2512416
This. Rolling for this. We need to buy stuff to make our place more homely and so changelings can finally start living on our lands.
We'll need lots of lumber, nails, tools, dig up a well or two (I think there was an already existing one), clay or straw for roofing, glass for windows, seeds for crops. The whole shebang.

This is really great stuff. If they need anything just call us up. Or heck do they need anything done right now? No reward. are we still getting that cake?

>>2512431
>bone 72
b-but our gf...
>>
>>2512393
>>2512401
Hey are the amazons still in Commune #9? Maybe we could have a little celebratory party with all our friends? #16, #72, the amazons...
>>
>>2512440
>b-but our gf...
Maybe the Monk is a voyeur and enjoys seeing what a stud we are?
>>
Rolled 9 (1d20)

>>2512393
>>2512431
I'm a failure who forgets to roll

>>2512440
I don't remember us being exclusive, and we already met Butcher Demon.
>>
This is a little out of nowhere, but do you guys remember that one Changeling pumpkin farmed that tried making wine or cider out of pumpkins? Perhaps he was using the wrong species. I think there's ones called Sugar Pumpkins. As you can guess, they're sweeter than the typical pumpkin, though smaller.
All in all I'm still wondering about how to make or improve upon the pumpkin wines and ales.

>>2512455
>Maybe the Monk is a voyeur and enjoys seeing what a stud we are?
Oh. My. God.
>Monk GF beats her bean as she watches us fuck (or get fucked by) people
>Finds it extremely hot

>>2512460
I guess we're not. Maybe I shouldn't take it too seriously.

>>2512393
did we kill our dad yet?
>>
>>2512472
>did we kill our dad yet?
He's in another region and we haven't left Corpse since getting here.
>>
>>2512409
>Ask about books for alchemy, magic, and herbalism. Cause truthfully I don't think we even possess a book about alchemy.
>roll 5/20
>Low end success. -Rolling at disadvantage-

You ask one more thing of the Architect before you go on your way to spend your money >>wisely and see if he could provide you with any material or literature to help you understand Alchemy better. The Architect isn't taken back by the request, but he has to think if there's anything you might actually find useful.
The two of you briefly go into his study: a massive library kept in order by one rather studious looking Homunculi and several pure-white, perfectly sculpted, animated shapes each with a single eye. You ask the Architect about the shapes while he looks around, "Oh, uh.. those are Modrons, don't worry about them.. Ah, here."

>New Item: Apothecary Reference Text, "This book entails a basic guideline and instructions on brewing various essential potions pharmaceutical: mana, healing, salves, and other medicines."
>A good find and had you a chemist you could make the most use of it.

>>2512440
>Roll 14/20
>Above Average Success.

You thank the architect and heading out with #72 you go about spending all your reward money on the various needs and resources you'll need to expand your lair into more livable and dungeony-conditions: you've got a growing encounter-table to provide for now after all. You buy seeds, tools, weapons, casual clothing, more food, the works- and at sellers price no less.
>Lair Update: You may expand your lair when you get back home.

>>2512416
>LET'S GO WASTE OUR MONEY
>roll 5/20

Everything gets a little fuzzy from this point on.
You vaguely remember reuniting with #16 and inviting her and #72 to a small celebratory party, but then the two Amazons: Bebeshebekk and.. Ceila? You think was her name? Show up and things pretty much completely devolved from that point forward. Alcohol is involved.
You wake up the next day laying nearly smothered between the cleavage of #72, Bebeshebekk, with the others just resting just beside them. Your back, knees, and pelvis are completely nackered, your balls are numb and there are odd small circular bruises in private and public places. Even your jaw is a little stiff.
The good new is your coin purse still has change in it- you didn't spend anything, but your heavy fortune has disappeared overnight.

Accepting new Actions.
>>
Rolled 5 (1d20)

>>2512513
>A good find and had you a chemist you could make the most use of it.
Looks like we should go recruit our gobbo boy-toy

BUT FIRST
Let's go back home and see if the Avarice demon has wrecked the joint or not. We got Gnolls to reanimate
>>
Rolled 12 (1d20)

>>2512503
oh right

first we create the turtle castle
then we kill dad

gotta make use of the Sense Undead spell to gather undead material. might require close to a million bodies to achieve the creation of an undead frost turtle castle, or a wraithbone frost giant.

>>2512513
Lets bid everyone a farwell and go home to get to expanding.
>>
Rolled 5 (1d20)

>>2512513
Quietly wonder what the hell happened last night before saying our fond farewells because we have supplies to deliver to our lair before we lose those too in an evening of drunken debauchery, but make sure we leave a standing invite to come to our place when ever they want.
>>
Rolled 18 (1d20)

>>2512513
Find our gobbo boi and get him tucked away in our hole.... I mean home
>>
>>2512550
>clattering knucklebones
>>
>>2512553
can we do that after we expanded?
>>
>>2512550
>>2512540
>Roll 5, 12 /20
>Slow start, but you manage to escape.

You end up having breakfast with everyone: The Homunculi are fine, you and Seila are 'ok', but Bebeshebekk in particular is nearly completely incapacitated- she needs to be dragged out of bed and Seila feeds her when your motley orgy crew shuffles to the mess hall.
Fed, watered, you make good your goodbyes, "I've got to deliver my supplies back home, even though I'd be fond of delving into your lairs in another drunken debauch of standing intercourse." #16 doesn't get it, #72 gives you a head pat, saying it's too early for more, Seila lets out a single 'hah', Bebeshebekk is too hungover to acknowledge reality.

>>2512553
>Find our gobbo boi and get him tucked away in our hole.... I mean home
>roll 18/20

Taking the first Dark Cumulus out of town: with all your new equipment and supplies you think it's finally time to hit up that Gobbo Boy you diddled with around a month or so ago. Hopefully he's still alive.
Luckily, you still remember where their burrow was/is and after a few shouting matches with the locals -who've conveniently forgotten who you are- the Goblin you're looking for eventually crawls out of the hole and upon recognizing you yells out, comes running over, and hugs onto you- stuffing his freckled face into your crotch. "Feckin' ey, mate, good ta' bloody well see you again, feckin' stud!" You pry him off of you and tell him to pack his shit; you need his services. "Oh, yeah~? Addicted to me fat little gobby ass n' hips, eh? Can't get enough of me-" Alchemy, you need him for Alchemy "Ah, Chemist, that's fine too, love."

>Encounter Table updated: 1x Goblin Alchemist. "While degenerate and short lived, Goblins do excel in a few things: breeding, money, and chemistry. "

>>2512530
>Let's go back home and see if the Avarice demon has wrecked the joint or not. We got Gnolls to reanimate
>Roll 5/20
>Low failure.

Your new Goblin minion does not make the trip back home easy: he is disruptive, annoying, and very distracting. You don't lose anything on the way home, but you get back sometime just before night falls later than expected with your genitals intact. "Oh shit, love, nice place- this our new little den is it? Bringing home your gay bride? Eh? Gonna consummate this relationship? Knock me up with a coupla' sprogs?" He's not a prick though, he does help you unpack and dutifully unloads everything into the lair.
The Avarice demons steps out, he hasn't been up to much- you catch him in the middle of smoking a few of your reagents, taking a long drag from a pipe he fashioned himself. "Shit, we have a Goblin now?"
The two don't seem to like each other very much.

Accepting Actions now.
>>
Rolled 30 (1d100)

>>2512689
Experiment with magic. Try applying our ability to magically create ice to another substance; bone.
>>
Rolled 20 (1d20)

>>2512689
Ignore demons and use our fat dark crystal for dark deeds
>>
Rolled 3 (1d20)

>>2512689
Try to see if any of our powers might be easily commercialized or used to generate money. I still think that going in as an ice merchant would be a good idea
>>
Rolled 14 (1d20)

>>2512689
Please try not to kill each other. O got excess coins for the hoard. and cake.
>>
>>2512706
It's good you rolled high, but you could have;
A) been more specific in what you wanted to try
B) used a smaller crystal in case you rolled poorly and messed up the crystal
C) roll a d100 since that's what we use for experimentation and crafting rather than d20s.
>>
>>2512710
The only ones we know who really benefit from our ice are the bee women, but they get it for free cuz thy senpai.

