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Last Post Here: >>2559266

During our last Caster Quest we got into a few adventures here and there: our lair was sufficiently updated and can now be considered a "small dungeon" (indeed, attracting at least one unlucky thief), we spent a great deal of time investigating the area around the Goth Tree- resulting in the acquisition of a most magical Dark Nut, and we even spoke with the terrifying Shrike: master of the twisted wood himself.

Immediately, though, we last left our Boy in the hands of Lady Cheval Mallet.. The REAL noble heir to the Cheval Mallet Estate and ACTUAL Queen of the Vampires and other Undead within Copse. Seems she's dominated and enthralled the local Orcish community: going into hiding and assuming the role of 'Evil' Overlord over their people as it were. Funny. You, meanwhile, have been hiding something 'else'; while assuming a number of positions and roles upon her.

Your information is here:
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 (inventory & lair) can be viewed here: https://78.media.tumblr.com/4f108dd8e099d0f6030e8a6e2ed92191/tumblr_p8wwwdc8C11v1ceouo2_1280.png (we're finally looking pretty dang magical!) https://78.media.tumblr.com/209b71cbc416c50a9030614c8cf018b2/tumblr_p8wwwdc8C11v1ceouo1_1280.png (It's starting to get a little out of hand for me, I might have to redraw it in a more.. Dungeony manner perhaps.)
Bonus Content! : I started doing Undead Cards! http://spaghettiart.tumblr.com/post/174014903482/some-spoooooooooooky-undead-id-cards-i-promised-my

We're spent a few days or so just lounging around Lady Cheval's Orcish 'Palace'. It isn't exactly fit to the standard of living she has come to expect, but by your own smelly human peasant expectations it's shockingly lavish for an Orcish recreated 'Palace': many of the hands and personal servants are Vampires or 'personable' Undead, Orcs designated to more "neither see nor hear" positions. Your time has been spent healing, reconstructing, mending, and tending to the medical needs of Cheval's court: your presence is appreciated and you've become alarmingly wealthy overnight.
Accepting new Actions. Thanks for waiting.
>>
>>2574231

Obligatory 'you are here' map post.
>>
>>2574231
Ask what happened and how we got here. Last thing we remember was going to the area and deciding to try some orcish brew for the first time.
>>
>>2574231
after collecting our knucklebones scattered everywhere, let's talk with the Mistress about how we can start working toward deposing Catherine and restoring her to her proper throne

ALSO we need to talk to the Filth Demon about getting that magic she promised us and forgot
>>
>>2574231
>you've become alarmingly wealthy overnight
Hopefully by adding GOLD to the hoard Avarice will forgive us for our gambling problem and give us back the purse
>>
>>2574250
>Ask what happened and how we got here. Last thing we remember was going to the area and deciding to try some orcish brew for the first time.

You're already well aware of this, but for the most part you've picked up the following story:
-You got Drunk after hanging out with the Filth Demon and went to the Slave Market to gawk at people.
-You then made a number of brazen sexual advances at Lady Cheval Mallet which she reciperated several times the following night.
-From that point and onward (spanning maybe 3'ish days) you've been serving in her rather sad, makeshift, court: healing her Undead Servants, fixing any damage on her 400+ old body, and just in general being an asset. The tips and sex have in so far been fantastic as well as the food. Lady Cheval is aware people need to eat food, which is nice.

You're not being held hostage, you're not under any warranty or entitlement. She doesn't seem to want to rock the boat too hard, since you've been cooperative and has no reason to make your life inconvenient.. 'so far'.

>ALSO we need to talk to the Filth Demon about getting that magic she promised us and forgot

Interestingly enough, a handful of the Demons within the area report and hold congress within Cheval's Court: sworn to secrecy to protect the paltry coven (lacking any Warlocks) they've established here under the safety of Lady Cheval and her Orcs. The Filth Demon you've been associating with is a new member of this group and was/is happy to provide you with assistance:
>+Spell List Updated+
> Filthy Grimoire: "Normally there's very little spill over with Demonology and Necromancy, but Filth Demons excel within the one Domain available to Necromancer's: Rot."

>Putrefy and/or Regenerate: "Transmutation, allows the caster to control and manipulate the rate at which organic matter rots or even heals (one target at a time). This spell is FAR more powerful than the Cantrip Rot/Preserve and will work on even living beings, but is extremely painful even if it's healing them."

>Transmute Edible Fungi: "Transmutation, convert organic plant material around you (wood, grass, even paper) into a 5lb growth of edible mushrooms. The mushrooms will rot away into mulch if not eaten within 24 hours."

>Death Pact: "Transmutation/Psychic, kills one Undead construct or creature you have domination over: replenishing and revigorating your health and magical energies in the process. If used on a sapient Undead will 'consume' their soul- a cruel thing to do indeed."

Accepting new actions.
>>
>>2574351
Let us thanks Lady Cheval for her hospitality and excuse ourself since we have business to attend elsewhere, but promise to keep in touch and ask if it would be acceptable to do so with Seance. Then let sing by home dropping off our earnings.
>>
Rolled 1 (1d20)

>>2574351
I want to talk to the lady about how the centipede demon took over her Manor. What happened? We're relatively new to Copse so we don't know the history too well. We know a lot but not the whole store.

Rolling to communicate with Avarice and tell him we're sorry and that we have a surprise for him when we get home. I'm not sure if the WiFi down here is any good.
>>
Rolled 5 (1d20)

>>2574384
Uh oh. Another crit fail on communication. Rolling for luck?
>>
>>2574384
....WELL IT LOOKS LIKE WERE IN FOR A BAD TIME AGAIN BOIS
This is possible the second or third time we as the players have Crit failed the siance spell. Is this coincidence, or are there powers working in the dark?
>>
>>2574388
Yeah this is gonna be Trippy.

Before we go home, maybe we should discuss with the Lady about helping her reclaim her title and estate? With out forces combined, we can defeat the mean demon lady!
>>
Rolled 18 (1d20)

>>2574351
I'll back >>2574384 but hopefully roll better.
Also mega wisps
>>
>>2574384
>>2574262

>Ask the Lady about Catherine, The Centipede.

When you've got the Lady's attention and the court isn't as busy, you go to Cheval's side and ask her about the 'Catherine' issue, specifically: expressing your interest in seeing them deposed, Cheval placed back upon her throne, and order restored.
She slouches in her throne and palms the skull of the Orc she had to kill to get her current position, "That.. Will be difficult. You see, plainly, Catherine? Is what he's calling himself? Catherine made good his preparations: he executed, ate, or outright banished anybody who could otherwise interfere with his plans both through mundane or supernatural means, he cursed my two court priests- of which I STILL do not know where they are- and worse yet has taken my foolish cousin, Mimas, hostage." She places the skull down, not wanting to crush it in her claws, "He is a fool, but I love him, and at my age family is exceedingly important. But If it weren't for that inconvenience I'd be at the bugs throat with tooth and claw myself."
Looks like if you want Cheval's help you'll have to free Mimas somehow.
You also make a mental note concerning Cheval's two missing court Priests; whom could be of assistance if found and their 'curses' lifted.

>>2574384
>>2574388
>Seance Avarice
>roll 1, 5- Abysmal failure,enough to do damage.

Before you head out, you'd like to touch up with your Avarice Demon waiting at home- you vaguely remember having gambled away a large sum of money and him cutting off access to the purse he gave you. A breach of trust you feel quite bad about, but hopefully the +Gold Coin+ you've received from Cheval will be enough to curb the Demonic Bris he has planned for you for wasting so much money.

An attempted is certainly made.
Not a single word is exchanged before a great kinetic force burst of energy releases from your forehead with an accompanying deep trumpeting noise, strong enough to push you back like an office toy drinking bird with your body slamming on the floor. You're dealt a small amount of physical damage, just a few bruises and whiplash, with most of the damage being psychic.
You're picked up and your wounds are treated by a few of Cheval's maids, the lady herself concerned, but visibly impressed, "My, I wasn't aware you had any Psionic ability. Hmn, that is quite interesting."

Accepting new Actions. Trying without picture because I'm getting a connection error?
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>>2574442
Ask her for any info she has on those priests, then head back to lair to patch up relations with Avarice.
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>>2574442
Ask for a description of these priests. I have a suspicion.
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>>2574442
Does she mind if we head out for a bit? We have a few errands to run, and she did give us a few ideas in our preparation to overthrow Catherine.
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>>2574442
Does she have a picture or the priests and her cousin, and a description of them on the, "chance we find them while on a stroll"?
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>>2574442
I'd like to bring up the Gardener to her and ask her about the two priests so we can confirm if we know them or not

Then head home. We should be fine to use our cloud by now
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>>2574471
Her cousin was the undead Centaur we've encountered a few times.
>>
Rolled 2 (1d20)

>>2574442
MEGA
WISPS
>>
>>2574473
Does anyone remember if we bought the orkish equipment yet?

>>2574478
Oh snap for real? This is relatively good news! If she can teach us how to remove curses then maybe we can free her cousin.
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>>2574483
Anon plz. You need to roll research for a mega wisp. That requires research equipment and a d100, not a d20. We haven't asked the Lady if she has any equipment yet and if we could use them.
>>
Rolled 20 (1d20)

>>2574442
Rolling to ask the nice lady for any tasks or fetch quests for muny
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Rolled 12 (1d20)

>>2574485
Yeah we sent our cumulus cloud home carrying everything we bought last thread which is what led to us getting drunk and gambling our earnings so badly the Avarice Demon cut us off

>>2574489
Actually this is a good idea. Ask the Lady if she has any equipment her court wouldn't mind offloading to us
>>
>>2574489
Probably a yes to both. I do keep forgetting that d100 though.
>>
>>2574502
>>2574503
Wait. We don't have to stop at asking if we can use her facilities. Maybe, if we can craft larger miasma shards she would be willing to give us some special research equipment and other goods.
>>
>Ask about the two Priests: what they look like, etc

Cheval nods, waving her hand and beckoning some of her servants to bring her a few of the lost priests personal items, "I've nothing like a photograph, Pictographs haven't exactly been re-invented yet, and many of my original paintings are still in the estate- mostly likely burned or destroyed by Catherine- but I can describe a basic description and show you a few of their things."
She describes them as two Vampires: one a priest of shadow, the other a priest to rot, identification will be difficult. "Catherine despised them most of all and not being satisfied with execution: he ate parts of their souls, withering them away, obscuring their memories, and putting them into a state of physical and spiritual deformity before abandoning them in the wilds to wander aimless." She ponders for a moment, "If I had to guess where they might be; they've most likely instinctively fled to some obscure or hidden away locale rich and saturated in their domains spiritual essence. If they are alive at all."
That last note is spoken quite somber. You imagine it must be very difficult to be so as old as she is and lose the people around you who you've come to depend on for possibly centuries.

>The Gardener
"He must have been hired on after my fall from grace. It's been about 70 or so years, it wouldn't surprise me if Catherine has a small host of 'new' Vampires, Creepers, Flesh Golems, and other Undead Citizens who know little or nothing about me.. Or even Catherine himself by the sounds of it."

>Rolling to ask the nice lady for any tasks or fetch quests for muny
>Ask about the lab as well.
>roll 20- COMPLETE Success.

You ask the nice, tall, Vampire lady if she might have any further work or adventures you'd be interested in -beyond saving the two priests, which you'll add to your 'to-do' list.
She seems.. Hesitant, to admit it, but there are two very important things she'd be very interested in seeing investigated and or acquired, but such quests would be of no doubt great perilous danger:
- One is the locating and acquiring of the pieces of a device known as the "Phylactery". These parts, when gathered, could be put back together and used to make a great and heinous machine that unlocks the secret to turning a being into a Lich: a form of Undead not seen in this world since antiquity. "A historical curiosity I assure you, but regardless it was one treasure I pursued intensively before my exile. And were it not for the interference of a certain wretched, filthy, BIRD I most likely would have acquired it myself. "

-The Sewers below Pug have also quietly developed into a 'Dungeon'. Lady Cheval expresses an interest not in you 'clearing' it, no, but in it's potential development into an.. "attraction of sorts: a healthy Dungeon Economy could feed my demand for armed bodies and odd treasures."

Accepting new Actions.
>>
>>2574566
Explore sewers, invite filth demon
Don't suppose pit monk is the shadow priest
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>>2574566
>one a priest of shadow
>and putting them into a state of physical and spiritual deformity before abandoning them in the wilds to wander aimless
(I don't want to say this out loud. this is only pondering.)This is interesting. I think the two priests are the same person. We should ask the monk about this later. And that green lady we saved from the crow god. she too could have been a monk priest of Rot. Something to ask them later when we visit the Troll Tree.

>she wants the lich device
Let's not tell her we have a piece. It might be best to leave it alone...for now.

She might want to talk to the Filth demon. She probably has some into about it, or could go exploring it. For now I want to head out to the troll tree.
>>
>>2574615
Actually scratch the part of leaving right now.

>>2574585
We can check out the dungeon, THEN go visit the monk.
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Rolled 19 (1d20)

>>2574566
Let's go scope out this dungeon with the filth demon. Wish we had some of our gnolls with us but oh well, maybe the Lady can lend us a few guards

I wonder if this will be our introduction to the Underground
>>
>>2574585
>>2574615
>>2574636
>Check out the Dungeon.
>Pug Sewer

Pug's Sewer isn't just a hole in the ground: it's a massive series of metal pipes, irrigation channels, and an unspeakably enormous subterranean industrial complex that merely the opening to the industrial park beyond. All of those pipes draining out in the area and in doing so creating Tollund Bog.
You're excused from the court on a mission to, "financially access the feasibility of crawling Pug's Sewer" so that Cheval might slowly acquire some small amount of assistance and financial leverage sending "adventurers" down into there for god knows what.

You borrow the Filth Demon, she seems eager to help, and the two of you venture over to the main entrance draining in the center of the town before you get to work on your "survey": you'll be looking for valuables, resources, taking notes on monsters, and documenting other various aspects to better advertise it's "worth" to adventurers, aka: looters.

I'll need a D100 out of you guys. Roll to inspect and scout! Maybe you'll even learn a thing or two about Dungeon construction yourself!

>>2574654
>rolling with advantage.
>>
Rolled 99 (1d100)

>>2574672
>>
Rolled 98 (1d100)

>>2574672
big money no whammy
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>>2574695
OOOOHHH!!!!
>>
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>>2574695
>>2574697
Damn we did good
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Rolled 47 (1d100)

>>2574672
100 here we go
>>
Rolled 32 (1d100)

>>2574672
>>
>>2574695
>>2574697
>>2574701
https://www.youtube.com/watch?v=dISuBAGxw4w
>>
>>2574695
>>2574697
>>2574702
>>2574708
>99, 98, 47, 32
>EXTRAORDINARY x 2, middling to average trash.
>What you needed at the very least.

You and the Filth Demon head down into the stinking abyss and aren't seen for a few days.
https://www.youtube.com/watch?v=qaB7BKCpdvg

Underneath Pug the Sewer is an immediate mess of some of the most rank filth you've had the displeasure of encountering and indeed it's lead to the development and conglomeration of many Filth and Centipede Demon nests and 'shanty' towns around the filthiest portions of this underground complex, but you're not just here for them and them alone. A few more Demons join to help you scout out and things improve from there.
Some pipes channel filth, others channel clean water, it's important to learn what does what, but even then they're both rife with all manner of monsters, you spot a wide variety of monsters: fishmen, ratmen, frogmen, otyugh, at least one juvenile hydra, and the odd dozen or so pack of creeps which is both good and bad.
It doesn't take as long as you were expecting to complete a very 'basic' survey of the entire area- with help, of course, the task was made a far simpler matter. You're able to access the following resources/commodities/reasons to plunge into it's unsavory depths.

