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dice+1d100

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At dawn the Scalefolk hunters return from their hunt dragging their prey by sled through the dense jungle. Their families rush out to meet them and help carry the corpse of the gargantuan shark man inside, already cutting and preparing the meat for a feast. The victorious hunters are ushered inside by their families and are made to celebrate immediately. Songs are sung and dances danced as the massive slabs of meat are roasted over the fire and split amongst the tribe, with the newly made adults the first to eat from their hunt. Avila and Victoria participate in the merriment, although they forgo the meal due to the dietary constraints that come with being somewhat undead. The Imps are offered a few fair portions as well as thanks for expanding the barracks to accommodate their new hunters. Gabriel is quick to accept and savor the strange taste of the fishy meat. Even the Myconids are offered a portion of the hunt despite the fact that they do not eat. The Father none the less accepts gratefully and makes a show of chewing on the meat to appease the scalefolk. Later you find him spitting it out in private and burying it so that it can be eaten more rotten, as the mushrooms prefer their meats. As the party begins to calm down and the celebration ends so that your minions can return to work the Chieftain approaches you and offers a leg of meat as thanks for protecting the new hunters on such a dangerous hunt. You accept and levitate it the meat above your body and attempt to will a mouth into existence, after some time you are able to drop the offering into your newly formed mouth. The meat is tough and the bones are strange, considering that the sharkman was mostly cartilage, but it is well seasoned and cooked. You will a digestive system into place and swallow the meal, thanking the Chieftain and personally thanking the cooks.

Gabriel approaches you when the imps have had their fill of celebration, saying that they are ready and willing to continue work on the dungeon.

Day 30
[200/200 mana]

4 building materials available

Barracks; supporting 16/30
Farm; supporting 21/30

Minions vote:
>Clear more rooms ( rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

Dungeon Heart vote:
>The prisoners have been interrogated, but they may still have their uses
>Check up on David, he should be in Andalin by now
>Send Victoria on a mission
>You've still got that knight corpse and a horse to raise, you could raise them to be powerful minions if you're lucky
>[Write in]
>>
Rolled 80 (1d100)

>>1394449
well, i fucked up the subject line

https://twitter.com/GM_UnderLord
https://pastebin.com/u/shacklebox
>>
>>1394449
>>Perform upgrades on your rooms (needs a second vote)
>You've still got that knight corpse and a horse to raise, you could raise them to be powerful minions if you're lucky
We have been putting it off long enough, we need to get that damn forge
>>
>>1394449
>Perform upgrades on your rooms (needs a second vote)

>You've still got that knight corpse and a horse to raise, you could raise them to be powerful minions if you're lucky
>>
What room do you upgrade?

4 building materials available
>Beast Pen-> Advanced Beast Pen (2 materials)
>Barracks->Advanced Barracks (2 materials)
>Crafting Room-> Forge (3 materials)
>Crypt-> Advanced Crypt (3 materials)
>Room full of dudes -> Holding Cells (2 materials)
>>
>>1394618
>Crafting Room-> Forge (3 materials)
>>
>>1394460
That you did op.
>Crafting Room-> Forge (3 materials)
And can we dig an under ground river for the merpeople?
>>
>>1394460
>well, i fucked up the subject line
If no one spots the thread early enough, you could simply delete the thread and start a new one.

>>1394618
>>Crafting Room-> Forge (3 materials)
So we aren't restricted to stone age tools.

>>1394686
>And can we dig an under ground river for the merpeople?
We're going to try recruiting Merfolk?
>>
>>1394618
>>Crafting Room-> Forge (3 materials)
Lets get our shit together and make our imps's jobs a hell of a lot easier by giving them better tools.
>>
>>1394686
the nearest river is miles away, as the updated map shows. Making an underground canal that long is a massive undertaking and unfeasible right now. Humans are notorious for making things up when they don't have any idea what is there, so the map you got from Victoria is subject to change (those are the in game reasons.)


>>1394618
You order the Imps to begin constructing the forge. The Dwarves are quick to begin shaping a furnace out of stone and clay so that steel may be melted down effectively. You order the Imps at the mine to search for coal, and when that proves fruitless you order the construction of a charcoal burning pit so that fuel is available to your smiths. Soon work is well underway, Avila and Victoria are certainly excited to be able to repair their weapons after they've suffered so much abuse. Partially at the hands of the miners as well as the lawmen.

Speaking of the lawmen, there is still the matter of the knight's corpse. You could make an attempt to raise him, but a knight is far more valuable than an unfeeling drone. He could prove very useful if you put the time and effort into creating a worthy undead.


