[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


You're Maeva Slydark the elvish necromancer. You've spent a hundred years perfecting the art of raising the dead, and now you feel ready to begin taking over this region.

You've lived so far in the Cemetery of the Ancients, a vast necropolis largely abandoned in the outskirts of the human kingdom of Abraskas.

For neighbors you have a coven of human witches, a human vampire and a human mummy who also live on the cemetery. They mostly keep to themselves.

The closest human village is 100 miles away to the east. There's an orcish village 50 miles away to the west. To the north some 200 miles away there's a dwarven fortress. To the south some 200 miles away there's an elvish village.

There's a vast supply of skeletons available, but there are no fresh bodies to make zombies.

Besides corporeal undead you can also conjure shadows. They are incorporeal, can fly, have a cold attack, are naturally invisible and can only be hurt by fire, magic, magical, slivered or blessed weapons and holy water. To summon a shadow you need the spirit of a dead person that has been dead for less than 100 years, so the ones in this cemetery won't do.

What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Write in
>>
>>3889846
> Propose an alliance to one of your neighbors (Witches)
>>
>>3889846
>> Propose an alliance to one of your neighbors (which one)
witch
>>
>>3889846
> Propose an alliance to one of your neighbors (which one)
The witches
>>
>>3889870
>>3889882
>>3889916

You decide to propose an alliance to the human witches.

They are newcomers in the cemetery, having only arrived in the past decade.

Apparently they're fleeing a ban on dark magic issued by the human kingdom.

You've met them briefly on a few occasions while they were exploring the cemetery and even bartered with them - they wanted some of the plants you grow at the cemetery for sustenance, and gave you a handful of healing potions.

They now live in the outskirts of the cemetery, having planted a large subsistence garden and took over a building that you think might have been the administrative building of the cemetery.

The witches are called Styx, Melinda and Karla.

Styx is the oldest and the oldest and the leader of the coven. She was part of another coven which was destroyed by adventurers and she was the only survivor so she started a new one.

Melinda is the youngest, she's not even 30 yet, but shows promise and is a talented potion maker. She's the one who took initiative to barter with you and introduced you to the others.

Karla has burnt scars all over her body, she was burned at stake for witchcraft but ironically using her magic she survived. She's a competent illusionist and you can only see her burnt scars when she's not paying enough attention to cover them with illusions - she usually assumes the appearance of a teenager.

You head to the witches lair and find them around a large cauldron cooking something, probably just soup.

They gaze at you with suspicion; Melinda is the first to break the silence.

"What brings you here Maeva?"

"I've came to propose an alliance. I'm getting ready to take over this region and I seek allies."

The witches cackle.

"You and what army?", asks Styx.

"I've been perfecting the summoning of undead. I'll raise an army of skeletons out of the corpses in this cemetery. "

"The humans have priests and paladins who can easily dispose of undead. As soon as word gets out that a necromancer is attacking the villages all the holy men in the land will flock to your doorsteps.", says Karla.

"Will you all help me or not?"

"Well, you certainly don't expect us to help you for free.", says Styx.

"If we are to do this", she continues, "we'll need firepower. There's a tower some 300 miles to the north of here where lives a wizard called Oreus, he's a famous maker of magic wands, his place is full of them. Obtain for us a good amount of his wands and we shall help you."
What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Write in
>>
>>3890057
>> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
40
>> Attack a settlement (which one, seeking what)
Human. Plunder and get some fresh corpses
>>
>>3890057
>tell them we (use the royal we for ourselves) will acquire their wands if they agree to a non aggression pact for the time being while we work on acquiring their demands. Just in case they would be approached by someone else in the meantime.
Once we have the wands, we can hold them back, kinda like supplying them with ammo and make them work for us.

how specialized can we make skeletons, or rather, how intelligent are they?
what undead could we hypothetically make with the wizards corpse?
>>
>>3890065

> how specialized can we make skeletons, or rather, how intelligent are they?

The skeletons understand all simple orders like follow, guard, attack, etc. Skeletons under your direct control act as puppets and can be fully controlled while within 30 feet, farther than that they will follow verbal commands. You can give a command to a skeleton not under your direct control and it will sometimes obey you. Skeletons not under your direct control will follow the last order given until they "forget it" what can take from a couple hours up to a day or more, then they'll either lay down and wait for the living to wander near them or will begin to wander themselves.
Severed parts of a skeleton remain animated and can be magically reattached; you could use this magic to make creative skeleton designs.

> what undead could we hypothetically make with the wizards corpse?

A wizard spirit is special, an undead animated out of a wizard essence has a chance of retaining some spellcasting abilities, usually in the form of being able to cast the most commonly used combat spell the wizard knew. This spell like ability might be at will, if the spell is a cantrip or a similarly weak spell, or limited by the number of castings the wizard could perform per day when alive otherwise.
>>
>>3890079
>Summon fourty skeletons, use ten to make a bone giant as a heavy shock trooper.

What are Orcs like in this world? Do they have a strong connection to humans? Are they enemies? Do they trade?
>>
>>3890063
+1
>>
>>3890084
>What are Orcs like in this world? Do they have a strong connection to humans? Are they enemies? Do they trade?

Orcs are humanoids that vary in color from black to grey, brown and green. They tend to be larger and more brutish than humans. They generally worship dark gods, their societies being organized by shamans who commune with their evil deities and wield magical powers to heal and harm. They frequently wage war against other races and their fast breeding rates mean they can be ready to wage war again in a few short years even after a devastating defeat. They domesticate wild beasts and monsters to do battle by their side. They're closely related to goblins, smaller weaker and faster breeding versions of themselves, who often live in their settlements and populate the frontlines of their armies.
Trade between orcs and humans is not frequent, as humans abhor the orcs and their religious practices, but might happen on occasion in regions where resources are scarce.
Half orcs are rare, human mothers usually die giving birth to the large child.
>>
>>3890063
>>3890065
>>3890084
These
>>
>>3890063
>>3890065
>>3890084
>>3890095

You dig up forty old corpses and raise them as skeletons, binding them to your will.

You then decide to raid the nearest human settlement for corpses and plunder. If you recall correctly, the place had a name that sounded something like Borsvil or Barsvile, you're not too certain, you haven't heard the name many times. It is ruled by a local lord who collect the taxes and sends the kings cut to the capital every year, he lives in the largest house in town and there should be the most stuff to plunder.

You pack some supplies and begin your journey. After traversing the wilderness for five days you finally find some signs of civilization, in the form of lumber camps, pastures and vast wheat fields. It is high noon when you first approach the village and there are cows and sheep out posturing, if you stay in the open you will be seen by someone for certain.

What do you wanna do?
> Rush into town murdering all in your wake
> Kill the herders, lumberjacks, hunters and any stray serfs you find in the fields away from town
> Hide in the nearby woods until the night then invade people's homes to murder them in their sleep and get their corpses
> Hide in the nearby woods until the night then invade the lord's manor to plunder his wealth
> Write in
>>
>>3890175
>Wait till night and only attack a single household to later turn to zombies, we don't need too much yet. especially not attention
>>
>>3890175
>> Rush into town murdering all in your wake
>>
>>3890175
>> Rush into town murdering all in your wake
>>
>>3890182
>>3890191
>>3890195

You rush into town and order your skeletons to begin murdering everyone. They begin clawing at people with their sharpened phalanges, punching, kicking
and biting them. However, they are wounding more often than killing, only when several skeletons gang upon one victim they do manage to outright kill it. You support your skeletons by blasting any fools that cross your path with bolts of necrotic energy.

Panic spreads around the village and then the local guard show up, carrying clubs, and start to beat up the skeletons. Someone ring a bell in the center of the village and many villagers run to a large building and come out of it with helmets, shields and spears. They are summoning their militia!

The peasant militia and guards are not very effective against the skeletons, but they are rather numerous and the militia numbers grow by the minute. When a militia man manages to yank out an arm from one of your skeletons with his spear and a guard crushes the femur of another with his club you realize that they do have a fighting chance.

What do you wanna do?
> Have your skeletons focus on the guards
> Have your skeletons focus on the militia
> Have your skeletons focus on the civilians
> Get the skeletons in formation around you and rush towards the lord's manor to go plunder some wealth
> Cut your losses, grab a few corpses and flee
> Write in
>>
>>3890224
>> Get the skeletons in formation around you and rush towards the lord's manor to go plunder some wealth
>>
>>3890224
>Get the skeletons in formation around you and rush towards the lord's manor to go plunder some wealth
>>
>>3890230
>>3890237


You get all the skeletons closer to you in formation and rush towards the lord's manor, the largest house in town, to go plunder some wealth.

When you get there you find a couple guards at the entrance carrying swords. You blast at then with magic and have a dozen skeletons gang up on them. They fight bravely, one even lop off a skeleton head, but ultimately are defeated. You have a couple of your skeletons loot the swords. You tell your skeletons to guard the entrance and enter with the two armed with swords.

Then you enter the manor and go from room to room looking for the treasury until you find it in a large office, several sacks full of coins, this year's tribute.
You take it and head outside.

Once you get outside you see your skeletons absolutely swarmed by militia men, outnumbered more than five to one.
Ten skeletons were already taken out of combat through dismemberment and the fight is raging on. Seems like its time to retreat.

> Try to force your way with the skeletons through the angry mob then flee the town
> Run with half the remaining skeletons through the manor and exit through the kitchen door on the other side then flee the town
> Cast your emergency flight spell to flee the town and abandon all your skeletons
> Write in
>>
>>3890257
>> Try to force your way with the skeletons through the angry mob then flee the town

If we're caught are they going to burn us too?
>>
>>3890257
>> Try to force your way with the skeletons through the angry mob then flee the town
>>
>>3890257
>use the flight spell

We can always get more skeletons
>>
>>3890257
>Run with half the remaining skeletons through the manor and exit through the kitchen door on the other side then flee the town
>>
>>3890265
>>3890282
>>3890287

You decide to try to force your way with the skeletons through the angry mob. You get them in formation and begin to push through.

However, the militia forms a shield wall and blocks you advance, you can only move forward slowly and before you realize it you're completely swarmed. Your skeletons begin to fall real quick, you're overwhelmed by hundreds of attackers.

Then you get hit on the back of your head by a guard and black out.

When you wake up you are tied to a stake and there's a bunch of lumber around you. You see the people piled up the corpses of their dead nearby in a funerary
pyre, about thirty of them. A middle aged man is examining your staff and the contents of your travel pack - just some graveyard food and healing potions.

"Ah! So you woke up witch! I'm Lord Kevin, of the village of Boarville. In our kingdom the dark arts have been banned and the punishment is being burned at the stake! Now since you were after our money not our bodies I assume you were hired by someone. Who sent you?"
> Blame the elvish nation
> Blame the orcs
> Blame the dwarves
> Assume entire responsibility
> Write in

And how are you getting out of being burned alive?
> Raise all the corpses as zombies to cause panic
> Summon a bunch of invisible shadows, their cold attacks should stop the fire and wreak some havoc
> Just fly away, stake and all
> Write in
>>
>>3890387
>Blame the orcs

The tensions should already be the highest there.

>Just fly away
>>
>>3890387
>Assume entire responsibility
>Do nothing. Beg for mercy. Cry, scream and struggle as you would if you're being burned. Let them think that you're dead. The truth is every necromancer has a few spare bodies, once this one is destroyed your spirit will simply inhabit a new one.
>>
>>3890387
> Blame the elvish nation
> Just fly away, stake and all
>>
>>3890387
> Blame the orcs
>Do nothing. Beg etc.
>>
>>3890387
>> Blame the elvish nation
>Do nothing. Beg for mercy. Cry, scream and struggle as you would if you're being burned. Let them think that you're dead. The truth is every necromancer has a few spare bodies, once this one is destroyed your spirit will simply inhabit a new one.

This one will be fun ho ho. Everyone thinks we're dead! No one will come to our necropolis to burn us. We'll be free to plot our revenge and enjoy the looks on their face as someone who should be dead destroy them.
>>
>>3890432
support, we'll return even stronger
"oh no sir please don't burn me please no I'm begging you noo"
I assume that the spare bodies are copies of our own right?
>>
>>3890408
>>3890432
Clone is an eighth level spell though. I don't think we're that powerful.
>>
I'll have to veto the spare body thing, although powerful you're still a mortal necromancer, not some sort of lich.
>>
>>3890455
Hmm alright. My vote still goes try begging for mercy first until we have no other choice but to fight. I think they've prepared for the possibility of witches flying off with the stake and it would be useless anyways. Are we still clothed btw?
>>
>>3890455
Are you op? Your id changed again. Let's try the diplo route first then. At least until the fire reaches us.
>>
>>3890466
Why would they be prepared for that? From their point of view, if we could fly away we would have instead of being captured.