>(32, 47) The Sewers boast a sizable, healthy, hunting ground for aquatic monsters. Cheval is pleased, but not impressed, "It could attract a few Monster Hunters or Poacher here and there. Work for Butchers at least. "
However, this PALES in comparison to easily one of the most important finds you could have salvaged. This will put Pug's Sewer on the map. You thought it a mere oddity- a piece of stray junk you persistantly carried out with you to hopefully show and sell to some eccentric.
>(99, 98) You've found two Anachronistic Items: some sort of paper book? in a sealed translucent container? that has preserved it through the ages as well as a small unusual white cube container with a thin black tail- the inside of the cube has a metal shelf on the inside. Cheval is overwhelmed, she seems uncharacteristically ecstatic and has a difficult time finding the right words to express her gratitude and the old feelings these items draw out deep within her.

https://www.youtube.com/watch?v=6Fo2myUedaU
She finally speaks, far more candid and warm then you've ever heard her before, "How nostalgic. Thank you, Necromancer. Truly."
>Cheval takes the items herself and rewards you with another Gold coin.
>You're now, perhaps, a little 'too' rich for someone your age.
Accepting new actions.
>>
>>2574816
>We found a mint condition comic book and a mini-fridge
Hah nice

I guess we should go home and give the Avarice demon the TWO GOLD COINS and check up on the place
>>
>>2574816
Now I'm curious. Ask Lady Cheval if she'd mind telling us what we dug up.
>>
>>2574834
>We found a mint condition comic book and a mini-fridge
Fucking. Dope. As. Shit.

>>2574816
I want to ask the lady if she would allow us to go down there to acquire some specimens and pets. The otyugh and hydra interests me.
>>
Rolled 19 (1d20)

>>2574816
Oh and I guess I should roll.
>>
>>2574845
>acquire some specimens and pets.
We don't have room for them... yet. And no "it followed me home" isn't going to work.
>>
>>2574849
Then we can build rooms for them. We have all this new farm space. When Night comes we can have the undead -under the supervision of a goblin- build some sturdy barns.
>>
>>2574849
Oh I think I get what you're worried about. We'd need to know how to care for them, their habits and habitats, what food they eat.

>>2574816
Uhm, also ask the lady if she has any info on the creatures. We can always come back for them lady, if she's fine with that.
Also about that research equipment....
>>
>>2574852
I'm not sure moving things like otyughs and hydras out into a barn in a grassy plain would be good for them. Hydras are semi-aquatic and otyughs need to live in masses of decaying matter. And otyughs are sapient I believe so it might not take kindly to being abducted.
>>
>>2574865
otyughs are sapient? I didn't know this. I checked the DnD stats and I thought 6 INT was too low for true sentience.
Wait. No it's INT 2 and lower or animal intelligence. Well shit I guess we can't take any.
>>
Rolled 15 (1d20)

>>2574816
Ask if they have any equipment they could spare for our personal research lab back home before we leave
>>
>>2574862
>Oh I think I get what you're worried about. We'd need to know how to care for them, their habits and habitats, what food they eat.
Right. Just typed up that point >>2574865, should have been clearer first time around.
>>
>>2574886
Well, still. A trained and Domesticated (if possible) hydra would be a major boon, what with their regenerative powers.
>>
>>2574898
Yeah... as long as the heads with the brains we trained don't get lopped off and new ones that are running purely on instinct grow in their place.
>>
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>>2574906
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>>2574834
>>2574836
>>2574845

>Ask about the artifacts.

Cheval seems.. Guarded, but ultimately decides there's no harm in telling you. None of these items are of any use in your hands and their only value is to a collector such as herself -which are few and far between- but it could add some context to your search. She motions to her servants and personally escorts you to a small room she's built aside her larger bedroom.
The room has a frilly bed, a few parchments hanging on the wall, a small shelf of sealed paper texts topped with some dolls, as well as a few other various devices- most of which you don't recognize, but one seems to be a radio made out of a black material as opposed to wood. "This is what remains of my collection, modest in comparison to what was left behind in the estate. These artifacts are from a...Different time. A peaceful time.. long ago and forgotten by most."
One of her servants pardons themselves, handing that parchment you found: cleaned and sanitized, Cheval dusts off the shelf and places the new item with the rest of her collection.

You ask her if she's okay. She laughs, "I miss blue jeans, fast food, and fashion magazines, but otherwise I think I'll survive." Her long black claw brushes her hair back, she rises up, and composes herself once more.

>>2574847
>Ask about Specimens, Pets
>Roll 19, complete near perfect success.

On your way out and back to business, you ask Lady Cheval if you might borrow or acquire some "pets" to aid in the development of your own lair. She doesn't seem to mind, "Once the Dungeon is running it would be a simple task to request the 'hired help' to acquire whatever creature you'd need out of there. No need to sully your own hands, my dear."

>>2574884
>Ask if they have any equipment they could spare for our personal research lab back home before we leave
>Roll 15, high end five.

Your final request is one for lab equipment, reagents, any sort of assets she and her court could spare. "I'm afraid that would be impossible at this time. We're sadly strapped for resources and the conditions in pug aren't exactly ideal. I've done what I could in offering the few artifacts you wear now ((you got new robes n' staff, btw)), but there's little ought else I can provide."
That's unfortunate, you may have to come back later- let Pug develop or so with it's new found source of wealth n' fortune.

In the meantime.
>>2574834
We'll be heading back Home. I need another set of d100's to see what happened back home since you've been away.. You're lair is considered a small Dungeon after all.
>>
Rolled 30 (1d100)

>>2574950
rollin rollin rollin
>>
Rolled 53 (1d100)

>>2574950
>Let's try this again
Big money no whammy
>>
What if we get a changeling apprentice when we're older?
>>
Rolled 20 (1d100)

>>2574950
>>
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>>2574957
>>2574958

You formally excuse yourself from Pug and Cheval's exiled court before zipping off and away into the sky on a Dark Cumulus, heading home and back to the safety of your lair to continue your various adventures.

It doesn't seem though that much has changed in your absense. Your Avarice Demon is waiting outside impatiently and he seems ready to chew your ear off, but you throw him the two gold coins you earned while out at Pug and he's immediately placated. "W-where did you find this much money? This is gold. This is REAL gold, gold, gold, gold gold." You'll update him later, you want to know what's happened while you were away.

>Your Goblin forces have increased by +3. Word has spread of your little cave and copper mine, a few more Goblins are eager to get digging and get working under you as the little overlord you're quietly becoming. You now have 15 Goblins (not counting Chemmy or the hobs.

>It's a little.. It's a little chilly? Your Ice Golem seems to have grown: left to it's own devices, it's spent it's time indoors keeping cool and chilled, in between adding water and more ice from the rains outside whenever it could. It drops down to 10 Celsius on some nights, so short jaunts are possible for it. Looking at the construct, you can see with your paranormal vision the Dark Mana Crystal inside of it has grown slightly as well. Ice Golem is now (Medium) sized.

>Chemmy brings you that Changeling Thieves Bones. "G'day, Luv. Here's that jobber's bones you wanted. The plants are finally dun with im'." The plants can't digest bones these large, so they had merely spat them out when they were done. While of no use to you (Changelings only possess a spine, skull, and chest bones- no limb bones or digits to speak of) you could return them to En as a 'good deed' of sorts... Depending on how well they take it or if this person was "somebody" and not just a drifter.


Accepting new Actions: research is once again possible.
>>
Rolled 38 (1d100)

>>2575020
MEGA WISPS

also check on snowy boi, if big ice golem wasn't him all grown up.
>>
Rolled 63 (1d100)

>>2575020
Make sure our gnolls and gobs are equipped with the orcish gear bought at Pug

also, see if we're strong enough to reanimate our preserved Troll we've had for a while now
>>
>>2575020
I already have a few things I want to do in En. Might as well return the bones.

Actually. This anon >>2575029 has been really incessant about Wisp research. We might as well do more research on Wisps and Poes. Then we can go to En to return the bones and do a few other things.
>>
Rolled 51 (1d100)

>>2575020
I want to see if we can channel touch range spells through Ghost Hand. Maybe also see if we can practice making a blade of ice with Frost Brand and wielding it with Ghost Hand to see if it melts.
>>
Rolled 39 (1d100)

>>2575035
Not this. This a terrible idea. Not only are we out of Minion control space, this is a very, very large undead we're talking about here. It would ruin our home and kill someone.

>>2575020
forgot to roll for supporting Poe and Wisp research. Nothing short of saying "You've learned all you possibly can about Wisps, and would require the research of others" would satisfy this anon.
>>
>>2575046
We are at 9/10 controlled undead. I know what I'm doing, been here since day 1
>>
>>2575049
Oh thank the undead deity you're right. the Mage doesn't count for the limit. Still I think it would be safer to work our way up from small, to normal, to larger then troll sized undead.

>>2575020
I'm still against resurrecting the troll btw, but if you're going through with it then I'm gonna-
Wait. Actually maybe I'm worried over nothing. It might only animate for a few seconds before falling over inert.
>>
>>2575046
>Nothing short of saying "You've learned all you possibly can about Wisps, and would require the research of others" would satisfy this anon.
Can confirm, am anon in question.
>>
>>2575073
>Putrefy and/or Regenerate: "Transmutation, allows the caster to control and manipulate the rate at which organic matter rots or even heals (one target at a time). This spell is FAR more powerful than the Cantrip Rot/Preserve and will work on even living beings, but is extremely painful even if it's healing them."
I realize now this spell could work well with the scarecrow constructs. They could last longer, if not indefinitely.

>Queued research by anons as far as I can remember in this thread:
-Mage hand
-Frost Brand+Mage Hand
-MEEEEGA WIIISSSP, UUULLLLTTTRRRRAAAAA
-resurrecting and controlling big undead

>Shit we need to do as far as I can remember in this thread (and as far as I'm concerned):
-Contact the monk and finally go to the Troll Tree. Seriously they've been patient with us wandering around.
-Look for more Lich pieces
-Find the two priests (I think we did)
-Build a separate area for the Golems to stay in so our minions/friends don't get a cold
-Check on the young priest boy
-Loot Hemlock and propose to the people of En if they would want to move back into Hemlock if we can make it safer
>>
>>2575035
>also, see if we're strong enough to reanimate our preserved Troll we've had for a while now
>Roll 63/ Above average success. Rolling at a disadvantage.

You bum around your lair for a day or so after you come back, but once you're comfortable you begin work on a few things.
The first thing you'd like to try is reanimating one of the Troll Bodies you have, the unpetrified one at least. It's almost twice as large, but you're not sure how to unpetrify something? (a potion perhaps could treat it? maybe a spell?) but regardless the results on this experiment are as follows:

It's too big. You've got the resources to prep the body, you've got the magic to reanimate it, but you don't currently possess the necessary 'psychic range' to finish the job: if it were just another medium sized undead or smaller it wouldn't be a problem, but it's an 18ft tall Troll corpse and trying to puppeteer and telekinetically dominate it is making you nauseous. You'd have to relinquish control of 2 other minions or make another Skeleton Mage to extend your "broadcasting" range sort to speak.

>>2575039
>I want to see if we can channel touch range spells through Ghost Hand. Maybe also see if we can practice making a blade of ice with Frost Brand and wielding it with Ghost Hand to see if it melts.
>Roll 51- Success, rolling at an advantage. Very familiar spell

The next thing on your list is just to fiddle around with Ghost Hand -your favorite spell-. You want to answer two questions: can you CAST spells through Ghost Hand and can you wield Frost Weapons through it?
-No to the first one. You try, you think you can beat the system, but the only thing you accomplish is getting extremely dizzy and nauseous. You actually have to lay down because attempting such a thing interestingly enough temporarily removes your sense of equilibrium and balance. Such a thing doesn't seem possible, unfortunately.
-Yes to the second one! You summon a Frosty Weapon in one hand and then hand it to your Ghost Hand: the Ghost Hand keeps the weapon perfectly chilled and can be used if anything MORE effective than if you just used the smell normally. Neat.

>>2575029
>MEGA WISPS
>roll 38- Low, but reaching the extent of your research anyway.

You also fiddle around with MEGA WISPS. You simply can't change the nature of Wisps, but you do learn more about them.
-You can 'pop' your Wisps like fireworks: having them explode and rain down a cold incendiary fire of burning ice cold frost, but this seems oddly.. Wasteful?
>This experiment in particular makes you ponder about the COLD FIRE you can make in small amounts. Perhaps there's a book out there that could help you learn more?

Accepting new Actions.
>>
Rolled 12 (1d20)

>>2575140
Seance the Lady Cheval and ask if she'd lend us the services of someone with engineering or architect experience from her court so we could build a base big enough to help further our cause against Catherine.
>>
Rolled 12 (1d20)

>>2575140
Go do the thing with the Troll Tree and Seance the monk. We've been holding this off for a while now.
>>
>>2575140
Fuck, looks like mega wisps are impossible. I guess ghost hand will reign supreme.

Telepathically commune with Pit mage, ask if she knows anything about Cheval's buddies. Also if she knows of a necromancer god, priest boi is making me jealous of having a higher power to pray to.
>>
Rolled 12 (1d20)

>>2575140
Try to improve ghost hand
>>
Rolled 14 (1d20)

>>2575140
Check on Bee Mom since she was... preoccupied last time we tried to see her.
>>
>>2575140
Seance the Monk

>>2575154
We can also ask the Architect from the Commune about this as well
>>
Rolled 39 (1d100)

>>2575168
Whoops, rolling d100 for research. I think a Jojo-tier form was mentioned in a previous thread
>>
>>2575175
The commune has been given a warrant for us by Catherine and has turned us down. We might get a library book on engineering out of them but that's about it.
>>
>>2575182
oh right, forgot about that bit
>>
>>2575140
How well are our knolls armed? Did we only give them weapons or do they now also have armor?

Oh shoot! Does it require an action to check on the pit? We've been gone for, I think plus three days?
>>
>>2575189
IIRC they just have orc-made weapons and no armor.
>>
>>2575208
I think we should buy some armor to protect our assets a little more. What do you think?
>>
>>2575129
Future idea: experiment with a combination of wisps/endothermic fire and ice golems. Hopefully we can have the golem carry around a wisp or wisp lantern, keeping itself cold enough to run around outside indefinitely.
>>
>>2575211
Sure, or make it. We need more miasma crystals to make skeleton mages at the moment, though.

I think we need to physically go to the mass grave soon with a bunch of undead with us and have them bring shovels, then do excavation work there in hopes of finding bodies we can use in our efforts. A whole planned expedition.
>>
Rolled 99 (1d100)

>>2575140
>>2575212
Try storing endothermic fire/wisps in a construct of ice
>>
>>2575212
I like your idea and I think I get where you're getting at. We get a standard 'Wisps crammed into the jar', hollow out the golem for the jar, add some holes to the jar, stick jar inside golem and seal it.
One problem with that is external damage from the outside of the golem, and the kinetic energy traveling through the ice and shattering the jar, possibly prompting the golem to explode in ice shrapnel chunks. Maybe if we packing the center with foam peanuts or snow?

>>2575224
I was referring to adding armor to the knows, but producing miasma shards is a good idea too. We've already reached our potential of crafting the miasma flakes ourself until we get better equipment. All we can to til then is farming.

>>2575227
Good shit good shit, that's some good shit right there- right there.
>GOLEMS UNHINDERED BY HEAT IS A NOW!
>>
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>>2575242
I was thinking just ice versions of the Wisp Lantern but now I'm imagining frozen molotov cocktails or "flaming" ice brand weapons
>>
>>2575257
well fudge I misread that. Still. That's pretty, "cool." Maybe we could sell those.
>>
>>2575242
>I like your idea and I think I get where you're getting at. We get a standard 'Wisps crammed into the jar', hollow out the golem for the jar, add some holes to the jar, stick jar inside golem and seal it.
>One problem with that is external damage from the outside of the golem, and the kinetic energy traveling through the ice and shattering the jar, possibly prompting the golem to explode in ice shrapnel chunks. Maybe if we packing the center with foam peanuts or snow?

