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Last post here: >>2731147

Last week on Caster Quest we managed to survive through peek summer conditions: we communed with two Gods- one accidentally and one actually on purpose accruing a small collection of blessing and genetic boons, you finally gather all the pieces nessecary for your perfect robe than have the thing made.. Meaning you've met 1/5 of the necessary 'win' conditions (perfect staff, perfect robe, defeat catherine, become a lord, get all the spells). You've also been experimenting with your chunk of Shrike that is now perhaps 10lbs of Shrike- having it consume shadows (even your own accidentally) in order to grow larger and larger.

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 crafting & dungeon info: https://pastebin.com/azDS5QV5 https://pastebin.com/pXTrGXVK
Your visuals: http://spaghettiart.tumblr.com/image/175103241507 http://spaghettiart.tumblr.com/image/176099596017 (robe updated but I'm not so sure about the design though. Feels a little cluttered- might change it. Tell me what you think of it. )

At the moment though you're recovering from quite a thrilling adventurerous encounter with an Outsider, specifically: Aliens. You managed to escape their otherwordly clutches, rescue their captives (mostly forest people who've agree to dwell in your forests), and are now at the Commune- taking a well deserved break from dissecting and studying one of the physically inferior, big-headed, bug-eyed, weird little Grey Men that fell out of their flying evil metal egg.
It's bones thin with evil. It's head round and massive with evil. It's brain heavy with evil thoughts.... Archie seems to be more interested in the little rude space man's suit though.

Accepting new Actions. The autopsy is done and you've learned what you could from the Outsider's corpse. For now you're just hanging around the Arcanum taking it easy.
>>
>>2745893

Map for reference- got a post it at least once a day, naturally.
>>
Rolled 28 (1d100)

>>2745893
Study the skeleton and if it would be better as a Skeletal Mage or taking it's skull to make a super-Shrine to boost our control limit

(I'm afraid the Mage would be too powerful for us to control and we'll get another rogue undead on our hands. I think the shrine is the smartest route considering it's significant psychic potential would mean a significant undead control cap)
>>
Rolled 19 (1d20)

>>2745893
Use Seance to probe the brain to see what evil secrets it holds.
>>
Rolled 36 (1d100)

>>2745893
I don't know if we can do it yet from this distance, but command and store away all twelve gnolls to make dominating the Alien corpse later easier.

Rolling to ask Archie or Phila (that's my name for the Philosopher Stone) if they can teach us the alien language. After we know enough I want to seance the brain for anything useful it might know. I'm sure Archie might like to know too.

>>2745924
Good roll, but we don't know the language f am. We tried the same thing with orcs once the first time we encountered them (peons) , but we didn't understand much.
>>
>>2745939
>I don't know if we can do it yet from this distance
We should make some Haunted Skelular Phones from the haunted skulls and keep one on us so we an chat up whoever we give another one to. Safer than seancing

Also I'm worried the Mage version of the aliens skeleton will be too powerful to control or dangerously uncontrollable. I think a Shrine is the best choice
>>
Rolled 14 (1d20)

>>2745896
Actually scratch the part of turning off the Gnolls. There might be a chance Catherine might suddenly attack our home. Is there perchance a homunculi that is proficient it teaching languages that could come back home with us?
>>
>>2745949
Good idea. We should definitely get on that once we get home.
What do you think about trying to teach a hobgoblin some Mental magic so they could seance or use telekinesis? Say, telekinesis is pretty dag cool. I mean we have mage hand and astral projection, but Telekinesis is cool too in it's own way. For one no one can hurt your soul.
>>
Rolled 72 (1d100)

>>2745907
Supporting. There was talk of seeing if it could be used as a staff focus last week.

I think the Shrine would be the best choice personally

>>2745896
How long until the Twins come back from school and we can begin making their extended "family"?
>>
>>2745976
They should be back in a few months.
So when you mean shrine, you mean stick them with all the other skulls?
>>
>>2745924
>Use Seance to probe the brain to see what evil secrets it holds.
>Roll 19- Near completely perfect. You needed at least a 13, the Aliem has extremely high psi-resistance even as powerful as you are.

You want to Seance the Alien's brain to probe it of any useful information.. But Telepathy isn't magic: it can let you understand the emotional context of someone's thoughts and allow you to see into their mind, but it can't translate their words- people have a tendency to think in the language they're most comfortable with after all. You... Wander on over to Archie, brain-in-a-jar in tote and ask him if he can help you read it's mind.
"Oh, uh.." Archie drops the book he was reading and goes over to fetch his Staff. "Sure, that's uhmmn.." He finds his ritual robes hanging and sifts through the folds of it for his Arcane Scrolls, "Cantrips.. Rituals.. Arcane... Mind... Here."
Archie while grasping his staff; presses his thumb against your forehead and traces a swirl. "I'm a little rusty, but you should be able to comprehend any language for 40 minutes."

-The Alien is a crass, miserable, and unsympathetic creature.
-The Alien has an overwhelming depth of knowledge concerning Arcane Magic and Psychic Techniques. Archie, holding your hand to join the 'call': eagerly writes down these otherwordly spells.
-The Alien is without creativity and is an alarmingly uninspired and insipid being. Even Archie is a little shocked, "Maybe it's just a Drone?"

>>2745907
>>2745976
>Study the skeleton and if it would be better as a Skeletal Mage or taking it's skull to make a super-Shrine to boost our control limit
>Roll 28, 72- Low quarter, followed by a high end '70'.

With the seance done for now; Archie runs off with the notes he took to cross reference his own material and you figure you may as well move onto the bones next.
The bones of this being are shockingly brittle- in retrospect it's amazing it could even walk, but maybe that's what it's suit was for? This creature would make an incredibly poor Zombie, it's just too physically frail.
The skull though is the REAL prize here: a peripheral study suggests it could extend your psychic control over 30 Undead
This is an unefficient and low estimate. The inside of the skull is perfectly smooth, gleaming and shining as if it were an ammonite's shell made of diamond.
>The Alien's skull can extend your psychic range to up to 75 Undead 'Units'. Alone.
>That would mean a grand total of 115 Undead controllable.

Accepting new Actions.
>>
>>2746037

Apologize: my internet has decided to be shit today.
Reminder that I live in rural area, so it happens.
>>
Rolled 78 (1d100)

>>2746037
Arcane Magic isn't our forte, but Psychic Techniques are. Let's see if Archie's notes and our brief chat with the brain taught us anything.
>>
Rolled 99 (1d100)

>>2746037
>>The Alien's skull can extend your psychic range to up to 75 Undead 'Units'. Alone.
>>That would mean a grand total of 115 Undead controllable.
Holy shit.

Try to think up a way to have an animated brain in a jar could be useful. Perhaps Archie could help use rig up a way for it to talk and cast spell for us. Or maybe we could use it for a variant shrine to extend our undead control even more.
>>
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>>2746067
wait
wait
wait wait wait wait. Are you suggesting we use the skull -which already will exstend our controll up to 115 undead- ,and the brain to boost our control over undead?

>99
YOU ABSOLUTE FUCKING MADMAN HA HA HA HA HA!!!
>>
Rolled 96 (1d100)

>>2746037
I vote for making that skull a shrine as soon as we get home

>>2746067
We don't need the brain with the shrine. Not sure what you rolled for but I certainly wish it was for making the Shrine from it's skull
>>
>>2746074
I think anon wanted to double the effectiveness from 115 to 190.
>>
>>2746078
Yeah I don't know what they're thinking trying to use the brain for anything other than what we already used it for.

I would just hate to see that 99 go to waste by making a sentient shrine that can control that many undead and hates us for killing it
>>
>>2746085
I think he just wants to make it a zombie version of the mage skeleton.
>>
>>2746092
Honestly I think our best bet is relying on Gnomesand Elves if we ever get any for skeletal Mages and using the Outsider Skull to create a Watcher Shrine.

I don't trust an Outsider Mage
>>
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>>2746098
Well we'll just have to see what happens with that 99 and act accordingly.

Jesus fuck. 96 & 99
>>
>>2746085
More or less what >>2746092 said, but trapped in a jar with no way to move on it's own. Either that or a second +75 undead control shrine. No need to recombine the skull and the brain when we can use both separately.
>>
>>2746107
I think it's to make up for last thread. I'm the guy who rolled so many crit fails.
>>
>>2746117
the 5 crit fails on the d20?
>>
>>2746120
Was it 5? I stopped counting after 3...
>>
>>2746074
Oh something occurs to me, we should definitely do the thing where we put the skull in a golem for safety.
>>
>>2746168
what kind of golem? a tower golem, ice bonemeal, or something larger?
>>
>>2746168
Oops, I thought I had specified doing that and putting whatever golem it into the Dungeons lowest and safest level
>>
>>2746189
Our lair might be safer, "adventures" tend to be drawn to the dungeon.

>>2746174
Not sure, though I don't think we should put it in too big or threatening of a golem, would just draw more attention to it. Some midsized golem that can innocuously hang around in our lair.
>>
>>2746059
>Let's see if Archie's notes and our brief chat with the brain taught us anything.
>Roll 78- High end roll and a good lucky '70'.

Archie can be found lost in though- spilling over various texts, writing feverishly, several dozen Modrons bringing him back and forth reference texts as he makes amendments and constant essays in his stupidly massive spell book. "What uh.. What do you need Caster?" You ask him if there's.. anything you might find useful. "Uh..hhmmnn- " He snaps his fingers. A Modron comes offering you a Frozen Text.
>+ New Spell Book +
>Morbent Fell and his Ice from Hell. "A far older and more advanced text personally written by the Lich who taught Ras. A peculiar Lich, he was nothing but Ice, Bones, and his sense of humor."
>Frost Walk: "Mancy, Transmutation, an advanced cantrip that allows the caster to perfectly control their movement on or even through Ice."

>Frozen Image: "Transmutation, Illusion, summon up to 5 copies of yourself composed of Ice & spirit that you may psychically command. These copies only last an hour, but they can cast any Frost or Spirit spell you know.

>Cryomancy: "Mancy, the matured and advanced form of the Endothermic Fire spell: allows one to freely control, manipulate, and weaponize Endothermic Fire (fire that burns cold) through various physical movements. You can't be harmed by your own flame, but you can by the intense cold it produces when burning."

This is exceedingly useful. You've learned all the Ice Magic you can in copse. 2 more pit texts remains. 2 more spirit texts remain.

>>2746067
>Try to Animate the Brain.
>Roll 99- Perfect. Too Perfect.

While the Skull is indeed impressive and would more than meet your needs.. You're wondering if anything can be done with that big, heavy, alien Brain.
With Archies help (because he's quite curious to) you rig up a very simple reanimating circle, prep the Jar's fluids with some herbs you've got in your pouch, get a good miasmatic culture going, and then possess it with spirit.

You are overwhelmed by an insurmountable force of Cruel Alien Psychic Power. You are blinded by the ethereal Colour spectrum of thought.
https://www.youtube.com/watch?v=ZLdouaW2x0k

Archie quickly realizing what has gone wrong and makes a desperate attempt to reach for his staff but he cannot outrun the psionic field of domination you've created. He falls to his knees, clutching his mind, his mouth welling with drool as he focus on retaining his own mental independence. You are currently tapping into a hideously deep well of Psychic power: you are an unimaginable threat to everyone including yourself. Archie's wrists and fingers convulse as he tries to mantra a crude Arcane Ward. "P-please stop."
>>
>>2746215
>Frozen Image: "Transmutation, Illusion, summon up to 5 copies of yourself composed of Ice & spirit that you may psychically command. These copies only last an hour, but they can cast any Frost or Spirit spell you know.
>inb4 gay orgy
>>
Rolled 82 (1d100)

>>2746215
rolling to overcome
or over cum
whichever works
>>
>>2746215
Even when I succeed greatly, I fail.
>>
>>2746233
https://www.youtube.com/watch?v=BfMPAsGQM44
It can always be worse. We're not dead yet.
>>
is there a second post incoming?
>>
>>2746215

Shit, right, sorry- guess I didn't say the 'magic' words. Let me try to fix/catch up.