>>2512689
Rolling for research on the preservation spell to improve potency. Don't forget to feed the animals.
>>
Rolled 12 (1d100)

>>2512725
fuck I forgot the 1d100
>>
>>2512730
fuck
>>
Rolled 14 (1d20)

>>2512689
Ask if Avarice Demon has a name or anything we can call him.
>>
>>2512718
>Please try not to kill each other. O got excess coins for the hoard. and cake.
>Roll 14/20
>Decent Success.

The Avarice Demon takes whatever money you've got left over and stores it away in the treasure room. You ask him if he becomes more powerful if the hoard gets bigger, "Naw, I wish, that'd make my life so much easier. Lounging in wealth uhh.. Feeds me I guess? I don't need to eat, but it's enjoyable." He's a paranormal creature, so you suppose that makes sense. The Goblin shouts from downstairs, "I know what feeds me! BIG FAT C- Oh, cute lab, love." A moment is spent eating cake and just sort of chilling out and having tea: Avarice updates you on the comings, goings, he hasn't cleaned, but the animals are fed at least, and the Bee Women have said 'hi'.

>>2512706
>Ignore demons and use our fat dark crystal for dark deeds
>Roll 20/20

Never mind all that though, you want to do something with the Dark Crystal- even if it's just to get it out and have a look at it.
You kick the Goblin out of your lab, set the Dark Crystal down, and get to work trying to piece together some research projects or what you could possible do with the item now that you have it. With endless possibilities it can be difficult to really pin point one thing to do.
>>2512698
>I'll give you that vague 20 to support.

Doing a few very small, safe, experiments with your two lovely assistance at hand you work focusing on ice production, uses for ice, seeing if you can amplify focus or do something interesting with it at the very least that might lead to a breakthrough.
>New !Construction! Discovered: Construct Ice Golem, "Create Construct, one of the few non-undead constructs a necromancer may make. Requires a dark crystal piece: Golems can be made in all shapes and sizes (larger Golems needing larger crystal pieces), follow orders well, but perhaps too literally at times. Susceptible to melting."

>>2512710
>Try to see if any of our powers might be easily commercialized or used to generate money.
>Roll 3/20
>Failure, but, rolling with advantage +Goblin influence

Your experiments take well into the night- long after even your Goblin falls asleep and the Avarice Demon has to rest in the money bin. It isn't until the dawn of the next day do you wake up to your Goblin trying to get you out of your chair and some food into you, "Come on, love- your dick 'll shrink and your back 'll be all fucked up if you continue like that. Eat. Sleep. Nut in me if there's time, just a suggestion." You ask the Goblin if there's anyway to monetize ice in your half lucid state of insomnia. "Everybody in this neck ah' tha' woods is a pennyless cunt, maybe somebody in the bush?"

New Actions accepted.
I'll take these next ones then I'll be takin' a break.
>>
Rolled 18 (1d20)

>>2512814
Nut up that gabbo boi, and see about getting that herb garden going to I guess
>>
Rolled 8 (1d20)

>>2512833
oof

>>2512814
rolling to create ice golems with our small crystals for digging. at least they won't melt while indoors. the deeper the better for them.
>>
Rolled 2 (1d20)

>>2512814
Attempt to reanimate headless zombies with a pumpkin head.

See what happens if we replace a skull of one of the goblin skeletons with a Haunted Skull also try it on the headless zombies.

Experiment with brewing by using necromancy.
>>
>>2512841
>>2512839

((Reminding you guys that animating/constructing/research and dominating are d100 rolls. Even if it's a Golem in this case. ))
>>
Rolled 97 (1d100)

>>2512839
Supporting.
>>
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>>2512849
>Supporting.

Well shit, there it is.
>>
>>2512814
We should either chemically castrate that gobbo or find him a fuckbuddy, we'll never get anything done at this rate
>>
>>2512868
We just need to learn to work with a gabbo bouncing on us
>>
Rolled 66 (1d100)

>>2512841
>>2512843
ah my bad.

Guess that means our brewing experiment is going to be shit.
>>
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>>2512855
>>
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>>2512833
>Nut up that gabbo boi, and see about getting that herb garden going to I guess
>Roll 18/20
>Big, fat, gay, success. +Rolling with advantage

The day has a bit of a slow start: you sleep in from your studies last night, wash up, get something to eat, than spend about an hour quickly obliterating the Goblin: front to back, neither entrance is spared your wrath. The Goblin is impaled into a placcid, docile, and submissive state; work can now commence in earnest.
And it does, the Goblin is surprisingly competent and quite skilled in his refractory state of lucidity. Directed towards your need for a garden, he seeves through the seeds and supplies you've picked up, "Don't know what this is, vegetable, vegetable, uhh-" you hand him your herbology guide. "Thank's love, I'll eye it over if I need it."
The Goblin then gathers everything he needs and sets to work.
>+New Lair Feature: Herb Garden (General) "Worked by Goblin hands, this herb garden contains a few dozen rows of the essentials: both for necromancy, potion brewing, even a few smoking herbs and spices."

>>2512849
>>2512839
>Construct Ice Golems to aid in construction.
>Roll 97/100
>Complete and near perfect success.

Using the 3 x Dark Crystals Fragments you have, you get to work on your next order of business: the construction of a few Ice Golem servants to attend and aid in the lairs expansion a long with your skeletal and living forces. The Crystals need to be polished, cleaned, and shaped slightly to make for appropriate conduits: The Avarice Demon sets you aside and does this for you, his black claws are surprisingly skilled and it shouldn't come to the shock of anyone as he handles the Crystals with the artisan patience and respect of a talented Jeweler. A quick hour passes, he gets up, reaches for his pipe, "Here, I've cut and polished them. They should be perfect to use now." You thank him and set about animating the Golems: placing all 3 shards into a prism of ice before forming, shaping, cultivating and then carving them into three little round boy sculptures.
Once the Miasma has had a chance to immerse them: they briefly turn dark, then clear out, and come to life- little cartoony yellow eyes peering through the inky centre, ready for work.
>Encounter Table Updated: 3 x Small Ice Golems

One last little bit inc-
>>
Oh, right, forgot to mention: 2512981 Here is our 'current' lair as it exists.
This Anon is 100% got the right idea >>2512933, please by all means mspaint or whatever me an improved or new floor plan- ideas, etc..

>>2512981
>>2512873
>Roll 66/100
>Experiment with brewing.

The final thing you tamper with at the end of the day is that business with Pumpkins, Necromancy and fermenting.
You get your big, fancy, new cauldron that you were rewarded from the Homunculi community: take some herbs, pumpkins, hot water, draw out the stove a little as well, and begin mucking about with them using Rot, Preserve, to see if you can make something 'interesting'. You're not actually a skilled brewer and the Goblin is busy with the Garden, so who knows what you'll get.

>New Crafted Equipment (we might need a potion list): 'Weak' Witches Brew, "A stew primarily made from Necromaticly fermented pumpkins, herbs, and a few other ingrediants simmered well and stewed in a large stereotypical cauldron- just like a Witch! This brew is mildly alcoholic, but heals and regains vigor: lacking the morbid ingrediants of a true witches brew that supplies paranormal strength."

Aaaahhlrighty
I'm gonna take a quick break. It's 7pm right now on the dot: I'm gonna try to be back hopefully in less than an hour.
Take this time to think about new actions, go to the bathroom, snack, fap, etc..
>>
Rolled 8 (1d20)

>>2513017
Have the ice golems start digging out new rooms so we can expand
>>
Rolled 2 (1d20)

>>2513059
Support
>>
>>2513017
I'm fairly certain we could start trading Witches Brew to the Commune and Bee women. They'd probably like it

IRL bees (and wasps) are known to get absolutely plastered on fermented fruits and flowers. Some drones will even develop alcoholism so bad that their sister drones will boot them out of the colony
>>
>>2513059
>>2513063
Sure hope he isn't calling for rolls yet

I'm actually hoping to try reanimating the Gnoll pack leader as a zombie even if we have to swap out one of our goblins but we do have golems now to replace them
>>
Rolled 37 (1d100)

>>2513017
Attempt to reanimate headless zombies with a pumpkin head.