Or you just have the wisp follow the golem around. Or you fill the cavity with a slow-burning fuel and cast endothermic fire on it, like a gas tank, and have it keep the golem cool.

Hence my being vague about the result, allowing it to be determined by die roll results and the QM.

>I was referring to adding armor to the knows, but producing miasma shards is a good idea too. We've already reached our potential of crafting the miasma flakes ourself until we get better equipment. All we can to til then is farming.

I've outlined a process for creating miasma a couple times now in the last thread. It requires expansion of our lair with engineered foundations and floors/into the surrounding structures. We're gonna need to either get an engineer or try our own designs.

Learning the language of elementals would also help.

>>2575227
I think OP might only be taking the first three rolls. Otherwise, we can has.

>>2575257
Fuck, it hurts bad enough to be hit by a frozen water baloon. Endothermic fire grenades would suck.
>>
>>2575154
>Seance the Lady Cheval and ask if she'd lend us the services of someone with engineering or architect experience from her court so we could build a base big enough to help further our cause against Catherine.
>roll 12/- low average

The next night while everything is calm, asleep, and quiet, you try and Séance Lady Cheval; you're interested in expanding your lair into a more impressive and extensive dungeon and think she might be more interested and capable of helping.

Stretching out your mind, you come into contact with.. Not Cheval, but someone completely different? A completely different woman speaks inside your mind, "Yes, hello? What business might you have with Lady Cheval today?" You're confused, you ask the individual to identify themselves. "I'm the Mistresses Oracle, due to the nature of her exile, she's deemed it unwise to personally answer telepathic summons and has screened her 'calls' to protect her location. This is the little magical boy from a few days ago, correct? How may I help?"
You want to say you're NOT a little boy, you're a grown MAN, but you think that's something a little boy would say. You tell her you're interested in fortifying your lair and was wondering if Cheval could help. "One moment please~" You're put on hold for a few minutes before you hear her voice again, "The court has approved your request; someone will be sent to assist you in a few days."
The Seance is then broken.. Seems.. Someone will arrive?

>>2575227
>Try storing endothermic fire/wisps in a construct of ice
>Roll 99- Near perfect.

In the meantime, you've got another idea for an experiment, specifically you want to see what happens if you place a Wisp inside of a construct of Ice.
>+New Method+ Ice Golem (Wisp Powered): "Interestingly enough, this construction seems to be crossing the line over to an actual elemental creature. 'Wisp' Ice Golems don't melt and can go outside regardless of the time of day, but to do this the Golem's Wisp "eats" the warmth around it instead of merely being cold itself."
You're not sure if you want to keep it, but the option has at least opened up.

>>2575177
>>2575168
>Improve Ghost Hand
>Roll 39- you need at least a 60.

Sadly, your Ghost Hand research isn't as successful.
You try to extend not just a hand hand, but an entire Phantom double of yourself for various paranormal shenanigans, but without the proper knowledge or technique: trying to do it improvised is absolutely exhausting. It looks really cool though.
This seems like a complicated, but potentially very powerful spell, though.

Accepting new Actions.
>>
Rolled 3 (1d20)

>>2575296
Monk. Troll Seed. Dark Nutt. Gooooooooo.
>>
>>2575211
>>2575208
>>2575189

(Our Gnolls/Minions all have access to basic Orcish-made equipment: mostly tools, but some weapons and a few firearms. You can just make suggestions per how you should arm them- you already did the work finding and buying the stuff. It's fine. Not much armor though.))
>>
Rolled 12 (1d20)

>>2575296
Seance the Monk before checking out the Troll Tree
>>
Rolled 41 (1d100)

>>2575304
Improve ghost hand
>>
Rolled 47 (1d100)

>>2575315
>>2575296
Gonna roll for ghost hand improvement too.
>>
>>2575304
>+New Method+ Ice Golem (Wisp Powered)
Oh my gosh! Can we bring a round boy with us to the Troll Tree?
>>
>>2575296
Backing >>2575303
>>
>>2575372
With a roll that low, I'm backing >>2575312 first.
>>
>>2575304
Orkish stuff is cheap, durable and effective. We'll be going there later, so if our minions want us to pick up anything then they should hollar.

Do the goblins have their own personal arms and armor? do they want any? If they do want any (going to make assumptions) let's get the gobbies some daggers and small side arms. For the Hobgoblins let's get them some cutlasses, kite shields, bucklers, leather armor.

As for our undead, let's get some heavy orkish arms and armor to outfit our five clothed undead gnolls. Heavy full plate armor, heavy rifles bordering to cannons if they can wield them, Two handed weapons (battleaxe, greatsword, warhammer, halberd, scythe).
The perks of being undead is having limitless stamina.

As for how to pay for all these? Sell some of our copper ore. If that's not enough then lets throw in a miasma shard or two from our hole in the ground.
>>
>>2575304
>Not much armor though
I missed that part. We don't have much armor, or pug doesn't have much of a supply of armor?
>>
>>2575317
>>2575315
>Consecutive Research bonus: Ghost Hand Improved
>47- Bare Minimum Success.

Over the course of half a week you try several other times: flinging Ghost Hands, Ghost Legs, you even do a Ghost HeadButt one time, until you finally unlock and achieve the secret technique to a full out of body combat projection.

>+New Spell Developed+ Astral Project, "Mancy/Illusion, extend outward a whole and complete projection of your spiritual self. This copy of you can physically interact with the world, but is FAR stronger than your own actual body; reflecting the difference between your physical and paranormal strength. Astral Projects are ethereal: physical and or mundane threats will do it them no harm, but magical or paranormal attacks will harm it as well as you."
>((Yes, it's literally a stand: all sufficiently powerful casters within the setting can create one in some fashion. ))

>>2575303
>Monk. Troll Seed. Dark Nutt. Gooooooooo.
>Roll 3/20

You also very briefly Seance the Monk, but you're too excited about your new spell that you can concentrate and through a mixed signal of urges, imagination, and impulses, send something a long the lines of, "Dark nut seed in the Monk! Goooo!!" The Monk physically coughs on the other side, audibly laughing inside and out, "Goodness me, you know I can't get pregnant.. Though.. You're most welcome to try."
>>2575312
You calm down despite a few new fantasies running wild in your head before you collect your thought and ask -clearly this time- if the Monk knows anything about the Troll Tree. You're looking for someone there. "Hmn.. I've never been there myself. I don't know much about what goes on outside, but from what you're telling me.. Ah, it feels rather familiar? A place steeped in a different sort of Darkness like mine?" You can feel them wriggle on the other side, their skinny little body empathizing through you.
"Eugh, it's not like my Darkness. It's too.. It's too wriggling... No.. No.. Too creeping, crawling.." They begin nodding off to sleep, all tuckered out. "Ah-ha..You wriggle too, but you're so warm I kind of like it.. You can just.. wriggle on into mee...I don't mind~"
The little Monk falls alseep and the Seance is broken.

Accepting New Actions. Seems like you guys want to head out to the Troll Tree? You'll have to plan a road trip. Get your story straight.
>>
>>2575386
>>2575390
1) They can kit themselves out as they're comfortable, given our budgetary constraints. I'd say leather armor is probably a good baseline. I don't know if I trust orc mail, up to the QM.

The hobgoblins are capable enough warriors that letting them decide their own kit is worthwhile for the most part. I'd prioritize things useful for guards, since they're guards.

>>2575390
We didn't buy armor.
>>
>>2575390
>I missed that part. We don't have much armor, or pug doesn't have much of a supply of armor?

((We didn't buy much armor- we picked up weapons, basic equipment, tools, etc. ))
>>
>>2575397
Before we leave, get back mobile purse rights from Avarice. Bone Chemmy. Kiss snowy boi goodbye. Pack lots of food. Tell everyone you'll be back in a month.

Also try to stop time with our Astral Project
>>
Rolled 12 (1d20)

>>2575397
Prep for the trip while waiting to receive our engineer/architect help from Lady Catherine. Show them the plans we wrote last thread and what we have to work with and tell the goblins, demon, hobs, and your skeletal mage and undead to help them assess the area for materials and the lair for what needs to be worked on.

And get the coin purse back. We'll need it to properly armor up.
>>
Rolled 12 (1d20)

>>2575397
>>2575408
Forgot to roll for time stop
>>
Rolled 5 (1d20)

>>2575397
Seance monk after they rest, ask if they're the real lady cheval's court monk of shadow
>>
Rolled 85 (1d100)

>>2575397
Oh nice, I'm guessing our Projection can wield the Ice Brand weaponry

We should hold off on heading out until after our "assistance" comes from the Lady so they don't show up while we're gone. After that I'm all for going to the Troll Tree

Rolling for trying to create one of the Mud Men the Gardener showed us
>>
Rolled 19 (1d20)

>>2575397
check on the pit with some armed gnolls and a Astral Project at the ready.
>>
Rolled 56 (1d100)

>>2575397
...research memes
>>
>>2575408
>>2575410
>Beg Avarice Demon to give you back his purse.
>roll 12, 12,- dubs! Rolling at advantage.

Avarice has cut you off, so you hope he'll find it in his heart to forgive you and perhaps.. Let you use the incredible useful, magical, Demon Purse once more. "Here. Take it." He casually tosses it back to you. "I was.. I was furious with you, my god, but you DID come back with GOLD, so I'll forgive you this one time."

>>2575421
>check on the pit with some armed gnolls and a Astral Project at the ready.
>Roll 19/20 - Complete Success

Your next order of business is to go back down into that home made pit and see what's creeping around.
You send down an Astral Project and a few armed Gnoll Zombies. There's a bit of a commotion, but they return speckled with black, inky, Creep residue and in their hands.. Treasure!
>3x Additional Dark Mana Fragments, you've now a total of 6 mana shards all together.

For the next day or so you just sort of diddle around.
You make an attempt >>2575419 at building a Mud Man like the Gardener had shown you: recreating the various conditions, but the Mud Man refuse to listen to your commands. Maybe it has something to do with your domain? Either way, each one needs to be disposed of- or else they wander off to make a mess in your gardens.
You just grab Chemmy and pass the time punishing his backside until the 'help' arrives.

Later that night you hear someone calling out to your house from beyond the Sunflowers. It's a Vampire. Black hair, kind of a sharp face, kind of a large forehead, dressed in a black work-robe carrying a satchel filled with tools and parchments, he has the same paranormal eyes as you and his little fangs just peek from his pouty lips. "Yes, hello?"
You let him through and make with the introductions: he introduces himself as your "Dungeon Builder", telling you that he majored in Dungeon Ecology & Architecture and graduated from a prestigious academy in the Rotwood you've never heard of.

You show him around the place.
He seems kind of stuck up- like he doesn't want to be here. Maybe he drew the short straw? Or maybe he doesn't like having a 16 year old boss?
Accepting new Actions.
>>
Rolled 10 (1d20)

>>2575529
Ask for his help and advice on how we should begin building up our lair and get him working with the ice golems and gob skellies to begin work. He is the expert afterall
>>
Rolled 2 (1d20)

>>2575529
Welcome to our humble lair!
Let's get started on figuring out how to build a proper dungeon. We can make Ice Golems, Creep an several other constructs no problem. Does he have any advice?
>>
Rolled 13 (1d20)

>>2575529
Rolling for the dungeon builder's help in pulling together some decent materials to reinforce our excavated spaces and expand from the surrounding area, do surveys, etc.
>>
Rolled 9 (1d20)

>>2575529
Seance the monk, ask if he's the court shadow monk from the estate
>>
>>2575567
>Lucky 13
Nice
>>
Rolled 6 (1d20)

>>2575529
Well, he is the expert here. Ask how to improve your dungeon.
>>
I don't think we've ever tried to put a whole bunch of Miasma shards into an undead or a construct yet. Shall we try later?
>>
>>2575572
This roll a derp, it late, I braindead. OP, please ignore.
>>
>>2575554
>>2575588
>Welcome to our humble lair!
>2

"Welcome to the Harem!"
He didn't like that very much. He tells you he'd like things to remain professional and that you should show him what he has to work with.

>>2575539
>>2575554
>10- Better.
You show your Dungeon Builder around your improvised lair: both inside and out, the fields, the cave, all the minions you have at your disposal, what you can do, whom you can summon, etc.. etc.. He dutifully takes note of everything and pays close attention to your resources both sapient and not-so-much. You introduce him to 2nd in command: Avarice Demon, Chemmy, The Hobgoblins, and the Goblins, "an awful lot of Goblins you have for a Necromancer."
The whole thing takes maybe an hour before he demonstrates a number of potential improvements, mainly they come down to:
-Creating a second more 'obvious' main entrance to your 'Dungeon' to entice looters and draw them away from your living space. This will also expand your exit options.
-Dramatically expand the caverns: build and digging multiple circular channels further underground, both to look for more mineral deposist, how more goblins, and whatever you so need. You might also find an aquifer or a cave. Caverns are just crazy useful.

>>2575567
>Rolling for the dungeon builder's help in pulling together some decent materials to reinforce our excavated spaces and expand from the surrounding area, do surveys, etc.
>Roll 13- PARTICULARLY supernatural assistance.

The Dungeon Builder also takes note of your large, flawless, Mana Gem. "This is actually quite useful, if I may?" You let him hold it, but eye him carefully.
He demonstrates that if you were to place this at the lowest point in your Dungeon that it would not only create creeps, but would naturally begin 'gestating' a more atypical "True" Dungeon Environment. The Creeps, even, doing most of the work themselves to facilitate such a thing.. "It would be better then that pit at least that you have- this is also how you sometimes see Jungles underground despite there being no light. Though, in your case, I think an ice cavern might be better? Its your call, sir."

He also tells you he can manage a trade deal negotiation with Pug and the Commune for any minerals you dig out in the mean time.. And maybe 'subtley' begin sending trouble or tiresome adventurers to their deaths when you feel confident in your death traps.
"This is all long term development, though, sir."

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

>>2575613
Put any unused dark mana shards together into the hole
>>
Rolled 16 (1d20)

>>2575613
Have him work with the golems and Hobs to get the gobbos (both alive and not) to begin work on that expansion and the start of a decoy entrance. Maybe something like a shell of a fake church or something Diablo style
>>
Rolled 9 (1d20)

>>2575613
This. >>2575621 For now toss in the six shards.

I'm editing the map...I want to increase the Diameter of the pit into a walking staircase leading down. Then from there when we reach the bottom we expand it into one direction.

>>2575623
Don't forget! We need to include our golems and undead into the work load. No reason they need to take the majority of the work. its what the dead are for.
>>
Rolled 12 (1d20)

>>2575613
Just have him coordinate efforts to catalogue available materials in the wider area for construction. We need to go deal with the troll tree.
>>
Rolled 3 (1d20)

>>2575613
Yeah, time to get going on the trip. Give the builder some useful work drawing up plans and let's get going. Got a tree to see.
>>
>>2575651
Holy fuck. I'm gonna make some coffee now, why am I retarded.
>>
Wait do we really want to send unsuspecting people to their death?
>>
>>2575621
>>2575627
>Toss the Mana Shards into the Pit.
>Roll 9- low end, but rolling with advantage.

This time you let your DB place the shards into the Pit and with an armed escort he's happy to do so. Coming back up he offers a few hints. "It's okay to just toss it down there, but the shards won't really 'grow' into a singular, more impressive, mineral unless they're buried together which I've done for you. You should see some results in a week or so."