If anything they'd have countermeasures for the spare bodies, if every necromancer had them it would be common knowledge.
>>
>>3890387
>Blame the Orcs
>>
>>3890492
It's likely not their first time doing this and they would have placed appropriate countermeasures to prevent their victims just flying or running off without a fight.
>>
>>3890501
Yea I'm sure their town getting ransacked by an undead army is a pretty regular occurrence.
>>
>>3890501
>likely
See that's the thing we don't know. It might work it might not. Any option is good here
>>
>>3890387
> Blame the elvish nation
>Plead, cry, beg.
>Try to break free from the restraints. Are they metal chains or ropes?
>>
>>3890466
>Are we still clothed btw?
Yes.
> Are you op? Your id changed again.
Yeah, my id will likely change a lot.
> Try to break free from the restraints. Are they metal chains or ropes?
Ropes, lots of them, you're tied tightly from the neck down.
>>
>>3890551
Are you writing yet?
>>
>>3890572
>Are you writing yet?
No.
>>
>>3890508
+1
My worry is that the stake is enchanted or something. We should break free from it before flying off. Also I don't think we're just going to let them keep our staff like that.
>>
>>3890397
>>3890408
>>3890413
>>3890421
>>3890432
>>3890466
>>3890487
>>3890495
>>3890508
Blame the orcs 3
Assume entire responsibility 1
Blame the elvish nation 3

Just fly away 2
Beg for mercy 3

Alright so there's a tie on who to blame, the orcs or the elvish nation, I'll wait for a tie breaker if we don't get one then I'll roll.

We'll also beg and plead for mercy, is that it?
>>
>>3890629
>>3890636

Well, looks like we got the tie breaker. Blaming the elves it is.
>>
>>3890629
You worry that the stake is enchanted. ...

So your alternative is to try to break free of ropes as a caster....

I don't think you thought this course of action through very.much. ...
>>
>>3890656

"It was the elvish nation who sent me! Lady Nyele herself ordered the attack!", you lie, blaming the ruler of your home city.

"You dirty knife ears, I knew we couldn't trust you when you didn't join Abraskas in banning the dark arts! "Medicinal applications" my ass, you're outright necromancers! The king will hear about this! Now you're going to burn witch!", says lord Kevin.

"No, please, don't burn me at the stake sir, have mercy I beg you!", you plead while you try to get free from the ropes, managing to free your hands a little. Maybe you could use your hands to cast now?

"Have you had any mercy of our people that your monsters slaughtered like animals? Nay, you shall burn this day witch!"

The peasants ready their torches and begin to throw them at the large bonfire around you.

The flames will soon be licking you, what will you do?
> Summon some zombies
> Summon some shadows
> Cast a necrotic blast on the ropes to cut them
> Fly away, stake and all
> Write in
>>
>>3890713
> Summon some shadows
>>
>>3890713
>> Fly away, stake and all
>>
>>3890713
>Summon some zombies
>>
>>3890713
>> Summon some zombies
>>
>>3890713
>Fly away
>>
>>3890713
>> Summon some zombies
>>
>>3890726
>>3890757
>>3890764
>>3890775
>>3890782
>>3890801

Your long training in the dark arts allows you to summon undead even while being restrained, a threat these puny humans weren't aware of. You make the pile of corpses awaiting for funerary rites into zombies, who promptly get up and start biting people.

Zombies are significantly more resistant to damage than skeletons in the sense that they for the most part ignore damage dealt to them which only serves to slow them down, the dark magic that animates them will make them raise back up again and again until their brains are destroyed. Creatures bitten by a zombie contract an infection and will die and become another zombie within a few hours up to a couple days, or almost immediately if the die violently and their brain is at least partially intact. Care must be taken to not get infected by them though, as their numbers can quickly get out of control.

The zombies cause massive panic amongst the population, who flee from them in all directions. Some zombies kill a few people, making even more zombies.

You're still burning at the stake though, the fire is beginning to burn your legs really bad!

> Have some zombies knock the bonfire wood away to put off the flames
> Have some zombies bring down the stake so you can run around
> Cast some necrotic blasts at the ropes to try to get free
> Fly away, stake and all
> Write in
>>
>>3890983
>Blast the ropes

Since people don't want to fly on the chance the stake is enchanted. Perhaps this will get shot down because people think the ropes are enchanted too? Lol
>>
>>3890983
>Have some zombies retrieve your staff before they can get away with it
>>
>>3890983
>Have some zombies retrieve your staff before they can get away with it
>>
>>3890998
>>3891307
>>3891330

Through the searing pain of being burned alive what you can think about is retrieving your staff.

Made from willow with a core of phoenix eggshells, this preciosity doubles the amount of undead you can control at the same time from 20 to 40.

So when a coupl zombies grabs it you feel much better.

Except that you're BURNING ALIVE! The flames are licking your body leaving nasty marks and cooking your flesh! Oh by all gods, you're gonna die!

What do you do?
> Have some zombies knock the bonfire wood away to put off the flames
> Have some zombies bring down the stake so you can run around
> Cast some necrotic blasts at the ropes to try to get free
> Fly away, stake and all
> Write in
>>
>>3891474
>Just fly away, stake and all

So excited to burn to death because anons can't prioritize.
>>
>>3891474
>You scream and you do not stop. The pain and the heat has taken all reason from you.
>>
>>3891474
>>You scream and you do not stop. The pain and the heat has taken all reason from you.

Oh fuck it. We've gone way beyond the point of recovery that death and maybe being revived is a better option than living in pain and ugly forever.
>>
>>3891474
>> Cast some necrotic blasts at the ropes to try to get free
>>
>>3891537
>maybe being revived
Who would revive you though? It's not like you have a lot of allies right now...
>>
>>3891564
The Witches? One of them was nearly burnt to death too, maybe they'll have pity on our fate in return for some service.
Or you could introduce a new character, maybe an evil dark lord who wants a necromancer by his side to serve him or a novice wizard who accidentally resurrected us. It's up to you qm.
>>
>>3891512
>>3891537
For some reason a samefag wants to kill this quest?
>>
>>3891505
>>3891512
>>3891537
>>3891538
>>3891673


I'm gonna disconsider the votes for just do nothing and die, as since you don't have any means of being revived that would just end the quest.

So I guess we have a tie between flying away and casting necrotic blasts at the ropes to try to get free, I'll wait a bit for a tie breaker and if there's none then I'll roll.
>>
>>3891673
You're wrong on both counts anon. I don't think we can ever heal our burns, wounds and scars since we're a necromancer not a healer so I figured that we should take our chances of being resurrected.

>>3891684
But since op says no I vote to blast the ropes
>>
>>3891684
Side note, how are we still able to think clearly and not scream when you're literary burning alive
>>
>>3891695
We'll probably come out of this looking like anakin after a lava bath
>>
>>3891474
>Cast some necrotic blasts at the ropes to try to get free
>>
>>3891684
>>3891695
>>3891759


As you're being burned alive in a last effort to get free you blast the ropes with your necrotic spells; after a few blasts enough of it crumbles for you to get free and you jump out of the flames.

You already got horribly burned though, the pain is almost unbearable. You stumble towards where the local lord left your belongings and grab a healing potion and greedily drink it, then another, then a third one - you ran out of potions, but you can still feel a bit of the burning sensation. The worst of the burn wounds healed for the most part, but unfortunately left a bunch of scars, an uneven pattern of newly grown skin all over your body tainting the pristine beauty of your pale flesh; you'd need a high level healing spell such as regeneration to return your skin to its former state. Maybe you can find someone to cast such a spell on you, or a regeneration potion somewhere, but for now you're stuck with a deformed appearance.

You grab your staff and look at the chaos around you. The humans are summoning their militia again, to fight against the zombies. You wonder how long they'll take to realize they must pierce the brain to kill them.

There are already more zombies than you can control so you must be careful not to be bitten. You can place a ward upon yourself to become invisible to undead, but if you do that you cannot command your minions.

What do you want to do?
> Go around murdering people
> You've spent too long in this damned town it is time to leave, walk away with as many of your new minions as you can control
> Cast an invisibility to undead ward on yourself and take advantage of the chaos to walk away from this place, leaving the zombies wreaking havoc
> Fly away from this accursed place, leaving the zombies behind wreaking havoc
> Write in
>>
>>3891781
> You've spent too long in this damned town it is time to leave, walk away with as many of your new minions as you can control

We should be prepared though. They will know where we fled to and they will send people who knows how to make us really burn.
>>
>>3891781
>> Cast an invisibility to undead ward on yourself and take advantage of the chaos to walk away from this place, leaving the zombies wreaking havoc

Now every paladin and priest in this land will be on to us
>>
>>3891781
>You've spent too long in this damned town it is time to leave, walk away with as many of your new minions as you can control
>>
>>3891781
>Leave with as many minioms as you can control

Also OP I recommend you ignore posts by
>>3891812
Pretty obvious troll
>>
>>3891803
>>3891812
>>3891858
>>3891878


You've spent long enough in this damned town.

You walk away with as many of your new minions as you can control, leaving the rest behind wreaking havoc upon the human population - even a few zombies can be quite deadly until the humans figure out how to deal with them.

After a few days walk with your new army of shambling corpses you arrive at the necropolis.

You can store your zombies safely if you draw a large protection circle against undead with the sigils inverted so the zombies can't get out of the circle. Alternatively, you could let them wander through the cemetery and make a normal protection circle around your living area. You could use a more mundane containment method, locking them in mausoleums. Or, if you don't plan on raising more undead, you can keep them all under control.

> Stash the zombies inside a protection circle with inverted sigils
> Let the zombies wander and protect your living area with a protection circle
> Lock the zombies in mausoleums
> Keep them all under control
> Write in

What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Write in
>>
>>3891948
> Stash the zombies inside a protection circle with inverted sigils

>Steal the wizard's wands for the witches
>>
>>3891948
>Let them wander and protect your living area

>Scope out the wizards tower, see how easy it would be to nab wands.
>>
>>3891972
+1
>>
>>3891972
>>3891987
>>3892002


You decide to stash the zombies inside a protection circle with inverted sigils. You draw the circle, leave the zombies inside it then relinquish control.

You decide to steal some wands from the wizard Oreus for the witches. You prepare for the 300 miles journey to his tower in the north.

You search through your old grimoires for any spells which would help you with robbing a place. You do find some ancient stuff from even before you specialized into the dark arts, and settle for the following spells:

> Shatter
> Knock
> Invisibility
> Spider Climb

You hope these little tricks will be enough, you can really only cast each once, they're a bit outside your field of expertise.

Your trip to the north is rather uneventful, you travel through the wilderness and scarcely find even wildlife. You climb the mountains to reach his place.

Then you find Oreus tower, an imponent ten stories place with scant few barred windows - you can see only four windows, one on the third floor, one on the fifth floor, one on the seventh floor and one on the ninth floor.

How are you going to try to enter Oreus tower?
> Knock on the door, murder whoever answers and barge in
> Cast Knock on the door to unlock it, cast invisibility on yourself and enter the tower
> Cast Spider Climb on yourself then climb to one of the windows and cast Shatter on the bars and enter through it (which floor? third, fifth, seventh or ninth?)
> Write in
>>
>>3892062
>> Cast Knock on the door to unlock it, cast invisibility on yourself and enter the tower
>>
>>3892062
>Spider climb up to the 7th floor
>>
>>3892062
> Cast Knock on the door to unlock it, cast invisibility on yourself and enter the tower
>>
>>3892075
+1
>>
>>3892068
>>3892070
>>3892075
>>3892096

You cast Knock on the door, unlocking it, then you cast invisibility on yourself and enter the tower.

Inside the tower you see that the room has the ceiling raised all the way to the second floor, a spiral staircase in the opposite side of the entrance, a large trapdoor in the middle of the room, and four large metal cylindrical containers
dominate the room. The containers do have some taps on them, and there are a few buckets around near the stairs.

What do you wanna do?
> Open one of the taps and fill a bucket
> Go up the spiral staircase to the third floor
> Descend the trapdoor into the basement
> Write in
>>
>>3892525
>> Descend the trapdoor into the basement
>>
>>3892525
>> Descend the trapdoor into the basement
>>
>>3892531
>>3892540


You open the trapdoor and go down a ladder into the basement.

You see a lever with a small sign saying "In case of emergency pull this lever". There's also a potion near the lever.

The place is illuminated by the light of three fire elementals, held in place by protection circles. There's also a large cage with an adult troll, and a highly elaborate summoning circle carved in the rock floor filled with a faintly glowing silvery powder inside of which there's a female demon with six arms and a snake tail inside of it.
She says "Hey you! Elf! Free me! Are you a thief? Just mess up this circle here and I'll help you rob the wizard!"

What will you do?
> Drink the potion (this ends your invisibility)
> Pull the lever
> Mess the summoning circle of the demon
> Leave the basement and go to the third floor
> Write in
>>
>>3892545
Make the demon keep her word with a blood contract or something then release her.
>>
>>3892546

You're not a demonologist, you don't know how to make a blood contract.
>>
>>3892550
>> Mess the summoning circle of the demon
And hope for the best
>>
>>3892545
>Take the potion and pocket it. We should save it for an emergency
>Interrogate the demon but don’t let her out. Get as much information as possible and then leave
>>
>>3892553

You tell the demon "I'll free you, but you better help me!"

You then mess up the summoning circle, kicking a bunch of the glowing silvery stuff out of place.

