Good afternoon /tg/, for your enjoyment, part two of an ongoing Undead Reef civilization quest.
Yorik Darkemind's phylactery was released from an unknown period of bondage, and several undead servants were raised or dominated.
Unfortunately, Yorik was captured in a net, and is currently suspended twenty feet in the air.
Furious, Darkemind summons a wave of heatless, black flame, shrouding himself with it. He thunders down with authority at the shaking natives, while the feral vampire bares its fangs.
"How dare you attempt to impede Yorik Darkemind! You will suffer the consequences of your pathetic efforts!"
One of them drops a spear and legs it, and though the other two appear to be terrified, they hold their spears tightly, ready to give battle to the remaining zombie and vampire.
>Blast one of the natives with a mana-bolt
>Incinerate the net, despite the twenty foot drop
((Good morning OP))
>>Command Zombies to generally impede the natives whilst the vampire does his work. We will save the mana bolt for the shaman as a display for any survivors for intimidation purposes.
Can pirates even have a civilization? Doesn't it just make them a legitimate state that carries an act of war? That's like saying rebels can be the government. They stopped being rebels when they did.
>>44643858 [ Good morning, Mr. Nightshade ]
Locked in. Roll 1D100, please.
Pirates make everything better, that's rule number three of RPG's. In this case, "pirate" just describes the fact that the Lich in question will likely be taking to the seas, and attacking other ships. That's not even certain at this point. I'm sorry to have flouted the technical definition. You're certainly welcome to play with us though.
With a simple mental command, the zombie lurches forward to engage the two remaining natives. They are terrified, and attempt to impale it on their long spears. They are successful, to a degree. Yorik's zombie takes some minor damage, and is held at bay for a moment.
In that moment, the vampire has moved behind the pair, tears at the throat of one, and sinks its teeth into the throat of the other. The former gurgles and clutches the gaping wound to no avail, quickly bleeding out on the ground. The latter is entirely helpless as his lifeblood is drained. This feral is certainly not old enough to generate any spawn, unfortunately. The Feral is stronger, and its dried up brain perhaps a little more active now though.
You can smell smoke, coming from the beach. Acrid and foul.
>Command the Vampire to let you down gently
>Incinerate the net
>Command the Vampire/Zombie
With another mental flick of the wrist, Yorik commands the Feral to let him down. It wanders over to the net's anchor, sniffing it for a moment, before slowly, hand over hand, lowering the net in fits and jerks. Once this is done, it lifts its arm in a ragged salute. An interesting development.
>Return to the beach, where the two natives and the shaman are
>Head inland toward the village
>Follow the escaped Feral Vampire's tracks
>Command the Vampire/Zombie
The smoke continues to rise over the beach, but Yorik has more resources to acquire. Storming through the jungle, some of the plants wither simply at his glance.
Yorik quickly comes upon a small wooden gate. There appear to be a couple of sentries upon the walls, but they have not noticed you yet.
>Mana-bolt the guards
>Send the vampire to try and take them out quietly
>Blow the gates
Rolled 55 (1d100)
Of course, I'm the anon that suggested Undead Pirates to begin with, I intend to see this thread through to the best of my available time.
The feral vampire slowly ascends the wall, using the gaps in-between the simple logs. The guard's scream is muffled by his lack of vocal cords. The other is a little more lucky, getting off a shriek before he is drained by the vampire. A little color has begun to return to its face, and a spark of light in its eyes. This is in sharp contrast to the red of the blood on its hands.
There's some commotion from within the walls of the village.
>Blast down the gates
>Ascend the walls
>Command the Zombie/Vampire
Darkemind lets the foul energies drift from his fingers up to the corpses which lies recently dead on the wall. One of the corpses twitches, and is useful only as charcoal. The other, he has a little more success with. One of its arms hangs limply, but you have another zombie at your disposal now.
There are screams from within the compound now, punctuated by sobbing cries.
>Approach the wall, to get a better view of what is going on within
>Command the Vampire/Zombies
>Command the Vampire/Zombies to slaughter all within, leaving you free to deal with the situation on the beach
As gratuitous as it would be to see the suffering within the compound, I can't help but get this sinking feeling that our burried coffin is at risk.
>Leave the Zombies and Vampire to slaughter the weak, return and reanimate the 2 dead on the way to the beach and deal with the shaman.
Command the zombies/vampires to slaughter all the men who appear old enough to pose a threat and should any of the women try to stop them kill them to. Basically I want to make these peoples ghouls
Locked in, not bad.
When two namefags rub together and sweat, each droplet scatters upon the bountiful fields of 4chan, and grows into another namefag. You're welcome to join us and play anon.
You gravitate to a better vantage point. It's more than hidden. Your vampire is growing more efficient, it would appear. All that is left in the village of thirty by the time you ascend is a bearded man, and ten women. The rest lie slaughtered or bleeding out on the ground. The freshly animated zombie is approaching a sobbing woman, who appears to be pleading with it to stop. Perhaps they had some previous relation?