>>2575621
>>2575623
>Expand. Get to work putting together, planning, organizing resources, etc..
>12, 16- high end results.

The next and last item for you to take care of is to organize your forces and begin letting 'DB' take over with his various constructions and plans. He doesn't have a work station of his own, but spends the time inbetween the guest room and the kitchen organizing, documenting, and designing how the Dungeon layout is going to be. You let him know that if he needs help with anything that Avarice is the 'supervisor' in this situation followed by the Hobgoblins, then the Snow Nymph if she's around and then lastly Chemmy. Chemmy understands why he's the last man in charge, but is still a little offended.
The Construction will obviously take time ((I have to draw it out after all)), but he says he'll get started right away- he'll also keep an eye out for various materials or opportunities for further expansion.

>>2575680
>Wait do we really want to send unsuspecting people to their death?
"Would you really call Adventurers, 'unsuspecting people' ?" is what DB has to say on the matter.


With all of that out of the way, it looks like the final thing on our 'to do' is to visit the Troll Tree and onto our next adventure! (Our last thing we'll do for tonight is troll tree shenanigans)
Roll for Road Trip to Troll Tree. We can make a couple stops if they're on the way.
>>
Rolled 12 (1d20)

>>2575689
https://www.youtube.com/watch?v=NSVknrar1YM
Road trip!
>>
Rolled 17 (1d20)

>>2575689
The Troll Tree is in Trolls Cave or something? Can we visit En and see how the settlement is doing, then visit the church boy?
Oh we should also cast Protect from Good/Evil so no one can feel our miasma.

...rolling for encounters ad the church boy?
>>
>>2575694
>>2575689

Oh, yeah, yeah, sorry- The Troll Cave.
>>
Rolled 7 (1d20)

>>2575689
Road trip roll
>>
Rolled 11 (1d100)

>>2575692
>>2575694
>>2575703

Takin' them' road trip rolls, beep beep.
Also, I get a d100 to see how bad the entrance to the Troll Cave is.
>>
Rolled 38 (1d100)

>>2575719
>>
Rolled 83 (1d100)

>>2575719
>>
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We Slave Knight Gael cape attack things, but with exploding Wisps
>>
>>2575692
>>2575694
>>2575703
>...rolling for encounters ad the church boy?
>Roll 17- Good enough.

Your first and really only stop is at En, which you're going to if only to see if it's still standing and maybe to see how the Priest Boy is doing.. You take that Thieves bones with you because why not.
Floating over to En, the place is still as quiet as it's ever been, but even casting protection from good and evil on yourself- people seem to sense something off about you. Still, you have a bit to eat, say hi to that ol' tavern keeper.. And pay him the sum he lent to you and then some so long ago.
Before you go say hi to Priest Boy and drop of these bones.

He's down by the river, fishing. He doesn't have his robe or staff with him and is far more casual wear, so you guess he's just out having fun. You say hi, you tell him you have some bones, "Ok. Thank you." You tell him they're from some random thief and he finally turns around, "Oh, uh.. I.. Hold on."
He takes the bones from you and wanders off into the church before coming back out. You ask him what that was about, "He paid an advanced fee to be revived in the even he was found dead, so I'm respecting that wish. I'll try to revive him later today." Well that' curious. You ask him about that.
"Well, because I'm a 'real' Priest: I'm allowed to revive 1 person, per week, provided they want to come back and their death was accidental or unnatural." The conversation doesn't advance from there. You put a tip in the collection box on the way out.

>>2575703
>Lucky 7

"Hey" The Priest Boy stops you. "Do you, uh.. Do you like to fish?" You tell him kind of? You haven't fished since you were a kid. He tells you, "I like fishing."
You don't think he has anyone to fish with now that his father is dead, maybe something to think about.

>>2575719
>My Roll! 11! Weird, but not bad. But Weird.

By Cumulus you putz on over to the entrance to the Troll Cave: The place seems... Oddly Vibrant, like, very 'lush', very 'healthy', it even smells really nice. You have to check your maps, pamphlettes n' so forth to make sure you're in the right place, but sure enough you are.
There wouldn't be any Trolls at the entrance anyway since it's the day, but that doesn't mean there aren't more inside.
You should prepare some spells before going in.
The Troll Cave isn't as Deep as the Termite Mound- maybe 1-2 levels followed by the bottom. There's supposed to be Trolls, but you don't hear anything.

>>2575722
>>2575732

Danger looks like it could be anything though. Accepting Spell lists and d20 rolls, here's your book: https://pastebin.com/tJNzGa4e You can prep 32 spells.
This'll be our 3rd to 2nd or so last action for the night.
>>
Rolled 8 (1d20)

>>2575756
Equip our best combat medium and robe.

Seance the Butcher Demon and see if she'll be up for some bodyguarding since we're going to the troll cave.
>>
Rolled 60 (1d100)

>>2575756
We don't need to prepare anylights, so that narrows down our spells needed to prepare.
Can we enter the cave, make a Wisp, feed it our miasma, hopefully make a Poe, then Dominate it?
>>
Rolled 1 (1d20)

>>2575756
Call the girlfriend for help
>>
>>2575767
I have no idea what that would accomplish or why we don't need any light, it's a dark cave.
>>
>>2575766
Maybe we should confirm the presence of trolls with our special eyes before we call her?

>>2575770
aaaaannnd I think that's the second or third head ache of this thread.

>>2575771
A Poe for an additional minion to fight potential, and we have night vision, so we don't need any illumination based magic.
>>
>>2575756
I've written a general purpose ready-for-anything spell list with a variety of effects we can alter to suit the situation waiting for us:

Spells:

Utility:
Dark Ring
Endothermic fire
Hush
Putrefy/regenerate - stop troll regeneration if there is, for some reason, a troll here and active in the dark

Fightan things:
Shadow bolt x3
Frost bolt x2
Ghost hand x3
Astral projection
Pestilence x2
Summon Will-o-the-Wisp
Mind Blast
Frostbrand
Summon Chione

Buffs:
Protection from good & evil
Frost Armor x2

Control:
Sense undead - I'll bet there's miasma here
Dominate undead if we need to dominate something
Exorcism
Hush

Healing:
Dark Mass X 2
Stolen Word X2
Death Coil x2
>>
>>2575773
>Maybe we should confirm the presence of trolls with our special eyes before we call her?

It's a troll cave and offers shelter from sunlight. And it's daytime, so the trolls wouldn't be out at night unless they wanted to turn to stone. Why are we trying to confirm their presence?

>A Poe for an additional minion to fight potential, and we have night vision, so we don't need any illumination based magic.

I'd rather not struggle for control with a willful poe when we're practically at our undead limit. We can summon wisps and ice nymphs.
>>
>>2575794
+1
>>
>>2575798
The lush, healthy and nice smelling...ness, is an oddity that makes me think otherwise. Trolls don't smell nice. Something else could have claimed the cave. Hence checking before we make it worth her time.

If anything we can kill the Poe once we're done exploring the cave and it's not like we're doing anything with that last undead space. Besides, a Poe is significantly more stronger than a Wisp.
>>
>>2575817
We just saved some kinda rot priest from the shrike that told us to meet them here. I think if the priest wants things to smell nice, they'd smell nice.

Also, not all of the trolls died when the amazons came through, as evidenced by the one we killed. But a power vacuum was created, presumably because either the trolls moved on or because their leadership structure was disturbed.

Either way, I wrote a kind of come-what-may swiss army knife spell list because I agree with you: we don't know what to expect, so we may as well go in without expectations.

That's why I put in all those utility spells.

As for what we tell the butcher demon, 1) better to have her and not need her, and 2) she responds well to opportunities for action so we may as well mention we might fight some trolls.
>>
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Rolled 2 (1d20)

>>2575756
I rolled a d100 because I thought we still used that for dominations.
rolling for ORA ORA ORA ORA ORA ORA!!!!

Also incoming Pic dungeon idea dump. There are bioluminescent worms that can illuminate the ceiling of caves. Glow worms I think they're called? It's only a matter of finding them.
>>
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>>2575821
I agree with you on the spells list.
Ok why don't we enter the cave, check to see if we hear any loud troll movement. If there are some, we run like hell out of there and call the demon. If there aren't any trolls, we proceed?

more dungeon pic idea
>>
>>2575826
No, why don't we use astral projection to scout the cave first? Only magic creatures will be able to fuck with us and we can just return to our body if anything bad happens.
>>
>>2575826
>>2575832
Yeah let's scout with astral project
>>
The Troll's Cave is made up of several caves that feed into numerous other little dug out burrows you imagine the Trolls used to sleep in going by the troll fur and dried leaves. Further into the cave is the hollowed out center supported by the roots of the large tree growing ontop of the cavern itself- holding it together despite it being hollow.

>>2575722
>>2575732
>>2575719
>11, 38, 83.

https://www.youtube.com/watch?v=fyPdjvRQbY8

The reason there's no Trolls is because the entire cave is full of nothing but Mud Men and (Wood) Creeps. You look down and a crowd of yellow eyes look back at you before they come running.
What follows: >>2575766 , >>2575770 is an incredibly poor planned, entirely improvised, fight for survival. You manage to come up with something>>2575794: throwing bits of shadow, frost into the crowd, and eventually remembering to cast Frost Armor on yourself before casting Astral Projection and having your spirit self come in and start dishing out the hits.
Your Astral Project is literally blown away by a Wooden Creep in the back with a large leaf. The one creep out of dozens that can cast magic, he waves and twirls his leafy medium and enchants and empowers his creepy comrades and murderous mudmen for battle. You glare at the ferngully fuck and cast HUSH on him before summoning a Chiode, the Snow Nymph, "Yes my Mast- oh my god, what are we doing? What is this?" You yell at her to go kill the creep with the leaf.
She's flustered, but does as she's told: awkwardly hovering over the crowd, the creeps trying to jump up and grab the hem of her skirt as she yelps and screams, she kicks the creep in the head with her heel- dead- "aahh, I'm sorry master, this is a little too stressful for me!" She then poofs in a cloud of powdered snow.
You then pull out a Frostbranded sword from your palm before rushing into the mess like the absolute frenzied child soldier you've been forced to become. The Creeps and Mudmen are numerous, though, and you're both equally uncordinated, it's an absolute dirty, pit-fight: you get cut, bruised, you lose a bit of your ear, your index finger is cut off-

You inhale deeply and exhale a putrid mist of Death Coil. You didn't know Creeps could scream.
Everything alive around you that's exhumed by the vapors begins to rot, melt, and crumble before your eyes- the creeps claw at themselves, bubble, and fall into wed puddles of themselves. The Mudmen generate into plants, dry out, then wither. You're left a bleeding, broken, mess, but breathing in those vapors you feel the vigor and life stolen away rush into your body: your bruises healing, cuts closing, even your ear and finger grow back perfect and without scar.
You're tired. You lay down and have a nap.

Loot rolls, lets see um' d100.
>>
>>2575832
good point. this I can agree on.

should we put random ice chunks in our dungeon?
>>
Rolled 68 (1d100)

>>2575837
plant crystals?
>>
Rolled 38 (1d100)

>>2575837
>>
Rolled 93 (1d100)

>>2575837
>>
Rolled 28 (1d100)

>>2575837
>>
Rolled 4 (1d100)

>>2575837
Loot
>>
>>2575838
I'm not sold on the whole concept of a dungeon, we made friends with two amazon adventurers who were exactly the kind of people a dungeon might kill.

However, if we add an extended defense network that idiots who can't read signs can go commit suicide in, that'll work for me.

I like playing good necromancer. It's hardmode.

As for dungeon design, the last thread included numerous posts about all the shit we'd want in a lair that integrated all kinds of production facilities for everything from ice cream to wisp lanterns that was built around a few temperature control systems and a dark mana crystal generator. I plan to post a floor by floor diagram.

The first step is probably praying to scylla to find an underground stream.

The second step is getting a kiln going and baking clay or mid bricks, or else finding some stone to quarry nearby/disassembling the ruined houses for building materials after a thorough search of each one.

Adobe would work well too.
>>
You finally wake up when the smell becomes to rank to ignore, luckily, you remember to channel your inner murder hobo and loot the kills of the surrounding Wood Creeps and Mudmen for anything of interest.

>>2575867
>>2575874
>38, 28, Low End Loot.

-A mix of mostly nuts and what amounts to a little over 20 pounds if dried, chopped, Vegimite carcasses. You don't remember killing these? Creeps and Mudmen don't eat, so what are they using these for? Fertalizer? Did the Trolls make this? You nibble on a bit of it- it's good, but you're confused.

>>2575841
>68- Enough for plant crystals.

>12 x Green Mana shards & 10 X Dark Mana shards.
-You're calling them 'Green' Mana shards, but that isn't really a good descriptor: they're like small, golden, glistening date seeds- long, wrinkled, but firm and warm to the touch unlike the cold mana shards you're familiar with. You give it a little bit of a lick and gag, coughing, reeling- repulsed by how sickening sweet the Mana Shard is. You place them in separate sections of your bag to avoid contamination.. Maybe the Gardener would like these?

>>2575877
>4- Garbage

-You loot the Magical Creeps Leaf! It's uh.. It's just an ordinary leaf! There's inherently useful about it: he wielded some sort of botanomancy or whatever and needed a green, living, organic medium.. So, yeah, it's a leaf. Garbage.

>>2575872
>93 - High End, very rare loot.

>10lbs of Mandrake Root, "This one is particularly long and gnarly looking."
While it isn't particularly fresh, the Magical Creep also had on it a rather large Mandrake Root. You brush it off, cut off some of the rot damage you did to it, but it's largely intact and boy is it large- these things can grow as heavy and as dense as 15 lbs, but now you're starting to finally believe that. You cast preserve on it and place it with your things: Mandrake Root unlike the other Vegimites can be used for all sorts of valuable curitives, potions, you remember hearing it can make your balls bigger, but that's probably a rumor.
You do know, though, if you eat the leaves you'll die. Immediately.
>>
>>2575879
I was thinking we might be able to use the Dungeon as a way to generate rare materials rather than a deathtrap

Turning a dungeon and it's denizens to benefit us and our surroundings.

Sorta the motivation of Marcille from Dungeon Meshi

>>2575897
definitely trade those green shards to the Gardener
>>
Rolled 10 (1d20)

>>2575902
Didn't the DB mention how plating the shards sort of generates more?

>>2575897
Let's plant three of the green shards somewhere in here.

Rolling to Seance that Elf Green lady.
>>
>>2575897

Aaaaanndddd... That's pretty much it for tonight!
I gotta eat!

I hope everybody had an alright time today/tonight: I'm sorry if I was, like, 10 minutes late on every post, my internet was shitting the bed today (I live in the middle of nowhere! Trivia!), but I'm thankful everybody stuck around and kept the quest going.
So thanks everyone who was here at the start, middle, beginning, or just popped in at the end. It's a long weekend where I'm from, so if that's in effect where you are- I appreciate it all the more you're spending your time with me!

The thread.. isn't archived yet! I'll get on it right away though.
My Tumblr is over here: http://spaghettiart.tumblr.com/ in case you want to get into contact or look at whatever I'm doin'.

That's.. All I've got to say!
We'll save the Rot Prince(ess?) tommorow!
>>
>>2575902
>I was thinking we might be able to use the Dungeon as a way to generate rare materials rather than a deathtrap
What rare materials were you thinking of? Dark mana crystals are something we get from miasma compression. Aside from that all we get from a dungeon are bodies of people that die in it.

If you're thinking about using an extended lair system to generate and harvest reagents or goods, I'm right there with you.