See what happens if we replace a skull of one of the goblin skeletons with a Haunted Skull also try it on the headless zombies.
>>
>>2513104
Pumpkins are anti necromancy m8
>>
>>2512981
Hey OP, I still have the story you did of the Homonculus boy and his imp familiar you wrote back during Homonculus Civ bookmarked. Any chance of getting stuff like that for this quest?
>>
>>2513162
Post?
>>
>>2513175
hopefully I don't get in trouble with this being a blue board but

Caution: Extremely gay
https://pastebin.com/QP6M65jy
>>
It's been a long time since we've been to En. Maybe we should swing by there to see how things are.
>>
>>2513210
You know shit like this getting me hard really makes me think I might be bi
>>
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>>2513017

ALRIGHT LADS, AM BACK. I GOT RITZ CRACKERS.

>>2513162
>Any chance of getting stuff like that for this quest?

It's a possibility, but I'd rather focus on DRAWING than writing in my off time. I have a habit of neglecting my hentai crowd and that could feed two lewd birds with one seedy stone.

>>2513301
Caveman sexuality: if it's pretty, diddle it. Though, I'd say I have a slight preference for boi. Not to out myself


Accepting Rolls.
You can use your old ones if you wish or roll for new ones- I'll take the best/most entertaining ones.
>>
Rolled 48 (1d100)

>>2513362
I want to prep and reanimate some gnolls with the goal of reanimating the pack leader into a zombie proper using the necromancy herbs and anything that would give us a bonus
>>
>>2513379
hopefully with the bonuses that's close enough to get at least one up and shambling around
>>
Rolled 15 (1d20)

>>2513362
Rolling for Golem digging
>>
Rolled 18 (1d100)

>>2513104
>>2513362
I won't refuse a reroll.

>>2513118
I just have a nasty suspicion about pumpkins and miasma leaks.
>>
Actually, probably best to keep on goin' gotta get that momentum back if we're gonna finish around midnight.

>>2513059
>>2513063
>Get The Golems to work
>Roll 8, supporting roll 2. Slight disadvantage.

You order the Ice Golems to help your Skeletons with expanding the lair, digging out, and constructing the extensions you want to make to the lair. It doesn't immediately go according to plan: Skeletons can being commanded using telepathy and will follow commands 'vaguely', Golems need to be audibly addressed and must be given specific commands. It's a learning experience to say the least.

Next up, you attempt a few experiments.

>>2513104
>Attempt to reanimate headless zombies with a pumpkin head.
>Roll 37/100

Pumpkins have interesting and numerous applications both for and aganst Necromancy: in their natural state they can clean it and stewed and brewed they make a find dish of a reagent (most potions are fucking foul). A few experiments are done to see if it can fix your excessive stock pile of headless corpses.
-The Pumpkin Headed Skeletons (you use the feral bones, not your own goblin stock) do.. Not work. The bones sit there: the pumpkin freezes first then finally rots to mush in real time. Fascinating.
-The Pumpkin Headed Zombie is +curious+ it does get up and begins walking about, but you can't quite seem to get them to do anything- dominating or telepathically communicating with them reads nothing. Eventually it starts screaming, the Wisp burns brightly, the pumpkin explodes, and the zombie falls down inanimate. The Goblin peers in to see if you're ok.

>>2513379
>Animate The Gnolls.
>Roll 48/100
>Huge Advantage +Gnolls don't need delicate prep+

Gnolls barely need any prep work at all. They're as easy to animate as skeletons.

>New Undead Unit: RotHide Gnoll, "Create Undead, A special kind of zombie animated from a Gnoll corpse. Gnolls are vile, filthy creatures well immersed in miasmatic energies: their zombies follow instructions adequately."

Accepting new rolls.
>>
Rolled 93 (1d100)

>>2513362
Try to take a collection of bones from multiple skeletons and put them together with one head to make a non-humanoid form.
>>
Rolled 18 (1d20)

>>2513505
Make a flesh construct out of gnoll and zombie parts
>>
Rolled 15 (1d100)

>>2513505
Interesting...pumpkin heads have potential apparently. Take notes on everything that happened.

Next let's try out the Haunted Skulls on skeletons and headless zombies.
>>
>>2513519
Ooh while we are on haunted skulls see what happens when we give them a dark gem.
>>
>>2513505
Carve the pumpkins into jack-o-lanterns then attempt reanimation using as a head and a Wisp to illuminate it

How feasible it is to give a Rothide Gnoll our rifle we never use, and how effective would they be?
>>
>>2513531
>How feasible it is to give a Rothide Gnoll our rifle we never use, and how effective would they be?

Extremely 110% very feasible and highly recommended.
I haven't gotten an opportunity to nudge you towards it, but equipping your Undead with weapons, tools, etc.. Is super important if you want them to be dangerous.
>>
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Rolled 43 (1d100)

>>2513531
whoops forgot the roll for jack-o-lanterns

>>2513507
Nice, maybe we get a giant bone spider?
or something like [pic related]
>>
>>2513540
Sweet, we should definitely equip them out with whatever gear we have laying around. I think we had a few swords even
>>
>>2513540
Oh right I knew we would need equipment sooner or later. Was hoping to delay that since we don't really have a source of metal, gear, and crafters.

>>2513507
Well, at least one anon idea is going to make good progress.

>>2513545
I wish there was some old battlefields or mines. This area isn't exactly rich in metal.

...Guess I need to experiment with that one idea I had sooner rather than later.
>>
>>2513540
Oh yeah, what's our current limit on undead we can control?

I would think we'd be a bit stronger by now
>>
Also I don't think we're strong enough to pull this off but I have an idea to use that Perfect Dark Mana Crystal and a skeleton wearing our old Poe cloak to create a "Skeleton Mage"

Most likely they'd only be able to cast a limited range of spells that we program into them but I would totally say it should get:
>Frost Breath
>Frost Touch
>Frost Bolt
>>
>>2513592
That Dark Crystal is probably too big. If only we had a Beholder skull...
>>
>>2513600
I was picturing it suspended in the ribcage like a crystal heart, maybe frozen in place using a giant chunk of ice
>>
>>2513507
>Try to take a collection of bones from multiple skeletons and put them together with one head to make a non-humanoid form.
>roll 93/100
>Success, near perfect.

You've got a lot of skeletons, bones, bodies laying around but very few heads and even then they're Goblin heads so they don't 'fit' right. Mom tried to impart you the importance of not wasting resources though and you figure: lets just wrap, hobble, tie, and knob together as many of these bones as possible to see what happens.
What have you done.

https://www.youtube.com/watch?v=YYb9kSCkjE8

>New Undead Unit: Wicker Man, "This thing is too horrifying for you to control. Grow Stronger."

[You run. You lock the mistake inside your labratory, freeze the door shut, covering your ears from the wretched piercing screams and the clawing at the door. Why do skeletons always scream? You try to exorcise it, but you're not strong enough to psychically overpower it: The Avarice Demon ends up 'killing' it- prepping some spells and brandishing a large axe.

>>2513541
> jack-o-lanterns
>Roll 43/100
>Slight success.

The skeletons and golems are cleaning and reparing your lab of that thing you made- but in the mean time you decide to experiment with something far safer: good ol' Jack O' Lanterns. You're quite curious to see what a Wisp will do once it's combined with the miasma containing aspects of a Pumpkin.
>New Craftable Item: Jack O' Lantern, "A goofy looking pumpkin lantern burns with a Wisp trapped inside. It's cold, blue, light repels miasmatic and 'negative' paranormal creatures."
You decide to test it out and expose a few of your minions to it:
-The Avarice Demon is made uncomfortable by it, but not 'repulsed'. "Boss, uh, What uhmn.. Could you put that away, please? No, n-n-DON'T MOVE IT CLOSER."
-Your Skeletons erratically flee in the opposite direction of the Jack O' Lantern. You can't command them to witness it.
-Your Golems are unaffected.
-The Goblin thinks it's cute.