>>2746227
>rolling to overcome
>Roll 82- Good, better than good enough. You needed at least a 70 to reel it back.

Centering yourself you try and contain this horrible alien force inside you and the brain you've linked yourself with. It's unlikely the brain itself was this powerful by itself, but somehow you skeptical you were exactly a well spring of untapped psionic potential- perhaps the conjoined strength of you, using the aliens brain as a psychic medium is causing such an effect.
Either way Archie rises back to his feet, quivering knees, he grabs his staff and can focus enough to be in your presense, "This is simultaneously the best and worst thing that I think could have happened."

Archie may be right.
While you're linked with the brain you have trouble comprehending where your potential begins and ends.. You're only now just noticing a dense, humid, static aura of prismatic light layers around your body, your hair flows like a soft fluttering jellyfish- the ends them burning a slow but bright and vivid arc of colour like the tip of a candle.. You're even floating a couple inches off the ground.

Accepting new Actions. You're having a difficult time controlling yourself, but that's to be expected with this amount of stupid power: the Alien Brain in the Jar is glowing, the creases and veins wired through it seething and lighting up with energy while you possess it. Neither your Brain nor the Brain in the Jar can handle this stress forever though- so contemplate whether or not you'd like to save this power boost or use it for something right now.
>>
Rolled 6 (1d20)

>>2746302
I vote for cancelling this animation and disconnecting from the brain. Might be able to make better use of this later once our own psychic powers have matured more.
>>
>>2746302
I vote to just rot the brain to be on the safe side. Or just deanimate it

I doubt we'll be lucky enough to utilize it safely
>>
Rolled 39 (1d100)

>>2746302
Archie is safe for now. Disconnect from the brain and get some of this data recorded.
>>
>>2746308
>rotting all this potential
please no.
>>
>>2746321
I'd be happy freezing it in an ice tomb but we really shouldn't be fucking with this right now.

I'm just bummed my 96 >>2746074 was a waste.
>>
>>2746328
I wouldn't want to damage it's big beautiful brain. Disconnecting and keeping it unanimated should be enough since it's already dead. An extra strong Preservation spell and keeping it at not water freezing temperatures should do the trick.

the 96 just might be used in the next post or the one after, once we get home. Or perhaps we can simple animated it here and keep it with us until we go home.
>>
>>2746306
>>2746308
>>2746311
>Cancel the Animation & Disconnect the Brain.
>Roll 6, 39- Poor, but enough to get the results you want.

You impulsively tip the Brain's Jar over in order to severe your connection with it and cease it's reanimation.
Maybe 2/3rd's of it's fluid pours out and the liquid washes off the ritual circle you and Archie had drawn and you, yourself, are awash in relief from having such a superimposed boost of cosmic power pried off your own brain.
The trauma has changed you though, as all Psychic trauma does:
>+New Spell+
>PSI Field: "Psychic, immerse and cover yourself in a static field of psionic energy to protect you from any form of harm: spiritual, physical, or environmental. It's a closed seal. This field can be extended to a 15ft square radius to include others, but those inside the field will be heavily influenced by your conscious and subconscious.

You ask Archie if he's alright.
He lets you know he's fine, but he's worried about the other Homunculi, he hopes the Philosopher's stone won't be upset, and he's wondering if he could invite you to a talk in a few weeks with the other Architects or if that would be super awkward since you're a non-construct, but he'd like you to- Wait, what does any of that have to do with anything? Archie, stop, one thing at a time.
"I didn't... Say all of that?"

>The trauma has awakened Archies Psychic Abilities as this trauma is oft to do.

Accepting new Actions.
>>
Rolled 32 (1d100)

>>2746341
Heck yeah man. I'd love to do that meet and greet in a few weeks. Now let's go home and add the skull to a golem or shrine, then make a few skull phones.
>>
>>2746341
I think either Archie is projecting his thoughts to us or we can read his mind.
>>
>>2746341
Can we go home and use my roll >>2746074 to turn this Outsider skull into an undead control shrine sealed inside a golem?
>>
>>2746341
Well for accidentally unleashing horrific psychic energies that turned out rather well. Let's go with Archie to make sure we didn't cause harm to the Commune. Also, other Architects? He never mentioned others.
>>
>>2746362
It would make sense there's other Architects if there are other Communes. This is only #9 after all
>>
>>2746362
So wander around the Commune for damage control, then head home?
>>
>>2746341
>>2746362
Also, we need to make a remark about Phila "picking his brain" to learn more about psychic powers.
>>
Rolled 63 (1d100)

>>2746341
Teach Archie a few simple psychic lessons to help him out. Like Seance to begin with

Let's see how well we do as a teacher this time around
>>
>>2746368
>r63
hmmmmmmmm

>>2746367
>Phila
Ha ha, someone else liked my nickname suggestion.
>>
I wonder if PSI Field can be applied and used by our astral projection.
>>
>>2746390
Maybe not use it itself but I bet it would be MUCH stronger in the field
>>
>>2746368
>Teach Archie a few simple psychic lessons to help him out. Like Seance to begin with
>Roll 63- You're not that great of a teacher, but Archie is a good student.

While it's worrying that Archie's brain has been hurt enough to replicate Psychic powers.. Is DOES mean he can potentially use Seance now and other various psychic abilities!
You attempt to teach him this; you just gotta.. think about.. someone so hard until they notice you.. And you to do this you gotta ZOOP and ZIP "Caster, that's a bunch of fucking nonsense. Stop making sound affects and just instruct me." See, now, you say that but you just did telepathy. Stop trying to rationalize it- it isn't magic.
"That's a lot more intuitive than I was expecting. Thank you. I hate this."
>Over the course of the next 12 hours you receive a random thought from Archie that only tangibly has something to do with you. Eventually he gets the hang of it though.

>>2746362
>>2746367
>Let's go with Archie to make sure we didn't cause harm to the Commune.

The people of the Commune are fine, they're just 'hung over'. Archie is quick to check on everyone's health once you've given him a few tutors and it's nothing a little sit down and some citrus fruit and animal fat can't fix. You... can't help but hear Archie's uneasy mind, as the next stop is to check in with Phila.
Phila was worried, frightened, angered, and intrigued... So basically she's extremely dangerous right now.
They're both too smart for you, but Phila doesn't want to leave you in the dark as she's valued your continued cooperation.
"Psychic Powers are weird. You only get them when your brain gets a big owie: this treats booboos that when your brain tries to make better will form shiny crystal scars that shine and go 'bling bling' and let you wiggle things with your mind. This can be bad though: too much will turn your brain into a big heavy crystal that'll hurt your neck and make you evil." She tabs your forehead with the back of her claw, "Your brain is full of nice and happy thoughts like boobies, cookies, and doggies, soft thoughts. Archies brain is full of yucky math, smelly books, and nerd stuff that makes me worry his will turn into a rock."
Thank you Phila.

>>2746359
>>2746074
>Set up the Shrine already!
>Roll 96- Perfect, nearly perfect.

You promise to attend Archie's Architect convention, but in the mean time you putz back home with your Alien parts and set up that damn shrine already.
>Alien Skull Shrine +75
>Undead Units 40/115.

Accepting new Actions. You've been wondering, but for the record: your Twins still have 2 more Months 'till they're finished their training.
>>
>>2746430
Seal that shrine up in a golem an keep it somewhere safe either in our lair or in the Dungeon
>>
Rolled 16 (1d20)

>>2746430
Fortify our town and lair against the impending retaliation from Catherine now she isn't distracted by the Greys.
>>
>>2746430
>Thank you. I hate this
hah, you'll get used to it Archie

and sorry I kept pestering about the shrine. I just knew I wouldn't get as good a roll if I tried again
>>
Rolled 95 (1d100)

>>2746445
Supporting unceasing our defenses by making more undead to fill out our new slots.

We have a bunch of beastmen and gnolls left yeah?
>>
>>2746451
Increasing*

Autocorrect is a pain. Also, holy fuck I've never rolled that good in a quest before
>>
Rolled 65 (1d100)

>>2746445
supporting this. Let's make those Animate Haunted Skull Mages. Increase our undead control pool and give ourself some Phones/Cameras.
>>
>>2746456
pretty sure we can either make haunted skulls or mage skeletons.

I'd prefer just making standard haunted skulls first just for communication/patrolling purposes
>>
>>2746451
I just looked at the pastebin, can I change it to reanimating the prepped Cockatrice into a Frostwyrm?
>>
>>2746430
>Stop trying to rationalize it- it isn't magic.
I love this line btw.
>>
>>2746445
How do you think we should fortify the town? Build a meter or two high stone and mud wall? More Scarecrows and golems?
No wait this is a better idea. Put a fuck ton of holy symbols everywhere. Demons fear god(s).
>>
Rolled 95 (1d100)

>>2746464
I could roll for the cockatrice.

I do like the idea of reanimating a lot of Gnolls though so I'd prefer to go for that if it's not a bad roll
>>
>>2746467
We don't need holy symbols, we can make jack-o-lanterns.
>>
>>2746462
Unless the skulls can make mini thick Dark Cumulus's to carry themselves around and protect themselves from the harmful sun. They could be like those floating head things in DOOM that shoot fireballs at you, except with ice.

>>2746469
Alternatively we could make a bunch of powerful undead instead of a lot of relatively strong canon fodder. the cockatrice is good though. we should have advantage after studying it's corpse.
>>
>>2746476
jack-o-lanterns or holy symbols. either work. I know the church will be the perfect place to hold out. That place has like, four idols in there? That's four times the holiness.
>>
>>2746430
Hey, quick question, Minas was going to periodically send us bodies for monster week right? If so when's the next shipment?
>>
>>2746521
>Frozen Image: "Transmutation, Illusion, summon up to 5 copies of yourself composed of Ice & spirit that you may psychically command. These copies only last an hour, but they can cast any Frost or Spirit spell you know.
Do you know how much work we'll get done with all these clones?
>>
>>2746445
>Fortify our town and lair against the impending retaliation from Catherine now she isn't distracted by the Greys.
>Roll 16- Good, good.

You've got a point: those Greys were chased off and while that's great for you it also means Catherine won't be distracted anymore and will be free to retaliate if she so desires, so you've got to get fortifying everything up.
-The Changelings have already set out the basics: Pumpkins, Sunflowers, wooden gates around their farm houses with a holy symbol carved in wood over the entrance (lots of undead have a habit of wanting to go through 'entrances', so this commonly stops them.) With the help of Annie and the Hobs you set up some Wisp Lanterns in key locations- they'll light up during the night and dissuade unwanted spooky'ness.
-Potter's Field and Eldin's Grove don't need fortifying- they're already rife with Fey and Bee Women eager to defend it. Honey Hill is also quite well fortified.
-Your village doesn't have 'much' of a "down town": a crappy public temple, a blacksmith, a tent-marketplace, your dungeon-entrance-well... But you still build a short wall of stone, mud, and brick.

>>2746456
> Let's make those Animate Haunted Skull Mages.
>Roll 65- Good, good. They're not that hard to make.

The next step is to make some Haunted Skulls: you can see through them, talk through them, and they can cast maybe one spell at a time.. So why not?
-First you set up 'skull houses': like a bird house only where your skulls can fly into during the day. This is the creepiest thing you've made in a while.
-Next you animate animate about 30 of them. You can make so many because they only eat up .5 of an Undead Unit (so 15UU)
You don't get to appreciate them 'till night fall- it's extremely macabre, but admittingly very cool to see so many skulls flying around. Their presence slightly frightens the villagers, but they'll learn to live with it.

>>2746469
>>2746451
>Animate the Cockatrice into a Rotwyrm.
>Roll 95, 95- DOUBLES.