I think of 'dungeon' as a place to draw in people that want to rob us and kill them and 'lair' as where we live, where our minions live and work, where our labs and workshops are, etc.
>>
>>2575909
>Dark mana crystals are something we get from miasma compression.
Currently we can only produce flake sized crystals, which we use to farm larger crystals. I think anon was talking about the Miasma crystals.
>>
>>2575907

Thread's archived: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster%20quest

>>2575909
>>2575902

It's entirely feasible (and encouraged because I'd find it personally interesting, but I obviously can't, you know- I won't railroad you.) to build a Dungeon for the sole purpose of generating and selling rare reagents and resources that people would otherwise have to risk limb and life for.
>>
>>2575920
Cool! It's just I don't know what those rare reagents/resources would be in this setting aside from dark mana crystals.

If you're including things like ice cream, I'm not gonna call the production site for that a dungeon. All this talk of dungeon economies and so on suggests that we should be using it to kill or harm people that come to rob us. I'm kinda thinking about our ice creamery in a different light.
>>
>>2575930
The Dungeon can be underground while the Ice Creamery is topside.
>>
>>2575931
Here's a list of everything all the different anons wanted to include last time we got to talking about all this in detail >>2554871
>>
Last Post Right Here:>>2575897


Welcome back to Caster Quest, previously: we further developed our personal relationship with the 'real' Lady Cheval back in Pug- doing her a few errands and finding her some treasure that she quite enjoyed, we then headed back home to do a few experiments. Wisps, Golems, Ghost Hands, Seancing, and more, before we finally welcome the latest addition to our harem/horde of minions: The prestigious Dungeon Builder! (We really should get his name next time we see him) Bit of a stuck up college boy that one.

Never mind all that, though, because right now we're still in the Troll Cave.
We've cleared out all the heinous Mudmen and Wood Creeps, with that particularly bloodthirsty and heinous brawl ending up richly rewarding you in Mana shards and Mandrake.. Don't eat either of them, even though everything pertaining to 'green' plant elemental magic looks like an appetizing, fresh, vegetable. Do not.

And don't forget your main goal here: you're to look for the Monk of Rot, they're supposed to be here somewhere, you hope they're safe.
Accepting new Actions.
>>
Rolled 16 (1d20)

>>2577131
Look for the monk.
>>
Rolled 6 (1d20)

>>2577138
Supporting
>>
Rolled 19 (1d20)

>>2577131
look for signs of troll occupancy before we leave
>>
Rolled 16 (1d20)

>>2577131
Play of game of Where's Waldo with the monk.
>>
>>2577131
>>2577144
>>2577148
>>2577151
I hope someone rolls to search for dark crystals or fragments of them. There was a creep caster here, so there might be a dark mana crystal.

>>2577151
Oh good, dubs.
>>
>>2577154
But anon. We just searched them already after the fight, remember? We got some dark and green shards.
>>
>>2577156
>But anon. We just searched them already after the fight, remember? We got some dark and green shards.

You found the mana shards/fragments operating the creeps, but I think he means the 'larger' main growth- which is a completely fair and smart thing to look for.
>>
Rolled 1 (1d20)

>>2577154
please look >>2575897 where we already got the results for our loot rolls and got

>12 Green Mana Shards
>10 Dark Mana Shards

>>2577161
Guess I'll roll to look for such a thing
>>
>>2577156
Yep, what OP said here >>2577161

We should get that if we can, it's a priority to raise our undead limit.

Thanks, OP ~
>>
>>2577165
huh, my bad.

Guess the Rot Monk will BE the controlling shard growth now
>>
>>2577161
>>2577167
ooooooh

>>2577165
ooooh- SHIT!
Second wave incoming! choo chooo!
>>
>>2577165
Inb4 we broke it. Someone pls roll to unfuck this
>>
Rolled 10 (1d20)

>>2577165
Rolling to salvage. Anyone who rolls 1s needs to stop rolling
>>
Rolled 9 (1d20)

>>2577172
rolling for fucks
>>
Rolled 11 (1d20)

>>2577165
Screw it, in case this roll counts
>>
Rolled 11 (1d20)

>>2577165
welp
>>
>>2577176
yeah I should've learned my lesson after my third 1 roll last thread
>>
>>2577148
>look for signs of troll occupancy before we leave
>Roll 19- Success, uncontested and near perfect.

Since it's safe to do so now, you keep an eye out for any further signs, hairs, or hints of Troll habitation, occupation, indignation, whatever catches your eye. You see a lot of empty 'burrows' or whatever the correct terminology is for the holes they sleep in.. But nothing.
No bones, no bodies, but upon closer look- there's a kind of chalky, white, mulch left behind all scattered across the cave. Plants seem to grow quite quickly in it- even with only the little scraps of light that come down from the roots cracking seems in the center of the caverns channel. There's tiny bone fragments in the stuff. Strange.

>>2577151
>>2577144
>>2577138
>16, 6, 16- That's a lot of sixes!

From there onward, you simply follow the innermost cave channel down to the lowest point of the cavern. This isn't a difficult matter, you just need to circle around the hollowed out point of the cave where the bits and scraps of fragmented light peeking in through the outside guide your path down, down, further and deeper into the 'heart' of the Troll's Cave. Funny that the deepest part would have the most light.
There's a small 'clearing' growing at the bottom of the cave, there's a weak little sapling trying to grow down here, a number of suspicious body-shaped lumps are buried underneath the small grove, and there's 'fairy' rings of mushrooms skirting and flourishing in every shadow.

A small dug out can be seen on the far end, traced by a large root, with a few fungi growing like shelves across it. The dug out is closed off be a curtain of moss, but you can hear desperate mumbling from inside.
There's a pale, terribly bruised, sickly, and emaciated person in here. They're very dirty. They don't acknowledge your presence.
They're on their knees, desperately piling up mud and leaves around a small flake of what you can tell is a green mana shard. You lean in a little bit closer and you can make out under their breath, "No more Trolls. No more Trolls. No more Trolls."

>>2577165
>>2577176
>1, 10- Good enough.

In the back of their den sits a large, green, Mana Shard- about the size of your head. It's half burried, it's "roots" allowed to dig in deep.
It looks like they've been shaving off little pieces of it with a bit of flint to make all those little mudmen and wood creeps we fought earlier.
"No more Trolls."

Accepting new actions.
>>
Rolled 17 (1d20)

>>2577242
Seance them.

I know this is a huge risk with my luck for rolls but...

big money no whammy
>>
>>2577242
Hi. Are you the Rot monk? The "same" Rot Monk? I Believe these are your shards? Sorry about the mess. Want me to help you replant them?
>>
Rolled 17 (1d20)

>>2577242
Greet the Monk in the name of Lady Cheval and see if they're up for a little conversation about the acorn, the shrike, and what the hell it is they're doing exactly.
>>
Rolled 8 (1d20)

>>2577242
Heal the monk
>>
>>2577262
>>2577268
double 17's
nice
>>
Rolled 3 (1d20)

>>2577272
This is a good thought, they're pretty scraped up. Supporting.
>>
>>2577281
Welp. Halp please?
>>
>>2577272
>Heal the monk
>Roll 8- You're good enough. Rolling at advantage.

The first thing you do is sit down with them, take out your bag of reagents, some of your basic tools, and get to work fixing the outside of them. It's the least you can do for the moment.
You cast Dark Ring on them to clean them up. You set out some candles and cast a Dark Mass to just stabilize them for whatever it's worth. You're hesitant to give them any sort of medicine, but what you figure you'll do is quaff a potion, chew a few of the herbs up in your mouth to get some of the juices out, before casting Stolen Word on yourself and them to apply a more manageable dosage.
You could do more for them, but: >>2577281 >>2577272 any attempt at touching them beyond the most discreet pokes has them recoil in fear and panic- weakly crawling away from you.
They do, though, look much better. They had a slightly smushed diaphragm and several bacterial infections, all of which you fix up.

>>2577268
>Roll 17- Lucky and Good, but not the right method.
After they've been treated and made all better.. At least physically, you try and talk to them again: you tell them about Lady Cheval, about your Quest(s), this Nut you have, talking to Birds, anything on your mind. The Rot Monk finishes their mudman. The mudman ignores you and marches out of the hole to go patrol. The Monk chips off another flake and starts making another one.
Hmn.

>>2577262
>Seance them.
>17- Lucky and Dubs no less.

You're just gonna cut the middle man out and Telepathically communicate with them.
You don't see anything good. An immense amount of unkindness has been done to the Rot Monk, specifically and exclusively by Trolls.
It seems they were missed by the Amazons whom thought the Monk was dead and savaged, but the Monk is tough and with their Troll captors gone: the only thing they were interested in was enacting revenge. Constant, flippant, graphic, and meticulous revenge. They've been doing very little these past few months beyond just making Creeps and killing Trolls.
Dragging their bodies back here to rot and or torture if they're still alive.
That Troll you killed may very well have been fleeing from the Rot Monks little genocidal campaign.

The Rot Monk is not better, but they seem content with your presence.
Accepting new actions.
>>
Rolled 9 (1d20)

>>2577332
Seance Lady Cheval's answering service and ask for suggestions on how to improve the situation - do they have a psychic healer on staff?
>>
Rolled 85 (1d100)

>>2577332
Since we're here we might as welll help. Let's experiment with a dark and green shard to make a golem. Where one benefits from the sun, the other doesn't. and vice versa. One creates organic life while the other rots. A constant cycle.

Get some dirt, some of that bone meal powder and mushrooms and mix them together to make a roughly humanoid form with two holes in the chest. Cast Putrefy and/or Regenerate and Transmute Edible Fungi on it.
>>
Rolled 15 (1d20)

>>2577332
call the shadow monk and ask if they can help the rot monk
>>
Rolled 3, 7 = 10 (2d20)

>>2577332
Seance the Monk then Lady Cheval
>>
>>2577332
Pull out the Dark Nut and see if it gets their attention.
>>
Rolled 9 (1d20)

>>2577389
>>
Rolled 7 (1d20)

>>2577358
probably the best idea
>>
>>2577375
>>2577396
Two lucky 7's for Lady Cheval. Hope this works
>>
Ok reading the older posts. Can use the mud, some Vegimite carcasses, dried leaves, some of the garbage, the chalky white bone meal, some mushrooms,

>There's tiny bone fragments in the stuff. Strange.
Is there enough to make a small undead skeleton?
>>2577332
We should probably feed her the Vegimite.

>>2577400
Does it count? Aron roll 2d20's.
>>
>>2577417
Generally, we need intact skeletons to make undead.
>>
>>2577423
If we try making an undead regardless, do you think we'll make another one of those abominations Avarice had to kill?
>>
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>>2577365
>Experiment and help The Rot Monk.
>Roll 85- A very good, solid, 'five' roll.

You're not sure what you can do for the Monk, so for the time being you just patiently watch what they're doing, before eventually helping them.
Their life is revolves around three actions:
-Take a Green Shard. Pile some leaves, some mud, burry it deep, then mold and roll it into a large ball. The Monk has it down to an art, but once they're satisfied they expose it to just a 'little' sunlight and it comes to life- waddling off on little legs and little arms. Mudmen.
-Takes another Green Shard. They place it inside of a Log. They wait a few hours and Creeps seems to grow out of it like Mushrooms. They have a particularly large hollowed out log they use this for. Wood Creeps have a slight green mossy hue to them.
None of these creatures harm either of you, but you're unsure if they listen to the Monk.
>Get some dirt, some of that bone meal powder and mushrooms and mix them together to make a roughly humanoid form with two holes in the chest. Cast Putrefy and/or Regenerate and Transmute Edible Fungi on it.
^ You do that.
The Rot Monk watches your process attentively as once everything is complete the Mushrooms start growing wildly, bloating, sucking up and deflating and consuming the nutrients in the pile of dirt and bone meal powder before your very eyes. When the whole process is done you're unfortunately not left with a Mushroom Man or Mushroom Zombie, but Fungimites.
Several of them of various shape and size: little mushroom lads whom rise up and conglomerate around the Rot Monk in a circle at their feet. They don't seem to listen to you But they make the Monk Happy. They hold a particularly chubby little fungal lad up to their chest like a stuffed animal.

((Seance post inc next. ))
>>
>>2577433
I think we'll potentially set off the monk who probably doesn't want to see anything animated in his cave that isn't under his control.

Especially anything made from trolls, or parts of trolls the monk worked hard to murder.
>>
>>2577440
>his
too little pieces to match the size of a troll, not enough of the right pieces to make a proper troll skeleton.
>>
>>2577439
Looks like I was wrong and we improved the situation, which is good ~
>>
>>2577358
>>2577375
>>2577396
>>2577400
>Seance Lady Cheval, maybe she can help.
>I'M TAKING THOSE SEVENS. LUUUCKY.

The Monk has since calmed down, they don't seem as eager to just make monster after monster tohunt down the Troll species. >>2577417 You even feed them a little bit of Vegimite, which in retrospect the Creeps and Mudmen had probably brought to the Monk to eat, but refused.
You're gonna try and Seance Lady Cheval, so while the skinny little monk nibbles on a bit of Vegimite, watching behind their long unkempt green hair, you cross your legs and try to make contact with Cheval.
You get their Oracle once more, "Oh, hello little boy, how may I-" You tell them you think you found the Rot Priest. "Oh! Wonderful, I'll le-" There's a ruckus in the back as Lady Cheval bursts into the room, tosses her Oracle away from her crystal ball, and takes over the Seance. "Is what you say true, boy?" You look over at the Rot Monk, "Ohh.. Oh, my poor Abel. Oh no, oh no, no, no, what have they done to you?" Due to the nature of telepathy you feel about 75 years of sadness well up in your 16 year old body and it becomes extremely difficult to hold the 'call'.
The Rot Monk doesn't know what's going on, but they hesitantly pat their thin hand on your knee to try and calm you.

Lady Cheval tries to calm you down and tells you to touch Abel's forehead. She doesn't know if she can 'fix' them, the Rot Monk is cursed AND had a large portion of their soul eaten, but she remembers what this "Abel" was like and hopes it will help.
You do as your told.
A horrible amount of psychic damage is done to you and you pass out- the Seance being broken.

You wake up with your head in the Rot Monk's lap, a familiar setting. They're gently holding you with their cold hands to your cheeks, their loooong green hair curtaining both of your faces.
"Are you okay?" Their voice is a little nasally, if the Pit Monk's voice was a poorly tuned violin, you figure Rot Monk's would be a piccolo. You think that's funny. "I woke up from my nap and you were laying here."
Accepting new actions.
>>
Rolled 14 (1d20)

>>2577518
Try to explain what happened as best we can. Ask if they are ok now.
>>
Rolled 5 (1d20)

>>2577518
Ask them if they remember anything before they woke up and if the name Lady Cheval means anything to them.

Afterwards I think we could use our cloud to ferry them directly to the Lady since another seance would be risky

(I would love to get that giant Green Mana Crystal for ourselves and our Lair)
>>
Rolled 14 (1d20)

>>2577518
>which in retrospect the Creeps and Mudmen had probably brought to the Monk to eat, but refused.
Golems and Creep can do that? I didn't know they could be so nice. maybe we need to make some nice ice creepers.

Roll: lets make a few more shroom bois, bring the Rot monk with us back home, recover from our head ache, then Seance Lady Cheval.

>>2577544
that's a little greedy. that's her giant green mana crystal.
>>
>>2577534
Oh also ask if they have any recollection of the fiasco with Shrike and why they wanted us to bring them the Dark Nut.
>>
>>2577553
I wasn't saying we should just abscond with it right away. But if by chance she doesn't want it or forgets it, we'd be happy to acquire it. I'm sure it can be useful for the Dungeon Builders plans
>>
Rolled 11 (1d20)

>>2577518
Agreeing with the others, rolling to ask them about the Shrike/Dark Nut.
>>
>>2577558
This. I support this.
>>
Rolled 16 (1d20)

>>2577558
This
>>
>>2577575
You want to move your roll to support so we can do it with dub 14s?
>>2577534
>>2577553
>>
>>2577590
They'll likely count anyway.
>>
>>2577534
>>2577558
>Try to explain what happened as best we can. Ask if they are ok now.
>Roll 14, 16- Good, better.