"Yes! YES! I'm finally free!", says the demon, teleporting out of the circle and behind you.

"I'll keep my side of the bargain, I won't stay inside this tower much longer but I'll tell you what I can see and I'll teleport you once to a place of your choosing. "

"The third floor has a bunch of armors in it.
The fourth floor has the apprentices lab, there are six people there.
The fifth floor has a bunch of beds and a kitchen, there are two people there.
The sixth floor has a lot of potions in it.
The seventh floor is a library, there are two people here.
The eight floor is the master's lab.
The ninth floor is the master's bedroom, the wizard is there.
The tenth floor has about twenty wands into pedestals. "

Where do you want the demon to teleport you?
> Third floor
> Fourth floor
> Fifth floor
> Sixth floor
> Seventh floor
> Eight floor
> Ninth floor
> Tenth floor
> Write in
>>
>>3892587
>> Tenth floor
Don't forget to thank the demon and ask for its name
>>
>>3892587
Tenth

And yea get her name
>>
>>3892594
>>3892601


"Take me to the tenth floor, thank you. Oh, and what is your name by the way?", you say.

"Me? I'm Kazilith. To the tenth floor you go!"

You feel a strong smell of sulfur and then you find yourself into a dimly lit room by the light of a few stones that glow in the walls with a large door and twenty pedestals, each with one wand on top of it. There's a sign at the entrance of the room that reads "DO NOT TOUCH THE WANDS THEY ARE CURSED"

You then read the sign by each pedestal to see what wands are there.

1 - Lighting
2 - Fireball
3 - Stone Shape
4 - Enlarge Person
5 - Burning Hands
6 - Firebolt
7 - Wall of Fire
8 - Fireball (rechargeable)
9 - Stone Skin
10 - Magic Missile
11 - Web
12 - Silence
13 - Slow
14 - Bestow Curse
15 - Summon Fire Elemental
16 - Summon Salamander
17 - Slow
18 - Charm Monster
19 - Summon Water Elemental
20 - Dimensional Anchor

Which wands will you grab if any?
>>
>>3892629
>Grab all of them!

Pretty sure that cursed warning is a bluff, but just in case it isn't don't touch them directly, use folds of clothing to shove them in your bag.
>>
Rolled 15 (1d20)

>>3892638
>Grab all of them!

Alright, let me roll for which one you grab first then
>>
>>3892629
Take em all. We could sell those we can't use.
>>
>>3892629
Take them all, but let the witches try to use them first
>>
>>3892648

Skeptical about the warning about the curses you decide to grab them all. You head to the one whose pedestal reads Summon Fire Elemental and grab it with a fold of cloth and shove it inside your bag just to be sure.

However you immediately notice three things.

First, a loud alarm that begins ringing.

Second, that your invisibility breaks. Just grabbing stuff should not be enough to do that. The wizard must have prepared an anti invisibility ward.


Third, that your feet turns into tree roots, your skin gains a bark like quality and your hair turns into leaves! You became a human-treant hybrid, and although you don't feel any particular benefits, you move much slower and are probably vulnerable to fire now.

What do you wanna do?
> Continue grabbing wands at random
> Grab some specific wands (which ones)
> Write in
>>
Or elf-treant hybrid rather.
>>
>>3892662
>Continue grabbing wands at random
>>
>>3892662
Grab 16
>>
Rolled 1 (1d2)

>>3892665
>>3892667

1-random wand
2- wand 16
>>
Rolled 20 (1d20)

>>3892674
>>
>>3892677

You grab the Dimensional Anchor wand!

Parts of your skin become a silvery powder and begin to fall off exposing the bloody flesh underneath, the silvery patches are spreading slowly!

You hear someone fumbling with a key on the door! What do you do?

> Continue grabbing wands at random
> Grab some specific wands (which ones)
> Write in
>>
>>3892683
>> Grab some specific wands (which ones)
2
>>
>>3892683
>2
well at least we're unrecognizable now from that qt3.14 elf slag
>>
>>3892687
>>3892715


You grab the wand of Fireball!

A black fog obscures your eyes and you lose your vision!

You hear the door creaking open! A voice says "Dirty thief, prepare to meet your doom! "

What do you do?
> Summon a fire elemental
> Try to throw a Fireball in the general direction of the voice
> Write in
>>
>>3892724
>Summon a fire elemental
>>
>>3892724
>> Try to throw a Fireball in the general direction of the voice
Escaped a burning only to die in a wizard tower. Ironic
>>
>>3892724
shout that your name is kazilith and the thief has escaped
>>
Rolled 2 (1d2)

>>3892726
>>3892727

1- fire elemental
2- Fireball
>>
>>3892751

You grab the wand and toss a fireball in the direction of the voice! You hear an explosion and a scream. Seems like you hit the wizard!

But then comes the counter attack. He throws a paralyzing spell on you and you fall to the ground motionless.

You hear his footsteps approaching you and feel as he takes the Fireball wand from your paralyzed hand.

"I'm going to sacrifice you to summon a demon, hehehe!"

A bunch of people carry you downstairs and put you in a metal cage. You can hear the troll growling nearby.

"You set my demon free? Damn you, I needed its blood to make wands! Never mind, I'll just use you to summon another, a more useful type this time."

After awhile the paralyzing spell wears off.

What do you wanna do?

> Cast Shatter on the cage lock to free yourself and flee the wizard tower
> Write in
>>
>>3892779
>> Call out to the troll, break free together
Are the curses still on effect?
>>
>>3892796
>Are the curses still on effect?
Yes.
>>
>>3892779
>Did he not take the other wands we stole? Cast shatter and flee, and free the troll too on your way out
>>
>>3892850
>Did he not take the other wands we stole?
Yes, he took them, maybe I should've expressly said so but it was implied anyway that he would not let you keep them in the cage. He took your travel pack too.
>>
>>3892796
>>3892850

You call out the troll, brushing out what little Giant you can speak.

"Can you break free?", you ask.

"No, cage too strong, tree person. Only wizard has key. He paralyzes me and takes me blood now and then.", says the troll.

You consider freeing the troll, but you only have one use of the Shatter spell. Your cage is however significantly smaller than the troll's, what gives you an idea.

"Could you break my cage?"

"Me thinks yes tree person, bars are thin.", says the troll.

> Cast Shatter on your cage lock and flee
> Cast Shatter on the troll's cage lock and hope he frees you
> Write in
>>
>>3892923
>> Cast Shatter on the troll's cage lock and hope he frees you
>>
>>3892936

"I can break lock with magic but only once, but I can't see. You will be my eyes to break your cage, then you'll break mine. Deal?", you say.

"Tree person is wizard too? Me no like wizards. But me wants freedom so me helps!"

The troll keeps telling you directions until you aim towards the lock on his cage, and you cast Shatter. With a loud noise, the lock is destroyed!

"Haha, me is free! Don't worry tree person, I'll free you too."

The troll bends the bars in your cage and you manage to squeeze yourself out of it.

The two of you then leave the basement, the troll kicks the front door open and you two run away into freedom.

Once you're far from the tower the troll says.

"Wizard made you blind no? Maybe shaman can cure tree person. Me going back to tribe in the north. You coming?"

> Go with the troll to his tribe north
> Part ways and head back home south
> Write in
>>
>>3892974
>> Go with the troll to his tribe north
Oh and I'm not actually a tree person. It's a curse too.
>>
>>3892974
>go with the troll
>>
>>3892974

> Go with the troll to his tribe north
>>
>>3892974
> Part ways and head back home south
>>
>>3892985
>>3893017
>>3893128
>>3893247
You decide to go with the troll to his tribe in the north.

He carries you most of the way there as he's much faster and stronger than you.

After nearly a week of trekking through the mountains, during which time most of your skin fall off, you arrive at the troll village, where he's greeted by the other trolls.

"Long time no see Grok! Where have you been?"

"A wizard captured me! But my little friend tree person here helped me escape! He has been blinded by the wizard so I brought him here to see the shaman."

After awhile you're brought to the presence of the shaman.

"Powerful curses you have upon you, the Fogvision, the Silverrot, the Slowbark. I can take curses from you, yes! You'll be good as new in no time. Just need to make strong potion for you first, so your body can survive me shooing out the evil spirits!"

You stay in the troll village as a guest for a few days while the shaman prepares the "strong potion", they give you what you think is mammoth meat to eat. You feel sick all of the time and flies keep getting into your exposed flesh.

The shaman finally finishes his potion and gives it to you. It tastes like mud mixed with rotten vegetables.

"This will make you strong enough to resist the exorcism!", says the shaman. "Now I'll drive the evil spirits out of you!"

The troll shaman begins to beat you up with his staff while he chants something unintelligible. The beating keeps going for a good fifteen minutes until your vision begins to clear.

"The first evil spirit is gone! Now to the next ones!"

He continues beating you up with his staff relentlessly for another half an hour until the curses are gone from your body! The bark appendages receded and you look like an elf again.

However, the skin that fell off haven't healed; and you're pretty sure you got a whole bunch of broken bones for how much it hurts to move.

"The evil spirits are out of you!", says the shaman triumphantly.

"Oh! The tree person was an elf!", say the trolls mesmerized.

What are you going to do?
> Ask the shaman to heal your broken bones
> Thank the troll shaman and begin the trip back home
> Write in
>>
>>3893251
> Ask the shaman to heal your broken bones
Can't imagine moving in this condition and we need to find a healer anyway
>>
>>3893266

"I think I got a lot of broken bones, can you heal me?", you ask the shaman.

"Healing? Oh, such a shame! Trolls regenerate, I never bothered learning healing magic. I can make you some splints.", says the shaman.

What are you going to do?
> Stay in the troll village until your bones mend
> Begin the trip back home
> Write in
>>
>>3893275
> Write in
Fly home?
>>
>>3893286
>Fly home?
You can only fly for about 10 minutes.
>>
>>3893251
>Stay with trolls for a while

Perhaps we can access some sympathetic magic and piggyback off troll regeneration? Borrow theirs for a bit? Use necro magic to siphon their vitality?
>>
>>3893275
>> Stay in the troll village until your bones mend
>>
>>3893251
> Stay in the troll village until your bones mend
Just wait until you naturally recover. In the meantime we may be able to convince the trolls to help us in storming the wizard’s tower
>>
>>3893286
>>3893319
>>3893604
>>3893958

You decide to stay in the troll village until your bones mend.
The shaman makes you some splints and make you drink his horrible tasting concoctions from time to time that you're not even certain do anything. The trolls give you mammoth meat.
The mammoths you learn are partially domesticated, roaming close to the troll village and considered sacred, one slaughtered ritually every few months to provide for the tribe.
In your time with the trolls you see them being attacked by poisonous wyverns, gryphons, harpies, electric flying lizards and giant eagles. The trolls fended off these flying attackers by hurling big stones that they leave scattered throughout their settlement. These attacks seem to be a common occurrence.
But not only foes have the trolls. A couple friends also showed up. Some hill giants came to trade some cows for the durable mammoth fur; and a cyclop came to trade some metal tools for large amounts of meat.

Eventually your bones do mend and you're ready to hit the road!

> Try to convince the trolls to storm the wizard's tower with you
> Return to your necropolis
> Write in
>>
>>3894263
>> Try to convince the trolls to storm the wizard's tower with you
>>
>>3894263
> Write in
Ask for some of their kills before we leave to get some harpies and other fliers.
>>
>>3894263
> Return to your necropolis
>>
>>3894263
> Try to convince the trolls to storm the wizard's tower with you
>>
>>3894263
> Try to convince the trolls to storm the wizard's tower with you
>>
>>3894266
>>3894280
>>3894287
>>3894404
>>3894419


You try to convince the trolls to storm the wizard's tower with you. The troll shaman tells you:

"South wizard who kidnapped Grok too powerful, knows fire magic. Many trolls would die, and for what? Wizard has no meat in tower, no tools, nothing trolls can use. Nay elf, trolls will not attack wizard."

You look through the recent kills of the trolls and find the corpse of a giant eagle. You think you could animate it and it would probably still fly. Maybe you could fly on it back home.

> Animate the giant eagle and fly home
> Return to your necropolis on foot
> Write in
>>
>>3894507

> Animate the giant eagle and fly home

A few more fliers before we go.
>>
>>3894507
>> Return to your necropolis on foot
>>
>>3894520
aren't our feet all fucked up?
>>
>>3894263
> Write in

Raise their mammoth bones. Large skeletal mount wahey!
>>
>>3894526
Aren't they just horribly burnt and scarred? I mean we made it back after escaping the village on foot
>>
>>3894507
>Animate giant eagle and yeet
>>
>>3894507
> Animate the giant eagle and fly home
>>
>>3894512
>>3894520
>>3894529
>>3894549
>>3894631

You tell the trolls you're leaving back to your home. They give you some meat for the travel. On the day to go you head to their stores and animate the giant eagle corpse, mounting it and flying away.

You fly over some human villages you did not know about on your way back - mining villages on the mountains.