The final defensive measure you take is reanimating that Cockatrice you've got in storage to act as a guard monster and maybe a mount (you kind of want a Horse though). The Cockatrice has already been prepared before hand, but you're in top form, so everything just goes perfectly.
>RotWyrm (Cockatrice) Animated. 15 UU
>A RotWyrm is basically any Dragon or Draconic relative reanimated into a Zombie. They get a poisonous rotting breath weapon and can spray acid.
>You preserved and reanimated it so well though: Your Cockatrice retained it's paralyzing venom and can spew a heinous, smokey, poor-quality flame.

While you were around the area, something of note: one of your Bee 'Sisters' says 'Mom' would like you to do something for her.
Accepting new Actions.
>>
>>2746537
Mom needs something? Let's get right on it!
>>
Rolled 5 (1d20)

>>2746537
Let's do one last thing before we go visit mum. Get some of the golems and cloth covered Gnolls to transport some of the raw not valuable materials excavated from the cave to deposit them in piles outside of our village. We could make a cobblestone road, maybe make a few brick houses, expand the church later. More homes are always a must.

Then after we give the command we should go.
>>
>>2746574
hmmm. I guess it was time to roll low. that or the gnolls are too afraid of the holy symbols.
>>
Rolled 27 (1d100)

>>2746537
Let's turn all that Changeling Blood that we got the Commune to clone into the ichor, maybe we can get the Skeletal Gnome Mage working on it automatically with some other alchemy creations now that Chemmy and the Gobs are gone
>>
>>2746578
I've an idea on how to deal with a fraction of Catherine's retaliation and forces. You guys remember how some are the demons are governed by a kind of sin? Sloth, Gluttony, Lust, Wraith, Greed, Envy and Pride?We can take care of a few of those ezpz.

Gluttony? We make great ice cream and pies. Either go back home with some soft serve, or suffer a powerful brainfreeze so we can capture them.

Lust? We gave Butcher a run for our money one time, and Caster is stronger since then. Would still be tough but the possibility to beat a Lust demon is there.

Greed? A gold coin and an extra thick Ice prison. Should be cold enough where cold will slowly sap away at their energy.

Sloth? Pillows and blankets.
>>
>>2746603
maybe we can ask Chemmy to leave a goblin behind to teach some of the Hobs how to operate the equipment.
>27
A low roll, but we did leave a bunch of stuff prepared until we got more ichor. Hopefully it's not too bad?

What do you think would happen to the Changeling blood if we used Teratoma to make more blood?
>>
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>>2746574
>Let's do one last thing before we go visit mum.
>Roll 5- Dependable, but very poor results.

Before you decide to run off and help the Bee Queen you clean things up around the cavern entrances of your Dungeon where debris, stone, clay, mud, and other earthen trash have come to pile up. It makes them rather inconspicuous.
You order your Golems and Gnolls to try and clean it up and organize it- the Golems do as they're told, but the Gnolls predictably have problems stockpiling the mud and stone in any sensible place due to your safety precautions.

>>2746603
>Let's turn all that Changeling Blood that we got the Commune to clone into the ichor
>Roll 27- Low quarter, but good enough to at least do this one thing.

Annie and Eloy are a big help with this one. You want to process, store, and brew through all of this Black Changeling Blood you got from the Commune and turn it into Ichor for the sun.. But you can't do it all yourself, so you give Annie and Eloy the recipe and tell them to do it.
Eloy doesn't complain for once- he admits this is immedietly useful for him, "though Doppler blood is quite bitter."

>>2746574
>>2746551
>Get right on helping Mom!

With the last of your chores out of the way you pack your reagent bag full, take your spell book, and rush on over to Honey Hill to see what the Queen Mom needs of you.. For Queen and Country!
You're ushered into Honey Hill; into it's amber combed halls and through the crowds of hundreds of Bee Women, Mom has some Bees she wants you to meet.
She introduces you to a 'small' group of maybe 35 Bee Boys! Bee Boys? They have black or blonde hair and each has a dull red dot painted onto their collar fluff but are otherwise quite similar in appearance to their sisters.
"Yes, yes~! The boys! My little black beetle, I would so wish if you could teach them a little.. Ahh.. !" She wiggles her fingers. Ohh, Magic.

>Bee Mom has gathered the 10% of her community that is magic sensitive. They're all boys- maybe hive species are segregated like that?
>She wants you to try and teach them something. You think Necromancy would be inappropriate, but surely there's something appropriate you could.. Teach the boys? Magic wise?

Accepting new Actions. Suggestions.. Maybe the Forest People could help? What do you think Bees would like?
>>
Rolled 1 (1d20)

>>2746632
I'd say we get in contact with some Dryads or any of the Fey that can teach Botanomancy, maybe even the Gardener.

We could probably teach them some Ice or Spirit spells but yeah Necromancy and Rot spells are probably no good
>>
Rolled 3 (1d100)

>>2746632
Let's start of safe and simple. Let's grab some green shards then scrape then each into little flakes. Everyone will be instructed on how to roll up and make their own mud boys. After than we will move onto how to use, manipulate and grow green shards.
>>
>>2746648
>>2746650
>>
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>>2746648
>>2746650
>>
Rolled 18 (1d20)

>>2746648
Supporting trying to rope the Gardener or maybe Abel into helping teach them nature-y magic.
>>
KNUCKLE BONES
>>
>>2746666
>6666
>18
Nice save.
>>
>>2746650
all I wanted to do was make fist sized mud boys. what have I done.
>>
>>2746666
>Supporting trying to rope the Gardener or maybe Abel into helping teach them nature-y magic.
>Roll 18- Good, nearly perfect!

You're unfortunately woefully ignorant of perhaps the most useful or applicable schools of magic that would help these Bee Boys, but you DO know someone who would fit perfectly the bill if her majesty will allow a teachers aid.
Once seance later Gardener pops out of a nearby Tree, parasol in hand, to the delighted little faces of the Bee Boys- they're already impressed, so this will hopefully go smoothly. It does for a time, but, 'things' happen.
Gardener is capable and willing (he sees this as a way to get a favor out of you) to teach the Bee Kids all the various tricks of the trades; Botanomancy isn't like Druidism or any sort of hedge-magery.. It's a very rudimentary and agnostic practice. He instructs them on the most basic cantrips, how to talk to and listen to plants, picking reagents, and fashioning a proper medium.
Actually, what has Gardener been using as a Medium? "Oh, didn't you notice? The handle of my parasol is Banyan and the inside is sown together with flowers." Hmn.

Your efforts aren't as successful.

>>2746650
>Try to teach them how to make mudboys
>Roll 3.

The one thing you do know is how to make mudboys: you crush up a few green gems, gather up some dirt, some dead leaves, some dried grass, and make a few moundy muddy boys.. They however don't like you and harass you- too small to physically accost you. Gardener uses this as an important lesson on how magic 'reads' and ones domain signature, "paranormal creatures and minions are sensitive to auras. Caster's little muddies don't like him because he's a stinky miasma boy."
>All the children LAUGH.

>>2746648
>I'd say we get in contact with some Dryads or any of the Fey
Roll 1.

Gardener, though, advises that as much as he doesn't think we should depend on paranormal creatures, "It's always good to go back and learn how it used to be done. Ancient peoples would trade the best things they had in exchange for Forest People to teach them magic, luckily we have books and smart people such as myself t- Excuse me one moment children."
Both you and Gardener have noticed there is something... Wrong with Eldin's Grove. You don't see any birds, hear any insects, and it's covered in a thick layer of white vaporous mist- it smells bad and irritates you and the children's noses and eyes. Gardener excuses the children, ending the lesson for the day and tells you to escort the boys safely home to their village.
When you return the sun has begun to set and Gardeners demeanor is far more serious.

"The Grove has a Flatwoods Beast living in it. It needs to be killed. Will you help me? I can't do it by myself and the Fey are miserable cowards who fear it.
Accepting new Actions, Inquiries, Preps, etc..
>>
Rolled 18 (1d20)

>>2746743
Prep time
>Ask for intel from him/radio Archie for advice
>Gather our gear and master robe
>Gather our undead and golems (Trollknight, Rotwyrm, Rothides)
>Summon Butcher maybe?
>>
>>2746743
Of course we'll help. What is a Flatwoods Beast though?
>>
>>2746762
oh wait, Butcher is on vacation/mission in the Rotwood by Scholomance, don't want to interrupt her
>>
Rolled 16 (1d20)

>>2746743
>Flatwoods Beast
Time to get our KILL on and add to our hoard. Of course I'll help. What can you tell us about it?

Rolling to prepare for the fight. Gardener can get the mud boys to be a bigger mud boy. We can borrow some urns from mom to make wisp bombs.
>>
>>2746762
Rothides are a yes thanks to there heavy cloth. the Rotwyrm and troll knight would have to wait for night time.

We can't ask Butcher to help, but we can always call her and check up on how she's doing.
>>
>>2746775
Yeah I figured we'd be going at night
>>
>>2746775
Maybe if we're cool and defeat the beast the boys will forget about the mud boys attacking us.

>>2746743
What can you tell me about the white mist? are they like mist or are they like a toxin? If they're spores then maybe we can use Death Coil or BogaestPhage might work.
>>
>>2746743
what does it look like, how big is it on average, what is it weak against, is it useful for anything? Is it really so tough that you need my help? It must be a real danger.

Can we use our domination spell on things other than undead?
>>
Rolled 30 (1d100)

>>2746743
>>2746764
Prep roll to try using Rot or Putrefy to make a spell to dissolve the irritating mists around us, protecting us from them.
>>
>>2746762
If it turns dark by the time we finish our other prep we could have our Haunted Mage Skulls scout for us.
>>
We know that the aliens skeleton s brittle, but perhaps it might have some special properties to them. It might be worth making a bone staff or ice bonemeal staff out of the bones.
>>
>>2746764
>Of course we'll help. What is a Flatwoods Beast though?

"A Flatwoods Beast is a terrible, noxious, paranormal creature that subsists by rotting away it's environment. It wilts and weaves a twisted bower to dwell in during the day, only coming out at night to feed, it does both of these things using it's large, red and yellows eyes it can- anything caught in it's gaze withers and rots. That mist is the purified essence caused from things withering away.. which it inhales and gains nourishment from." Neat.
"It's also extremely baggy: covered in a gown of loose, ill-fitting, fleshy flaps of skin." Gardener does a little spin, "I could actually make a far more elegent outfit if I skinned one, but, that's obviously just a silver lining." Anything else I need to know about it? "Well it's extremely low since it can just look at you funny and turn you into a raisin, but if you get too close it'll try to shred you to pieces with it's large, ugly, bird-like talons." Lovely.

>>2746762
>>2746768
>>2746806
>Prep rolls: 16, 18- good, good.

Here's what else you do:
-You slip into your BEST ROBE and become the Icey storm of cold death you were always went to be. Gardener compliments you on the new threads.
-You pack your reagent bag full so you've got a response, herb, and root, for every possible occasion.
-You also pack your sword with you- your wraith sword, because why not?
-You also call up a sizable posse of Undead: mostly Gnolls in decent Orcish equipment.. Can the Flatwoods Beast rust metal? "Yes, but at a slower rate than Flesh or Plant matter."

You unfortunately can't call on Butcher since she's still bumming around Scholomance.. You do call her for advice, though, "Probably immune to it's own gaze. Everybody makes that mistake. Do you think something that can kill with a stare would live that long if it killed itself by looking at it's own reflection? No." ... Shit, you were kinda thinking of that one.. But then again YOUR Ray of Infirmity doesn't work on you either.
You also ask Archie, but he's never heard of such a creature, "Send me a sample!"

>>2746816
>Disperse the mist?
>Roll 30

This... Actually works. The mist doesn't bother Gardener, he's a vampire, "I've seen worse, Darling." Oh, gross, Gardener. "N-not like that!"
But it burns your eyes, makes it difficult to breath, and causes a very mild allergic reaction in your squishy 17 year old mortal body.. Maybe there's more to it then just rot?
Purifying the mist 'melts' it away and leaves behind a.. 'less' smellier algae funk you can handle. There's a lot, but Gardener helps clear out a bit to give your side an advantage.