Accepting new Actions
>>
Rolled 15 (1d20)

>>2513682
Sounds like an upgrade to our perimeters if we can build a few. Honey Hill may need to be renamed to Halloween Hill at this rate

Also, lets get the Goblin to help with this pumpking brewing business. Alcohol brewing is just a form of chemistry afterall
>>
Rolled 100 (1d100)

>>2513712
Yes, let's not create any more ulta-powerful undead we can't control yet today.
>>
>>2513720
I- I guess we get damn good at brewing.
>>
Rolled 3 (1d100)

>>2513682
Attach Haunted Skulls and Jacko Lanterns to skeletons and headless zombies.
>>
>>2513720
So wait what does that 100 qualify? Stuff to do with Jacko Lanterns? In which case good cause I rolled shit.

>>2513682
I kinda wanna see what would happen if we created a fleshy version of the wicker man. Later though when we can actually control it.
>>
>>2513720
If we can't use that for brewing perhaps we can use it for creating that skellie mage
>>
>>2513712
>>2513720
>Brew up with the Pumpkins
>Roll 100/100
>Complete and total perfect success.

You don't touch anything supernatural for a week..Sans the Avarice Demon, of course, but he's a person. The Wicker Man has frightened you off of any sort of Necromancy for a spell.. So, you spend the time bonding with the Goblin and then prying yourself off of him to do some actual work.
You are not a Brewer, nore an alchemist, but you've got a bottom heavy goblin boy to help you with your bbc (big black cauldron) and you're going to try and brew something worth a damn. The week is quite productive.
>New Item: 1 x Barrel of Pumpkin Spice Cider, "You're not personally a fan, but this Cider is strong, burns your throat, and is a little savory- it's much thicker than a regular cider though."
>New Item: 5 x Pots of Witches Brew
>New Lair Feature: Brewing Cauldron, "A small spot outside with a metal distillery and a Big, Black, Cauldron (bbc) to brew all manner of witchy concoctions. "

That is, though, what's left over at least: much of what you made wasn't stored, but was instead shared and consumed by the local Bee Women- their Queen especially taking to it quite well and complimenting you. "Mon petit scarabée est si talentueux. Quel délice vous avez fait pour nous!" She seems quite proud of you.

>>2513734
>Attach Haunted Skulls and Jacko Lanterns to skeletons and headless zombies.
>Roll 3/100
>Bad.

Your success, though, is short lived. Desiring to attempt safer Undead experiments: Jack O' Lanterns are placed on various headless Skeletons, Zombies, all from your excess pile of decapitated bodies. They don't like it. Of the view that animate- most immediately rip their own pumpkin head off and kill themselves in the process. Except one.
https://www.youtube.com/watch?v=RWI5yu6GdXY
One of the Jack-Zombies briefly assess the situation. It initiates combat by backhanding you, lifting it's leg and kicking you in the chest, it then dashes out of the room and with intent- steals your Cockaigne Rapier The Avarice Demon tries to stop it, but he can't bare the sight of the Jack Zombie and is pushed aside easily- the other undead are equally useless and the Golems simply aren't fast enough to even contact it.
The creature is escaping out the door, it's not too late to stop it.
Roll for Actions and Spell List. You can prep 25 spells now: https://pastebin.com/tJNzGa4e
>>
Rolled 7 (1d20)

>>2513894
>1 Rot (maybe we can reduce the jack-o-lantern to mush)
>4 Frost Bolt
>3 Frost Breath
>3 Death Coil
>9 Ghost Hand (ora ora ora)
>1 Pestilence (maybe keep this one for last resort, don't want them eating our crops)
>3 Stolen Word
>1 Dark Mass

We can't let them escape. This is an undead hunter in the making if I ever saw one.
If we can't restrain them we need to destroy them
>>
>>2513894
Clearly, we need to dominate him and show him who's boss. On the plus side at least its shown great potential.

x2 Sense Undead: Sense, allows you to see, touch, and interact with ethereal or otherwise supernatural Undead forces.

So he can't hide.

x3 Frost Armor: “Enchantment, temporarily enchants the caster's body in a protective magical barrier of frost. Frost Armor does not protect your clothing, but the caster's body, making it sturdy and hard like ice- and it will also keep you cool.”

Cast on self and the ice golems.

x2 Dance of The Dead "Enchantment, Mancy, playing a set of bones as an improvised musical instrument while dancing: gives the caster advantage to dominate a single Undead per 'cast'. This spells is very embarrassing- especially if you miscast.

for dominate undead prep

x3 Dominate Undead, "Physic, overpower and superimpose your will over a weaker willed Undead. Most effective when making direct eye contact. Requires a d100, failed rolls cause psychic damage to yourself."

I don't wanna lose this guy. He has shown actual intelligence and great promise.

x2 Exorcism: "Physic, a powerful telepathic attack that mirrors the cleric spell 'turn undead': Explodes the heads of weak Undead. Stronger Undead are overwhelmed in irrational psychic fear."

If it fails.

1 Dark Cumulus: “Summon, create and command a small black magical cloud capable of carrying a few hundred pounds of weight. If the cloud is overburdened it will hover slowly off the ground but still move.”

In case he tries to run.

x 3 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.”

For slapping.

1 Protection from Good & Evil: "Enchantment, temporarily seals and hides the spiritual aura and polluting factors of an item or being. This spell is especially effective on inanimate objects, living things can despell it quickly if not focused upon. "

Cast it on his weapon to disarm him.

x 5 Shadow Bolt: “Mancy, from your hand you conjure forth a black bolt of shadow, causing damage to a target that neither you nor' the target truly understands.”

x 3 Frost Breath: “Mancy, breath out a billowing cloud of pure ice cold frost that does cold-thermal damage to anyone exposed to it- especially those that breath it in.”
>>
Rolled 18 (1d20)

>>2513894
>Frost Armor
>Ghost Hand x5 (to try to smash or remove the pumpkin)
>Sense Undead
>Exorcism (just to see if it's vulnerable to this)
>Dark Mass x2
>Endothermic Fire x2
>Protection from Good & Evil (to see if it will disrupt it.)
>Frost Bolt x5
>Pestilence x5 (see if bug will eat the pumpkin)
>Death Coil x2 (see if that's repelled by the Jack-o-lantern)
>>
>>2513942
>>2513944
>>2513991

>Combat/Spell rolls, 7, 18/20
>LUCKY Start ending in a high success.

By all accounts you did not strictly 'deserve' to win this encounter. Once it has it's hands on the Rapier- The Jack Zombie turns out to be quite a skilled fencer and even unarmed he's easily capable of overpowering and silencing you from casting or respond appropriately.
Though, thinking quickly: You spend some of our Frost Breath to freeze the front door. This house has no windows and it's the only exit- The Jack Zombie takes offense and once again gives you the back of it's hand- sending you tumbling and coiling onto the floor.
Your Goblin picks you up and drags you away in a hurry to a safe spot under the bed, "What are you doin?! That bloody cunt is a straight ripper he is- just let him go on his way. You've got plenty of pumpkin n' bones. "

Naw, no, you're not gonna get juked by something you made.
Peeking out from around the corner- you grab onto the Zombies ankle with a ghost hand and try to pull him over to you, but it's 'presence' is far too powerful. You opt in at least for a few quick Frost bolts to freeze his feet in place at the very least.
When he's incapacitated you yell at the Goblin to fetch you a few bones so you can cast Dance of The Dead. The Jack Zombie watches, gazes over through the goofy holes cut into his pumpkin head, the wisp burning brighter with greater intensity. The creature seems to notice what you're up to.

It would rather self terminate than be dominated
The Jack Zombie grabs the butt of it's Rapier and smashes it's own Pumpkin head: a massive pyre of a Poe is released from this action and as the zombie's body falls down limp- the Poe briefly turns to try and take the Rapier with it, but opts out: Wisping through the cracks in the house and into the shadows of the fields outside.
The Avarice Demon finally steps out from downstairs, "What the fuck was that supposed to be?"