Then you arrive at your home the cemetery. You wonder if a protection circle with inverted sigils will be enough to bind a flying creature - you know the barrier it creates is cylindrical but you're not sure if the beast could somehow fly over it.

Long ago you researched some spells to keep undead in an induced stasis for if you had to keep feral, powerful or smart undead under control. Maybe you should keep the undead eagle in stasis when you're not using it. The stasis spell uses some rare components that you only have a limited supply of though.

Or you could tie the bird with some ropes you have laying around.

> Stash the bird with inverted sigils it probably won't flee
> Keep the bird in stasis to be extra safe
> Just ties the bird with some ropes
> Just keep the bird under control
> Write in


What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Write in
>>
>>3894709
> Just keep the bird under control
> Propose an alliance to one of your neighbors (which one)
Vampire
>>
>>3894709
How big is it? Just lock it if we can
>have undead cut down some trees to make spears with and arm themselves
>make slings and collect small rocks as ammunition
>>
>>3894709
> Just keep the bird under control
>Ask the witches if they can perform a regeneration spell for your ruined body
>>
>>3894728
Actually changing to this
>>
>>3894709
>stash bird
>Ask witches for help with regen
>>
>>3894718
>>3894723
>>3894728
>>3894731
>>3894746

You decide to just keep the bird under control.

You head to the witches home to ask for their aid.

You find only Melinda at home, tending to the garden.

"Where are your sisters?", you ask.

"They're out collecting herbs. Have you acquired the wands from the wizard Oreus? Your skin looks awful. Nice bird you have there.", says Melinda.

"I tried and failed. I came here to ask if you could help me fix my skin with a regeneration spell.", you say.

"Unfortunately we are not powerful enough to cast a regeneration spell, if we were we would have healed Karla already. But I could brew a regeneration potion with the right ingredients."

"What would be these ingredients?"

"That's a rather versatile potion, it can be brew with a variety of things. Unfortunately, they're all rare and hard to acquire."

"Bring me two items from the following list and I'll brew a batch of regeneration potions. I'll keep one for my sister Karla and give you the rest."

"Here's the list:
1 - Dragon Blood
2 - Greater Demon Horn
3 - Unicorn Horn
4 - Celestial Ichor
5 - Phoenix Blood
6 - Beholder Eye Fluid
7 - Kraken Blood"

"Now that's a lot of really difficult stuff to acquire.", you say.

"Yes, that's why regeneration potions are fairly rare.", says Melinda.

What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Write in
>>
>>3894839
>> Eliminate local competition, kill one of your neighbors (Mummy)
It's undead, bring him to heel.
>>
>>3894839
>We need to take some time and either learn new spells or improve on the ones we already have. Due to our fairly limited capabilities and poor decisions made by other anons, we’ve been met with failure at literally every turn. At this point plot armor is the only thing that’s keeping us intact so I suggest we find a way to make our first operations more efficient on our end
>>
>>3894960
this
>>
>>3894947
>>3894960
>>3895104

Realizing that although you are mainly a necromancer you cannot rely on your minions all of the time you decide to take some time to either learn new spells or improve the ones you already have.

You're a highly specialized necromantic summoner so your other magical abilities suffer in consequence of that.

Your offensive cantrip of choice is the Death Bolt, a mildly powerful necrotic blast. It's not powerful enough to kill someone in one hit consistently, but you can cast it all day.

Researching new spells is a fairly time consuming endeavor. Any of these spells you research can only be used a few times a day at most, except cantrips that are at will. What kind of spell do you have in mind?
> Research a cantrip that does cold damage instead of necrotic damage (3-6 months)
> Research a cantrip that drains a little bit of the life of the enemy when you touch it healing you (3-6 months)
> Research a spell to curse water and make it unholy, unholy water damages celestials the same way holy water damages fiends and undead (6-12 months)
> Research a spell that summons an spiritual hand that grapples an enemy for up to one minute, the hand can only be destroyed by magic (6-12 months)
> Research a spell that makes a corpse explode, and creatures that die in the explosion also explode (1-2 years)
> Research a spell that boils the blood of one enemy, causing damage and temporarily paralyzing it for up to one minute (1-2 years)
> Research a spell that turns you into a dark mist for a few seconds and lets you fly very fast, creatures in the path of the mist take necrotic damage (2-4 years)
> Research a spell that lets you drain a large amount of enemy lifeforce with a touch healing you (2-4 years)
> Research a spell that makes it rain magical blood around you, dealing necrotic damage to living things and healing undead (4-8 years)
> Write in
>>
>>3895145
> Research a cantrip that does cold damage instead of necrotic damage (3-6 months)

> Research a spell that turns you into a dark mist for a few seconds and lets you fly very fast, creatures in the path of the mist take necrotic damage (2-4 years)

> Research a spell that makes it rain magical blood around you, dealing necrotic damage to living things and healing undead (4-8 years)

I’m torn between these three as each either solves a problem with the logistics and longevity of our “army” or they would have been useful in helping us escape our past predicaments. I’ll think it over but no matter what we decide we shouldn’t spend the next few months or years learning a single spell we should make some small gains as well in regards to both manpower and since we’re a necromancer, corpsepower. We won’t be training 24/7 so it would be a good use of our time to acquire resources. I suggest we use shadows to preform some low level robberies in order to build some wealth. With it, we’ll be able to make up for lost time and our past failures. We can hire some thieves or mercenaries to rob manor from the town where we failed our first raid. If that arrangement works out we could possibly hire some adventurers to raid the wizard tower while we operate in the shadows to steal the wands, with the proper precautions this time around
>>
>>3895145
>> Research a spell to curse water and make it unholy, unholy water damages celestials the same way holy water damages fiends and undead (6-12 months)
>>
>>3895145
>> Research a cantrip that drains a little bit of the life of the enemy when you touch it healing you (3-6 months)
>>
>>3895145
>>3895227
> Research a cantrip that does cold damage instead of necrotic damage (3-6 months)

For the sake of time I’ll go with this. A few of the other spells can be rendered moot with some proper planning
>>
Rolled 3 (1d3)

>>3895275
>>3895449
>>3895460

1- unholy water
2- life drain
3- cold bolt
>>
>>3895489
Voting for life drain
>>
>>3895495
If it's not too late that is
>>
>>3895489
>>3895495 fine

You begin to research the Life Drain cantrip.

You take 6 months to perfect it. You can now touch people and drain their life force at will.

Seeing some weird mud thing wandering about you go out investigate and discover a new neighbor just moved in, a troll voodoo priest. He took over a mausoleum, drew a bunch of wards and is digging up and raising a bunch of skeletons, but he's stuffing his skeletons with hard packed dirt so they look more like mud monsters. Seems like he's not bothering to control all the skeletons he raises, just having warded his living area.


What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Research new spell (which one)
> Write in
>>
>>3895527
>Write in
Scout the human kingdom and see what they're up to. Are they going to send priests and paladin to burn us?
>>
>>3895550
>Scout the human kingdom
How do you intend to do this?
>>
>>3895558
Fly there, kidnap random civilians and peasants on the road and interrogate them.
>>
>>3895550
+1
>>
>>3895561
Here we go again. If we absolutely had to scout the kingdom I’d suggest several options before resorting to this. Since I’m clearly outnumbered I’ll just sit back and watch this upcoming train wreck
>>
>>3895832
You could put in some suggestions.

>>3895558
I'd say use rats or bats to scout the enemy kingdom after using zombie owls to ferry them closer and then bring em back.

>>3895527
I'd rather we build up a ready reserve of undead, and even if we can't use them all at once, we can have them ready to go by having the wander a mausoleum in a sealed door waiting for us to open and spill out.
>>
>>3895837
Before I can make any we need to frame this situation. What’s the purpose of this scouting mission. So far we’ve failed to rob a town and a tower and now the anons seem to have their eyes set on a very high profile target. If they plan on doing what I think they’re doing we now have both an unreachable goal and a poor method of achieving it.

I suggest we looking into the matter of our new neighbor to see where he stands and what he is capable of. If he won’t directly help us he could have some useful information or a rate item which we can make use of. If we’re dead set on the kingdom however I suggest we hire a single individual to do some scouting for us. One normal human walking around will be much less suspicious than a string of disappearances. That is if we can even pull this feat off
>>
>>3895892
LOL, you putting way to much effort into this, and having alot of faith in the anons.

We stood in a fire being burned doing magic shit instead of escaping. That's literally "fire bad, fire hot" moment but we stayed in it until after our legs were cooked to well done.
>>
>>3895897
I like to think things through, though I usually don’t protest this much unless some absolute boneheaded decisions were made. That burning a the stake fiasco was one of many. Tbh I have little to no faith in the decision making skills of a few of these anons. This isn’t a quest we can just brute force through since the QM has (rightfully so) given us a limited yet versitile set of abilities. It’s going to take creative thinking to get anything done
>>
>>3895900
Well anyways, aside from my owls and bats ,or rats idea for scouts, I suppose the goal of the scouting job should be to look for weak and strong points or well defended and weakly defended locations. Places of paladins and other smitey forces and the distances us or the places we may raid or attack. Examine resources in people and materials for magic or spellcrafting, then look at best places to infiltrate and gather information from them on their awareness of us.
>>
>>3895905
Personally I’d avoid the kingdom entirely for the time being. Your idea is sound but this isn’t a job for a lone low level necromancer. Well see how the QM wants to take this and if we’re gunning for the kingdom I’ll support this plan of action
>>
>>3895550
>>3895561
>>3895763
You consider scouting the human kingdom to see what they're up to.

You could get your eagle and fly to one of their roads and kidnap a traveling merchant for interrogation.

You could raise a small undead critter and send it to the human town. Normally you can only control minions that are near you, but you know a ritual that lets you perceive through the senses of one of your minions and control it even at a great distance, it takes full concentration though.

You could try to find disreputable humans like brigands or highwaymen and try to press them into your service as informants, but dealing with such criminal types has its own dangers.

What do you wanna do?
> Kidnap merchant with eagle for interrogation
> Spy with a critter (what kind, owl, rat, rabbit, lizard, frog, crow)
> Find criminals and convince them to help you
> Write in
>>
>>3895920
>> Kidnap merchant with eagle for interrogation
>>
>>3895920
>> Kidnap merchant with eagle for interrogation
>>
>>3895921
>>3895923

You fly in your eagle towards the human kingdom and stalk their roads for awhile until you find a lone merchant in a wagon full of grain. You kidnap the merchant and fly back to your necropolis.

"Oh God, please don't kill me, I have wife and children!", begs the merchant.

"Tell me whether the paladins are c
comingto cleanse Boarville!", you say.

"Boarville? The village that was ravaged by zombies? Yes, the king sent Paladino's there. The zombies spreaded all over the region, it took months to get them all, there are still stories about zombies in the deeper parts of the woods. They say it was the elves who sent the zombie plague but the elvish kingdom denies it. The paladins are still investigating the matter."

Do you want to ask anything else?
>>
>>3895925
Have you heard anything about an elf witch who escaped being burned?
Do you know where to buy a regeneration spell or its ingredients?
Which human village are weakly defended?
>>
>>3895926
>Have you heard anything about an elf witch who escaped being burned?
"Now that you mention it, I think I heard the people in Boarville captured the elf witch at first and interrogated her then were burning her at the stake but somehow she fled. Wait a minute... these burn scars... you're the elf witch! Oh God, I'm gonna die and be turned into a zombie!"

>Do you know where to buy a regeneration spell or its ingredients?
"Maybe at the capital, there's a wizard school there. "


>Which human village are weakly defended?
"I wouldn't know, I'm no military strategist. Most villages have guards and a militia, so they would only be particularly weaker if anything weakened them recently. "
>>
>>3895930
Okay we're done here. Let him go.
>>
>>3895933
Actually ask him one more thing before letting him go. "Tell me how I look?"
>>
>>3895930
Maybe not let him go because he figured out who we are?

Or we bluff, and state we are a witch not a necromancer.....
>>
>>3895936
>"Tell me how I look?"
"How you look? I didn't knew witches cared for such things. I can tell you're very pretty lady witch, but I can't help but notice that all these burn marks taint your otherwise outstanding natural beauty."

What do you want to do next?
>>
>>3895943
Return to the necropolis and meet the newest resident
>>
>>3895946

You kidnapped the human, you're already at the necropolis. What do you want to do with him?
>>
>>3895951
Wait. I said let the human go.
>>
>>3895925
>You kidnap the merchant and fly back to your necropolis.
>>3895953
>>
>>3895954
Okay drop him outside and let him leave safely
>>
>>3895957
Now he knows where our base is and a way back to the place.

Turn him into a reaverant or something.
>>
>>3895954
Turn the merchant into our puppet or spy
>>
>>3895946
>>3895957

You drop the merchant outside of the necropolis and let him leave safely.

You then go meet your new neighbor.

You find him brewing some potions inside the mausoleum and you hail him.

"Greetings newcomer, I'm Maeva Slydark the necromancer, and this cemetery is my home.", you say in giant.

The troll seems startled for hearing him native language. He answers

"I'm Thoz the voodoo priest. I came to make big army of mud zombies to defeat my enemy the naga lord Xandor, I won't stay long. "

"How are these dirt packed skeletons any different from a normal skeleton?", you ask.