The sun has sunk under the edge of the horizon and night time has come at last. Accepting Spell List/Suggestions and Combat Rolls (d20).
>>
Rolled 10 (1d20)

>>2746853
>Send our wraiths to track and harass it to flush it out
>Have Trollknight try to batter it down while Rothides swarm and take sniper shots
>Maybe try killing it by encasing it in an Ice Tomb (bonus of preserving it)
>>
Rolled 3 (1d20)

>>2746853
>Mind Blast x2
For practice, we haven't used this one much.
>Sense Paranormal
So we don't get spooked.
>Summon: Will O' Wisp
To light the way.
>Ghost Hand x6
For quick, safe ghost punching.
>Astral Project x2
For more advanced ghost punching and other things.
>Dark Mass x2
Emergency heals.
>Stolen Word x2
More support magic.
>Frost Bolt x3
Ranged options.
>Frost Armor
Self help.
>Frostbrand x3
Make ice weapons then wield them with Ghost Hands.
>Shadow Bolt x3
More ranged options.
>Dark Ring x2
Never know how the simplest tricky cantrip will come in handy.
>Scraps of Life
"Oh shit" button.
>Death Coil x2
AoE
>Pestilence
AoE
>Frost Walk
Followed by...
>Ice Tomb
So we have cover we can hide, or trap the creature so we can just stab it over and over with out it retaliating.
>Frozen Image
Have them arm and armor them selves with Frostbrand and Frost Armor. Maybe also have them create extra weapons, and have them cast Astral Project too, fractal caster.
>>
Rolled 1 (1d20)

>>2746853
it sounds like the most effective thing against this creature is golems. you cant kill what was never alive to begin with.

Frozen Image x7 so it's less likely to hit us
Putrefy and/or Regenerate x 6 to challenge the effects of the mist and the beast's withering gaze
PSI Field x11 to protect against it's rays
Astral Projection x 7 because ora ora ora ora and the projection can wield the sword
Sense Paranormal x 4 so we can see it through things
Stormy Nimbomiastratus x 3 so it can't get line of sight of us

I think we should swap out the undead for golems
>>
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>>2746872
>uh oh
>>
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>>2746872
>>
Rolled 10 (1d20)

>>2746872
support
>>
Rolled 5 (1d20)

>>2746872
Rolling to assist
>>
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>these rolls
>this wait
This is gonna be bad
>>
>Combat & Spell Rolls.
>10, 3, 1- Bad, bad, very bad.

You let Gardener know you'll handle killing the creature yourself, all he needs to do is sit back where it's safe, look pretty, then come help you celebrate once the spooky wood monster is dead.
Well, we'll see about that.

You initiate combat by sending in your trio of Wraiths to harass the flatwood creature to come stumbling out of the brush; you figure they'll either kill it themselves or the monster will flee and your Troll can just come squish it. Gardener, not privy to the plan, yells at you at the last minute that crushing the beast is no good- "I want it's body, do smoosh it!"
You hesitate, the creature comes bursting from the wood and glares hard enough at the spaces in your Trolls armor to 'ground' and remove it as a threat. It is now raging, letting out a low dull "budududud", as it rotates it's head a complete 360 sweep to try and kill everything. Gardener tells you to run, he didn't know it could do that.
Bullshit, it's a skinny weirdo, you've got this: you raise your hands to your temple then quickly cast Mind Blast, when the creature is wincing and recoiling in pain, you order your gnolls to open fire on it. Your Gnolls aim is 'okay', but the creature's flabby skin hides it's skinny body underneath, all of the shots fail to mortally wound it and just piss it off more.

The Flatwood beast: confused, enraged, and bleeding from it's flaps- it opens it's eyes once more and stops doing sweeps; focusing entirely on you. You're almost within range, so you quickly cast Ghost Hand to create some distance by pushing the freak away.
You follow through with Frozen Image, then cast a volley of Shadow and Frost Bolts at it. Several of them hit freezing it in place and debilitating it's limbs, but it resists the shadow.
The creature now cornered and fearing for it's life pulls it's trump card: the hood of it's collar and the last thing you remember is being blinded by a sickening bright spot light that crumbles you to the ground in a nauseated fetal position.. and the burning- hot, hot, agonizing burning all over your body even through your robes.

You wake up where you fell several minutes later.
Gardener is leaving over you, half of his body is horribly burned, but the flesh bubbles and regenerates slowly. He's ignoring the obvious immense amount of pain he's in as he tries to help you.
"I'm so glad you came to. I don't think you'd be alive if you didn't have your robe on. You were almost incinerated. I'm so sorry, I didn't know they could do that."
You feel very thirsty. You're too weak to move and even then Gardener places his hand on your chest, "please don't move, you're very weak right now and I need to stabilize you."

Gardener transmutes several good berries from the stamen of a flower: chews it up and passes you the mash mouth to mouth. Well, you're not thirsty anymore.
You ask Gardener about loot, but he tells you to shut up. Accepting D100 loot rolls.
>>
Rolled 39 (1d100)

>>2746965
>>
Rolled 64 (1d100)

>>2746965
Ouch. Well any one you can walk away from is a win right?
>>
>>2746980
I'd say so. The bloody thing exploded. Next fight I think we should reserve a single Dark Resurrection as insurance.
>>
Rolled 40 (1d100)

>>2746965
>>
Rolled 53 (1d100)

>>2746965
baby
>>
We got some average rolls tonight. Not bad.
>>
In a weak raspy voice you whisper the words, 'loot, loot, loooot' to Gardener, but he's having none of it. He wasn't anticipating this mess and has to improvise much of the medical attention he's giving you, "I uhh.. need to.." constantly sifting through his reagent purse (just as fashionable, black, and lolita as his now singed clothes were) for some untouched root or oil.

Eventually you're well enough to limp and command your intact Gnolls to carry you; the two of you head over to pillage the blackened, arched, bower it had dwelled in.

>>2746971
>Roll 39- Low Average loot
-A small amount of normal treasure can be found among the ashes and black burnt soil of feedings. Gardener gets the 'lions share' since he wants it to pay for his ruined dress. That's fine, you've got taxable citizens. It's interesting that the money wasn't affected by the creatures rays? "I don't believe Silver tarnishes, so there's nothing to 'rot' as it were."
Gardener makes sure you cover the silver before you hand it to him.

>>2746996
>Roll 40- Low Average loot
-Several Flower Demon Skeletons. "How unfortunate, you know Demons get sent right back to hell when they die? I bet these three would be pretty happy if we revived them. Have you used your revive this week? That's how it works, right?" That's true, once a week.

>>2747003
>Roll 53- Average loot
-There's a number of rare and valuable herbs budding in the black uneaten rot left behind by the Flatwood creature. Gardener takes what he needs as payment for bringing you back from near death, but most of it is left behind for you to root around in: good materials you'll most likely need to fix up your Troll, Gnolls, and to prep further monstrosities with.

>>2746980
>Roll 64- Above Average loot.
-The creatures body is mostly intact. It's eyes are gouged out, it's arms are broken, it's flaps are a little torn, but it's mostly in-tact. Gardener slides out of his 'formal' attire, ties up his hair, and gets out his gnarley black claws to skin the monster- claiming the hide, the hood, and all it's flappy flesh. "I tore out it's eyes. That's the most valuable part, but it was killing you I had no other choice."
You're left with a round-headed extremely odd looking viscera'd mouthless corpse. You suppose it would be interesting to dissect. Archie wanted a sample- is he interested in paranormal creatures?
>>
>>2747055
>the creature comes bursting from the wood and glares hard enough at the spaces in your Trolls armor to 'ground' and remove it as a threat.
Did it kill our troll knight or will it be ok after some stitching and a dark ring thing?
>>
>>2747055
Revive Flower Demon, take the other two for reviving later when it's ready again. Preserve the body. I want to take it to Archie to show off and let him watch us try to reconstruct it with Dark Ring.
>>
>>2747060
probably needs a round of teratoma spells since it's regeneration is gone with its undeath.

I think it just rotted it's muscles(?)
>>
>>2747065
good ideas
>>
>>2747055

Aaaanddd... There ya go! We're done for the night!

I hope everybody had a grand ol' time cause that's all you get 'till tommorow- hopefully more, didn't really post as many turns as I wanted to during today's session.

Threads archived, so go vote: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=caster+quest
What do you guys.. Think of the new robe design? I'm not sure I like it- it feels a little crowded.
I usually love designing robes, but for some reason I'm drawing kind of a blank?

Either way: I'll be around.

>>2747060
>Did it kill our troll knight or will it be ok after some stitching and a dark ring thing?
Right, sorry, that probably read worst case scenario.
Your Troll is fine- the spots of his legs not covered in armor were melted off, so he basically fell over.
He's fine, he just needs his legs fixed- don't even have to reanimate.
>>
>>2747055
Ask Gardener for a small sample of it's eye's so we can caste teratoma on them. then Let's do teratoma again for the skinned flesh.
>>
>>2747065
>>2747066
>>2747074

All excellent ideas... But we'll do um' tommorow!
Tommorow!
>>
>>2747072
>What do you guys.. Think of the new robe design? I'm not sure I like it- it feels a little crowded.
It is getting a little crowded. You might need to increase the canvas size. I'm pretty sure 4chan can handle something larger than 182 KB. As for the new rob I think it's aight.
>crown
>encased ice necklace
>Wraith tusk (for music or storage?)
>wriath silk
>ghoul hide
It's all there. Personally I was not much of a fan of sandles.

>I usually love designing robes, but for some reason I'm drawing kind of a blank?
Have you considered different posses?
>>
>>2747072
I think the skull mask is a little much. A simple smooth mask made from carved bone that just shows our glowing eyes would probably be spooky enough and simple
>>
>>2747084
You mean an opaque bone white mask? It'll have to come from something big or be made of Ice Bonemeal. That stuff is really moldable. Too bad it has a tenancy to melt in sunlight or heat. I don't know a bone mask might work for a different costume but would it mess with the theme of the robes?
>>
>>2747072
>>2747076
Thanks for the fun as always.
I'm kind of on the fence about the robe. I think the lock looking thing (the cryoclavus?) and the tusk might look better hanging off the belt. Also not found of the skull mask as it is. The rest of the design I like though.
>>
>>2747084
>I think the skull mask is a little much. A simple smooth mask made from carved bone that just shows our glowing eyes would probably be spooky enough and simple

A funeral skull mask or something could look very nice. I'll try to shop around.
I thought the 'jaw bone' face mask looked cool, but the longer it's there the more.. cluttered it feels.

>>2747083
>Personally I was not much of a fan of sandles.
I can give our guy some new shoes.
I owe him a new pair at this point.

>>2747092
>I think the lock looking thing (the cryoclavus?) and the tusk might look better hanging off the belt.

Yeah, yeah- The tusk, I didn't know what to do with the fuckin' tusk.
I had originally planned a kind of ceremonial back cross thing, but that just looked weird. A shoulder pad was too bulky.

I'm kind of thinking the same thing you are: The Tusk might look better hanging down from the back/belt and acting as a case for scrolls.
>>
>>2747106
can you describe how the troll knight looks like? Were the wraiths destroyed or are they still here?
>>
>>2747106
Oh I really like the jawbone mask in general but it feels cluttered on these robes.

On anything else I'd like it a lot

>Mammoth Tusk
Hollow it out and it could act as a carrying case for reagents and scrolls,
Or turn it into a didgeridoo
>>
>>2747114
Yeah. it could make for a spooky horn. Maybe even an empowered club.
>>
>>2747111
>Were the wraiths destroyed or are they still here?

Oh yeah, they're fine.

>can you describe how the troll knight looks like?