Accepting new Actions. We maybe got 3-4 more turns.
>>
Rolled 12 (1d20)

>>2514073
Experimenting is good but lets see what else is going on. Return to changeling town to see what quests are available
>>
Rolled 17 (1d20)

>>2514083
Aye to En, and maybe come clean to the Priest Boy about our necromantic (but still mostly good) nature.
>>
Rolled 17 (1d20)

>>2514073
Let's set our goboskells up with some tools, and set them to work trying to make our lair more well-defended. Some traps, light fortifications, spike pits and the like...
and then head off to En.

hey so how many minions can we dominate currently? I feel like we might have violated the rule of 3 but maybe something happened I missed.
>>
>>2514156
>https://pastebin.com/3W9U0fbG

Up to 8 now according to line 4. And do we really want THAT many traps in such a small home/lair where we might get guests?
>>
You know, all these debacles with trying to make new undead are reinforcing my skepticism about relying on them too much since by default they just seem to want to try to cause damage.
>>
>>2514165
I was thinking more defensive perimeter kind of stuff. I guess I should have clarified that. Like, an armored door, better walls in case things come knocking in the day.

OH also, we should go get Pit Cleric, methinks. We should have a nice dark spot for them by now.

putting the Romancer back in Necromancer.
>>
Looks like our final little adventure will be a trip to En to see whats going on.

>>2514083
>>2514103
>>2514156
((You can dominate 8 Undead, not counting your Ice Golems who don't need to be dominated.)
>Visit En to check on things and look for work.
>Roll 12, 17/20

You haven't visited En in what could very well be 2 maybe even 3 months: you can only hope, as you lock up and say goodbye to the gang (letting the summoned help know they should clean up, fix the door, etc), that your more powerful presence isn't offense to the Priest Boy. Pillowing out a Dark Cumulus, you hop on and fly on over to En to see how things have tricks have been.

Soaring on your little black cloud, it's only a short half hour trip to En, thankfully it's still there: the small, sleepy, little walled town of En- still with all the charm provided by it's pasty individuals. You dismount and walk into town, the guards wave you over, "Isn't it a little warm to be wearing black?" The other one interjects, "He's a magic guy, remember?" They let you in without event.

>Come clean to the Priest Boy.

That thought certainly crosses your mind, but in the mean time you're looking for work, so you head to the trading post and see what the clerk has to offer. It's the father this time, he's busy updating the cork board right as you step in, "Oh, hey, haven't seen you in a while- If you're looking for work, boy have you come at a good time."
These are the following jobs that you think you can handle.
-A Troll has been spotted venturing outside Plantar's Jungle and has been coming closer and closer to En. They want someone to kill or drive it away.
-As of last week: Frog Men have taken over the Church to Scylla. The Priest is powerless to stop them, so is asking for local help.
- An unknown creature has been spotted in the town's shit brook. They want someone to investigate.

We have time for probably one of the last two- the missions at En that is.
>>
>>2514189
Hmm, I vote for the Frog Men issue. Segways into talking to the Priest which I wanted to do any way.
>>
>>2514207
I wonder if we'll even be able to hang out near the church, this might be a bad match for us...
>>
>>2514255
I was hoping to Diplomancer the situation like we did with the goblins.
>>
Rolled 20 (1d20)

>>2514189
I want a troll zombie so lets go hunting. Maybe the Butcher Demon would like to help us out with it
>>
>>2514270
Well, I guess troll hunting with a butcher demon it is then.
>>
>>2514270
I'll go ahead and second this, cool as frogzombies would be.
>>
>>2514270
>>2514304
>>2514305
See
>>2514189
>We have time for probably one of the last two- the missions at En that is.
>>
>>2514312
>>2514270

We'll do the Troll, it's fine.
He got a 20. I wasn't expecting a 20.
Gimmie a minute more- I was expecting Le Frog.
>>
>>2514312
ohhhh I see.

well frogmen then, I guess.
>>
>>2514315
Sorry to derail
>>
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We're doin' the Troll. Fuck it. Time for Blood.

>>2514270
>>2514304
>>2514305

You're 16. You're quite mature enough to do the responsible thing and confront the Priest even if he is a kid, so you ask the clerk for the Troll Bounty. "Are.. Are you sure?" there's an awkwardly long pause, Yes. "Well, alright. I mean, you only get paid if you kill it."

Now, this is a bit of a process, walking out of town with a copy of the bounties slip you review everything you know about Trolls:
-They love eating meat.
-They have big noses.
-They're stupid & strong and can regenerate like crazy.
-Sunlight either turns them to stone or sets them on fire, you're not sure which- people told you one or the other.
-Trolls keep growing until they die.

This is most likely going to be a difficult battle ahead of you, especially if it's a 'big' troll and not a small or lankey one.
>Maybe the Butcher Demon would like to help us out with it
>roll 20/20

Once you're outside of town, you whisper the three letters of the Butcher Demon's name followed by your desire for their help in killing a Troll. Nothing- nothing happens immediately, you're wondering how you'll know if she gets it or how this works. You're not a Warlock. Which is odd, because your heart begins to beat quite fast and your whole body is overwhelmed by a hot, itchy, feeling that causes your arm to jerk violently forward.
The Butcher Demon grabs your hand and she's just there. Out of thin air. "Sorry, I was busy. I'm here. You want to kill a Troll?" She has a stupid massive rusty cleaver with her this time- the handle is wrapped in leather.
You nod, "Okay. We will kill a Troll. Come."

Accepting new Actions. What are some ways you might attract or prepare for a Troll? They only come out at night.
>>
>>2514364

I guess hunting Trolls is so intense everything gets bolded, whooopsie.
>>
Rolled 13 (1d20)

>>2514364
Leave a large amount of meat out, and see if that attracts its attention.
>>
>>2514364
Lacerate up the meat too, we really want this smell to waft everywhere it might get a whiff of it.
>>
Rolled 16 (1d20)

>>2514364
>>2514401
Get bait, maybe a deer or something. Hang it from a tree or something. Also prepare a few Witching Urns urns and dig a pit trap under the bait. Put the Witching Urns in the pit trap.
>>
>>2514364
>>2514383
>ways to attract a troll
They like meat. We'll give them meat. Trapped meat.

>ways to prepare for a troll
Aside from our usual self-defense, we'll need to set up a snare with some wild game near its lair. Maybe catch a deer or get an ox from the orc fortress or something, then roast it and have a late-night midnight snack.

We're also gonna need some other prep. We should raise those other gnoll bodies into zombies and get them ranged weapons to back up the Butcher Demon.

We'll need wisps to provide battlefield illumination. Either as lanterns or on the field, the endothermic fire might hurt the troll.

And we could probably mentally talk to the Amazons and see if they want in on the reward. The Beserker can help the Butcher and the Pyromancer can help with fire, which trolls are weak to. Maybe the Pyro can even cast a sunlight spell.

That is, assuming we can be diplomatic with them in case they don't like working alongside demons.
>>
>>2514364
Witching urns will be useful I think. Get 2 made up.

I wonder if we should go get our Rothide gnolls or get our Goblin boy to mix up some molotovs
>>
>>2514425
endothermic fire might be good too! they don't like fire, apparently. let's prepare a couple
>>
>>2514425
Seconding the alchemical idea, we should definitely get the alchemist in on this.

>>2514401
>>2514412
>>2514417
>>2514425
What do you anons think of these ideas? >>2514419
>>
>>2514433
That's what I'm thinking too. Best case scenario is we freeze it solid or in neat enough pieces.

I think the Butcher will need to carve it up for transport though
>>
>>2514440
Making zombies might take some time and then we'd have to transport them. Getting the amazons might be better if we can get them and come back in time for the hunt but Commune #9 is a fair distance away.
>>
>>2514449
We have a cloud and some time until nightfall.

Plus we can speak to them telepathically first and ask if they're interested. If they say no, we don't need to make the trip.
>>
>>2514452
>Plus we can speak to them telepathically first and ask if they're interested.
True, or atleast ask for advice on troll hunting.
>>
Rolled 18 (1d20)

>>2514459
Good point.