"Mud zombies better than regular skeletons and regular zombies, the mud be infected with zombies plague so any scratches from mud zombies will infect enemies, and they have no brains to be destroyed, must be dismembered and burned. But smoke also infected with zombie disease hehehe!", says Thoz.

"What are you brewing?"

"Antidote for zombie plague if I get infected by accident."

"Who is this Xandor?"

"He massacred my village in the south, now I'll destroy him and his people. He has a village 300 miles away from here south."

"How do you plan to take all your skeletons there?"

"I'll control a few and for the rest I'll be bait and have the horde follow me."

What do you want to do next?
>>
>>3895973
what sort of loot are you expecting to get
>>
>>3895957
We need to kill him. He knows who we are and where we live and the last thing we need is a mob knocking at our door
>>
>>3895973
This >>3895976 and Ask if he wants our help
>>
>>3895976
"What sort of loot are you expecting to get?"
"The nagas are raiders and have destroyed many villages before, their settlements is in a swamp which works as an aquatic fortress against other races. They fight mostly with brutish melee warriors, but also some archers and they have two powerful sorcerers who were the downfall of my tribe because they can cast fireballs and firebolts. They certainly have stashed many riches from all the plundering they have done over the years, maybe even some magic trinkets."
"Do you want my help?"
"Would you help this old troll get his revenge? I would be very grateful if you could help me end Xandor's life and eradicate his tribe like he eradicated mine. I still need a few months of preparation to raise a large enough army of undead."

What do you want to do next?
>>
>>3895995
Tell him we'll consider it. Be sure to warn us before he attacks.
>>
>>3895999

"We'll consider helping you. Be sure to warn us before the attack.", you tell Thoz.

What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Research new spell (which one)
> Write in
>>
>>3896007
Talk to the vampire
>>
>>3896015

In a hundred years you have never actually seen your vampire neighbor, who lives deeply in underground catacombs, only his thralls. That's about to change.

You head to the entrance of the vampire's catacombs and find a dwarf thrall with a crossbow in there.

You say "I've came in peace! I'm Maeva Slydark the necromancer who lives in this cemetery, I'd like to meet your master. "

The dwarf thrall eyes you suspiciously then say "Wait here, I'll go ask the master if he wants to meet you."

After about two hours four dwarves and one elf woman in a frilly dress come back with a litter with curtains. The elf says to you in elvish "The master will receive you. He told us to blindfold you and carry you through the tunnels so you don't learn the passages and don't fall in the traps, I'll be watching to make sure you don't peek."

You and the elf thrall enter the litter and the elf thrall delicately places a blindfold on you. The four dwarves then carry the litter into the catacombs.

"We've greatly expanded the tunnels these past few decades so it will take awhile to reach the outer sanctum. Would you mind telling me a bit about yourself to pass the time?"

> Tell the thrall about your childhood in the elvish kingdom
> Tell the thrall about your teenage years learning magic under various disreputable masters
> Tell the thrall about your century long research into the dark arts
> Ask about the thrall life instead
> Stay silent
> Write in
>>
>>3896048
>> Tell the thrall about your teenage years learning magic under various disreputable masters
>>
>>3896048
>> Tell the thrall about your teenage years learning magic under various disreputable masters

How old are we anyways, in years and by elf standards?
>>
>>3896055
>>3896063 you're 237 elves reach adulthood at 100 stay adults until 400ish then live until around 600 years

"I went through the vocational exam of the elvish wizard order but they told me all I could become was a lowly healer and wanted me to go through shaman training. I didn't want to be a shaman so I began looking for private magic tutors and unsanctioned arcane scrolls. My first magic teacher was an old elf called Xerzia, she taught me the basics of arcane theory and my first few spells.
Then I learned with an old elf called Hipastus who lived alone in the woods, he taught me the offensive cantrip I still use to this day and sparked my interest in the dark arts.
But it wasn't until I met Sekron, a human necromancer in his own right, who taught me how to raise the dead, that I really got into the dark arts. He must be long dead by now."

After a few hours being carried through the tunnels the dwarves stop.

The elf says "We arrived. Let me take this blindfold off."

You step out of the litter and find yourself into a large room lit by four large braziers burning coal. The walls of the room are richly engraved, depicting scenes like dwarves mining, dwarves kneeling to a tall man in black, dwarves drinking a red liquid, and so on.

There are eight tunnels leaving this room in different directions.

Near the wall of the room there's a large silver throne with a pale human exquisitely dressed sitting in it. He's holding a glass with a red liquid. By his side there are three human women in frilly dresses. The elf who was with you runs to him and whispers something in his ear.

"Maeva Slydark, is that it? I'm Khalmyr Abuzov, lord of the catacombs, immortal nightwalker, enthraller of dwarves elves and men. I've had the lights lit for you, normally I keep this place in complete darkness. The dwarves don't mind, I don't mind, my babes don't mind, so it's alright. I only get a light on sometimes to read, I love classical human literature specially the old plays and I have a weak spot for elvish poetry. Sometimes I have my people enact the plays for me, it is a lot of fun. But oh, where are my manners? You must have came here with a purpose. We've been neighbors for decades and it is the first time you pay me a visit. So tell me Maeva, what do you want?"

What do you want to do?
>>
>>3896121
prostrate yourself and explain your century of research has culminated into abject failure at every turn wherever you apply it and you come seeking advice
>>
>>3896121
>Ask if he has goals aside from living in luxury

>>3896175
Vetoing this
>>
>>3896191
I agree. We don’t need to debase ourselves to get something from this guy. All we need is some light probing and a golden opportunity
>>
>>3896175

You prostrate yourself and say "I've researched the dark arts for a century and have attained a great degree of mastery into summoning undead, but whenever I try to apply my research it culminates in abject failure! I come humbly seeking your advice. "

He gets up from his throne and walks to you, lifting your chin. "A hundred years you say? That's a long time, you must be a really good summoner. I would bet you're failing because you're not playing your strengths. If I were to go around exposing myself during the day I would've get burned a long time ago. Maybe all you need to do is focus more on what you're really good at.", says Khalmyr.

"That's actually pretty good advice. ", you say.

"I know right? One doesn't get to live centuries and not acquire at least a smidge of wisdom. But in any case, maybe I could help you further, and you in turn would help me."

"There is a village some 300 miles away to the east called Springsville. It is ruled by a noble house, the Oakhearts, I don't know the name of the current lord. What I do know is that they are famous all over the kingdom for the beauty of their daughters who over the centuries have frequently married into royalty. I have had my eyes upon an Oaksheart thrall for a long time now, so if you can get me one of their girls alive and unharmed I'll reward you with something of value... let's see... what do you want?"

"Maybe a regeneration potion for my burnt skin?"

"Well, that's easy enough, I can just send my thralls to go buy one at the human capital. They are expensive but not beyond my means."

"Do we have a deal?"

> Agree with the conditions
> Ask for more stuff (what)
> Write in
>>
>>3896191
>>3896194
I was already writing, didn't see these.
Guess we just roll with it now.
>>
>>3896242
My post came in like one minute after his but ok

>Agree
>>
>>3896348 I think they were like 20 minutes apart


"I agree, I'll get the girl for you.", you say.
"Great, I'll send some thralls to go fetch the potion soon then, bring me the girl and we'll do this fair trade. I'm sure we can figure out other profitable deals in the future too.", says Khalmyr.

You then prepare to leave the way you came, you get back in the litter, the elf puts the blindfold back on you and the dwarves carry you out of the catacombs.

"You know, master Khalmyr used to leave the catacombs alot in the past, but in the past few decades he became increasingly recluse. He's been having the dwarves dig deeper and deeper not just for ore but making some sort of vault under the inner sanctum. I'm not sure what he wants to stash down there but there's certainly space for thousands of tons of stuff in the lowest level already.", says the elf, apparently just trying to make conversation.

The dwarves leave you outside of the catacomb and your eagle was out there where you left it, still waiting for you, so you resume control over it.

What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Research new spell (which one)
> Write in
>>
>>3896372
>Find that merchant we let go. >Find out where the Oakshearts are so you can kidnap one. Also the resources at their disposal.
>>
>>3896383

Changing your mind about letting the merchant go you mount on your eagle and fly around the wilderness near the cemetery looking for him. After awhile you find his trail and follow it and in a few hours you find him walking through the woods.

What do you want to do?
>>
>>3896400
>Grab him and interrogate him about the Oakshearts, anything he knows about them
>Then use new life drain cantrip to leech all his vitality and heal our dreadful scars
>>
>>3896422

You grab the merchant and interrogate him about the Oaksheart.

"Oh no, you again! Leave me alone witch!"

"Answer my question or I'll kill you!"

"Fine! The Oaksheart is the family of the dead grandmother of the king, they're a minor noble family who rule a prosperous farming village called Springsville, I've bought grain from them a few times. Their women are fabled to have the most outstanding beauty of all women in the kingdom. Their current patriarch, lord Lukas Oaksheart has six daughters, three of them are married and live in other town. His three younger daughters live with him in his manor."

"What resources do they have at their disposal?"

"Well, he's a noble, he has guards, collect taxes, has a lot of personal wealth. His manor is a large stone building three stories tall with an inner garden."

Having finished interrogating the merchant you begin to use your new life drain cantrip to leech his vitality.

However it only drain a little vitality at a time, a single use is not enough to kill him; he begins to run away. You go after him and knock him down and keep using the life drain cantrip, killing him slowly. He hits you in the head with a stone. You slowly heal this wound by draining his life, engaged in a grapple with him. After about a minute he is dead.

You hoped the life drain would heal your dreadful scars, but apparently scar tissue counts as already healed so the spell doesn't heal it - only more powerful spells like regeneration seem to treat scar tissue as still wounded and actually heal it.

What do you want to do now?
>>
>>3896466
Go to where the Oakhearts live and observe the Manor.
>>
>>3896466
Backing
>>3896475

But also look into the married ones. It's unlikely but possible that they're not as well defended
>>
>>3896475
>>3896479

You take your eagle and fly east towards Springsville. After a day of fast flight you arrive there.

Seeing the village in the horizon, you begin to weigh your options on how to observe the Manor more closely. You see the village has walls, but the gates are currently open.

> Just fly near the manor with the eagle and watch it closely
> Tell your eagle to wait in the woods, cast Invisibility on yourself and walk into the village towards the Manor
> Catch a critter in the woods, turn it into undead and send it to spy on the Manor (which critter, squirrel, mole, woodpecker, rat)
> Write in
>>
>>3896540
>> Tell your eagle to wait in the woods, cast Invisibility on yourself and walk into the village towards the Manor
>>
>>3896540
>the one with invisibility
>>
>>3896549
>>3896556


You tell your eagle to wait in the woods, cast Invisibility on yourself and walk into the village towards the Manor.

You go past the guards in the gates raising no suspicion and walk into the inner village stone paved roads until you find the Oaksheart Manor, a three stories tall square stone building taking over a whole city block.

There are a couple guards at the entrance of the Manor, imposing double doors, wearing chainmail and carrying swords. The place has large wooden windows with glass panels; the ones in the street level and the first floor are all closed, but there are several open on the second and third pavements. On the second pavement you can see a lot of shelves with books, you think most of the floor is a large library. You saw a man, a guard you think for he was wearing chainmail, looking out the window in the third pavement briefly. On top of the building you can see four more guards carrying crossbows. Going around the block you see another entrance, also double doors but smaller, there are also two guards in there wearing chainmail and carrying swords.

What do you wanna do now?
> You've seen enough, head back into the woods
> Attempt to climb into the second floor and enter through a window into the library
> Attempt to climb into the third floor and enter through one of the open windows
> Attempt to climb to the roof
> Write in
>>
>>3896601
>Attempt to climb into the second floor and enter through a window into the library
>>
>>3896601
>attempt to fly through an open window
>>
>>3896610

if you cast a spell you break invisibility
>>
>>3896601
>> Attempt to climb into the second floor and enter through a window into the library
>>
>>3896613
Ah dang, I thought we cast spider climb with it for the wizard tower before.
>>
>>3896604
>>3896610
>>3896615

You attempt to climb into the second floor supporting yourself by grabbing and stepping into small wall grooves; with some effort you manage to prop yourself up and through a window into the library.

There are thousands of books into the many bookshelves that line this place, on the most varied topics - law, theology, philosophy, architecture, history, heraldry, medicine, mathematics and many, many more. You walk around the library a little, astonished seeing so many books in one place, when you notice a section of the library with mostly scrolls and some thick looking books in one corner of the building behind a counter, a sign hanging from the ceiling says "restricted collection"; there's an elderly woman sitting in a chair behind the counter reading a thick romance novel.

On the opposite corner of the library there are the stairs, going up and down. Sitting in a chair near the stairs there's a soldier, his crossbow between his crossed feet, reading an adventure novel.

You can see the inner garden on the windows on the opposite side. You see a couple young girls running around in the garden playing, they must be about nine or ten years old. Their astonishing beauty leaves no doubt about them being the Oaksheart children.