I kind of imagine it looking like pic related from Warcraft.
Small gorilla-like head with the tusks removed, brown-black dead fur, exposed gray stitched and sewn flesh, a few scraps of clothing, armored in make-shift metal and leather scraps on it's sensitive joints.
>>
Oh yeah. Once we're done dealing with the corpse then get back to teaching the boy bees, we'll send Archie to corpse for study then get to work on modifying the arms of the Gnoll. Ice Bonemeal arms covered in a layer of metal to block out sunlight and maybe a little heat.
>>
>>2747120
Would it be impossibly to melt down one of the frost trolls (what were they, 12 or 8 ft? meters? are we going by meters or feet for the trolls?), turn its body into multiple arms, then graft those arms into the troll knight?
>>
>>2747120
How is the church boy doing?
>>
>>2747120
How strong was the church boy's father when he was still alive?
>>
>>2747146
>How strong was the church boy's father when he was still alive?

Power is kind of difficult to quantify when you're only as good as your faith allows you to be, but he was quite powerful.
Stronger than that Amazon Pyromancer you met, stronger than Gardener, and maybe 2 steps stronger than you are right now.
He just got old and he got unlucky.
>>
>>2747158
So do Abel and Adrienne primarily get their power from their faith or no?
>>
>>2747203
>So do Abel and Adrienne primarily get their power from their faith or no?

Yes, they're both Priests, so their casting 'stat' is indeed Faith.
>>
>>2747207
What is our casting stat? I'm pretty sure it isn't Wisdom or Intelligence... are we a Charisma based necromancer?
>>
>>2747215
>What is our casting stat? I'm pretty sure it isn't Wisdom or Intelligence... are we a Charisma based necromancer?

Charisma, followed by a Wisdom modifier for the technical and or component/reagent based spells and rituals.
>>
>>2747220
Hmm... you know, Commune #9 has made out like bandits thanks to us. Between Phila, the Grey's suit, the arcane knowledge from the Grey and maybe Archie will come to appreciate the psychic powers. Not to mention all those more sentimental and less major power shift things like freeing those two Homunculi, the dino-skeleton and that starmap. I wonder if they're ready to erect that giant phallic middle finger to Catherine yet. We should ask next time we see Archie, hopefully their resources aren't still all tied up in expanding their city.
>>
>>2747084
>>2747091
>>2747106
If it's a mask made out of ice or the icebonemeal the robes would naturally keep it from melting although I think we could probably scrimshaw a mask from the mammoth tusk.

Could even add some engravings and icy designs to better match the robe.

If we use ice lenses in a mask our spooky glowing eyes would make it look really cool and it might help us with gas and spore attacks in the future.
>>
>>2747223
Hmmm. Is this fail for the vamp family? Maybe we should share some of our findings.
>>
>>2747302
*fair
>>
>>2747120
OP is can we salvage the spaceship

if it is still intact
>>
>>2747352
It was egg shaped or something. we should send all or undead and golems to go look for it.
>>
>>2747352
Pretty sure the UFO from last thread flew away after we launched a 35 slot sizes Death Cool into it.

Word of God says we merely chipped the paint, gave a few dents, and knocked loose the stuff that was in the storage "trunk"
>>
Last post right here: >>2747055

Yesterday's session we processed, experimented, delighted, and (?)fright-ed(?) the various Alien parts we had harvested from the little angry Space Man whom had dared to inconvenience our teenage life. The experience forthcoming strengthened your psychic abilities as well as scarring Archie enough to awaken his. Once that was out of the way and delt with you decided to head home and fortify your little village-front now that the Aliens were no longer a threat- anticipating Catherine to make good on her threats.

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 crafting & dungeon info: https://pastebin.com/azDS5QV5 https://pastebin.com/pXTrGXVK
Your visuals: http://spaghettiart.tumblr.com/image/175103241507 http://spaghettiart.tumblr.com/image/176099596017 (gonna do some edits to it for next week)

This brings us to where we left off: what started off as a cute little field trip to the woods with all the cute little bee children (well, they're more like bee teenagers? Bee people grow pretty fast) and the cute but not so little Gardener to teach them about magic.. Ended up in a risky, life-threatening battle with a nefarious unseelie paranormal creature: A Flatwood Beast.
It's deadly rays turned you into a crispy tortilla, but Gardener was able to finish it off and stabilize your dried-tomatoe of a body.

It's a few hours 'till morning. It's still dark outside and right now the crossdressing goth-lolita Vampire Botanomancer is doing the rounds: checking the stability and health of Eldin Grove while he heals the damage and tries to coherce the fey to move back in to accelerate that healing. You're meanwhile 'gaurding' the Flatwood Creature's skinned body- while having a nap on a bed of soft moss Gardener conjured for you. Accepting Actions.
>>
Rolled 12 (1d20)

>>2748252
do the suggestions we made yesterday>>2747066 >>2747074 to grow back eyes and skin for the beast, then cast the circle spell.
>>
>>2748252
Can we also command our haunted skulls, gnolls and golems to search the general area of where we fought to alien, or will I have to do that action on the next turn?
I bet the egg ship is invisible.
>>
Rolled 11 (1d20)

>>2748252
Resurrect one of the Flower Demons and promise to rez the others when our cooldown is up (or ship them to the Changeling Priest if he isn't against helping demons?)
>>
>>2748275
...dude. demons. sending to the priest.you don't see anything wrong with that?
>>
Rolled 4 (1d20)

>>2748252
Use our frikkin healing spells to not be so injured anymore. Fix up Gardener too.
>>
>>2748275
even if he wanted to help (which is extremely unlikely) the skeleton would probably turn to ash just from close proximity to the priest b/c of holy fiat.
>>
>>2748278
>>2748283
calm down lol
>>
>>2748286
ok. just saying. maybe I'm wrong.
>>
>>2748288
It wasn't likely no, I was just trying to think of shortcuts instead of using our precious rez for the next two weeks just in case Catherine's next tantrum has some collateral damage at home
>>
although I am curious about studying the demon skeletons while they're "dead" since demons go back to Hell when they die so this will be a rare opportunity I think
>>
>>2748293
I can't remember I time we've ever used Dark Resurrection besides now. And Potentially a few people who died in our dungeon.

>>2748298
Good call on the study. Why have two weeks to resurrect all three. Might as well make use of them.
>>
If our villagers are so spooked about the patrolling skulls at night, what if we commission some of them to make decorative masks, hoods and helmets out of materials that typically don't rot? Such as Rotwood, clay, thick cloth, metal.
Maybe some cloth and metal can protect them from sunlight.
>>
>>2748320
Ooh I like that

Could make it a village activity, the squidlings would love it.
>>
>>2748282
>Use our frikkin healing spells to not be so injured anymore. Fix up Gardener too.
>Roll 4- Many of your spell lots were expunged killing mr.flatwoods.

You're pretty tuckered. You used up a lot of your Mana killing that weirdo and you've got maybe 3-4 spell slots left if you were a meta-gaming kind of man. While still laying down you fish around in your reagent bag to get out a single candle and ritual cast a very weak 'Dark Mass'.
Gardener makes another round past your little rest stop, "You're a bit paler, but I think in this case that's a good thing." You offer him a little respite as well- getting him to take out a candle and lighting it to increase the size and range of the spell.

>>2748258
>Repair the Flatwood Creature's body.
>Roll 12- Good enough.

You can feel your strength returning to you and the first thing you think of is to try and make sure that creature's body is well preserved and put together for your experiments.
Dark Ring is cast on the torn and gouged out creatures eyes and they 'unpop' and put themselves back together; thankfully it cannot shoot rays since it's dead. You then finish it off with preserve before laying back down- you'll wrap it up and heal your Troll later. You need to save your energy.

>>2748275
>Resurrect one of the Flower Demons
>Roll 11- Good, but weird.

For the resurrection! You've never resurrected anyone before, so this is kind of excited. Gardener hasn't SEEN anyone resurrected before, so he's equally excited even if he isn't as jittery as you are.
Dark Resurrection is an interesting spell: first you need to methodically lay out the bones as cleanly and as accurately as possible (less guess work for the spell), next you need enough light to cast an even shadow underneath the bones of the body- you light a circle around the skeleton until it's shadow is even and isn't stretched out. Next comes the actual ritual and casting- Gardener is fascinated: the dark, 'cool', shadow seeps up from underneath the body: fabricating flesh, molding and binding muscle, liquifying and engorging the body with blackness before the entire frame is a black 'mold'. The final step of the incantation restoring the body to colour as the inky layer of blackness peels off and slithers back into their shadow.
The vividly colourful Flower Demon is once again alive: he gasps for breath, coughs, and then dry heaves in that order.
He's a disoriented, nauseous, mess of emotions since he's been dead for possibly weeks and is a little 'sensitive', but the one think he can communicate is his thanks.. In between just a little vomit. Hell is apparently rather uncomfortable.

Accepting new Actions.
>>
Rolled 2 (1d20)

>>2748344
Mentally command the troll to crawl back home, have the haunted skulls and gnolls search the area of our fight for the ship. Just before Morning hits have the skulls head back home to their nests, but make the gnolls keep searching because I 'think' some of them should still be clothed, if not all.

Then drag ourselves back to the hive.
>>
>>2748353
hmmmmm.
no alien ship I guess.
>>
Rolled 8 (1d20)

>>2748344
Go back and check on the bee hive, see if that mist is not ruining everything anymore
>>
Rolled 13 (1d20)

>>2748344
Question is if we should take this corpse to Archie again for another alien autopsy or if we should take it home and study it ourself while we recover in the comfort of our home. We can always send Archie a sample of tissue and blood for the Stone to analyze.

For now though, gather up our undead and loot in a biggie cloud and put on over home. If we're out of slots to do even that, have the gnome skeletal mage make one and come get us

I kinda think the flower demon should go with Gardener to recover while we take the bones with us, unless he wants to stay with them.
>>
>>2748359
Archie did ask for some samples.
Maybe the flower demon would like to stick around and, maybe once he feels better, help with educating the bee boys.

>>2748344
Is there a chance that some of these bee boys aren't exclusively magically attuned to botomancy or druidism? Maybe there's a necromancer amongst them, or a bright minded wizard scientist amongst them.
>>
>>2748374
Having them help with the Bees might be a good idea if they feel indebted.

I want to send a haunted skull to Bee Mom so we can talk to her through it or she can call us if the hive needs help with something.
>>
>>2748344
oh yeah, didn't we promise the skin to the Gardener?
>>
>>2748379
Giving her a haunted skull phone? also another good idea. maybe after we decorate it so she'll be less off put by it's appearance. Not sure if we can fix the miasma rotting issue though. Maybe a small rot wood tooth?

>>2748380
we did. We just used our magic to grow more of the skin or something along the lines of that.
>>
my 2 roll has me worried.
>>
>>2748353
>Have the Troll head back home and the Gnolls look for any further Alien Debris
>Roll 2- Ehhhh.

You're mildly suspicious of the Flatwoods Beast being an Outsider as well- it's been a month of illegal Alien activity after all, so you make a mental command: sending the Troll crawling home (Annie or Eloy will hopefully take care of it) and the Gnolls to go looking for anything out of the ordinary.
Even with your skulls, though, you don't spy or get reports on anything but those shallow dirt-craters where the capsules dropped. "I think Flatwood Beasts are a kind of Fey? But information about them is scarce- they're quite a rare monster."

>>2748358
>>2748374

>Go back and check on the bee hive, see if that mist is not ruining everything anymore
>Roll 8, 13- Good enough for your purposes, good for SUPERNATURAL results.

Well, you're done'ish here for now at least. Gardener will remain 'till sunrise, but you're heading out. You pack up what bit of the loot is yours: wrapping up the skinned flatwood creatures corpse and clouding it home, carefully placing the 2 other Flower Demon's bones in your bag, you and the 'living' Flower Demon then walk over to Honey Hill- he holds your hand the whole way, still delirious and anxious from the resurrection process.
Gardener will take care of the mist, but for now you're back at Honey Hill: The Bees are happy to see you're safe and are relieved to know one of their Flower-Neighbors could be saved.
He still wants you to resurrect his brothers as soon as possible, but the dazzling Flower Demon agrees to stay and teach the children fey magic. You're happy that worked out.