Rolling to cast Séance and reach out to the Amazons to recruit them for the expedition, ask for troll hunting advice, and check if they're ok working with the Butcher Demon.
>>
Rolled 99 (1d100)

We should get a gnoll zombie made and give it that rifle. Hopefully the goblin has assume herbs growing by now.
>>
>>2514523
woooooow.
>>
>>2514523
Maybe we can use a seance spell and ask him to prep it for reanimation under our instructions, reducing the time it'll take us to get the gnoll ready.

We should invest a portion of our lair in preparing corpses for just this when we have more assistants: a dedicated reanimation room.
>>
>>2514383
>>2514412
>>2514401
>>2514419
>>2514417
>>2514425
>>2514440

Alrighty, here's what you end up doing:

You make a Trip back home.

First things first and while there's still time before nightfall: you puff up a Dark Cumulus and head straight back home to get supplies: you need Witching Urns, you're going with them because you don't have any flammable material that isn't Alcohol and you drink that. That's for you. The Butcher briefly introduces herself to your Goblin you says he's the biggest cunt he's ever since before getting to work on those Urns. The Butcher also, interestingly, already knows your Avarice Demon. They spend a moment catching up- maybe Demons just all know one another?
Either way: You leave home with 2 x Witching Urns and 1 x >>2514523 Rothide Gnoll you managed to throw together perfectly at the last minute.

You pick a tree for an ambush

Getting back to Planter's field, you let the Butcher known we'll need some meat to draw out the Troll. She nods, "Yes, exactly. Stinky meat. Wait here, please." She hefts her cleaver and goes off to hunt something. In the mean time: You single out a spindly dried out tree outstanding in it's field for the site of the ambush. Using Ghost Hand, you dig a small circle of 4 ditches around the tree- you don't know how large the Troll will be, so you try to dig them maybe 5'ish feet before placing Witching Urns in them.

You bait it with a Carcass

The Butcher Demon comes back with two carcasses: one dead deer, and a dead boar. "Meat for us. Bait for Troll." She drops the deer carcass and holds the pig's body for you so you can cast ROT on it: causing it to ferment a thick odor. The Butcher tosses the vile thing over into the tree -swoosh, plop- and sets to cleaning and cooking the deer for dinner.

She saves you a generous haunch of thigh meat- plenty to eat, while devouring the rest in a gory mess. You weren't expecting much, but it was the best Venison you had ever eaten. She gave it a rub down with this mixture of red spices, rock salt, ground pepper, and let it bake under some hot rocks with a few onions. It was amazing.
She sharpens her massive blade after dinner and come dusk, "No drinking. No fucking. Wait until we're done. Get ready."

Accepting 2nd last roll: you'll also want to prep your spells: https://pastebin.com/tJNzGa4e you get 25.
>>
>>2514571
Whoops: 4 x Witching Urns, you have 4- you put them in those dug out pits and covered them. They're basically frozen land mines.

>>2514476
I tried to cram in as much as possible, but you got beat by that NEAR PERFECT Gnoll roll.
>>
Rolled 10 (1d20)

>>2514571
>Frost Armor
>Scraps of Life x2
>Dark Mass x3
>Stolen Word
>Endothermic Fire x2
>Shadow Bolt x3
>Frost Bolt x3
>Death Coil x2
>Pestilence x2
>Ghost Hand x3
>Summon Will O' Wisp x3
>>
Rolled 12 (1d20)

>>2514603
supporting

big money no whammy
>>
>>2514584
I'll settle for giving the Rothide Gnoll our rifle and rapier and telling it to support the Bitcher Demon in combat when the fight starts.
>>
>>2514622
>Bitcher Demon
Freudian slip?
>>
>>2514632
She's a hot bitch alright. Would've been better to get her in the same room as those amazons and see what happened.
>>
Rolled 18 (1d30)

>>2514571
>>2514603
>>2514609
>>2514622
>>2514632

Alrighty, I'm gonna do things differently for once and demonstrate a little behind the scene mechanics and in the process create SUSPENSE. or hilarity.
Now, we KNOW what monster we'll be fighting, so I don't have to roll the encounter table (d100), nor how many, but what I DO need to roll is it's SIZE.
Normally monsters have a droll for encounter numbers, but a Troll is a Giant that grows it's whole life unless it's starves or grows so massive it can't hide anymore.

Lets see how big it is.
>>
>>2514571
Quiet curious about the Poe. Perhaps it was the spirit of some noble or famous fencer? How often do people back hand you, let alone twice? Better yet- who would?
I kind of want to encounter then again. For better and worse.

>>2514622
>giving the Rothide Gnoll our rifle and rapier
I forgot that the zombies are a lot more smarter than the skeletons, but I'm not sure by how much. I hope its adept enough to handle something as a gun or dueling sword.

>>2514603
this will do.
>>
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>>2514666

Alrighty, carnage inc.

I had this image prepped and ready just in case we got something less than 4ft tall, but looks like we'll have a decent sized troll.
>>
>>2514666
Praise our dark lord Spaghetti's trips!
>>
>>2514666
>a Troll is a Giant that grows it's whole life unless it's starves or grows so massive it can't hide anymore.
Fascinating.

Later can we make a bunch of those Jack -O- Lanterns for En and the Bee women?
>>
>>2514666
>666 post
>18/30

We're in trouble
>>
>>2514671
>I hope its adept enough to handle something as a gun or dueling sword.
OP said it was a good idea here >>2513531

We should do it.
>>
>>2514666
thanks Satan!
>>
>>2514686
Actually, he said it was a good idea in the response to that post here >>2513540
derp
>>
>>2514676
I took a look at your tumblr.

The page on magic types made me curious if we could learn other spheres or at least practice magic in the overlapping areas - can we learn hedge magic or druidic magic, for example?

The gods I found mentioned a goddess of Death. Can we learn about her by doing research or does someone have to tell us about an existing deity?
>>
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>>2514603
>>2514609
>>2514622
>>2514476

The Butcher rises up from your little camp, she turns her head, "I can smell him. Time to fight." She swings her great ugly cleaver over and motions for you to keep still. "Stay behind me. You and the Zombie throw shit at it. Don't hit me." Since she's mostly naked already, you spend one of your Frost Armors on her. Despite her massive, towering body of muscle- she still shivers like a little woman when chilled 'Oh, thank you."
Everyone gets into position and waits- even you can smell it when it starts getting close enough, but you're more impressed by it's size. The beast is massive.
A massive, ugly, tusked, ape-faced looking creature covered in dirty black fur and a few malformed asymmetric horns ontop of it's head. The beast walks upright, but it's long gangley arms and hairy knuckles sway and swing with it's heavy body- occasionally dipping down to knuckle walk. You wait. You hear it's heavy breathing, see the drool run down it's mouth filled with ill-fitting teeth that constantly grow out to push and replace damaged or lost ones like some kind of hairy shark.

It's great square monkey nose starts sniffing, snorting, it's brow raises and it visually confirms the carcass and skips over; hooting, ooking, >>2514417 The hoots turns to indignant shrieks of pain when it steps its leg and one of it's hands into two of the pits you dug: the urns crack, the wisps burst and a cold spell causes the Troll's hand and foot to freeze.