You can also see an older girl, a teenager who looks to be about fourteen, sitting in a cushioned metal chair under an umbrella reading a book. She's no doubt also an Oaksheart. There are two guards carrying crossbows in the garden near them.

What do you wanna do?
> Climb down the window into the inner garden
> Go down to the first floor
> Go up to the third floor
> Go check the restricted collection
> Write in
>>
>>3896669
>Climb down the window into the inner garden
>>
>>3896669
>> Climb down the window into the inner garden
>>
>>3896674
>>3896678


You begin to climb down the window into the inner garden.

When you are about halfway through you hear a woman's voice coming from inside the Manor yelling.

"Lunch is served!"

The girls start running inside the Manor, the teenager puts down her book and begins to walk inside.

Seems like you only have a small window of opportunity if you want to risk it all to catch one of them right now.

> Cast Flight, grab one of the girls and fly away (which one, teenager, younger kid, older kid)
> Resume climbing down into the inner garden
> Climb back up into the library
> Write in
>>
>>3896715
>Cast flight and grab the oldest

Hope that vampire is a semi pedo

I guess he can always wait for her to get older
>>
>>3896777
+1
>>
>>3896777
>>3897142

You cast Flight on yourself, becoming suddenly visible, and fly towards the teenage girl, grabbing her and lifting off.
The girl immediately begins to scream for help, the little girls scream in terror and shock.
One of the guards scream "A witch took lady Samantha!"

The guards at the ceiling shoot at you with their crossbows; and two shots connected! You're hit in the left flank and in the right buttock.

Lady Samantha keeps flailing about and screaming making it mightily difficult to carry her but you manage.

As you fly over the village gates more crossbow bolts come your way but by now you already gained some altitude and they don't quite reach you.

When you get to the woods you yank out the crossbow bolts and prepare to take your prisoner with you to the necropolis on your eagle.

You fly back to the necropolis with the eagle holding the girl.

What do you want to do?
>>
>>3897338
Throw together a dinner for our guest and glean whatever information we can from the conversation.

She must be hungry after such a long journey, and after all we just rescued her from a secret political betrothal to an old senile noble in another kingdom.

Perhaps she'd be willing to consider another long-term commitment with an older, but more lively fellow.
>>
>>3897338
Just bring her to the vampire
>>
>>3897338
Question her a bit before bringing her before the Vampire
>>
>>3897338
>Throw together a dinner for our guest and glean whatever information we can from the conversation

After that bring her to the vampire and ask for knowledge/magic power from him instead of stupid regen potion. Scars don't hinder us in any way and we gain nothing by being beautiful in the first place.
>>
>>3897425
>>3897447
>>3897564
>>3897671


You decide to throw together a dinner for your guest. You don't receive guests often - or rather at all - so you don't have the proper furniture for this, you must improvise. Cleaning up the desk from your study, getting the plates set, some candles lit and some steamed vegetables from your garden served you go get your pris... I mean, your guest.

You make her sit at one chair and then you sit at the other facing her. She's still sobbing and with a longface, but at least she's not screaming and flailing anymore. Maybe she got tired?

"You haven't touched your vegetables! Eat, you must be hungry after such a long trip. I grew these myself. "

"Who are you? Where am I? Why have you kidnapped me?", she says. By the gods, even her voice is beautiful!

"I'm Maeva Slydark the necromancer, you're in my home a cemetery and I got you because I intend to trade you with one of my acquaintances who desires you for your beauty. ", you say.

"Oh, woe is me! Imprisoned by an evil witch to be traded away like a slave! I'm promised in marriage to the lord of Castletown, one of the largest cities in the kingdom, once he hears of my fate he'll spare no efforts to rescue me!", she says.

"I doubt they'll be able to save you, we're many miles away from your village and the place you are going to is very well defended. Reconcile yourself with your fate, your new master is a gentleman. ", you say.

She begins to cry again.

What do you want to do?
>>
>>3897778
We can do nothing more. Call the vampire's minions to help us bring her to him.
>>
>>3897780

You call the vampire's minions and take the girl down the catacombs, following the same procedure - you leave your eagle outside, get into the litter with the girl blindfolded, and the dwarves carry you all into the outer sanctum.

"Oh, she's so beautiful! Ah and so young!", says the elf.

You all arrive at the vampire's outer sanctum where he's waiting.

"Yes, yes! I've waited for so long!", he says when he sees the girl.

"You've been very effective Maeva. Perhaps too effective. I've sent my thralls to acquire your potion but they will only be back in a couple months.", says Khalmyr.

"For how fast you did the task I'll throw in a little something from my collection. Choose one item!", he says, as his thrills bring a bunch of stuff into view.

1 - an old wand of Fireball, only has 12 charges
2 - a scroll of Teleport, single use
3 - a potion of Transformation in Black Dragon, lasts one hour
4 - a half burnt ancient scroll titled "Advanced methods of shadow summoning - Liber II, on the magnification of the shadows"
5 - a half burnt ancient scroll titled "Advanced methods of shadow summoning - Liber IV on the specialization of the shadows "
6 - a flask of pixie dust, good for 10 applications. Each application lets you fly for 10 minutes. It may be useful in magical recipes too.
7 - an old wand of lesser demon summoning, only has 6 charges
8 - an old grimoire titled "Demonology" heavily annotated by guy called Anunorak, seems to detail the basics of summoning demons, it is missing a lot of pages though
9 - a scroll with a summon angel spell, single use
10 - a crown of telepathy, let's you read people's minds and communicate without speaking up to 60 feet away


"If you don't want the regeneration potion anymore I can call off my thrills and give you three of these items instead and consider the deal done and finished. What will it be?"
>>
>>3897819
>7 - an old wand of greater demon summoning, only has 6 charges


Sorry, my bad it was supposed to be greater demon there
>>
>>3897819
>1 - an old wand of Fireball, only has 12 charges
You mean thralls, not thrills
>>
>>3897836
>You mean thralls, not thrills
Yeah, that too.
>>
>>3897819
>10 - a crown of telepathy, let's you read people's minds and communicate without speaking up to 60 feet away
>>
>>3897819

Call off the regeneration potion since beauty is useless for a necromancer

> 4 - a half burnt ancient scroll titled "Advanced methods of shadow summoning - Liber II, on the magnification of the shadows"
> 7 - an old wand of greater demon summoning, only has 6 charges
> 8 - an old grimoire titled "Demonology" heavily annotated by guy called Anunorak, seems to detail the basics of summoning demons, it is missing a lot of pages though
>>
>>3897836
Support
>>
>>3897841
Support
>>
>>3897819
1
>>
>>3897836
>>3897839
>>3897841
>>3897844
>>3897862
>>3897869
>>3897920


"I'll take the fireball wand. I still want the regeneration potion. ", you say.

"Very well, have the wand. I'll have the potion delivered to you once it arrives. ", says Khalmyr.

You're carried out of the catacombs and given the Fireball wand.


What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Research new spell (which one)
> Write in
>>
>>3897955
>Attack a settlement
Another human village
>>
>>3897965

You decide to attack another human village. You saw a few farming villages on your way from Springsville, some by the frontier and some further into the human kingdom and you also remember seeing some mining villages near the mountains. Which do you want to attack?
> Attack a mining village
> Attack a frontier village
> Attack a farming village further into human territory
> Write in

How do you intend to perform the attack?
> Get your zombies and march there
> Summon skeletons and march there
> Fly there with your eagle and sneak into their cemetery to raise some undead in site
> Write in
>>
>>3898031
> Attack a farming village further into human territory
> Summon skeletons and march there
>>
>>3898069
Backing this, but bring the eagle top this time
>>
>>3898082
+1
>>
>>3898069
>>3898082
>>3898112

You decide to attack a human village further into the human kingdom. You decide to once again raise an army of skeletons to raid the humans.

However, remembering how the humans were able to beat your skeletons, you consider whether it wouldn't be wise to equip or modify them.
What do you want to do with your skeletons?
> Just sharpen their phalanges as usual
> Get a bunch of big sticks in the woods and fashion clubs for them
> Make a bunch of fire hardened wooden spears for them
> Take the time to glue an extra pair of arms on each skeleton
> Write in

You remember four villages that you could attack, one large sprawling village near a lake, one with a big temple in it maybe a cathedral, one with stone walls and one with a big tower.
Which one do you want to attack?
> The big one near the lake
> The one with the cathedral
> The one with the stone wall
> The one with the big tower
>>
>>3898591
> Take the time to glue an extra pair of arms on each skeleton
> The one with the cathedral
>>
>>3898591
>> Take the time to glue an extra pair of arms on each skeleton

> The big one near the lake
>>
>>3898614
+1
>>
>>3898614
>>3898633
>>3898664

You take the time to implant an extra pair of arms on each of your skeletons.

Then you march with them towards the village with the cathedral.

After a couple weeks marching you arrive there at the crack of dawn.

You fly a little with your eagle and check out the village; there's a vast farming area spanning miles surrounding the village proper with a few barns scattered around; and the village have five distinctive areas, the market and shops area in the center, the cathedral and cemetery area north, the granaries area west, the poor houses south, and the rich houses east.
Where do you wanna take your skeletons?
> To the cathedral
> To the markets
> To the granaries
> To the poor houses
> To the rich houses
> Write in
>>
>>3899248
>To the markets
>>
>>3899248
> To the cathedral
>>
>>3899248
> To the cathedral It is best to first strike the priests and paladins, and then use the cemetery to replenish new forces.
>>
Rolled 2 (1d2)

>>3899268
>>3899284
>>3899289

1 - markets
2 - cathedral
>>
>>3899320
Markets
>>
>>3899320

You go around the village and approach it through the north, having your skeletons climb the metal fence of a cemetery. You can feel a few hundred corpses buried in there, the vast majority of them reduced to just skeletons. Usually you need to at least see the corpse to raise it as undead but you might try to raise shadows out of their spirits even without directly seeing the corpses - doing so usually causes the body to crumble to dust; and if you stand directly above a grave you may raise that body and command it to claw its way out of the grave.

You take your skeletons to the massive doors of the cathedral and find six priests spread out inside preparing for the morning prayers and a handful of peasants
ts praying . When the priests see the undeads by the entrance of the cathedral one of the screams "Holy Gods, the dead rose from their graves! Grab the holy water brothers!"

What do you do?
> Send the skeletons after the closest priests
> Send the skeletons after the priests by the altar
> Send the skeletons after the peasants
> Throw a fireball at the closest priests
> Throw a fireball at the priests near the altar
> Throw a fireball at the peasants
> Throw fireballs at everyone
> Write in
>>
>>3899338
>> Throw a fireball at the peasants
>>
>>3899338
>Throw a fireball at the peasants
That's for ruining my skin!
>>
>>3899338
>Fireball the priests
>>
>>3899338
>> Throw fireballs at everyone
>>
>>3899338
> fireball the priests. The priests pose a bigger threat then the peasants.
>>
>>3899338
>Throw a fireball at the peasants
>>
>>3899338
> Throw a fireball at the priests
>>
>>3899338
> Throw fireballs at the priests
>>
>>3899514
>>3899542
>>3899546
Stop trying to samefag idiot
>>
Qm please ignore votes from that id from now on.
>>
>>3899338
fireball the priests
>>
>>3899338
> Throw fireballs at everyone
>>
>>3899338
>> Throw a fireball at the peasants
>>
>>3899339
>>3899349
>>3899396
>>3899421
>>3899519
>>3900106
>>3900393
>>3900530

You grab your wand of fireballs and toss a fireball at the peasants, who die in a gruesome fiery explosion! The church benches catch on fire.

You hear the priests say "A witch! Quick brother Jerome, go find sir Reginald!"

Two priests run into the inner areas of the cathedral; as for the other four, two hide behind the altar and the other two stand in the middle of the cathedral and raise their holy symbols. The older priest chants something and a bunch of holy spirits appear and begin to attack you, your eagle and your skeletons!
The younger priest casts a bolt of holy light directly at you, hitting you in the chest; the area hit keeps glowing.

You've been heavily wounded and may not take this sort of punishment much longer.

What do you do?
> Fly away in your eagle
> Order your skeletons to attack the priests
> Throw a fireball at the priests
> Write in
>>
>>3900935
>Order your skeletons to attack the priests
>>
>>3900935
>> Order your skeletons to attack the priests
>>
>>3900935
>> Throw a fireball at the priests
>>
>>3900935
> Throw a fireball at the priests.
>>
>>3900935
>throw a fireball at the priests
>>
>>3900935
>Order your skeletons to attack the priests
>>
>>3900935
>> Order your skeletons to attack the priests
>>
>>3900964
>>3901031
>>3901036
>>3901210
>>3901295
>>3901483
>>3901996


You order your skeletons to attack the priests. With their holy symbols still raised they seem to turn your undead! You lose control over 14 skeletons who begin to try to run away from the cathedral. You have the rest of the skeletons push onwards an soon enough you have the priests surrounded, being clawed at by a large mob of undead.

However, the are spell of the priest, summoning holy spirits is heavily damaging the skeletons. A dozen skeletons are destroyed and the rest are fairly damaged already.