While you're there, though, you make the extra effort to 'census' the potential of all the bee boys >>2748374
Bee Mom, to your surprise, does indeed have one child with the capacity to 'wizard'. He's got black hair, skinny, and a head taller than the rest of his siblings. The Queen goes on the record saying he was the only one fed 'royal jelly' and had intended on being the Hives Magi- a kind of 'court' wizard tribes will invest all their resources in, but she wasn't expecting to get such a clean 10% rate out of her latest brood. "Heheh, maybe your Mother isn't so worn out after all?"


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

>>2748413
Talk to Bee Mom about introducing the drone boy to Archie, he's the only (Arch)Wizard that we know and the only thing of use we could teach would be some ice stuff.
Maybe Seance/Radio him right now and ask him if he wouldn't mind an apprentice perhaps

Offer to leave a Haunted Skull for her to stay in contact with us.
>>
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>>2748432
>>
Rolled 9 (1d20)

>>2748432
Ofuk, countering
>>
Rolled 10 (1d100)

>>2748413
Keep the gnolls searching. Not gonna give up on this.

Still not sure if a d20 or d100 is appropriate to teaching, but let's see what we have to offer. I think Wizards are supposed to be the more broader and smartier and technical of the magic classes. Let's go over what we know about basic alchemy and the cantrip Ghost Hand.

>>2748439
oh. uh. rolling to save.
>>
>>2748432
>>2748442
>>2748444
>these below average rolls
Well I can image several outcomes. Bee mom or Bee boy doesn't like Archie or constructs, the ice stuff doesn't go so well, seancing Archie will cause another Psychic brain scar (why doe people keep seancing instead of using the radio?), bee mom is disturbed by the phone skull, there's another monster we have to deal with.
>>
>>2748432
Should've just gone home to rest. I hope I didn't just brainblast Archie or the Bee-boy
>>
>>2748451
>bee boy is psychic
>we're making everyone a psychic
>>
Rolled 8 (1d20)

>>2748413
TEACH HIM GHOST HAND
>>
>>2748432
>>2748442
>Talk to the Queen to see if she'd be interested in letting the boy apprentice with Archie.
>Roll 1.

She.... Doesn't like that idea very much at all. She finds the idea if anything rather offensive- she isn't mad at you, she understands you're a recent addition into the province, but she tells you as calmly as she can that, "I will never allow that heinous, evil, Wizard to take another one of my children away from me."
Apparently Archie in his younger days had quite a long and bloody history of Live Beast Man and Insect Woman experimentation. You kind of understand: he was weaker, scarce for parts and reagents, he was probably in a bad place and as far as you've known him he's a very 'tribal' person. Bee Mom says Copse at one point had a Bee Woman Tribe at each Mass Grave and a clan of Satyrs before the Architect went through his 20 year 'phase'.
You'll think of someone else. You'll refrain from judging Archie 'too' hard- he probably has his own side of the story.

>>2748462
>>2748442

>TEACH HIM GHOST HAND
>Roll 8, 9- Good enough, but just barely.

You sit down with the Bee Magi and try to think of what if anything you could possibly teach him.. Alchemy? The Flower Demon could cover everything he needs to know about roots, nuts, plants, and reagents better than you could..
You crack open your spell book and show him the most basic spells, cantrips, and least politicized enchantments you could possible think of- hoping perhaps there's at least ONE spell he could translate into something he could understand?
He can learn Mage Hand https://www.youtube.com/watch?v=iPzso8TvvSU
Teaching him takes about 1 and a half days, but he gets it- it isn't an extension of his spirit like Ghost Hand: it's a programmed, specific, Arcane-incantation, so it comes with various.. needy, pleady, specifications, but he gets it... Then again it also isn't 'tethered' to him, so it comes with it's own advantages.

>>2748444
>Keep the Gnolls Searching.
>Roll 10- Better, better, but not great.

It's been about a day and a half while you tutor the Bee Magi and the Flower Demon schools the other 34 Bee Boys, but eventually you get a few mental whispers reporting at least SOMETHING of interest from those poor, sweaty, bothered, Gnoll Zombies you've got looking high and low in this summer heat.
They found skid marks.
What, like, dirty underpants? They don't get your joke, they're zombies, why did you- They found some evidence of a brief landing and dragging, but no evil space egg.
Could be worth a peek. You dunno, your plate is getting kind of full.

Accepting new Actions.
>>
>>2748531
Ok bee mom we did everything we could

follow up on zombie findings
>>
Rolled 10 (1d20)

>>2748531
>>2748542
didn't roll originally because I needed to wait for this nat 20
>>
Rolled 18 (1d20)

>>2748531
I hope mom doesn't mind, but we got something really important to check out. We'll be back when we're done.

rolling to follow tracks and pretty much supporting this >>2748544
>>
>>2748531
I love the animated spell book. they flipped my perspective on the Prestidigitation spell.
>>
Rolled 15 (1d20)

>>2748531
Summon a few carrion birds and get a report on Catherine's movements

(Reminder to everyone last thread we got a bunch of cloned biomass of carrion birds from the Philosopher's Stone we were intending to rebuild the Shrike with, something we should try setting up soon)
>>
>>2748575
right. how are we going to incorporate the flesh with the 10lb of Shrike flesh?
>>
>>2748593
could try the classic homunculus trick and just cram it all in a sealed jar to ferment, possibly attached to the phylactery engine.

Then once he's a little more together we can fly up and place the chunk at the top of the Goth Tree or bury it in its roots, whereever would be thematically best to propagate his return
>>
>>2748600
maybe. do you think the crows would have seen where the alien ship went?
>>
>>2748604
personally I think it's flown off by now but maybe
>>
>>2748608
Maybe Catherine made off with it.
>>
>>2748608
and if that were the case then we need to get it back as soon as possible. some stacks of PSI Field to keep things out of a 15ft square radius, lots of Frozen Image's for a ton of magic artillery and a bunch of gun totting gnolls.
>>
>>2748542
>Ok bee mom we did everything we could

You wish you could do more for Bee Mom since she's always been such a big help, but you'll have to tap out for now.
Maybe if you could find a Gnome?

>>2748554
>>2748544
>Investigate the Skid Marks.
>Roll 10, 18- Good, nearly perfect.

You'll head back home in just a minute; you want to relieve your Gnoll Zombies from their day shift and head out while it's still daylight to see what this Skid Mark business is all about.
Your sloven, drooling, wrapped up minions lead you over to dragged out line in the ground maybe 4-5 feet deep; the edges of the grass tracing it have been singed and burned away. The mark unfortunately leads straight into the Rotwood where it's dented and ricocheted against the trees- knocking down the smaller ones, but the larger ones intact, only mildly bruised.
Perhaps the outsiders attempted to Quarantine their men who had succumb to your Death Coil in a smaller escape raft? Philia said the little space men had bad genes, so maybe they were overly cautious of getting sick?

It's in Catherine's territory, so that's enough to worry you:
>>2748575
>Summon a Carrion bird to report.
>Roll 15- Solid, high five, dependable.

You call for a carrion bird, extending your arm out and- letting a large, black, wiry, skinny but muscular Pterosaur firmly grasp the circumference of your arm. He's like 15lbs, why the hell did he-
"You called Boss Man? You reckon you need to know what that there Catherine is up to? Well, I'd be plum delighted to divulge those particulars.. provided you, uh.. could find it in yourself. too.. (caw, caw)" You throw him a whole strip of dried pork and the bird tells all.
-The Bird exaggerates, but he basically tells you after the evil egg left it ejected a smaller, no-less evil, egg that had some sick aliens in it. You found one of them, but the rest of them were basically abandoned to die in the woods.
"Nobody knows what to do with the damn thing: Catherine and her Spawn won't touch it, so she's been havin' her boy have a look at the thing. He ain't exactly majoring in any STEM field none neither, but he's sharp enough to know what he's got is weird n' dangerous." Her boy? Not 'boys'? "Naw, naw, this is 'her' boy, her Demonologist, her Warlock. A pale boy. Bit of a runt, really."

You're pretty sure by herself Catherine and her Demons can't really 'do' anything with the space rubble, but if Catherine's Warlock could complicate things.

Accepting new Actions.
>>
>>2748559
>I love the animated spell book. they flipped my perspective on the Prestidigitation spell.

I love it a whole lot too and mage hand happens to be my favorite episode next to the 'sleep' one.

>>2748667
>You're pretty sure by herself Catherine and her Demons can't really 'do' anything with the space rubble, *but if Catherine's Warlock has control over it* that could complicate things.

Cleaned that up a little.
>>
Rolled 10 (1d20)

>>2748667
Oh so the main larger egg ship spat out it's sick and dying in a smaller space ship egg.
I think we have some time. Here is what I want to do. I want to revive the shrike as soon as possible to we can go on an offensive. Lets try feeding all the cloned bird flesh to the 10lb chunk. if nothing happens then something?
>>
>>2748692
>if nothing happens then do something?
try placing all the flesh into a rough shape of the shrikes body then cast dark circle.
>>
I'm hoping the Shrike can teach us a sneaking spell so we can do a smash and grab and steal the alien stuff.
>>
Rolled 16 (1d20)

>>2748667
This might be a problem we could get Alpha's help in, radio Archie and explain the situation with the crash and the Warlock.
I know Archie would LOVE to get his hands on whatever tech the escape pod would have and I want more Outsider Skulls.

I want to drive off or lure away Catherines forces from the wreckage so we can zip in on our giant cloud and spirit away while causing a heavy blizzard to slow pursuit by the Mosquito-Knight
>>
>>2748667
also does anyone else want to reanimate or tame one of these pterosaurs as a familiar? It makes sense for a Necromancer to have a carrion feasting creature as a familiar plus our ability to talk with them would really help out.

I know we discussed capturing a pudgy snowlamander from the dungeon to tame as one but never got around to it
>>
Rolled 7 (1d20)

>>2748667
Send Cathrine's warlock a love letter. Seduce him to our side!
>>
>>2748710
I got the impression Catherine had her demons drag the wreckage back to her base of operation, but causing a huge ruckus to lure away a chunk of her forces while a another group steals the tech is a good idea.
>>
>>2748721
Oh I read the post as they left the wreckage where it crashed with the Warlock investigating it.
>>
>>2748726
>Catherine and her Spawn won't touch it, so she's been havin' her boy have a look at the thing.
Actually I think you're right about it still being in the woods. They probably set up a research perimeter around the crash site. It might be possible to rush them and make off with the warlock.

>>2748690
where is the raft exactly? in the forest or in Catherine's base?
>>
>>2748736
>>2748726
>>2748721

>where is the raft exactly? in the forest or in Catherine's base?

Innawoods, Catherine is spooked by it, most paranormal creatures are frightened by Aliems and rationally so.
>>
>>2748741
Awesome. We can still grab it for us and Archie. Aliens for us and tech for Archie.
>>
>>2748692
Revive Shrike with bird meat and Dark Ring

>>2748710
distraction?

>>2748720
seduction
>>
You dismiss Mr.Pterodactyl: happy with the service he's provided, but unhappy with the news he's given you.

>>2748692
>Lets try feeding all the cloned bird flesh to the 10lb chunk. if nothing happens then something?
>Roll 10- Completely even.

You've got some time and need to plan your next course of action out carefully, but in the mean time you're going to take care of some lab work:
-You fix up your Troll and your Gnolls. Nothing a little Teratoma, a little cutting, and a little Dark Ring can't fix.
-Most importantly, though, you take care of all that Carrion Bird Flesh you intend on feeding to the Shrike Cube.
A simple but disturbing matter: the bird meat is gathered in a specifically lit room (so the bird meat casts a wide as shadow as possible) before you slip on some gloves and toss the 10lb damp Shrike cube into the silhouette of the flesh piles shadow.
It's like watching sand crumble away by the tide: the flesh is enveloped in dark liquid, it breaks down, cracks, snaps, crumbles and melts before the only thing left is the shriveled up lower torso of the Shrike... He's still dead, but with all of that you figure you're maybe 1/3rd done. The return rate on carrion bird flesh is just more efficient it seems than random non-bird matter.