"Now." https://www.youtube.com/watch?v=uOK-1IG-j68&t

The Butcher bolts out, kicking up great clods of dirt, her mass causes the ground to shake before you and you quickly command your Gnoll Gunman- aim for the eyes, the head- while you pelt the Troll's arms and limbs with Frost Bolts to keep it from moving. The Troll doesn't like this, it starts gets on all fours and tears out of the hole- it's foot being left behind in the process and causing it to stumble, the chill slowing it's regen. Butcher comes in heavy, heaves her cleaver and manages to cut half it's good arm off and begins pushing the monster into one of the other pits- getting the other foot before the Troll swings and backhands Butcher into the field with the frozen limb. Shattering and beginning to grow them both back slowly.
Butcher takes a bit of a tumble, rolls, but plants her blade into the dirt to steady herself. The Trolls 'good' arm has slowly grown back and he lifts the dead limb to use as a club- Your Gnoll managing to shoot him in the eye, but this doesn't discourage it.
This isn't working, you cast Pestilence on the Troll. This is the first time you cast Pestilence, you're not sure if you 'call' the bugs or-
2nd inc.
>>
I just remembered something we never followed up on

That strange human (undead?) that recognized what we were and was vaguely helpful at En when we first arrived
>>
>>2514760
>cast Pestilence on the Troll. This is the first time you cast Pestilence, you're not sure if you 'call' the bugs or-
oooOOOOoooooh~
>>
>>2514762
I hazard a guess it could have been an agent of the nasty demon lady
>>
>>2514762
>>2514774
either that or maybe an independent vampire that didn't want to serve her and got pushed out of the rotwood, explaining its presence without the knight.
>>
>>2514780
and why it had a cloak on
>>
>>2514783
Worth a proper follow-up.
>>
>>2514784
wait, didn't it have a cloak or its features mostly hidden for the few times we saw them?
>>
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>>2514760
https://youtu.be/LiLJoBTZKX0?t=42 - YOU MAKE THEM, YOU MAKE THE INSECTS. YOUR ARMS RAIN A CLOUD OF INSECTS. IT FEELS SO WEIRD

Everything becomes disturbing from that point onward: The Butcher Demon notices the black mass of insects rush towards the Troll and she stops, the conjured insects swarm the 'poor' dumb creature and at first it isn't deterred, but they crawl all over it. Biting, chewing, stinging, swarming and burrowing into his flesh and every nook and cranny- there's just too many, they're too small, and he can't keep regenerating every single little constant wound. That odd mucousy green blood that poors out of the Troll's wounds stops flowing, it stops regenerating, it grows tired and weakened and so do you.
Eventually the Insects begin quietly dispersing as you can't sustain their spiritual existence anymore and the black mass 'foofs' into a puff of miasma wafting away in the breeze. The Troll is drooling, dizzy and nauseous, it tries to rise to it's half eaten nobby body but The Butcher is there to execute it.

She raises her cleaver, leans her whole body back, and brings it down hard in one smooth, clean, motion. The stump pours out a few 'spurts' of blood, but there's little else response from the corpse. "Done. Bring me coals from the fire." You're mana drained, but do as your told- wobbling over the embers n' bits of burnt ash, you deliver it to her before promptly collapsing. She rubs it on the head, neck. The head is dragged off and tied- it's nearly as big as your whole body- once that's done she throws you over her shoulder and pulls the whole deal back to camp.
"Ok. Now we may drink and fuck."

You get 1 loot roll, maybe a victory hump roll if you want too.
Bounty will be handled next session.
>>
Rolled 62 (1d100)

>>2514802
LOOT and tender loving too
>>
Rolled 40, 48 = 88 (2d100)

>>2514802
rolling for loot and sex.
first d100 for loot, second for pelvic damage.
>>
Rolled 3 + 1 (1d100 + 1)

>>2514802
Loot and hump!
>>
Rolled 18 (1d20)

>>2514817
Seems it doesn't do two types of dice at once.
>>
Rolled 17, 36 = 53 (2d100)

>>2514817
oh jesus that 3 tho...

Anyway rolling for loot and sex.
>>
Rolled 9 (1d20)

Hey here's an idea. We can try killing trolls and raiding their caves for their dead (both dead trolls and etc). One step closer to the bone zone castle.

and still need to research a bone molding spell.

>>2514817
either the bugs ate the loot, or we're gonna be hospitalized for a few weeks. Nothing some dark mass and Stolen Word spells cant fix.

Pray to Typhus and see if this fight appeased him
>>
>>2514832
well ****. Rekt.
>>
>>2514834
She abuses the fact we know a spell that can restore stamina and can heal.....
>>
>>2514832
>oh jesus that 3 tho...
>>2514833
>either the bugs ate the loot, or we're gonna be hospitalized for a few weeks.
I blame it on spending all my luck rolling 97, 93 and a fucking 100 in earlier.
>>
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>>2514812
>>2514815
>>2514817
>>2514832
>Loot Roll: 62, 40, 3, 17
>At least one average bit of loot.

The Butcher waters you, lets you catch your breath, but you've got your prioritize in order: LOOT and you're just as quick to get back up and go inspect that Troll to see if it had anything valuable on it. Things don't look good though: The only article of clothing the Troll had was a crude hide bag slung around it's neck and the bugs got into it a bit.
You manage to find:
>1 x Frog Idol to Scylla. "A crudely carved bit of drift wood depicting Scylla. Normally she has snakes for legs, but this depicts her as riding on a swarm of Frogs instead."
"Here. One moment." The Butcher sees your disappointment and helps you, coming over to carve up the Troll.
>3ft Troll Tusk. "Carved from the head of a Troll: valuable for sure, but you'll have to find a buyer."

She takes the other Tusk and skins the hide off the back of the creatures thick, warty, fur-covered hide- taking and rolling up a large mat of Troll pelt for herself. "This is also mine. Now come."
The two of you spend the rest of the night together: you drink, tell her a few tales, until she decides it's time you MOUNT her.

>>2514817
>Roll 1.

She really lays into you.
It starts out fine- it starts out great: a little this, a little that, on her back, on all fours, front, back, back to back, you think you're done. You're not done.
She makes damn sure both of you are completely drained. Laying on top of her, her large powerful arms holding onto you like a stuffed animal to her firm breasts- you feel as though the experience has changed you. Made you more powerful, sexually at least, not paranormally.
>>
>>2514897
>roll 1
I hate to point this out since I'm cool with the outcome, but technically he rolled a 3, and accidentally put a +1 modifier.
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>>2514897
>>2514917
yeah I tried doing "dice+1d100+1d20" not realizing it doesn't handle multiple dice like that so it cut off the d20.
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>>2514897

AAaaannddd with our Caster Boy's behind spared only from the awakening might of his oral skills (and lack of space. Butcher IS a proper Lady, she would never brutalize your poor teenage bum)... That's it for this week!

I hope everybody had a good time, I'm violently thrilled by turn out, participation, and am super happy with everything in the world. Sometimes creative efforts just don't work out even if you put in more effort: I'm pleased this time, though, it did.
If you like the quest, it's archived! Go Vote! http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster%20quest
If you like MY work and want to see whatever it is I do go check out my blog: http://spaghettiart.tumblr.com/ Anonymous asks are on! Make requests! Love me! I wana sell setting ref/material some day, like a fuckin' inexpensive pdfs or something

Thanks everyone who stuck around, just dropped in, and really anybody who participated at all!

I think that's all I've got to say? I'll see you guys next week: new thread, same time, 3pm west coast o'clock.
I'll be lurking around tonight since it's Saturday, so if you've got non-spoilery meta stuff to ask.. Go ahead!
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>>2514935
If it's not too spoilery what would have happened if we actually did take Catherine's deal? Like would we have been in a bad situation? She seemed a bit... crazy once we said "no".
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>>2514940
yeah, what would had happened if we accepted? normal junk or really bad junk?
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>>2514940
>>2514948


It's fine, we've made our decision, so I can say what would have happened:
It wouldn't have been a 'game over', but it would have made things very different: you would have lost your lair, the amazons would have headed off, and you'd basically be gone for nearly a year without anyone most likely hearing from you since Catherine would try very hard to keep you in her territory. You'd lose a lot of your independence basically.

You not agreeing to make Undead and treat her Vampire "citizens" is VERY inconvenient for her plans, so she's understandably upset- especially since her plans have been going over quite well with little resistance so far.
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>>2514950
That's about what I figured would happen. That 7 month part and the hint we wouldn't be allowed to leave really set off warning bells for me. Also I really wanted to see the Amazons again.
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>>2514950
>You not agreeing to make Undead and treat her Vampire "citizens" is VERY inconvenient for her plans, so she's understandably upset- especially since her plans have been going over quite well with little resistance so far.
I still think she over reacted since we didn't say we wouldn't work with her at all, just that we weren't interested in that first offer.
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>>2514950
dumb cunt was too rash. she is definitely undeserving.
man I feel bad for her undead subjects.
>>
>>2514935
In general how hard is it to magically create materials that don't require constantly feeding mana/miasma into to prevent them from dissipating?
>>
Rolled 50 (1d100)

>>2514802
Lootan
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>>2514950
https://www.youtube.com/watch?v=ZcoqR9Bwx1Y
skelly wizard minion? if we put one in the skull, would that make it smarter?
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>>2514950
How viable is gear reanimated by necromancy?