You only have 13 more fairly damaged skeletons attacking the priests, who seem pretty banged up but you're not sure how much longer either side will hold on.

> Grab the young priest and fly away in your eagle to drop him from a high height
> Grab the old priest and fly away in your eagle to drop him from a high height
> Flee flying away in your eagle
> Have your skeletons keep attacking the priests, throw a narcotics blast to support them
> Toss a fireball in the middle of the battle
> Write in
>>
>>3902289
>More fireballs
>>
>>3902289

Not narcotics blast, it's necrotic blast lol
>>
>>3902289
>throw fireball
alternatively
>use narcotics blast
sounds far more effective
>>
>>3902289
>Have your skeletons keep attacking the priests,
>>
>>3902299
>>3902730
>>3903046

You throw a fireball at the priests, destroying your already pretty banged up skeletons; the younger priest seems to have zerched out, but the older priest is still standing, badly burned nearly naked his robe having been burned by the flames. His area spell is still going, this guy must have some really amazing concentration. He looks at the young priest, see he's dead then casts a spell and heal himself.
Your eagle you can tell is nearly dead from the area spell from the priest. You yourself can't stand much longer either.
What will you do?
> Fly away with your eagle while you can
> Toss another fireball at the priest
> Write in
>>
>>3903238
>Yeet out

Fucking vets
>>
>>3903238
>Toss another fireball at the priest
>>
>>3903246

Without your army of undead, too hurt, with your eagle nearly destroyed, not knowing when his reinforcements will arrive or how many tricks this priest has up his sleeve you decide to fly away on your eagle!

The priest calls forth a spell and say "Not so fast! Holy blade!"

He toss a blade of light towards you that begins spinning like a disk. You try to evade it, it almost cuts off your head, but you can't evade it entirely and it chops off your right arm!

You fly away in your eagle at top speed as the spinning blade flies around coming after you again; when it is about to hit you it disappears. Must have gotten out of range, you're pretty far from the cathedral by now.

Bleeding profusely you must decide what to do next.
>>
>>3903283
Go back there and surrender. The priest has excellent healing spells.
>>
>>3903297
support. We're bleeding to death far from our allies. surrender, heal and try to escape later.
>>
>>3903283
>Find some poor sap to drain
>>
Why is everyone so incompetent? We are literally getting killed and hurt really bad all the time.

Also try and get some undead to retrieve our arm.
>>
>>3903503
We should try to heal or something but if nothing else then yeah drain some poor sap like a vampire succubus
>>
>>3903297
>>3903321
+1
>>
>>3903503
I support looking for some random peasant out in the fields or swooping down on a lone cottage and using Necromancy to sap the life out of them for healing effect

I also think going back to the church and surrendering is a bad idea. I feel fairly sure that they are going to just attack us for assaulting their cathedral and killing their fellow priests.
>>
>>3903283
Lay down our belongings and staff and surrender to the priests.
>>
>>3903558
some fag mobile posting to kill the quest
>>
>>3903503
+1
>>
>>3903503
+2
>>
>>3903297
>>3903321
>>3903503
>>3903558
>>3903561
>>3903575
>>3903970
>>3904002
>>3904028
>>3905412
>>3905540


Badly wounded, you decide to look for some poor sap to drain.

You fly to the outskirts of town and find a young herder tending to his sheep. You order your eagle to grab him.

You then reach for him and begin to drain his life. He screams and struggles but doesn't manage to escape the eagle's grip.

You leave his dead husk behind and the stump of your right arm has healed, cut off close to the shoulder.

What do you want to do next?
>>
>>3905593
Go back and get our arm back
>>
>>3905599
Support
>>
>>3905593
Fly back to our own turf, this raid is clearly another failure.

Maybe that vampire will have that potion for us by now.
>>
>>3905599
>>3905603
Nah that priest had reinforcements coming. The regen potion ought to cover arm and skin anyway.

Go home and research how to make our minions more deadly. Do explosive devices exist, can we make them suicide bombers? Or maybe just some profane enchantments to resist holy magic.
>>
>>3905599
+1
>>
>>3905599
>>3905603
>>3905945
>>3906700
>>3906750

You fly back near the cathedral to go retrieve your arm.

You see the priests and a bunch of villagers fighting the remaining of your skeletons, destroying them with clubs and the occasional beams of holy flames.

You scan the area then you see it down below - your arm! You have your eagle dive straight to it and you grab it, having a little trouble to hold yourself on top of the eagle, carry your staff and now carry your arm at the same time with just one arm. You then hold your staff with your legs while you stuff your arm in your travel pack, commanding your eagle to soar high into the air away from the cathedral.

What do you want to do next?
>>
>>3906853
Huh, guess it worked out.

Do
>>3906700
And throw in finding out how to become a lich
>>
>>3906868

You return home utterly defeated, but with many ideas for new research paths.

You can research any of the other spells from the other list I posted earlier or these:
> Research a ward that protects one undead from being turned (1-2 years)
> Research a ward that reduces the amount of damage one undead takes from holy sources (2-4 years)
> Research a spell that turns a zombie into a bloater that explodes dealing massive area damage (2-4 years)
> Research a spell that dispels enemy spells (2-4 years)
> Research a spell that creates a blade of darkness that can be thrown and will go after enemies to cut off their limbs disappearing if it gets out of range (4-8 years)
> Write in

You consider finding out how to become a lich. You have heard about it before from your master, it's one of the highest aspirations for many necromancers. The process itself involves a ritual during a special cosmic conjunction sacrificing several victims, drinking a potion made of many rare poisons that will kill you, then having your soul be stored in the phylactery you prepared. The ritual, the potion and the phylactery need to be researched and prepared separately and will likely take a long time, likely decades, if you can even figure them out at all. Most liches get the details from other liches since the whole thing is so complex, reinventing the whole process might take too long even for an elf.
>>
One more spell
> Research a spell that summon a bunch of evil spirits that deal necrotic damage in an area around you for up to one minute, requires concentration (2-4 years)
>>
>>3906884
It's clear working alone isn't going to be successful. Seek out an apprentice to be our servant and student, open to elves only, young, male and handsome.
>>
>>3906884
>research the ward for undead and the bloater zombies
>>
>>3906931
Which ward? Against turning or against holy damage?
>>
>>3906927
+1
>>
>>3906933
Holy damage

Actually turning is short, why not both? Should make time for that regen potion too.
>>
>>3906927
>>3906931
>>3906945

Pondering that your recent failures might stem from working alone, you consider looking for an apprentice to be your servant and student. You want an elf male, young and handsome.

Technically in the elvish kingdom the dark arts are not banned but the applications that are allowed are medicinal and for divination - basically making potions and talking to ghosts. They still have a ban on animating undead like all civilized nations, so you wouldn't be allowed to get an apprentice through the elvish wizard order. You'd have to try to find some oddball apprentice who is seeking tutoring outside of the more traditional wizard community.

In any case, you'd have to travel to the elvish kingdom and spend quite some time looking for an apprentice. As far as you know you're not currently being wanted for any crimes in the elvish kingdom so you might be able to go there undercover. Your current appearance might pose a problem though, as people will certainly ask questions. You could also hire a courier to travel through some elvish cities announcing you are taking apprentices, although that might draw some unwanted attention to yourself - you're technically outside of the elvish kingdom so you don't really need to follow their laws but they might get pissed at someone illegally taking apprentices.
> Travel to the elvish kingdom undercover to look for an apprentice
> Get to the nearest elvish village and hire a courier to travel through the elvish kingdom announcing a wizard in the old cemetery is taking young handsome male apprentices for a curriculum heavy in the dark arts
> Wait for the regeneration potion
> Write in
>>
>>3906961
>Research the spells first. It'll give time for the regen potion to come, and the more we know the better apprentice we can get.
>>
>>3906961
>> Wait for the regeneration potion
>>
>>3906961
> Wait for the regeneration potion
> Get to the nearest elvish village and hire a courier to travel through the elvish kingdom announcing a wizard in the old cemetery is taking young handsome male apprentices for a curriculum heavy in the dark arts
>>
Do we need to specify handsome? All elves are good looking
>>
>>3906963
>>3906973
>>3906983

You decide to wait for the regeneration potion. The days on pass by quickly as you tend to your vegetable plot, do some light reading and put your old things in order.

Then one day a dwarf shows up at your living area carrying a small silver box. "From master Khalmyr. Master says he has another job for you if you want." he says, giving it to you and leaving.

You open the box and resting in its cushioned interior is a pearl colored liquid inside a small crystal flask.

You uncork the flask and drink it greedily.

You feel a jolt of pain in your stump and all over your body, then a soothing warm feeling as the regeneration magic works its way into your body. You watch as your arm regrow in a couple minutes and your skins returns to its pristine state!

You don't even get time to properly enjoy yourself when you find one of the mud skeletons from Thoz drops a scroll near your door then walks away. You grab the scroll, it is written in awful calligraphy.
" Preparations complete, begin marching in one week. Siege in a month. You're welcome to participate. Thoz."

What are you going to do?
> Travel to the elvish kingdom undercover to look for an apprentice
> Get to the nearest elvish village and hire a courier to travel through the elvish kingdom announcing a wizard in the old cemetery is taking young handsome male apprentices for a curriculum heavy in the dark arts
> Go talk to the vampire, see what this new mission is about
> Go with Thoz to siege Xandor's village
> Write in
>>
>>3907308
>Ask about new mission
>Go with Thoz
>>
>>3907308
>> Get to the nearest elvish village and hire a courier to travel through the elvish kingdom announcing a wizard in the old cemetery is taking young handsome male apprentices for a curriculum heavy in the dark arts
>>
>>3907323
Supporting this
>>
>>3907323
this
>>
>>3907323
Support
>>
>>3907323
support
>>
>>3907323
>>3907784
>>3908118
>>3908476
>>3908487


You decide to go parlay with the vampire again to learn what this quest is all about.

After going through the same old procedure to get in, you find Khalmyr in his outer sanctum. He tells you
"Ah, you're now looking much better. I have a special mission for you, friend. "

"It has come to my attention that in the village of Ericsville lives a wizard in a tower who was once part of a group of adventurers which raided the lair of an old... acquaintance of mine, Bardur the old , an ancient vampire lord. They managed to defeat Bardur and loot his lair and amongst his possessions there was the fabled Sun-Walker Ring which allows a vampire to walk in broad daylight without being reduced to ashes. This precious artifact has been forged millennia ago by the dwarves of the fallen Baradur, an underground fortress city ruled by Bardur, and the recipe for its manufacture been long lost. Compare to it, my little Ring of Radiant Resistance is just a toy - it makes me survive minutes rather than seconds in sunlight but that ring would let me get a tan!
My best sources indicate that the ring is in possession of this wizard. His name is Zerafar and he's quite old, been retired for a few decades, lately dedicated to instructing his apprentices. He's quite powerful however so a direct attack on his tower would likely fail. He has grown fond of Ericsville over the years and would likely defend it if it were attacked, so the best course of action to reach his vaults is to create some distraction so he leaves the tower then pilfer it while he's busy elsewhere. I'm sure he has other magical treasures in his tower too but I'm only interested in the ring. If you can get this ring for me I'll reward you greatly!"

> Accept the mission
> I've had enough of invading wizard towers, decline the mission
> Write in
>>
>>3908542
>> I've had enough of invading wizard towers, decline the mission
Definitely cursed and filled with traps.
>>
>>3908542
>Decline

>"The whole reason I needed that regen potion was invading the tower of a mediocre wizard. A powerful one would kill me. "
>>
>>3908556
Support
>>
>>3908556
>>3908594
>>3908665

"I'll have to decline this mission, vampire. I've had enough of invading wizard towers. The ring is most definitely cursed and the place is certainly filled with traps."

Khalmyr is visibly upset for a moment, he's clearly not used to having things denied to him. The his expression loosens to his usual carelessness.

"Oh well, guess I'll have to wait a few more decades to tan my cheeks! When I have some other use for you I'll let you know. ", he says.

You then head to see how Thoz is doing. He has tied more than two hundred of his mud skeletons with rope to keep the stragglers from disbanding and is making them march towards him along the way to the naga village.

"No, no, no, don't stand there, come here closer to me or mud zombies will scatter! Are you coming?"

> Go with Thoz
> You have better things to do
> Write in
>>
>>3909352
>You have better things to do
>>
>>3909421

"I have better things to do!", you tell Thoz, the ride your eagle and fly away.

You return to your home and ponder what to do next.

What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Research new spell (which one)
> Write in
>>
>>3909433
Go to elf settlement and find the apprentice
>>
>>3909597

You travel to the elvish settlement to begin your search for an apprentice. You leave your eagle in the woods near the village and stroll into it. It's some place called Yrthalas. You're an elf, you shouldn't stand out too much in an elvish settlement... except that your clothes are a hundred years out of fashion. Alright, black never goes out of fashion, but even in the slow elvish culture a century is enough time to change some stuff fashion wise. And dark clothes kind of draw some attention by themselves - almost everyone wears brown or green, some people wear, ugh, white.
> Your clothing are fine, not like this village would have anything befitting to your superior taste
> Buy a brown cloak and toss it on top of your usual clothes
> Buy a full plebeian green dress and wear it, gotta blend in
> Write in
>>
>>3909662
>Your clothing are fine, not like this village would have anything befitting to your superior taste
>>
>>3909678
You decide that your clothings are fine, not like this village would have anything befitting to your superior taste anyway.