You clean up the lab, reseal the Shrike's body (this might be enough to plant in the wood later) and get Archie on the talk box.
You've got plans.

You are temporarily Candidus, Catherine's Tiefling Child.
https://www.youtube.com/watch?v=mMrCkxf0RP8

(2nd post inc)
>>
>>2748831
>He's still dead, but with all of that you figure you're maybe 1/3rd done. The return rate on carrion bird flesh is just more efficient it seems than random non-bird matter.
>[...]reseal the Shrike's body (this might be enough to plant in the wood later)
Interesting. Carrion bird flesh is good, keeping the corpse in darkness will help stimulate it's growth. Need more flesh and maybe a Pitt/Darkness dungeon for the Shrike. Combining the effore of our Troll knight, gnolls, golems, frozen images and Astral Projections, we should make massive head way in a matter of hours.
>>
>>2748831

This year has been very busy for you: you're finally old enough to learn magic, finally old enough to breed, and have been trusted with a lot of responsibility- you're fine with this though, Catherine says boys need responcibility to turn into men and you want to be a big strong man to make Catherine happy.
You think you've been doing a very good job: Catherine has been able to make lots and lots of friends because of you, all of the scary forest people have been chased away, the bad bird man was killed, and the woods are safe now for everyone. You try very hard to make everyone happy, but Catherine always seems to be worried about something. Being a Mom must be hard. You don't like to see her worried.

>>2748710
>Roll 16
The other night some very bad people came: you were put in charge of learning about the metal seed that had the rude sky men in it. Your friends were frightened of it, and so were you, but you had to be brave so they could be brave.
The Black and White Women came though- they fought with your friends and you fought with them: you whipped them, you clawed, you burned and bit them, but they stole the metal seed and hurt your friends.
You could have done more, but your friends were hurt and Catherine has told you to never leave the woods, so you stayed and helped your friends. This made you very sad and you apologized to Catherine a lot, but she told you you made the right decision, everyone is safe, and that she loves you a whole lot.

This makes you happy.
So does the letter you got from perhaps a new friend?

>>2748720
>Roll 7

There's apparently another magical boy only he lives outside of the woods; he has sent you a very nice letter that was delivered by a friendly Crow.
He says he'd very much like to meet you and that he too knows lots of magic. He'd like his friends to be your friends, but they can't because Catherine doesn't like them. That doesn't sound good- you want everyone to be friends.
You tell Catherine about this and she gets very concerned- she says the boy outside the woods is very evil, perhaps one of the most evil, nasty, boys she has ever met and that you shouldn't believe anything he tells you as he is a crafty and master of words and lies.
While you believe Catherine and you hate liars; you would very much like to meet another boy like yourself. You've never known anyone outside of home, nor have you ever met another magical boy.


Back to being you: Archie's little raid was a complete success with only minor injury- he's thrilled and can't thank you enough. He really is making out like a bandit this year. Accepting new actions.
>>
>>2748865
Did we get any more Outsiders corpses? I'm mostly just interested in the skulls
>>
Rolled 5 (1d20)

>>2748877
Probably.

>>2748865
Let's contact Archie so we can preserve the brains and turn the skulls into more shrines to put into golems, and possibly do another controlled mind melding experiment to learn more psychic stuff.
Ok maybe we can but i don't thing Phila wants Archie to learn too fast for his sake.
>>
>>2748886
>5
Hhhhnnnn. It's not a 1, 2 or 3, but it still could have been better.
>>
>>2748886
*but i don't 'think' Phila...
>>
Rolled 90 (1d100)

>>2748865
Research some incorporeal, invisible form of undead like a Shade, so you can sneak it into the woods and spy on demon boi.
>>
Rolled 7 (1d20)

>>2748865
Convince a pterosaur to become our familiar, if that's even something we can do
>>
>>2748944
>You've learned all the Ice Magic you can in copse. 2 more pit texts remains. 2 more spirit texts remain.
>7
we're on the right track
>>
>>2748877
>>2748886
>Take Inventory of what's been gathered: bodies, anything useful, etc..
>Roll 5. Archie has you on this one, you've done more than enough for him.

Back at the Commune Archie has his Girls take the pod-thingy into Moe's Workshop so he can take it apart and the two of them can study it a long with the three other suits they found inside of it. "I can't begin to express how important this is and everything you've done for us... I'm truly at a loss for words. Never, never would I have ever expected such a boon in the form of a Human. Please, come with me."
Archie leads you back to his study, he regrets to inform you that most of the Aliens within had rotted away in the elements- their bones damaged and the only thing of use not shattered was perhaps 2 other Alien Skulls and even then one has a hole in it.
-You've also got 1 intact Alien Skull (+75) and 1 broken Alien Skull (+35)

"I don't want you to think you've done all of this for nothing, that I'm not grateful, so here. I had been saving this for a rainy day, but I don't need it now thanks to you."
The Architect hands you a glistening, sparkling, ember of dazzling otherworldly light. He gives you a fallen star.
>+2/5 Pieces of the 'Perfect' Staff
>+++++Fallen Star (2/5): "Magicians and Practitioners of every school of magic have were unanimous in that the strongest domain wasn't any earthly element, but the weird cosmic power of space itself. You needed a focal point to your medium, you weren't expecting to get the best one possible. Even now you can hear it whisper sweet little secrets to you from the beginning."

>>2748921
>Research some incorporeal, invisible form of undead like a Shade, so you can sneak it into the woods and spy on demon boi.
>Roll 90/ Good, good.

Before you headed off to the Commune, though, you spent the night trying to think up ways to discreetly survey and communicate with the Warlock, the Demonolist- as you can't Seance someone you don't know.
You experimented with various spiritual and shadowy domains.. Shadows are connected to people, all Spirits leave a marker.
As perfect as your results have been: you're no new age genius. You need to learn more about Shadow and Spirit, but something tells you once your Twins are done with 'the' Twin Priests they'll have exactly what you're looking for. ((1 month left game-time wise))

Accepting new Actions. You're kind of back and forth between the Commune and your home at the moment.
>>
Rolled 10 (1d20)

>>2749026
Get a pterosaur to become our familiar
>>
Rolled 15 (1d100)

>>2749026
Find the darkest hole we can (possibly in our dungeon) and try to Seance nyx. Maybe she can help?
>>
>>2749039
why a pterosaur? do we have one in our dungeon?
>>
>>2749026
When can we do Monster Week again?

>>2749042
We could try going to the Pit we found the Monk in or go the Priest herself since we were kind of 'dating' her at one point
>>
>>2749044
The Pitt Lake under the Ant hive? That's a great idea! I think there should still be a shrine there. Maybe she can help us revive the Shrike.
>>
>>2749044
>When can we do Monster Week again?

((The bodies have been piling up, but so has everything else: Archie has a conference he kind of wants you to attend with the other Architects, you've got those 31 flesh golems ready to reanimate, the twins are coming home in a month, the shrike is maybe 1/3rd rezzed. ))
>>
Rolled 60 (1d100)

>>2749026
Prepare, preserve, and store the Skulls for when we need to make new shrines or other projects. I think we don't really need to expand our control limit just yet. Maybe keep them sealed in an ice tomb

I had the idea of turning one into something of a back-up spellbook if we can inscribe enough spells into it. I'm hoping it would act as a way to increase our spellslots
>>
>>2749049
Turning a skull into a spell slot booster? now there's an idea.
>>
>>2749043
not sure if we have any in our dungeon (yet) but with our ability to talk to carrion animals it makes sense sorta.

>>2749048
>Just waiting for Archie to announce the conference
>Waiting for the Twins to return to begin making the new Frankenstoids
>>
>>2749052
Do any living Pterosaur actually exist? I thought those were extinct?
If you really want one then why don't we ask Archie if he has a skeleton and a detailed sketch of one? If has both then we can make a Wraith Pterosaur. it would be more magical then a normal living one.
>>
>>2749058
......>>2748667
>a large, black, wiry, skinny but muscular Pterosaur firmly grasp the circumference of your arm. He's like 15lbs
>>
>>2749064
fml. that's totally my bad for forgetting about that.
I support the Pterosaur familiar lab assistant thingy.
>>
you know I wonder what has become of the Termite Mound after all this time. I would definitely like to check the place out again and maybe capture the queen for study. It's not something we'd want for our dungeon though. All the giant termites would ruin the frost saplings.
>>
Hold on, I just closed my fucking box and lost everything, so I'm just gonna give the tldr;

>>2748944
>>2749039
>You Won your crows.

Black Carrion Bird(s): "Summon Creature, allows you to temporarily summon the 'shades' of up to 12 Small Carrion Birds, 6 Medium Carrion Birds, 3 Large Carrion Birds or 1 Huge Carrion Bird. These Birds can be vocally commanded, but lacking instruction are still smart enough to not betray or go against your sentiments when making their own decisions. 'Carrion' Bird can be anything from a Blood Finch, (small), Crow, Raven(Medium), Pterosaur or Vulture (Large) to even an Axe Beak (Huge- like, a Terror Bird basically)."

>>2749042
>You didn't win your shadow.

The Pit below the Termite mound is still oddly enough intact complete with the shrine and the delicate stone fixture upon it. You try to pray, try to commune with whoever's incharge of the Pit, but you can't quiet your mind enough- it keeps getting distracted by the trickle of water or the beat of your own heart.
-The saucer seems to be dried up- no shadow remains within it.

>>2749049
>That is indeed something you can do.

Your final chore takes place at home: heading back you clean, polish, and preserve the Alien skulls and add them to your collection of resources. While you don't 'need' to expand your Undead Domination range- you're pretty sure if worked or handled properly they could be used to expand how many spells you can cast in one go.

Archie is having his conference: it's an annual meeting of all 17 of the Homunculi Communes within the region and Archie would like you to.. Well, attend and perhaps speak? Do a demonstration? Make a request or share some research? Accepting prep and idea rolls.
Your Resurrection is back up. You can revive another person.
>>
Rolled 3 (1d20)

>>2749186
Share your process for building wicker men. They'll appreciate it. Definitely don't actually build one though. Just document the process.
>>
((Keep in mind I only closed it because I tried and failed to post several times due to my shit connection. I might have to rethink how I do quests or the kind of quests I do for you guys if my internet refuses to fucking behave and keeps enforcing these long dysfunctional 40-50 minute delays. I waste so much time just trying to get my posts through. This alone has taken over 6 minutes and 3 attempts to get through))
>>
Rolled 22 (1d100)

>>2749186
Revive the demon and let them get some time to recuperate at our home then ask them to head to the bee people's place to help educate the magic boys.

Heck yes we're going to attend. What to talk about? We can talk about our Homunculi/flesh golem people we successfully prepared and general necromancy.

>Demonstrations?
Now that we're stronger, with a vastly larger control pool, I think we can safely create and control a few wickermen. Oh but before the Wickermen I want to inject the knight troll with the changeling blood ichor then replace the arms with mace hands/chain flails and cannon revolvers. Upgrading the troll knight precedes the creation of the Wickers.
Also bring several different kinds of ice cream. They will be impressed.

>Make a request or share some research?
Oh jeez. What to give and get. I'm sure they would like some Ice golems (treat them well please) and some other samples from our dungeon. As for what we would like to request? Suggestions on how to better distribute ice cream to other regions to boost sales, stuff on elfs, the moon, alien skulls, stuff about necromancy.

I have a bad feeling about my roll. I'm calling it.
>>
>>2749239
..it's not, *the* worst I suppose. Gotta stay positive.

>>2749199
maybe we can control at least one?

>>2749231
Have you considered opening a .txt document, write everything in there, then copy+paste it into a post?
>>
Rolled 12 (1d20)

>>2749186
Have the Twins join us for a short field trip, they like the Homunculi and they are technically our greatest creations.
Bring our gnome mage and some examples of our ice and bone golems.
Show off the rare materials gathered from our dungeon (Bivrost, crystal wood, etc)
Show off our mastery of Ice magic
>>
Holy shit I'm back.