How would concentrating miasma or placing gems effect objects?

With how often we keep encountering demons would it be viable to dabble in demonology?

Should we just give up on using undead minions?

because holy shit they are surprisingly useless and cause problems out the ass. Seems like sticking with the necromantic support option is a much better idea then necromantic Commander. Which is a shame because I love having lots of minions.

I would like to know if its at least viable to use weapons made of bone and sinew( know armor is thanks to turning into an exoskeletal frame for armor). Along with other useful devices that can be made.

>>2514969
I'm more surprised the Vampires haven't revolted on her. They need a steady and constant supply of blood. Given their living situation, you would think they would have been feeling the pinch. Not to mention their fondness for being in control and top dog(predator).
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>>2514965
>>2514969

Catherine's rash and impulsive behavior is common to her kind, but "she" in particular doubley so: you need to understand that Avarice wasn't being rude.
Catherine is a Centipede Demon, she literally was at one point nothing more than a green horned demon dragging her long body and looking for the next piece of filth to eat. She's got PLANS.

>>2514969
>man I feel bad for her undead subjects.

Yeah, they're not having a good time.

>>2514971
>In general how hard is it to magically create materials that don't require constantly feeding mana/miasma into to prevent them from dissipating?

Example?

>>2514746
>The page on magic types made me curious if we could learn other spheres or at least practice magic in the overlapping areas - can we learn hedge magic or druidic magic, for example?

Oh, yeah, the schools/spheres of Magic.
Generally speaking, in this particular situation, I'd advise against it: Multi-'classing' splits your powers as it diffuses the purity of your domain. Magic kind of operates on Avatar the last airbender rules: you pick one 'element' and then you run with it- it envelopes you, grows with you, and so on and so forth. Becomes a part of your spiritual presence.
You can dip and reach into neighboring or related paranormal forces and abilities, but if you try to cover it all you'll lose affinity for something else. That's why it's best to out source it to Minions.


>>2514986
>skelly wizard minion?
Easier than you think. We're super close.
>>
Rolled 76 (1d100)

>>2514897
Rollan for Sexual Gainz
>>
>>2514999
gears and stuff sound like homonculi or gnome works to me.

speaking of miasma, we should learn how to condense the stuff and make them to make more golems.

Oh I believe we're already well versed when it comes to dabbling in demonology ifyouknowwhatimean.

pros and cons to the undead. just need to work them out.

>bones weapons
sounds crued and ineffective, but could probably wor
>and use sinew
eeeewwwwww

>>2515006
>In general how hard is it to magically create materials that don't require constantly feeding mana/miasma into to prevent them from dissipating?
>Example?
I think anon might be thinking of making dark mana crystals by condensing our own miasma. or an ice crystal? I don't know, maybe giant bones of ice infuses with veins of dark crystal?

>Easier than you think. We're super close.
spooky scary skeleton wizard bro sooon. or maybe some old dead gun with funny stories.
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>>2515006
>Example?
Like permanent magic ice like that one book we have is made of or taking those troll tusks we got and coaxing them into growing into more material so would could make large scale bone structures.
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>>2515018
The thing with those kinds of weapons if they can be properly embued by the undead they are very nasty. Think of how infectious they would be and they would be massively enhanced by the undead's own power.

Basically, they're cheap and filthy weapons who shine in the hands of the undead.

Things get even more disturbing when you use muscle, sinew, and leather. Like undead power armor, wings for flight, self-drilling spears/barbed wires, and living rope.

As for condensing miasma it I am thinking of building a 'prison' in a deep pit. Designed to hold powerful undead and excess undead we can't control. If possible create some spell formations that serve as 'miasma magnets'. Then at the bottom of the pit, we harvest whatever forms over time.

Because we have already lost some powerful/amazing undead simply because we didn't have any place strong enough to store them. So wasteful.
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>>2515006
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>>2515058
it's roughly to scale in terms of the location of the slime trap
>>
thinking of removing the "Hallway Closet" to make more resonable room and maybe putting a door outside the kitchen that leads to the cauldron.
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>>2515051
>Things get even more disturbing when you use muscle, sinew, and leather.
I'd rather go with a cleaner aesthetic of enchanted ice and polished ivory.
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>>2515026

Oh, right, so self-sustained Enchanted items.
Well, if you're a Wizard with a pointy hat it isn't an issue, but for a weirdo like us it would be more difficult- that book we found was made by a Lich for instance.

It's doable, it's definitely doable, but you'd have to work for it. Kind of a "large single exhausting investment" kind of deal.

>>2514999
>Which is a shame because I love having lots of minions.

Please refrain from bullying the Skeletons, Anon. Undeadery is a low burning heat, but once you get good at it it can be pretty fucking spooky.

>>2514999
>Should we just give up on using undead minions?

That's up to you, but if you do you'll never be able to make your very own Frankenstein Servants to smooch n' serve you tea.
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>>2515072
>That's up to you, but if you do you'll never be able to make your very own Frankenstein Servants to smooch n' serve you tea.
But we've already got the Monk for smooching and tea...
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>>2515072
What opportunity or hook did we miss or pass up that disappointed you the most?
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>>2515072
So Goddess of Death is spoilers? I'm curious what gods we know about.

The vampire tending Catherine's garden said he was a Dark Druid, is that just a druid specialized in necromacy?

Do the nations in this still exist aside from Cockaigne? http://spaghettiart.tumblr.com/image/170131434692

If we have the skeletons plant a miasma resistant seed like clover, will their undead nature kill the seeds or does the miasma resistance work with the plant at any stage?
>>
>>2515112
>The vampire tending Catherine's garden said he was a Dark Druid, is that just a druid specialized in necromacy?

Yes, he's basically what he dresses as: A Goth Botanomancer.

>Do the nations in this still exist aside from Cockaigne?
Goliard doesn't exist anymore (Most Human Kingdoms don't), but the rest are still standing; enough, at least, to still be recognized as the places of their namesake.

>If we have the skeletons plant a miasma resistant seed like clover, will their undead nature kill the seeds or does the miasma resistance work with the plant at any stage?

Undead servants 'can' be used to plant resistant plants: the Rotwood is a forest after all, so something must work out.
The Gardener would be able to tell you more, though you'll have to seek him out, he's an expert on that kind of thing.
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>>2515186
Yeah I'm kinda hoping we can convince the Gardener to side with us. Seems like a helpful and nice enough vampire
>>
Rolled 63 (1d100)

Try making Scarecrow Jack O' Lanterns using skeletons bones as the structures, straw and worn clothing for aesthetics, a body rotted of everything but the skeleton, and a Will O' Wisp pumpkin lantern as a head?
>>
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>>2520223
now I wished I said zombie instead of a skeleton. at least skeletons are lighter.
>>
Rolled 89 (1d100)

Rolling for lewds.

Bless this roll cute Goddess of Death-chan!
>>
>Jack-O-Lantern-Construct
http://spaghettiart.tumblr.com/image/166140768142
Something interesting to pair with the Will O' Wisp Jack-O-Lantern Construct Idea. This'll be interesting.

>Distant Lands
http://spaghettiart.tumblr.com/post/172086543732/hooooweeeee-all-the-maps-are-finished-for-caster
Lets not forget to explore other places once we get strong. In fact, maybe once we're more established in the region we could help En prosper and bring more wealth to the region by introducing more trade opportunities?
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>>2521679
I'm glad that you're excited about the quest. Just making sure you know that the next session is scheduled for Friday.
>>
What time on Friday?
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>>2527421
Usually something like 3PM pacific
>>
>>2527737
I hope SpaghettiOP links the new thread here




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