Another attempt is made retelling your story: what happened then, what's happening now, that business with the Shrike, the Dark Nut, etc. You try to maybe condense it a bit more for them. They still seem pretty out of it, but they at least acknowledge two things:
-They do indeed remember you rescuing them from the Shrike. "Ah, that nasty bird.. That was you, wasn't it? Thank you." They don't seem comfortable hugging you, but they give you a few pats. They bring over a Fungimite, you can hug it if you like. It's soft.
-The Dark Nut draws a visible reaction out of them when you show it. "Oh.. My.. Now, that is something, isn't it? I could grow a massive tree with that.. And make so many more friends.." Even them just palming the small seed you can feel an immense amount of paranormal power begin to well in them before they hand it back to you.

>>2577544
>Ask them if they remember anything before they woke up and if the name Lady Cheval means anything to them.
>Roll 5- Bad, but not horrible. Solid 'Five'.

Asking them about their past seems to get spotty results, they do, though, recognize the name 'Lady Cheval', they just can't put their finger on who, exactly, that's supposed to be. "Hmmn.. Is that my Mother? I wonder how old I am.." They begin to trail off, you wave at them, snap your fingers, "Oh, right, right.. I don't remember much... I uhmmn.. I used to be someone important, then I wasn't, something.. Bad.. Happened.. But now I'm here making all of these small friends."
You ask them if they remember anything about Trolls. "Oh, yes. I will kill them all. All of them. I will melt them. Crush their bones to powder. Rot away their very memory and replace it with soft, small, friends."
You.. Also maybe ask them about that there big crystal in the back.
"No. NO. That is MY crystal. It's MINE. " They can't really shout, but their voice cracks and they get just a bit huffy.

>>2577553
>Roll: lets make a few more shroom bois
>Roll 14/20

You help the Monk calm down and make some more boys: wood boys, mud boys, mushroom boys. None of them listen to you, but they're good boys who're obedient to the Monk.
You show them how you made Fungimites and they compliment your 'recipe', "Oh, oh, I like that. That's quite clever."

Accepting new Actions.
>>
>>2577621
Do they want to stay in the cave, would the like cone to our home, or would they like to see the lady?
>>
Rolled 8 (1d20)

>>2577621
Try to convince them to come meet Lady Cheval. Let them know Cheval is a friend of theirs and is very worried about them.
>>
Rolled 8 (1d20)

>>2577621
explain that he can be better served destroying trolls by expanding his base of operations, along with basic necessities for himself
>>
Rolled 7 (1d20)

>>2577621
Seance the monk of the pit and see if they can help the other monk. Or remember the other monk.
>>
Rolled 12 (1d20)

>>2577621
Convince them to go with us to meet Lady Cheval
>>
>>2577665
While we're talking to the Monk of the Pit we should let them know we found the real Lady Cheval ali- er undead and well and let them know she's looking for them.
>>
>>2577670
>>2577665
>Seance The other Monk.
>Roll 7- Luuuuucky!

The little hole is actually quite nice.
It isn't pleasantly chilly and dark like the Pit, but your head is kept cool on the exposed thighs of the Rot Monk, Abel, and the scent of fresh soil and falling leaves is therapeutic enough to make the Seance spell just a bit easier. Your thoughts drift to the Pit Monk and you soon find yourself in touch with them.
"Oh, hello again- Who are you with?" You update them on the situation, the two of them get quite excited as they use you as a.. well.. 'medium' and the voices in your head become cluttered. "Abel! Adrienne!" just over and over again, you're happy to know they remember one another.

>>2577639
>>2577669
>Roll 8, 12- Not great, but good enough.

Awkwardly, you make an attempt to communicate between the three of them. You're interested in reuniting them -which they, themselves, are very eager to do- but what you specifically had in mind was reuniting the two of them with Lady Cheval. Pit Monk pipes in, "I.. I think I know her? Do we know her, Abel?" Rot of the Monk contributes little more, "Maybe?"
They agree to be taken back to Pug to meet this Lady Cheval, but they have a few conditions:
-Rot Monk isn't going without their Crystal. Rot Monk also wants to go during the day because Trolls. This will be difficult to do as you're pretty sure they're a Vampire? Or at least they were before they were cursed into a skinny thinny?
-Pit Monk is cool with going at night. Whatever works for you, really.

>>2577657
>explain that he can be better served destroying trolls by expanding his base of opera-
"IT'S MY CRYSTAL." The Rot Monk's hoarse voice cracks pains them, their breathing gets heavier and you can see a few 'safe' puffs of noxious breath visibly fume out of them when frustrated.

Accepting new Actions. Seems like we've got what we need?
>>
Rolled 77 (1d100)

>>2577713
Can we expand our cloud to be large enough to conceal them safely inside?

Or we could try a make-shift tent to put on the cloud to transport them
>>
>>2577724
>77
lucky lucky
>>
Rolled 3 (1d20)

>>2577713
Make them one fancy ass parasol. Rolling for parasol acquisition.
>>
>>2577657
Anon please stop. The Rot Monk is having none of that. Leave the poor girl alone. We already have the twelve shards. Is that not enough for you?

>>2577713
If she's a vampire then bring her half to the few lights that are able to enter the cave. Actually would we have noticed if she burned herself everytime she rolled her golem balls into the light?
If anything we can head to En and purchase an umbrella for her.
>>
>>2577729
>3 for parasol
Fug.

>>2577713
Actually let's leave En alone and head straight for the lady.
>>
Rolled 12 (1d20)

>>2577713
Or we could ask the pit monk to teleport here.

Actually, rolling to seance Lady Cheval and inform her that the monks would like to visit her but require daytime transport because Abel is traumatized by trolls. See if Adrienne can teleport to the location, otherwise we'll probably need to arrange something. Maybe the lady has a trick up her sleeve for this kind of thing.

Maybe the Butcher Demon or someone else with teleportation magic can help us with the matter also.
>>
Rolled 5 (1d20)

>>2577737
If this doesn't work we can lend rot monk our shadow robe or put it over the crystal

Or ask pit monk to weave a shadow covering over us while we move

Also use the cloud to provide shade and move the crystal

And parasol good
>>
>>2577737
I don't think the Butcher Demon can teleport. I've assumed they've always been ready for leg day. Legs for days.
>>
>>2577731
>>2577736
Could you roll for one of these plans or post your own, anon? The dice are not being that helpful right now.

>>2577713
You lost your name again OP
>>
>>2577744
Yeah, they've teleported to us before but that's also a kind of summon magic because we know part of their name and they're demonic.

Roll for something, mang. We need help on the dice.
>>
Rolled 3 (1d20)

>>2577745
Not sure if dice are needed, but alright. Rolling to take Rot Monk and all her stuff to Pug under the shade of our cloud.

I forgot to mention to OP about their name.
>>
>>2577737
>Maybe the Butcher Demon or someone else with teleportation magic can help us with the matter also.
Don't think the Butcher Demon can teleport at will where ever she pleases. She can sort of teleport to use when we use her true name to summon her and we sort of act as a beacon and anchor for the process.
>>
>>2577750
We could always do things slowly. It's not like we're on a time crunch.

>>2577752
Well shit. I guess our cloud is feeling a little down today.
>>
>>2577753
Then teleport her here, go to Lady Cheval, have the butcher demon grab Abel and his crystal and teleport to us when we're at the Lady's palace in Pug.
>>
>>2577766
Maybe but I think being used as a taxi service might be a bit insulting to her.
>>
>>2577766
You mean ask the Butcher Demon if she can teleport? She's not our lacky. I'm a little miffed.
>>
>>2577773
My thoughts exactly. The Butcher Demon is a taxi with chainsaws and a ram attached to said taxi. But the taxi is a monster truck.

She protect
She attack
But most importantly
She hack.
>>
>>2577737
>>2577741
>roll 12, 5- Bad, but good enough for what you need to do.

You're insistent on reuniting the Two Monks, so with that in mind you have a plan and it involves that Robe of The Pit the little Pit Monk gave to you. You ask them since they can pull YOU out of the robe, can you pull THEM out of the robe? "Y-yes, I suppose you could do that, but it might not work perfectly-" Good enough, you don't really know what you're doing most of the time anyway.
You lay out your Robe of the Pit, roll up your sleeves, and reach deep into it: your arms slip into it like a dark pool of cold oil and palming around you hear the Pit Monk's raspy voice 'squeek' in surprise when you firmly grasp their boney little body. You pull them out...And they're here! They're naked! Why are they naked? "A-ah.. I.. My robe..didn't come with me.."
It doesn't bother them, though, as they're soon dressed in a hug from their other half: Rot Monk, Abel. They hold and weep into one another.
This is good. This feels nice.

>>2577724
>Can we expand our cloud to be large enough to conceal them safely inside?
>LUCKY 77- SO LUCKY.

While the two monks latch onto one another and refuse to let go, you make yourself busy trying to make as big of a Dark Cumulus as possible. You not only need to make a big enough one to carry three passengers (well, 2, they're quite skinny), but large and thick enough to cover them from the sun. They notice you working through it and both chime in, "Oh, do you need help?"
They crawl over to you: a Monk on either side of you, they press themselves firmly against your body, and you feel yourself completely immersed in a deep well of supernatural power.
>+New Spell Upgraded+ Stormy Nimbomiastratus: "“Summon, create and command a large black magical cloud capable of carrying well over a thousand pounds of weight. This cloud is thick and engorged with miasma, allowing it not only to carry people, but blow cutting frozen winds, and rain down flurries of snow and suppressive hail."

You're a little tuckered out, but the Monks are both thoroughly impressed; saying in unison, while giving you a dainty round of applause, "How impressive, what a big, manly, cloud!"
The Rot Monk Abel crawls over to wrap up their Green Mana Crystal in a thick improvised blanket of moss. Everybody seems good to go.

Accepting new actions.
>>
>>2577777
>>2577773

She does a lot for us when we ask nicely because we respect her gender preferences and smash dat ayuss.

However, we can always ask politely and promise to take her on a dangerous mission in the near future.

I'll also remind you that when asked to kill a huge troll for us, the response was along the lines of 'You want to do this, we'll do this.' I'd say we can ask for a little teleportation. Especially since it brings us closer to a potentially violent showdown with Catherine.
>>
Rolled 17 (1d20)

>>2577831
All aboard the Stormy Nimbomiastratus, next stop Pug! Rolling to see if Cheval can keep from smothering these two (and/or us) while joyfully hugging them upon arrival.
>>
Rolled 20 (1d20)

>>2577831
Time to transport them to the Lady Cheval

come on, don't fuck me dice
>>
>>2577831
FLY LIKE AN EAGLE
>>
File: lair1.png (46 KB, 1435x863)
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Hey guys, I've been compiling some plans for a combination underground lair/necromancer tower for a couple threads. Here's a big-ass ambitious blueprint to approach over time.

It has 7 storeys.
>7
>lucky

Pic is the floor layout. The light blue circle in the center is the icehouse, or ice pit based on the yakhchal from last thread, used to store ice cream, ice golems, and other cold things we make. It's 30-40 feet/11ish meters across, which is about the size of a block of ice we can make without breaking a sweat.

The red numbered rooms are for various utility functions. The green rooms are staircases that contain water tanks so we can has running water, helpful for fighting fires, controlling disease, and generally not living like primitives. The rooms with the blue diamonds are the guard towers, which also contain windcatchers for cooling and ventilation, skylights, and miasma-controlling plant patches at their bases (clover, or maybe seaweed). The yellow areas are firebreaks that contain access to utility pipes and another piece of low tech that's useful for raising water, the chain pump, which I'll outline below. The top floor features treadwheel cranes, which are also old as fuck low tech that I can outline below.

Storey 1: aboveground workshops:
Kiln nearby in grey; utility access and firebreaks shown in yellow. Staircases are in green. Fields and so on in orange.
1. Dairy - we have goats. Let's make ice cream.
2. Brewery - pumpkin ale, etc.
3. Meadery - we live next to honey hill.
4. Butcher shop - butcher demon's workshop, if she wants it. Or she can train someone.
5. Leatherworker - butcher demon's workshop, or an orc maybe.
6. Blacksmith - we're gonna need one to maintain all our weapons, armor, tools, etc. Get an orc if nothing else.
7. Mason's shop - there's gonna be no end of brickwork to do upkeep on.
8. Artisan's workshop - something'll probably fit here.

Storey 2: 1-8: All utility rooms (red) reserved as storage for the shops below, accessible by overhead treadle cranes/huge undead moving stuff and stairs/dumbwaiters in utility areas.

Storey 3:
The windcatcher towers have their intakes at this level.
1. Tower guard armory, complete with lots of ammo for any emplaced ballistae on towers
2. Tower guard mess w/galley kitchen
3. Tower guard barracks
4. Tower washroom. Cleanliness prevents disease.
5. Clinic
6, 7, 8. Mage workshop/guest room/flying creature room if we find some.

Continues below.
>>
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>>2577913
Continued.

Pic is a chain pump. It is powered by an attached water wheel in a pump house on a lower floor and lifts water as high as necessary.

As to the floorplan:
Storey 4: Guard lookouts, skylights, treadle cranes on roof, water towers, etc.

-Guard lookout posts: the guard towers (blue diamonds) have attached platforms at this level large enough to mount ballista or big crossbows to the railings and shoot at things if necessary.

The skylights are built into the guard towers at this level, hopefully out of something solid enough to walk on, with reinforcing wooden covers that can be placed over them at night.

The stairwells (green) can be built around a central water tank filled by chain pumps; if there's no room for the chain pumps inside the room with the stairs, they can be put into the firebreaks/utility access spaces alongside pipes (yellow). This means these can function as water towers.

The roofs over the stairwells/water tanks are reinforced and fitted with treadle cranes that can pivot to lift goods to the adjoining workshops (arcs and lines marked in black).

Underground floors:

Storey B-1: These areas can all be expanded if we need to because of expansions in our minions. Er, workforce.

1. Kitchen
2. Mess hall/dining hall
3. Barracks/warrens for goblins and other living residents
4. Baths
5. Clinic/healer
6. Training room/arena (if they want one/we decide we need one)
7. Armory
8. Underground farms (fungus, mushrooms)

Storey B-2: Lots of dedicated facilities here. The harvesting room for the clover and/or seaweed tanks should be accessible from here, and each should probably house a small altar to Scylla. The ice pit bottoms out here.

1. Artisan workshop (for making wisp lanterns, etc)
2. Alchemy storage - keeps the alchemical reagents and herbs out of a fire if shit goes wrong in the lab
3. Alchemist's workshop - bonus on alchemy rolls
4. Library/scriptorium - for the spell research bonus and to write down alchemical recipes somewhere away from fire; connected to bedroom & pit shrine (grey circle).
5. Research lab - connect to office & shrine to scylla (blue circle) - grants bonus on research rolls.
6. Reagent storage & undead maintenance - how not to have an experiment gone wrong fuck up all your expensive reagents
7. Reanimation room - complete with shackles, preparation tables, cleaning supplies, and maybe a shutter into a neighboring sunlit room to manage undead experiments and put down hostile critters
8. Treasury

Continues below.
>>
>>2577831
>try to find the amazons, ask their opinions about what would be good for a dungeon, how to avoid getting 'good' adventurers killed
>>
>>2577967
I give you an A+ for effort. Can't wait to read this later when I'm not busy.
>>
Rolled 13 (1d20)

>>2577969
>>
>>2577855
>>2577852
>>2577870

For the time being you are a one Monsieur Betelgeuse: bounty hunter, ranger, tracker, curse hunter, Vampire adventurer extraordinaire. Your senses are keen, your vision excellent, you are first and foremost a problem solver with a diverse set of skills. You were on your way back to your homeland within the Rotwood to find the sleepy border province of Copse in need of fresh (or would it be 'well preserved' no?) hands and bodies to assist in a number of problems- the crown and noble Catherine in upheaval over various problems.
The one 'problem' in particular you think you can help with is a boy: a necromancer, mischievous, disrespectful, he has shown an immense amount of disrespect to the court and her highness Catherine has placed a respectable sum for the child- dead or alive as it were.