>Revive the demon and let them get some time to recuperate at our home then ask them to head to the bee people's place to help educate the magic boys.
>Freebie

You Revive the other Flower Demon (this one is pink!) and he's just as pleased as the other- after his coughing, hacking, dry-heaving, and fits he's more than prepared to shower you in all the love and admiration his flowery smelling self is prepared to give. (Un)fortunately that won't be nessecary; you tell him to join his brother at Honey Hill and help him teach the other boys proper Fey Magics.

You're a busy academic boy.. Off to.. The Commune's Convention!

>>2749286
>Have the Twins join us for a short field trip, they like the Homunculi and they are technically our greatest creations.

Per special request (even though they've got a few weeks left) your Twins are admitted to go on a field trip with you to the Homunculi Convention at the Commune- an important learning experience, no doubt. They arrive in their finery: matching black and white robes that demonstrate and advertise their intermediate mastery over the domains they've been educated in. The Twins have gotten so powerful, but they're just happy to see you- they each take a hand and are your escorts for the duration.
This is the most Homunculi you've ever seen. This is the most MALE Homunculi you've ever seen: some of them are boys, some of them young men, all of them well learned Wizards and Archmages of extraordinary power: the oldest is over 700 years old, the youngest is 40. Each one with a small entourage of personal entourage of guards and diplomats. You eventually find your friends within the Arcanum preparing the lecture hall- Alpha is working security, #72 Admission, Moe is just looking good, and Archie is stressing out over his itinerary.
-The Convention lasts a week with each day 3 of the Communes Wizards giving a presentation.
- >>2749239 >>2749199 Yours is the longest, the most improvised, and considered the most interesting: you make all the Wizards icecream, you show off samples of your dungeon, let them view copies of your designs and plans, do a small fashion show of your twins, and then make a Wickerman before a live audience.
-The Wickerman, of course, goes out of control- but the council of Homunculi make sport of destroying it and are sympathetic, the 700 year old patting you on the back, "Ehehe, don't get down little organic, if we stopped practicing every time we made a screaming murder machine, well, I don't think anyone would be here today! Fine job, fine job. I especially like the part where you had the little Gnome skeleton play the fiddle- very good show. None of these chemical stiffs have a sense of humor."

One of the Homunculi is the Architect for a Commune at Lake Scholomance. Very serious entity, in ceremonial robes not unlike your own.
He calls you aside and one of his hands gives you a signed letter of recommendation to Scholomance.
>>
>>2749453
This is fantastic!!!
...
What was Scholomance again?
>>
>>2749453

>+New Quest Item+
>Letter of Recommendation: Scholomance: "A letter of recommendation guaranteeing not -admittance- but access to research and resources from the infamous and prestigious school of Necromancy... Bitter rivals of the lesser, but far older, University of necromancy in Cannakill. "

He doesn't say anything, but one of his attendants says he's extremely impressed with your work, your style, and if you're ever out east you'd be welcome to demonstrate and apply your work at the university.
The old Homunculi wizard who's now following you whispers, "The Universities over there are 'dying' for living talent like you. Don't let any of um' sweet talk ya, kid."

You and the oldie, goldie, Homunculi Wizard end up largely hanging out for the rest of the convention: they save the last 2 days for political discussion and a Homunculi's idea of a side show which is basically the trade and swap, but it's all weirdo junk you're not terrible interested in. Grandpa- Homunculi explains that Homunculi have a tendency to build collections, "Why, I myself have a massive aquarium in my laboratory full of exotic fish. I used to have a zoo, but, hmmn.. That got rather out of hand."

The whole thing runs like clock work: lines, talks, eat, lines, talk, brochures, copies of texts, etc..

The council eventually disperses and you bid good bye to all the Homunculi you've talked and the Homunculi Grandpa you've made friends with.

We're gonna do ONE last roll for tonight: d100 Loot Roll to see what spoils we've gotten from the Homunculi Mages Convention. My connection has been poopy, so I'm trying to finish with some grace.
>>
>>2749453
Oh oh I think Scholomance is that one school in the rot wood forest? Is it the college that's really deep in there?
>>
Rolled 19 (1d100)

>>2749501
H!
>>
>>2749499
>>2749508

>What was Scholomance again?

((Scholomance is a infamous school of Necromancy AND the one-name small province it resides in. Lake Scholomance is the full place- it's directly east of Copse. If we ever make a consensus decision to travel outside the province we'll probably head there.... Other adjacent provinces include: Cannakill, Cockaigne, and Goliard, but that's for another time/ask. ))
>>
>>2749516
Dammit!
>>
Rolled 75 (1d100)

>>2749501
>>
>>2749517
I think, once we deal with Catherine once and for all, we should invest in a making a clone of ourself we can psychically controlled from any distance. The 'why' is so we can go visit people and stay in physical contact with the people we know in Copse. Maybe a mix of Spirit, Psyche and cloning technology might do the trick.
>>
Rolled 78 (1d100)

>>2749501
Well I missed most of this session due to D&D but Loot!
>>
Alrighty.

With the Convention done and out of the way- your Twins unfortunately must head back for their final week of, well, more or less 'exams'. You're sad to see them go, but they'll be back soon all the same.
In the mean time you've got loot to keep you content at the very least.

>>2749516
>Roll 19- Low Quarter, Trash.
-You got a commemorative shirt that reads in Promethean your attendance of the 190th Homunculi Architect Council in Copse. You're a little too 'out of period' to get that joke, but you 'are' impressed that the shirt at least fits you.. You don't actually think you've ever seen someone wear a shirt before?

>>2749520
>Roll 75- Even, Lucky, Depenedable Loot.
-The REAL treasure you obtain, though, from the convention is something very important indeed:
>Several of the Homunculi after your presentation stop you (you were the last one during the day, so they came down to speak with you immedietly) they then with the help of Archie and his facilities organized, cleaned, translated, copied, printed, and bound your scrolls into a single, simple, functioning spellbook.
>This has dramatically eased your efficiency of casting -you've literally been chicken scratching barely legible scrolls copied from your books- and has increased your Spell Slot count to 50.

>>2749608
>Roll 78- Lucky, High Quarter.
-Before he leaves the Homunculi from Scholomance makes some effort to express how impressed (albeit monotoned) he is with your Flesh Golems and offers you a gift to help with your work.
>+New Equipment+
>+++Stein Bolt: "This large metallic bolt is used by Alchemists and Wizards lacking the necessary Miasmatic production to power and create Flesh Golems. Surgically implanted in the Neck or Head: this enchanted bolt can bring Flesh Golems to life without worrying about immediate energy concerns- the bolt providing the body with power until their creator can 'polish' them off. A useful tool for someone who wishes to make a LOT of Flesh Golems, but often used as a crutch for others lacking proper skill."
>This bolt can be used again and again- consider it as a way to basically 'reroll' a failed or poor animate Flesh Golem roll.

Not a bad haul all things considered.
>>
>>2749662
>Spell Slot count to 50
Woo! Nice.

>basically 'reroll' a failed or poor animate Flesh Golem roll
Also very nice, good thing we held off animating all the flesh golems.
>>
>>2749662
>>2749501
>>2749453

While I don't feel good about it (especially because my internet is finally behaving) we'll have to call it there for now.

I'd like to apologize for the technical difficulties- it killed all my momentum, made communication difficult, and pooped everywhere.
I hope, though, to see you guys back again next week bright, fresh-faced, ready to flush our village filled with Flesh Golems who will no doubt be too lazy too work, but simultaneously stealing all the jobs- according to the lazy job stealing Changeling Gypsies.
I kid, it should be fine.

Thread is archived: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=caster+quest
I'm archived: http://spaghettiart.tumblr.com/

I need to EAT and settle down.
I'll be on and off if you guys want to discuss anything or organize your thoughts with the DM.
>>
>>2749680
Would seducing the Tiefling magic boy be considered gay?

Regardless of that, how good would magic boy fun times be
>>
>>2749700
Caster is pretty gay already. Although in this world it seems sexuality is pretty open-ended
>>
>>2749700
>Would seducing the Tiefling magic boy be considered gay?
Yes.

Though, strictly speaking Demons in their native realm are only capable of gay sex (as their entire domain is masculine; such is a caveat of thematic spiritualism encompassing a reality), so can they truly comprehend all our mortal subtle nuances of 'gayness' ?

>>2749704
>Although in this world it seems sexuality is pretty open-ended

Times are tough and most people are dead or too far away and seperated to care/judge you.
One of the few benefits of "beacons in the darkness": if you can live in the dark you can have a pretty good time.
>>
>>2749718
Can we fuck our Frozen Image clones?
>>
>>2749734
sounds like a good way to get frostbite
>>
>>2749718
Is there a way to turn a demon female?
>>
>>2749768
>Is there a way to turn a demon female?

Some Demons become Females when they turn into Fey (such as Nymphs, Fairies, etc) but there is no way to turn a Demon Female and still have them be a Demon: just like how their spiritual other halves the Angels can never be Male without turning them into something else.

>>2749734
>Can we fuck our Frozen Image clones?

I don't think it would be a very good idea.
And I almost always think fucking is a good idea.
>>
>>2749779
How fast can the single summon huge tier bird travel?

What would happen if we seanced a cow
>>
>>2749680
Every time I think about the urgency of Catherine vs Cheval, the thread is mostly about slice of life hijinks. This is a good thing, but the more slice of life stuff we have the more worried I am about them
>>
>>2749798
>How fast can the single summon huge tier bird travel?

Pretty fast- I just looked up how fast birds actually are.
An Axe-Beak is a South American Horse-Eating Terror Bird, so it can out run a horse in short distance at around 50km.
Something like a Condor or a Pterodactyl can really book it at 80 fucking km an hour, so nearly twice as fast as your cloud.
I had no idea huge birds were so fast, they look so slow up there in the sky.

>What would happen if we seanced a cow

You'd be able to comprehend what emotional state it's in, but little else.
So you'd know if it was happy, sad, fearful but have trouble contextualizing any other information.
>>
>>2749952
>but the more slice of life stuff we have the more worried I am about them

I think we've managed to maintain a healthy balance, some sessions are worse than others, but some are better.
Our greatest achievements and worst mistakes have been thanks to our inclination for the slice of life genre.... Catherine most likely wouldn't have her Bug Knights if we were a more serious threat, obviously, but we've also made a lot of our friends extremely powerful- while at the same time interwoven a very personal and sentimental relationship with all of them that can't be so easily dismissed or broken.

This is the strength of friendship: it's allows for an almost irrational level of loyalty and cooperation that can't be bought, traded, or strong armed.
Maybe spend a bit more time with Cheval though- she's got problems too.
>>
>>2749992
>Maybe spend a bit more time with Cheval though
I was just thinking that
>>
>>2750022
Same
>>
>>2749992
Wicker Men are so difficult to control.

What was that one kind we made? The one that needed a high roll? Winterwight's right? Those were made by infusing a skeleton with several or as many as we can fit wraiths in a skeleton, encased in frost armor and given a pure ice sword? Would it be easier to control it if we controlled the wraiths and skeleton first?

Same process would apply to a Frost Wight which is almost the same as a Winterwight except with a zombie but less powerful?
>>
>>2749992
Wait is the issue of our lack of control of Wickeren because we decide to control them after their creation instead of before?
>>
Hmmm. The flower demons can take care of teaching the 34-35 bee boys with the affinity to plant magic, but we still need to help that one magic bee boy. Maybe buying him some scrolls and a wizard staff might do the trick?

>>2749992
Would casting Preserve and giving bee mom a trolls blood potion affect her positively now that Caster is strong enough?

What have the Chevals been doing with ice golems?
>>
>>2750154

>Spoiler

I mean, you successfully negotiated those Gnomish traders to put your town on their caravan stop list? Maybe they might have something more appropriate?
>>
>>2751757
like more gnome corpses?




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