>Animate the dead
>Command the Feral Vampire/Zombie/One-armed Zombie
>Speak with the village elder
>Head back to the beach, and let them finish their gruesome labor
Oh I will. The quest seems livelier than the other new ones and necromancy I can dig.
How much power can Yorik dispense on a daily basis? And can we create intelligent undead?
Does he have memory lapses or is raising zombies, dominating things and flinging dark bolts the extent of his ability?
There is no pity to be found in the place where his dark heart once lie. He orders the rest of the villagers slaughtered, and deigns to save his mana for his encounter with the shaman. Along the way, you encounter the pair of corpses. Yorik could save his mana, or resurrect them in an effort to deal with the upcoming battle with the shaman.
>Conserve your mana
You storm the beach, and find that the ship is partially burning. The damp appears to protected it to some degree, but the damage is severe. The shaman is chanting over the circle, and it glows a bright blue. You can feel your powers weaken slightly. It appears to have been purified.
You attempt to blast the shaman, but he hops in the protective circle. Instead, it curves, striking down one of the two accompanying warriors. His bones are charred.
The remaining warrior raises a bow, the arrow has a simple stone head.
>Attempt to turn the circle against the shaman
>Animate the bones
>Blast the other warrior
The arrogance of this shaman fuels a powerful spike in mana from Yorik's black crystal. He reaches out a clawed, skeletal hand.
The burst entirely reverses the positive energy flow, and kills the shaman without damaging his corpse. The residual energy cooks the other warrior, leaving you entirely alone on the beach.
The circle seems... changed. The lines have been cooked the sand below into black glass. You feel empowered simply by its presence. Perhaps you could test it out?
>Deal with the contents of the buried coffin
>Raise the warrior
>Raise the shaman
>Allow the excess energy to dissipate, return to raise the bodies in the forest, and in the village.
A dark spire of energy descends from the surroundings. All of the pain from the village is funneled up, and into the corpse of the shaman.
It slowly raises up, stumbling to its feet. The shaman is covered in voodoo ornaments, and tattoos. Yorik can sense that the shaman has his own innate magical potential, which has only been boosted by his transformation.
He speaks to you in the voice of the dead, a language which you are well familiar with. The accent is heavily native.
"What is your command, master?"
>Return to the Village, raising dead along the way
The arcane forces at Yorik's disposal are summoned forth. The bones of the warriors, burned black from the magic that claimed the life of their shaman, rise slowly. They are not nearly as intelligent, but they should serve him well.
The ship continues to smolder, rather than burn, and on the horizon, white sails appear. They seem to be heading towards the columns of smoke.
>Return to the village, animating dead along the way
>Work with the circle to create an illusion to
>Use what forces you have now to prepare an ambush, regain your mana
Locked. You certainly have time. After this, I'll have to leave you for now, I'll be back around noon eastern tomorrow. My attnetion is a little divided at the moment.
Every misfortune is bound with opportunity, These able bodied sailors sailing towards a village of the damned are bound to make decent skeletons/ zombies (to be decided.) Perhaps even our very own advisor bodies. Not to mention, a sea worthy ship, undead pirates will happen yet.
The trail is long, and the bodies are many. Yorik's mana is pushed to its breaking point by the small army of undead that must be raised to combat the incoming threat of the ship.
However, when Darkemind's first great work is completed, he has attained twenty able bodied zombies, and five skeletal captains carrying the rusted cutlasses found within the belly of the ship.
They are called thus:
And, for the six small dots where his cranium was bashed in, and the particular sheen of his pearly white skull -
This leaves him with
1 Blooded Feral Vampire
5 Skeletal Warriors
The white sails loom in the distance now, they certainly have spotted the beached dead ship in which you've made your home. The vampire stands at your soldier, blank eyes now much more lively, and red as the crimson caked on his hands from the slaughter he reeked upon the villagers. Yorik decides to refer to him as Bloodhand.
[ My schedule has cleared up a bit, a half hour break is in order. Please take this time to discuss strategy ]
The skeletons should pull a Pirates of the Carribean and seawalk under the ship to attack it from behind while the Zombies and Yorick deal with the shore party. Possibly set up some trap/bait?
The Lich is our means of existence, he should be pulled back from the scene of the battle with his mana reserves so low for the night, yes, perhaps a sea walk is in order but we need to know more about this crew can we find a looking glass in the captains quarters perhaps? Do we recognize the flag they are sailing under from the lich's (hopefully) returning memories?
It would be in our advantage to lure them further into the island, there was gunpowder in our hold (albeit wet.) That means if we fight on the beach there is a probability of the enemy ship having cannons they could turn on us, the sailors will be desperate seeing what they are up against and are liable to panic calling in fire on themselves.
The circle could be useful for coming rituals and bindings I agree it can't just be abandoned but at the same time are we risking it being damaged fighting near it, not to mention we still have the enchantment of approaching fear, for all we know they might not even come ashore, however >>44649682
Gives me an idea with his trojan horse strategy if they are coming to investigate because of the smoke, we could set up a fake ruin of sorts to lure them away from what is important into an ambush possibly set fire to the village and leave the failed raisings as dead bodies to draw them closer to investigate.