Riding out on your black mare with your two Orcish slaves following quietly behind on their mules, your small party heads down from Planter's Jungle, through Tollund Bog, and briefly stopping in Pug and Commune #9. You've been grilling the locals for information, but many of them seem unwilling to cooperate beyond the most immediate or basic information, especially the Homunculi. They may be under his influence or simply ignorant, feral Homunculi have always been quite cold to outsiders- you can relate to that.

A weeks worth of efforts, though, are rewarded by a brief serendipitous event: A thick, black, storm cloud chuffing across the stormy sky, spitting and leaving a cold vapor trail behind it as it sails through the rainy weather. That's him. Has to be.
You quickly dismount, bark at your sloven orcish peons to fetch and bring out your equipment, "Rifle or Bow, boss?" Bow, you still don't trust firearms. You tie your strings, arrows are brought to you, you take position, legs squared, ass in black spats flaunted, notch arrow, and release.
>>2577852
>17
Missed it, but you're close. It flies through the cloud.
You notch another arrow, flex, squint and lower your ears, Undead don't need to breath- you're a perfect ranger, just focus and-
>>2577855
>roll 20
You completely and utterly fucking whiff your last shot- it falls nowhere near the cloud. Shit.
You throw your bow back to one of your slaves and tell them to pack it in, you only had two shots and the cloud is too fast to follow. You'll get another chance.

You're back to being you.

Some random bowman tried to throw some shit at you on the way here, but it's in the past: you're in Pug, Cheval is thrilled, and wishes to throw you a grand party- that is when she isn't smothering her Priests or you. Her breasts are quite dangerous when she's this excited. You might not survive another hug.

Accepting Actions.
>>
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>>2577967

Pic is a treadwheel crane. Common in Medieval and Roman times. Can lift literal tons.

Storey B-3:

This level contains the connection to a water source through a grid of underground canals (blue lines) that feature ventilation intake shafts (purple) necessary for cooling.

The shafts can also be used as wells by anyone that resettles the area, which the community leader at En suggested we consider. This isn't such a bad idea and would provide the area with irrigation if we found an underground stream to serve as the source of the canal network. Use of an archimedes screw or another chain pump may be necessary to lift the stream to the correct height to feed into the canals, but it should work to prevent flooding in this case.

The skylight towers bottom out on this level in plant patches for air filtration to control miasma and for feeding into the dark crystal generators. This can use clover for the most part, lining the walls of the tower if necessary, as well as a pool of water filled from the streams and used to grow seaweed like kelp harvested from the nearby river. The growth rate of seaweed is prodigious and it'd clean the water to a certain extent, recycling carbon and the like to form its mass.

The daily harvest of kelp, along with any refuse from the dungeon, could be taken to the miasma pits (grey circles) to produce crystals from shards created through alchemy, and possibly the process could be hastened by alchemical means using undead mages or constructs to manage the process.

The utility rooms (red) could house water wheels for powering the chain pumps, undead maintenance rooms, creeps, workshop and storage overflow, or just undead guests like vampires that didn't want to rub elbows with the general population.

This area would also work for more underground farms.

Emergency drains into the pits would serve in case of leakage off tank bursts upstairs.

Sewage could be routed into slime tanks at the base of the utility cores that would occasionally get emptied.

Finally, any dungeons can be built around this, as well as further defenses and secondary entrances. This allows the dungeon builder to do his work and kill any idiots unable to read signs. Shame if they fell in a slime moat.
>>
>>2577999
Ask Lady Chavel if she knows what Shrike is and what he considers his that he wants so bad.
>>
Rolled 13 (1d20)

>>2577999
Rollan to help unfuck the rot monk's head.

Also see if we get paid in spells. Maybe the monks or the lady can teach us some.
>>
>>2578038
Nice
>>
>>2577969
>>2577973
The amazons left the area in a previous thread and were out of seance range. We'd have to leave the region of Copse.

>>2578031
She's confirmed she knows a good deal about it, but I would like the information. I'd hope OP will let you use your 13. I suggest you roll again in case she doesn't.
>>
Rolled 8 (1d20)

>>2577999
Nice trips
>inverted 666

Mention to the Lady some bowman just tried to shoot us down while we were en route.

Try not to spill knucklebones during party
>>
Rolled 12 (1d100)

>>2577999
No booze for us. We tend to lose coin when drunk. Does she mind if we do a quick experiment? I want to see if we can make some cold lettuce boys with the green shards.

The dungeon of Pug reminds me of Blight Town. We should hit up the place after the party.
>>
File: Medieval_crane_-_Brugge.jpg (4.71 MB, 2362x3150)
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>>2578030
More crane pics. These operate by having someone walk inside the treadwheel, which rotates a shaft that winds up a rope, chain or cable. Pretty cool.

We'll need to get a lot of bricks and mortar. Mortar uses calcium carbonate, so asking to use some of the troll bone ash would help, as would gathering things with bones and shells - everything from snails to incomplete corpses from mass graves to limestone deposits.

Bricks are baked from clay. Good temperature-insulating clay recipes happen to include goat hair, which we have, as well as things like straw for fiber. The clay can probably be found if we find an underground stream, but if we don't we'll just have to harvest a deposit from the river-bed or filter it out of dirt with undead labor.

Failing that, we can raid the termite mound for lay with a bunch of undead and probably secure lots of raw material, then ferry it home by cloud.

Video is another example of chain pumps https://www.youtube.com/watch?v=gNAiWCOHh8k
>>
>>2578068
>I want to see if we can make some cold lettuce boys with the green shards.
Doubtful, it's outside of our domain and our miasmic energy causes many forms of organic matter to rapidly decay, particularly plants.
>>
>>2578086
At least we got the Fungimites right. Perhaps we require more research.
>>
>>2577999
Would it be metagamey to ask if Catherine has any notable hunters? If not, do it.
>>
>>2578092
We couldn't control them though. OP has explained in previous threads that to reliably make and control such things would have to learn a whole new branch of magic which would dilute our power and split our focus on mastering how we cast. We are already juggling necromancy and psychic abilities so trying to become a botanomancer too might be more trouble than it's worth and OP suggested as much.
>>
>>2578038
Maybe someone might have a spell on flesh and bone molding
>>
>>2578092
>>2578137
To put it in video game terms think as all the different paths of magic as a skill tree you put points into with better stuff farther into the tree. To learn multiple domains is to split our points between the trees making it harder to get to the good stuff deeper in. OP has suggested though that it'd be simple enough to get helpers that specialize in those other paths of magic to do such things for us.
>>
>>2578163
>flesh and bone molding
Messing with living flesh and blood things falls mostly under warlockery. We can patch things up with necromancy but flesh molding has been stated as not really being in our domain either.
>>
>>2578180
>>2578163
We just need to find a guy that knows how to do it and pay him.
>>
>>2578180
That's not the purpose I had in mind for bone and flesh molding.

>pic related
This is. Molding bones to the eight size and density needed for the anatomy, muscles and sinew in all the right places.
>>
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Party, party, party- Cheval insist you need a party, a grand party indeed! With fine meats, sweets, treats, and delicious eats! You're the hero for tonight and perhaps the next one and the one before. If there's one people who know how to party it's the Undead.. They're quite numb, so they can go hard, but Cheval promises to be gentl-

>>2578038
>Roll 13- SuPeRnAtUrAl results!

And here you are asking about work, "My, my, how tedious, but I admire your commitment, my dear." She snaps her fingers and a squishy maid wrapped in bandages brings you a next spell book on a platter. "You're in luck, though: I had this ordered from father back at home. Had to ask a favor, so I home you appreciate it, boy."

>+New Spell Book+
>Scholomance Text Book: "This book was brought out from the very depths of the Rotwood; printed at the legendary University of Scholomance, said to be where Necromancy was first invented by Humans."
>Ray of Infirmity: "Mancy/Transmutation, from your eyes; blast a wretched beam of negative energy that withers any living being caught in your gaze. "
>Resurrect(Dark): "Transmutation, once a week you may revive ONE person provided they have not died of natural causes (eaten, disease, poisoned, old age). This is NOT a divine revival spell, people revived will suffer from resurrection sickness: nausea, dysphoria, and mild suicidal nostalgia from being brought back to the discomfort of living. You can cast this on yourself if you die. You can cast this on 'sapient' Undead and it will return them to Undeath without killing them."
>Unholy Frenzy: "Enchantment, empowers and bolsters up to 6 Undead targets with overwhelming miasmatic power: making them stronger, faster, and more aggressive. If cast on 'sapient' Undead can be used to tamper with their emotions/cravings: lust, hunger, sadness, etc..

You ask about the Monk's, will they be okay? Will they get better? Cheval asures you, "They're under a powerful curse, if it's one think Catherine was good at it's curses.. A quality of a very bitter, angry, petty, person. They need their souls put back together: good food, refreshed memories, they need familiarity and tender therapy." She places her long clawed hands around your shoulders, "You've already done plenty to help them onto the road of recovery, leave the rest to me, my dear."


>>2578058
>>2578099
>Ask about a Hunter
>roll 8- Not that great.

You want to ask Cheval about any Hunters, but she whisks you away. "No, no, my pet: you must get cleaned, dressed, shaved, and trim. You've a big week ahead of you! Big things for such a little boy, Hmn, no- big plans for a big man!" She cackles and you're stolen away by a small party of flesh golem, bandaged, and vampire maids.

I need 2 Rolls: d20's for how well you handle the party. d100's for your treasure! Further Rewards! You're a Hero!
>>
Rolled 2 (1d20)

>>2578203
Party!
>>
Rolled 17 (1d100)

>>2578203
Heh...
>>2578212
Loot!
>>
Rolled 99 (1d100)

>>2578203
>>
>>2578203
nat 1 pls, I wanna get white girl wasted at this party
>>
Rolled 9 (1d20)

>>2578203
Party time
>>
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>>2578222
>Rolled 99 (1d100)

Holy shit, Anon, calm down.
>>
>>2578222
>>2578227
Don't forget to make the other roll too.
>>
Rolled 2 (1d100)

>>2578203
Big money no Whammy
>>
>>2578243
lol big whammy no money.
>>
Rolled 15 (1d20)

>>2578203
https://www.youtube.com/watch?v=KQ6zr6kCPj8
>>
>>2578242
>>2578243
lol why'd you jinx it
>>
Rolled 53 (1d100)

>>2578203
https://www.youtube.com/watch?v=agro9miL3bA
>>
>>2578225
Oh god, I typed 1d20 and not dice
>>
>>2578249
*shrug* Shit happens?

>>2578263
It's "dice+1d20"
>>
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The Celebration is long and arduous and is a marathon of graphic jubilation and extravagance lasting nearly three days, even though Cheval, herself, swears "Just a small party I've managed to scrounge up with the limited resources we have available. I do hope it's to your liking."
You're feasted on the finest meats, the tastiest treats, the most succulent sweets, and anything you so desire is brought to you and more- even that which you didn't know you wanted. When you're not feasting or drinking, you're being entertained: Cheval allows you and you alone the brief privilege of watching some of her rare and valuable "Moving Picture Tapes"- an illusionary device enchanted on black glyphs, fed into a strange machine, that display both moving paintings and live pictures! Amazing! The entertainment is far from over there, "the tapes of my movies are a little fragile. How about something more.. Durable?"
Each night a progressively expanding buffet of Girls, Boys, Boys who look like Girls coming in a variety of flavors and races are brought to you and to be used however your teenage heart desires.
Lady Cheval herself eventually visiting you alone on the last day, once you've been "warmed up".
>>2578212
>>2578227
>>2578248
>2, 9, 15
The first day you're completely plastered. You remember very little, but luckily you're kept within the palace and wake up with only your 'other' purse completely drained.
The second day you manage to keep things under control, but later in the evening you request "The raunchiest, most naughtiest, explicit, Flesh Golem Girl" they have on staff. She was.. Hmn.. HHhhmmn. Well put together. You're left sore after that one.
The third and final day you've finally found your pacing: you handle the dinner, entertainment well, and by the time Lady Cheval makes her 'grand' surprise appearance you're ready for her. Nobody is disappointing, but you've survive only a fraction of her might.

You wake up after the 72 hour marathon of heroic madness.
You're in your guest room with a wealth of treasure ahead of you.

>>2578243
>Rolled 2- It's still a reward!
-Your first 'reward' is immediately obvious: the morning spent with your bed occupied by that aforementioned 'raunchiest flesh golem'. She's.. Just too much , "Good morning, Sir." She climbs ontop of your smaller body and...does a few new things to you.

>>2578215
>Rolled 17- Low Lucky.
-There's a small chest: filled to the brim, three quarters it's depth in copper, and the rest in silver. A modest amount of wealth and plenty to restore your coffers.

>>2578222
>Rolled 99- The Most Grand Reward.
>+New Quest Item+
>Cheval Court Ring: "This pendant ring is old, but heavily enchanted: once owned by the court Necromancers, Warlocks, Priest and Magi of the Cheval estate, when worn it identifies you as an ally to the 'true' Lady Cheval."

Well that was something.
Accepting new Actions. We'll do a few more for tonight.
>>
>>2578400
We still need to figure out what to do with the dark nut the crows gave us. What kind of trees can we grow?
>>
Rolled 14 (1d20)

>>2578400
Let's summon our Snow Nymph friend and introduce her to Lady Chavel. They seem to be interested in the same weird culture stuff that is otherworldly to us, maybe they'd get along?
>>
>>2578455
I think we should probably also have a talk with her. A little apology for bringing her so suddenly into a battle. I guess it turned out to be not such a great idea..

>They seem to be interested in the same weird culture stuff that is otherworldly to us, maybe they'd get along?
swimmingly.
>>
Rolled 12 (1d20)

>>2578400
>try to find more conventional forms of transportation that are less conspicuous
>>
Rolled 11 (1d20)

>>2578400
>>
I feel kind of bad none of our minions were here for the party.
>>
>>2578485
Yeah, we'll just have to make sure they are there for the big one when we overthrow Catherine.
>>
>>2578485
I meant to say we should have Avarice and Chemmy join us at least

Though having that chest of dosh poured into the purse likely made Avarice much too excited
>>
Rolled 20 (1d20)

>>2578400
Tell Cheval that reverse traps are even better than normal traps, and next party she should include some girls who look like boys
>>
>>2578488
We'll need to make a few Mage Skeletons to watch over the base while we're away and put up extra sentries.

Is anyone else curious about the changeling thief? I kind of want to talk to them.

>>2578490
It'd be nice if we Avarice could communicate through the purse so he knows if we're sober or not and in the right mind to spend money-

>>2578494
PPFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
>mfw
>>
>>2578499
Maybe they can become a lackey or a paid minion since we were nice enough to take him back to be ressurrected
>>
>>2578504
It was kind of weird how he planned to be resurrected. There was no way he could have predicted someone would bring his corpse back to the priest so soon.
>>
>>2578455
>>2578465
>They seem to be interested in the same weird culture stuff that is otherworldly to us, maybe they'd get along?
>Roll 11- Weird, but good.