You begin to ask around if anyone knows any wizard apprentices.

This backwards village has a bunch of shamans and shaman apprentices but no wizard apprentices. You learn that an emissary from the wizard order comes around every five years or so to find any wizard candidates. Often he doesn't take anyone, other times one or two bright young lads or gals, and head with them to Lorien, the capital of the kingdom for the examination. The young ones usually only return decades later and even then just to visit - seems like wizards are not very fond of good old Yrthalas.
Besides Lorien, where you'd be right under the nose of the wizard order, there are a few other places you could try.

Serafalas, the home town of the archmage Dorceus. He routinely rejects apprentices so there should be a bunch of entitled and frustrated young wizards in the area.

Cornopia, home of the Center for Advanced Arcane Studies. It is a large research facility with some ten wizards and lots of apprentices that focuses on creating new spells, but they reject grants for wizards working on repetitive, forbidden or uninteresting projects. There should be lots of grantless applicants very frustrated indeed around there.

Sophalas, have you ever wondered where all those spells from the CAAS go? Wonder no more! They get stashed in the Arcane Library at Sophalas... to rot in there unused for the most part. By now there are a few thousands of odd spells created by the researchers over the centuries. A few grants are given each year to wizards who want to peruse the library and copy a few spells into their grimoire but the list of requirements is annoying to say the least - they require recommendation letters, residence in the town, proven scholarly research and a valid reason to want access to the spells. Many frustrated people in there for sure.

Where do you wanna go to look for an apprentice?
> Lorien
> Serafalas
> Cornopia
> Sophalas
>>
>>3909813
>Cornopia
>>
>>3909825

You take your eagle and travel to Cornopia, leaving it in a cave in the wilderness near the city and going into it to look for an apprentice.

The Center for Advanced Arcane Studies is a major institution in the country performing important research, but you wouldn't be able to tell from looking at their headquarters - a small manor turned into an office building and a few adjoined houses made into dormitories, with a couple large warehouse housing their experimental labs. In these humble places the wizards work day and night in the creation of new spells.

The whole city seems to be crazy about archery though. The kids are all playing with bow and shooting targets, and there are frequent competitions for prize money in many different categories - men only, women only, children only, elderly only, amateurs only, hunters only, army men only, and the free for all competition which have the highest prizes.
You look around in taverns for disgruntled young apprentices who are working on projects to earn a grant to become a researcher for the CAAS.
After hearing way too many stupid spell ideas from maybe not so bright young wizards over cups of wine over the course of a few weeks, taking care to head back to the cave in the wilderness every night to check if your eagle didn't flee before hiring a bedroom in the local inn, you select the ones that didn't sound too stupid and actually have something to do with the dark arts so they might be interested in becoming your apprentice:

Zayro Vladenko, who is working on a spell to create a humanoid wearable flesh golem that interfaces with the brain of the user and allows it to pilot it, he says it is to help the disabled, but of course there might be military applications if the flesh golem is made with combat capabilities in mind. His proposal was deemed interesting, but was denied on the grounds that animating corpses is forbidden.

Carul Zarkote, who is working on a sigil for trapping and concentrating spiritual energy on a drinkable form for increasing longevity, he says there might be other applications for liquid concentrated spiritual energy but he hasn't thought of any obvious one other than that. Denied on the grounds that it involves trapping the spirits of the dead.

Rolf Cegamo, who is working on a spell that opens small portals to the plane of necrotic energy to summon small necrotic leeches, which work like normal leeches, but effected parts rot, fall off and regrow healthy again, he says even severed members can be regrown like this. Denied on the grounds that the dangers of accidentally summoning some stranger aberrations from the necrotic energy plane are too big.

Which young wizard will you try to convince to become your apprentice?
> Zayro Vladenko
> Carul Zarkote
> Rolf Cegamo
> These are all lame, keep looking
>>
>>3910236
> Voting Zaryo for the tank potential which we desperately need.

Rolf seems good too though. Maybe keep in touch with him or apprentice them both.
>>
>>3910245

You decide to try to convince Zayro Vladenko to become your apprentice. You keep showing up at the tavern he frequents and you go strike conversations with him.

"So, how is your research going?"

"Not so well Maeva. I need some material components to experiment with and I have no way to obtain them, this is really bugging me. I might be on the verge of a life changing discovery for thousands of people all over the world and I can't progress because I'm not allowed to animate a little bit of dead tissue.", says Zayro.

> "Would you be willing to travel abroad to pursue your research?"
> "I might know a way for you to get some samples if you'd be willing to get out of the elvish kingdom's jurisdiction."
> "I could get some samples for you if you came work with me, I live outside of the elvish kingdom so their rules don't really apply."
> "I will try to get you everything you need for your research if you come work for me, I'd like you to become my apprentice."
> Write in
>>
>>3910473
>I might know a way for you to get some samples, if you'd be willing to leave the elvish kingdoms jurisdiction.
>>
>>3910473
>> "Would you be willing to travel abroad to pursue your research?"
>>
Rolled 2 (1d2)

>>3910530
>>3910831
>>
>>3911646

"Would you be willing to travel abroad to pursue your research?", you ask Zayro, somewhat cryptically.

"Travel abroad? I don't know of any institutions outside of the elvish kingdom that let you research whatever spell you want. The humans have even stricter laws regarding animating tissues so I don't think they would let me pursue my research in their lands either.", says Zayro.

"I didn't mean necessarily at an institution. You do know the basics of arcane theory don't you?"

"Yes, I've had formal training as a transmuter and have read as much as I was able on flesh animation but treatises on it are scant the matter being technically forbidden and all."

"Then you could develop the spell on your own! All you need are some samples and the peace and quiet to work on then no?"

"By the gods, if I could get plenty of samples somehow I'd start working right away, even though alone I might take decades to perfect the spell. But where would I get a steady supply of fresh corpses?"

> "It is clear to me that you must operate outside of legality if you want to advance in your research. You'll need a good hideout, away from the authorities. "
> "You'll need to ransack cemeteries obviously! But it would be too dangerous to do it in the elvish kingdom, you should go to the human kingdom. "
> "I could get some samples for you if you came work with me, I live outside of the elvish kingdom so their rules don't really apply."
> "I will try to get you everything you need for your research if you come work for me, I'd like you to become my apprentice."
> Write in
>>
>>3911656
Seduce him into becoming our apprentice.
>>
>>3911666
how exactly are you going to seduce him Satan?
>>
>>3911683
Turn on our charms. Hold him, caress him, loosen parts of our clothing, invite him to an inn, fuck, tell him he we will help his research and he could have us everyday if he becomes our apprentice.
>>
>>3911686

You decide to seduce Zayro Vladenko.

You begin to not so subtly holding him, caressing him, loosening parts of your clothing. He keeps talking about his research and it takes awhile to dawn on him that you might be interested on him on a personal level. After a few more drinks you invite him to an inn.

The two of you have sex - the first time you have sex in the gods know how long. He's an inexperienced but passionate lover. In bed the next morning you tell him you will help his research and that he could have you everyday if he becomes your apprentice.
He gladly accepts without a second thought.
You tell him to pack his belongings for the trip back to your lair and he comes back hours later with a big sack filled mostly with books.
He seems a bit surprised when you lead him outside the town into a cave in the wilderness where you hid your eagle.
"So you're a... necromancer!" he says, looking at the undead eagle.
"Is this a deal breaker to you."
"No, not at all... I guess that's what I'll become too since I'll be animating corpses.", he says.
The two of you get into your eagle and you head back to your lair with your new apprentice and lover.

Once you arrive there you show the place to him.
"I've lived in this vast cemetery for about a hundred years. I have a few neighbours, some witches, a vampire, and a mummy I never talked to. Don't wander into their territory. This place is very ancient and is known by very few, so we should be safe in here for awhile. Unfortunately there are no fresh corpses around, we'll have to gather those elsewhere."

"At first I only need a few corpses to begin testing. I know a spell to keep the corpses fresh while I experiment on them, I can currently manage three or four corpses total.", says Zayro

You talk with Zayro about his combat capabilities. He doesn't have much combat experience. His cantrip of choice for combat is Thorn Whip, in which he transmutes a small piece of plant matter into a thorny whip to hit enemies with, the whip also pulls creatures up to 10 feet away closer to him. Besides the cantrip he can also temporarily enchant a weapon with magical acid, cold, fire, lightning, poison, or thunder for one hour, cast a spell that allows the target to spew a breath of acid, cold, fire, lightning, or poison in a 15 foot cone for a minute and another that transmutes the soil into a big hand that can punch, grab or crush enemies for up to a minute.

What do you wanna do?
> Eliminate local competition, kill one of your neighbors (which one)
> Propose an alliance to one of your neighbors (which one)
> Raise a whole bunch of skeletons (how many? You can control 40 at a time)
> Attack a settlement (which one, seeking what)
> Research new spell (which one)
> Write in
>>
>>3911697
>Research new spell (which one)
> Research a ward that reduces the amount of damage one undead takes from holy sources (2-4 years)
>>
>>3911697
Backing
>>3911730

But get zaryo his corpses first
>>
>>3911849
Use a combination of Zayro's cantrip and the eagle to swoop and drop random lone travelers to their death and collect their corpses for his experiments in the meantime.
Can also do this further away in a manner to prevent the hideout from being triangulated.
>>
>>3911730
support
>>
>>3911730
>>3911849
>>3912172
>>3912284

You decide to begin researching a ward that reduces he amount of damage one undead takes from holy damage.

But first you will get Zayro his corpses.

You begin pondering on methods to acquire some corpses. You thought about having Zayro use his cantrip while on the eagle to swoop and drop random lone travelers to their death then collect their corpses, but the cantrip only pulls them close at a range of about 10 feet, it isn't strong enough to actually hold them long enough for the eagle to fly high enough to drop them to their deaths.
As you were discussing the matter with Zayro he seemed rather disgusted with the notion of murdering random innocent people - he thought we were going to be robbing graves or something.

> Tell him to abandon his peasant morality already and have him come with you on the eagle to hunt some random lone travelers to kill
> Let him keep his morals and do the dirty deeds yourself, you kidnapped a merchant once, shouldn't be too difficult to kidnap a few more travelers
> Do things his way and hit a graveyard in one of the nearby human villages (which one), hopefully you'll find a fresh corpse or three
> Write in
>>
>>3912435
> Do things his way and hit a graveyard in one of the nearby human villages (which one), hopefully you'll find a fresh corpse or three
He'll turn around when curiosity gets the best of him
>>
>>3912435
>Do things his way for now

Cmon bro they're just humans. Not like we're murdering elves.
>>
>>3912454
>>3912460

You decide to do things his way for now and hit a graveyard in one of the nearby human villages.

Which village do you wanna check the graveyard for fresh corpses?
> Boarville (100 miles away)
> Springsville (300 miles away)
> The big one near the lake (250 miles away)
> The one with the cathedral (200 miles away)
> The one with the stone wall (160 miles away)
> The one with the big tower (130 miles away)
> Some other village
> Write in
>>
>>3912529
>The one with the big tower

I'd pick Boarville since we hit them pretty hard recently, but we haven't verified if paladins are still around and investigating. We should do that.
>>
>>3912529
>The mining village The village with the tower gives me a bad vibe. I believe that it would be best to attack a more isolated village.
>>
>>3912529
ded?
>>
Rolled 2 (1d2)

>>3912545
>>3913914

1- tower village
2- mining village
>>
>>3918959

You fly to one of the mining villages in your eagle with a shovel, land in their cemetery and look for fresh graves. You do find a couple graves that don't look too old and begin digging.

As you're trying the half rotten bodies of two old men into your eagle you see the grave keeper come running with a big stick on his hand.
"Hey! Ye can't have the bodies of old Steve and mister Jackson! Give them back, you dirty grave robber!"

What do you do?
>>
>>3918962
Knock him out and continue
>>
>>3918963
support
>>
>>3918963
>>3919027

You decide to knock the grave keeper out. You advance towards him menacingly. He begins to beat you up with his big stick. Perhaps it wasn't a good idea to try to knock someone while unarmed...

Tired of that you cast a necrotic blast on the grave keeper. He's hit right in the chest, then begins to run away screaming "Ah! A fukken witch! A witch is stealing corpses at the cemetery! "

You think the damn zombie giant eagle would have tipped him off, but you guess giant eagles are a common sight in the mountains so it didn't faze him that much.

You continue tying the corpses on the eagle and when you're done you fly back home.

Zayro seems pleased with finally having some corpses to start his research on, even if those are already somewhat rotten they should do for the early phases of research which should last a few years.

What do you want to do next?
>>
>>3919087
Do this >>3911730
>>
>>3919141
Support



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.