[200/200 mana]
>Call and contain his spirit, turn him into a revenant to do your bidding (-50 mana. Gained revenant, lose Knight corpse)
>Raise him as a simple undead atop a deathly steed, they will be effective enough (-50 mana, lose both corpses)
>Just start pumping magic into him, something is bound to happen. (??? -100 mana)
>[Write in]
>>
File: Capture.jpg (215KB, 971x942px) Image search: [Google]
Capture.jpg
215KB, 971x942px
>>1394837
updated map
>>
>>1394837
>Call and contain his spirit, turn him into a revenant to do your bidding (-50 mana. Gained revenant, lose Knight corpse)
>>
>>1394837
>>Call and contain his spirit, turn him into a revenant to do your bidding (-50 mana. Gained revenant, lose Knight corpse)
>>
>>1394837
You look at the corpse that has been sitting in your crypt for a while now. It remains fresh due to the magic and spells you cast when first creating the crypt, although that has not saved it from the fact that Avila nearly bisected him vertically. Although it would be no issue to fix him with a needle and string, it would be a lot of effort. Instead you opt to try out your newfound ability to bind spirits to your will. Summoning the knight's soul is simple, especially when you have the corpse on hand. The difficult part is binding it to your will. A lesser necromancer might find an object with which to bind it which comes with a slew of risks to make up for their shortcomings. You are powerful enough that the strength of your mind is all you need to keep him obedient for all eternity. You summon the spirit using his own corpse and it comes screaming from whatever afterlife it was consigned to. It is a terrible struggle, but after destroying his body and trapping him in the mortal world he stops resisting at your orders. He bows before you as his will is dominated by your own powerful abilities. He is not a particularly powerful Revenant, but he seems to be unnaturally corporeal, making him more suited to physical combat. You do not doubt that he is still capable of possessions, transparency and other abilities that come naturally to revenants, but it is still something to play close attention to.


Gained 1 Great Revenant

That's gonna have to be the end of the thread tonight, stuff is coming up and it's slowing down the quest a lot. Next thread will be much sooner
>>
>>1395359
Night op.
>>
Rolled 12 (1d100)

The forge is a sight to behold. It is built to your specifications and with both expansion and efficiency in mind. Your dwarvish minions are still in the process of making a proper anvil and the tools needed for smith working, but it is well underway. The furnace bellows heat from its stacks as fire licks the sides. The Imps use their natural fire resistance to dive straight in and inspect the iron as it is cooked, poking and prodding it for imperfections. Although now they are able survive the heat, the dwarves apologize for it stating that the fires of a dwarven forge should burn even the most powerful of daemons. You dismiss them, satisfied with their work and make sure to assign several imps to your new forge so that it would never lack workers who can arm and armor your minions. Soon the forge is roaring with heat and the laughter of imps as they bring stone tools down to shape the iron into an anvil, metal tongs, and hammers so that the real work can begin.

Avila in particular is happy to see the forge running, using the few resources at her disposal to repair her armor and the weapons of her companion. She thanks you privately, and says that, although she knows little about smithing, it is nice to be able to maintain her equipment and have something to do in her off time.

(I've decided to drop the metal resource system. From now on just assume you have the metal you need for whatever you do unless stated otherwise. Imps will have iron tools tomorrow and Scalefolk will arm themselves with iron spearheads in 2 days.)

Day 30
[200/200 mana]

1 building materials available

Barracks; supporting 16/30
Farm; supporting 21/30

Minions vote:
>Clear more rooms (2 rooms available)
>Gather materials, you've run terribly low after upgrading your forge
>[Write in]

Dungeon Heart vote:
>The prisoners have been interrogated, but they may still have their uses
>Check up on David, he has been unsupervised in Andalin for a few days now
>You have a revenant now, see if he can hold a conversation
>Send Victoria on a mission
>[write in]
>>
>>1402358

>Gather materials, you've run terribly low after upgrading your forge

>Check up on David, he has been unsupervised in Andalin for a few days now
>>
>>1402358
>Gather materials, you've run terribly low after upgrading your forge
>Check up on David, he has been unsupervised in Andalin for a few days now
>>
>>1402358
>Gather materials, you've run terribly low after upgrading your forge
>Check up on David, he has been unsupervised in Andalin for a few days now
If we hadn't had more pressing concerns, I would have been concerned about what this guy is doing.
>>
>>1402358

The Dungeon's supplies are dwindling. There is very little stone left that you may use to for construction, and with the ever growing needs of the dungeon you are not interested in learning the consequences of desperately needing something constructed when you lack the lumber and stone. The imps are quick to get to work, although they are less than happy to grab their makeshift stone age tools while the dwarves work on making iron implements, you assure them that they will have better equipment soon enough.