It's raining heavily outside when you finally "officially" wake up, you can hear it coming down outside while you get out of bed and off that Flesh Golem. You get dressed and make your way about Cheval's Orcish Palace.. Things seem rather calm and relaxed and not just compared to the previous nights.
You decide you'll do something nice and introduce your Snow Nymph to Lady Cheval, summoning her to the court, "Yes, my master, how may I be of assistan- Oh, good evening madam." You tell Lady Cheval your Snow Nymph's native plane is on the moon and that she knows all about the weird culture she likes so much. "O-oh? Is that so?" The two of them start out sheepish, but eventually the begin discussing 'television shows', 'magazines they subscribed to', and Cheval asking about 'old websites' and you leave the two of them to their odd conversation.

>>2578462
>try to find more conventional forms of transportation that are less conspicuous
>Roll 12- Above Average, but not that great.

Wandering around, you ask if the staff have any means of transportation that might be more discreet than your Dark Cumulus.
A bandaged squishy maid answers you politely, "You mean your cute little cloud you fly around in?" It's not cute, it's spooky, "Hmn.. We don't have anything as convenient as that.. The Orcs have Riding Dogs (wargs I think they're called), we have a chariot, but that isn't exactly discreet.. Mistress Cheval can turn into a cloud of bats, but, hah, that doesn't help you, does it?"
You ask her if there's any horses or.. "Oh, yes, we have a few skeletal horses and black mares we managed to take with us in the move, but they're not that 'conspicuous'?"
>Seems it's a bit of a balancing act.

>>2578494
>Tell Cheval that reverse traps are even better than normal traps, and next party she should include some girls who look like boys
>20/20

There just doesn't seem anything to do this rainy day.. So you wander back to Lady Cheval, she's having tea with your Snow Nymph and the two of them are still discussing matters of culture and technology. You -as politely as possible- interrupt her for one moment to ask about certain preferences.
"Oh, uh... I think I have my Cousin Mimas' old all-boys, academy uniform? I'd need some pants.. But I think I could just barely squeeze into it sometime if that would make you happy?"

Accepting a few more actions.
>>
Rolled 11 (1d20)

>>2578525
I think the dog would be the best chose- no.
What if we make the Hydra our mount?
>>
Rolled 6 (1d20)

>>2578525
Get a Warg or a couple of pups. Warg zombies/skeletons could be useful eventually and hopefully our Goblins/Hobgoblins can tame them
>>
Rolled 2 (1d20)

>>2578525
I mean, you'd also need some serious wraps to hold back them tiddies.

Ask Chev what the plan is now that she has her Monks back. How long will they take to recover? Did we ever ask her about the Shrike? Any ideas on how to beat up Catherine?
>>
Rolled 12 (1d20)

>>2578525
See how the Abel and Adrienne are settling in. Maybe see if either of them have any more magic that they could share with us.
>>
>>2578544
>Any ideas on how to beat up Catherine?
She can't dedicate her time to help us until we save her centaur cousin. For that we need to know when the next time hes going to go get munies so we can dispell the curse on him.

>>2578548
I think we've had enough magic begging and twisting out of people for one day. Maybe we should start doing court necromancer things? Or discovering our own flavors of magic?
>>
>>2578553
Oh right, I mixed him up with the Monks, my b
>>
>>2578556
We gotta figure out if he comes around to collect the taxes every month, quarterly or yearly. For that I believe we must venture back into the first or second threads of this quest.

Or asking the settlements around.
>>
>>2578560
Probably can just ask the homuncs, and use that as a lead in for having them direct him to us
>>
Rolled 14 (1d20)

>>2578525
actually we should really get some orc peons for our lair (hopefully some skilled ones like blacksmiths)

either from Lady Cheval or from the slave market
>>
Rolled 13 (1d20)

>>2578525
I'd like a look at a black mare. See if they'd be inconspicuous and if they're not like, super identifiable as not a horse, let's see about borrowing one.
>>
>>2578579
Aren't orc peons too dumb for stuff like that? They'd be more included to work accidents then getting work done me thinks. We should probably get some at the slave market or something. Who know. Maybe there are more homunculi that got caught.

>>2578584
think they would give it to us or we should pay for it? I'm more inclined to the latter myself.
>>
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>>2578579
Maybe we should develop our undead influence and control, maybe increase the amount we can have at a time. An Undead troll and a skeleton crew would be awfully useful in constructing that necromancer tower quickly.

Also we should remember that Catherine may be our main rival and focus, but she isn't alone. We'll probably face some heavy resistance from what undead she has before we even fight her. A larger, expendable army would help there as well.

Still curious about that phylactery/Lich device as well.
>>
>>2578544
>I mean, you'd also need some serious wraps to hold back them tiddies.
>2- Not good.

You tell her, "I'm going to have to seriously wrap myself around you to hold back those tiddies." instead of asking something important like her support against Catherine or how the Monks are doing. "I'm glad you like them, my pet. I'll be sure to smother you in them some time later." She's eager to continue her conversation with the nymph- asking her about laptop prices n' such, and waves you away to go bother someone else for the moment.

>>2578543
>>2578529
>Ask about acquiring marvelous monstrous mounts.
>6, 11- Weird, but good.

Wandering around the palace you.. You run into that Flesh Golem Girl again! The Weird one! You try to ask her about purchasing or acquiring 'mounts', but you have a hard time making your will and charisma checks with.. with all of her and that. The maid outfit somehow makes it worse. Asking about, "Taming those puppies and mounting like a dog."
"I asure you sir, I have all the necessary parts to fulfill whatever you ne-" No, no, you mean Wargs. Mounts. "Oh, well, there's plenty of Wargs available to purchase.. And the Pug's Dungeon has slowly begun to attract adventurers, so the Lady might have more extravagant beasts available soon enough."

>>2578584
>13- Supernatural and fortuitous

You ask her, before you wander off, if borrowing a Black Mare would be possible? "Oh? You're into 'that'? How devilish-oh, oh, no, little sir, I kid, I kid. We've several Black Mares we'd be more than happy to lend to you if you so need them... But they are a bit.. Rare." The Flesh Golem maid goes on to say they could only bring so many back from the Rotwood.
There are a number of feral ones in the Rotwood, though, but that's an entirely different matter.
>You'd need somewhere to hold them and guarantee their security if you wanted to borrow or purchase any of beast mounts- let alone one as valuable as a Black Mare.

Accepting new Actions.
>>
Rolled 11 (1d20)

>>2578611
Buy, trade favors for, or otherwise acquire some dark mana crystals from the Lady's palace or in Pug, then go home.
>>
Rolled 15 (1d20)

>>2578611
Do >>2578619
But stop by the commune and ask when they next expect the tax man.
>>
Rolled 13 (1d20)

>>2578611
Swing by En and unfuck your friendship with the priest. Go fishing on the way home.
>>
Rolled 3 (1d20)

>>2578611
Lets get some Wargs. We can ride then AND they can defend themselves.

>>2578619
>>2578622
But we don't need to acquire any dark mana crystals from the Lady's palace. We'd probably have to buy them.
Why bother buying more when we have a plentiful harvest growing in our dark pit?

>>2578624
I like your idea. We can Ride into En on a Wargs.
>>
>>2578628
>3
oh fuck
>>
Rolled 9 (1d20)

>>2578628
Maybe we should set up housing for new beasts and consult our Dungeon planner BEFORE getting them?

>>2578611
Check in on Bee Mom.
>>
>>2578628
>But we don't need to acquire any dark mana crystals from the Lady's palace. We'd probably have to buy them.
>Why bother buying more when we have a plentiful harvest growing in our dark pit?

I don't know why you keep arguing with my suggestions when I'm suggesting useful shit like getting critical components that would allow us to do things like raise our undead limit so we can finally animate that troll, or when I roll well like I just did with the black mare request.

I especially don't know why you do it repeatedly when I do both at once.

If someone in the palace has a dark crystal we don't have to pay for, we should get it because we should save our money to buy the labor of mages and skilled craftsmen to build our lair/dungeon/stronghold so we can get enough power to beat Catherine.
>>
Rolled 9 (1d20)

>>2578611
Seance Avarice to get the folks at home working on building a stables/barn for when we do get mounts

Then start heading home, stopping by En or the Commune first
>>
Rolled 13 (1d20)

>>2578631
inb4 worst wargs, not even housebroken

>>2578638
>Maybe we should set up housing for new beasts and consult our Dungeon planner BEFORE getting them?
Agreed, we need to get a stable and kennel up and running soon.

>Check in on Bee Mom.
Rolling to support.
>>
Rolled 11 (1d20)

>>2578611
oh shit I forgot already

See about getting some skilled Orcs and/or Peons to staff our Lair, hopefully getting a blacksmith or such. Either from Cheval or the Slave Market
>>
>>2578650
We have nowhere for them to work right now, though. We need to figure out if we can get our hands on a decent supply of bricks and mortar, maybe cement.

Hey, I bet the nymph would know about cement.
>>
>>2578657
the dungeon builder is taking care of that currently. Plus they can help with the digging at first. One of the first things I plan to do once we get home is start building a Kiln for the brickmaking
>>
>>2578678
I'm not convinced the dungeon builder is anything more than a decently competent version of Discworld's Bloody Stupid Johnson. I expect he can do traps and adventurer-destroying, but I'm uncertain he's got strongholds in mind for us right now.

I want to show him the plan for the tower/underground complex and see what he says.
>>
Here is what you end up doing:

>Check on the Monks and say goodbye to everyone.
You see how the Monks, er, the Priests Abel and Adrienne are doing: their busy, but taking things slowly as they rebuild, reunite, and put together both their lives and their things. They insist on doing that creepy, twin-speak, gag, but wish you well and give both your cheeks a smooch.
You also let Lady Cheval know you'll be heading off and that the Snow Nymph may dismiss herself whenever she's done hanging out with Mistress Cheval, "Thank you, Master." You leave hearing Cheval asking about "Deeveedees" or some such thing.
On your way out of town, you swear Pug feels somehow 'cleaner' than it used to be.

>Request some hired hands.
>11- 'Weird', but good.
Cheval also agrees to send you some skilled staff: tradesmen, specifically, people good with their hands. She tells you she'll keep her eyes peeled and send a few people in a few days once she has time to look around and see who's available.

>First stop, the Commune.
>Roll 15- Solid High Five.
Commune #9 is still standing and so are the Homunculi, as usual their enthralled to see you, but you don't have time for dates or pleasantries, you want to know when the taxman Mimas will be around again. #72 has the answers you seek, quietly smoking at her trading stall, "Hmn, Mimas? That Knight? He comes quarterly.. Every.. 4 Months I think? He's still 2 Months away or so from taxing us again." She exhales a long drag, "I'd avoid him if I were you, darling. Catherine seems to really be enforcing that bounty now- people having been asking for you."
You thank #72 and head back out, quick, quick.

>Swing by En and unfuck your friendship with the priest.
>13- Fortuitous ~supernatural~ results.
You next stop is En. It's raining, heavily, so you're just here to check on how the Priest is doing- maybe unfuck your friendship with him and.. The Church is packed! Packed! The whole place is lit up with a divine spiritual essence: Seems the boy had recently resurrected that Thief -successfully- and the village of En is finally taking him seriously now. You can't step in there, but talk to the vaguely familiar Changeling smoking outside of the church.
"Oh, yeah, uh.. He rezzed me about three days ago and has been lording it over the bumpkins since then. It's kind of funny, so whatever." Huh. The now living Thief offers you a smoke, but you decline. You two have a brief conversation about backgrounds, how he hasn't seen a Human in a couple years, before you have to be off on your way. "Yep. Peace."


>9, 13- Low average, supernatural.
Your very last stop before you arrive at home is your second home.. With the Bee Women!
Mom seems to have passed all her eggs and is significantly less swollen.. at least her stomach is: Mom (especially) and some of the daughters have begun to lactate- seems the Queen went out of her way to lay a few particularly 'special' drones that will need extra care.
>>
>>2578760

I'll ask one more roll out of you guys for tonight:
I need d100's to determine how everyone fared back at home while we were away for that week or so.
>>
Rolled 2 (1d100)

>>2578765
>>
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>>2578781
>Rolled 2 (1d100)
>>
Rolled 13 (1d100)

>>2578765
>>
Rolled 5 (1d100)

>>2578765
>>
Rolled 95 (1d100)

>>2578765
>>
>>2578802
>>2578781
>>2578781
Oh, great.
>>2578798
Been having some kinda freaky friday luck today, that's hardly my first 13.
>>2578803
Thanks, saving our bacon some there.
>>
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>>2578803
>>2578798

That'll do it!
>>
You finally make it home later in the evening, seems everyone has been quite busy as your Avarice Demon and the Dungeon Builder are waiting eagerly for your arrival to update you on all the latest happenings.

>>2578781
>>2578802
>2, 5- something TERRIBLE happened.

-2 Goblins and 2 of your Gnolls were killed, 1 field was ruined, and your Ice Golem needs to be repaired. They said a heavily armed Vampire Ranger on a black horse came in and tried to ransack the place, but with everyone's combined efforts that was as much damage he was able to do. Avarice is ironically the most upset, Chemmy trying to comfort him, "Goblins fuckin' die all the time, other nuthin' mate... We only live, for, like, 30 years, tops!"

>>2578798
>13- Fortuitous Supernatural Results.

>+Lair Feature upgraded+
-Chemmy is pleased to tell you at least two good bit of 'paranormal' news: one is that he was finally able to renovate, regrow, and upgrade the herb garden with all of the rare and powerful Rotwood Herbs. "S'fuckin' right morbid over there, love. Bloody toxic."
He and the other minions also go on to tell you that nobody has really seen much of any wild or feral undead at night anymore. They areas become completely quiet and almost 'normal' save for a few poes n' wisps every once in a while.

>>2578803
>95- One Amazing thing.
-Your Dungeon Builder, (Eloy, his name is Eloy) tells you the underground renovations and constructions are complete for the most part in terms of what he can do before it'd become too intrusive. Eloy says, "If you so desire, I think we have enough Mana Shards to plant underground and facilitate the germination of some sort of new thematic environment, which given your domain could be: a Pit or an Ice Cavern- 'maybe' a rotting Underground Jungle, whatever you think is best, sir. From there we can begin to specialize and I and others could truly begin to classify this lair as a 'dungeon'."
>>
>>2578860

Aaaannddd.. With that I'm more tuckered than I expected!
I might flesh that last one out a little more for next week (Dungeony stuff will get tricker but also simpler from this point on. It'll be different.), but in the mean time we're done. Donezo. Session dismissed, you're all free!

Tumblr is over here: https://www.tumblr.com/blog/spaghettiart
Archive is over here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=caster%20quest

I need to EAT and play video games.
Hopefully expect some more Undead Cards this week! Because come June I think I might be busy? I'll keep you guys posted.
>>
>>2578860
Voting ice cavern, we've focused primarily on ice, splitting too far into rot now would be spreading our abilities a bit thin.

Plus, icy skeletons and frost necromancy is just the coolest
>>
>>2578887
>Voting ice cavern

They're all viable and good options, but Ice Cavern would be pretty fun.
It'd certainly attract a wildly different roster of critter, would help with your guyses icecream schemes, and would be spiritually 'safer' relatively speaking.

Also Ice Levels have good music. https://www.youtube.com/watch?v=Kohr_WTzQx0
>>
>>2578887
I'd like to try all three honestly

personally i'd like to try rotting jungle because that sounds neat but we'll likely vote ice I guess
>>
>>2578887
>>2578935
I still want to see if my idea of a special Skeleton Mage that has an extra dark mana crystal as its "heart" encased in magic ice inside its ribcage.

Give its built-in frost spells an extra oomph, sort of like a combination of ice golem and skeleton mage




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