While the imps make their way into the jungle and began felling trees for your purposes your attention drifts elsewhere. David had been instrumental in keeping the adventurers well away from the dungeon. You had given him vague orders to resume his normal activities and not bring any further trouble to the dungeon, however you have yet to check up on him. You scry the manor that you know to be his home and find him lying in bed, very injured. Downstairs are the adventurers that he convinced to stop pursuing Victoria and several of what you assume to be the manor staff. Concerned, you search David's memories as well as the memories of the unguarded staff. There is tension, and a lot of anxiety among them. It would seem that David's father, Anthony Petmon, was an influential politician in the city and had many rivals some of which were more than happy to attempt to take over David's property after some odd weeks of them being missing. David, having been fairly politically active before coming under your control, resumed his previous identity and immediately took legal recourse against them. The possibility of losing both the vast amounts of wealth spent stealing Petmon property and the political power gained by the disappearance of two powerful nobles was apparently too much for them to bear, so they sent assassins. The adventurers which are still being hounded by that unseeable being, were quick to jump to your minions aide. Now they are waiting for another attack in the hopes that they can capture what they would assume to be the goons of the rival nobles.

David Petmon is in charge of the Petmon Estate, although he is bedridden
His political rivals, House Caulborn and House Goodwin, are now making attempts on his life.

How do you order David to proceed?

>Just scry the noble houses. nobles are too fond of their paperwork to have verbal, even with contracts with hired killers
>Have the adventurers continue to wait for attackers, your incredible senses will help them find the next batch of assassins
>Have the adventurers leave David and pursue justice against the noble houses
>[Write in] (very encouraged)
>>
>>1402615
>>Have the adventurers continue to wait for attackers, your incredible senses will help them find the next batch of assassins
We will have to come back here next turn to deal with this, if we actually care. We negate the immediate threat, and then seek retribution.
>>
>>1402615
>Have the adventurers continue to wait for attackers, your incredible senses will help them find the next batch of assassins
>>
>>1402615

waiting for the next assassin to come wins

roll 1d100 best of 3
>>
Rolled 24 (1d100)

>>1402805
>>
Rolled 34 (1d100)

>>1402805
>>
Rolled 65 (1d100)

>>1402805
>>
Rolled 92 (1d100)

>>1402840

>65

writing
>>
>>1402615
You keep watch over David and expand your senses with the intent to detect any intruders that would harm your already injured minion. For several hours you wait and watch, and nothing happens. Not until later that night does an assassin show up. At first you don't even realize that they are in the room with him, a potion of invisibility hiding him from mundane sight. However you have much more than mundane sight, and are able to realize someone is there when a window opens on its own. You see his soul, bright and unwavering, about to kill. You immediately take hold of David's body and scream for the Adventurers, who come rushing from nearby rooms. The assassin rushes David with a knife, although you aren't able to outright dodge it David's movements under your control ensure nothing too vital is damaged. The hunter enters first and after some confusion looses an arrow at the invisible force attempting to drive a knife into David. The arrow strikes the invisible assassin in the chest and is quickly followed by the dwarf, who tackles him the the ground. The rest of the party arrives in time to save David from bleeding out and keep the assassin restrained.

Later that day they interrogate him thoroughly, although you just slip into his mind while he is distracted with the beating and arrow stuck in his chest. You search his mind and find enough evidence to imprison the head of House Caulborn, possibly ruin their entire family. It depends on how well the investigation goes after the assassin is turned over to the law. Although David has survived there is still the matter of dealing with house Goodwin. They had no dealings with this assassin, and although you do not doubt that they are allied with house Caulborn, they cannot be incriminated on the confession of this criminal alone.

>Scry House Caulborn's manor, try to find enough incriminating evidence to wipe out the house after their family head is imprisoned
>Scry House Goodwin's manor, try to find something linking them to the assassination attempts
>Have David bribe the police into arresting the head of a house, you can use the opportunity to have the adventurers search for evidence against them. (which Noble House?)
>[Write in]

>Have the adventurers turn in the assassin to the police
>Keep the assassin at the manor for now
>[Write in]
>>
>>1402999
>>Scry House Caulborn's manor, try to find enough incriminating evidence to wipe out the house after their family head is imprisoned

Incorporate land and business into your own.
>>
>>1402999
>>Scry House Goodwin's manor, try to find something linking them to the assassination attempts
>Keep the assassin at the manor for now
A noble house will have someone to eliminate a person in prison. Or can get one easily. Use all the evidence at once.
>>
>>1403059
Forgot
And
>Keep the assassin at the manor for now
>>
>>1403059
>>1403085
+1
>>
>>1402999
nobody seems to be playing today, I'm just going to keep the vote open and try to run again on friday.

Also check my trips
Thread posts: 33
Thread images: 2


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