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Necromancer Quest: 1 The Skeletoning

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File: UnholyKnowledge.jpg (55KB, 443x701px) Image search: [Google]
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Deep in the mountains, where trees wither within the once fertile soil of a fallen Kingdom that had knowledge unmatched sits the once mighty keep that defended this kingdom until the end of it's days when civil war destroyed it and most of the knowledge.

Now, the Keep served one newer master yet he was not considered young by even the elves. Though he had long since retired into his own study of magic and took on an apprentice to take on the world.

Yet he had much knowledge, and for a Lich he clearly had time to make his apprentice a master of at least one art when he stole him away from his parents as part of an ancient bargain with his ancestors. Now, how did this ancient lich teach his young still living apprentice how to take the world on his own?

A: Classic Battle Strategy: Ah a love of most Necromancers focuses on precise control over very specific amounts of the undead but increases their power the more focused they are. Giving bonuses to larger combats due to planning and not blind rushes.

B: Horde Bringer: While the Tactician focuses like a dagger, the Horde Bringer cuts like a very large blunt ax. While controlling huge amounts of undead who are little more than cannon fodder. They control the most undead, though they are the least likely to gain loyal intelligence.

C: The Bone Blade: An ancient art, though more akin to a Battle Mage these undead masters are akin to Paladins and Fighters with small squads of more powerful undead. They are the most powerful physically and do their best work in a Hands on approach to control.

He will bring about an odd age to this world, if he will use his Art of Ill or Good will be up to his own choices as the Lich is going into his own slumbering to observe and not meddle with his apprentices work.

First to three Wins this.
>>
>>485799
>C: The Bone Blade
>>
C
>>
>>485799
>A: Classic Battle Strategy
>>
>>485799
>C: The Bone Blade
>>
>>485799
A
>>
>>485804
Since this is the only vote so far I'll do it from here!
---------------------
The Lich had much time to prepare for this final ceremony to send his apprentice into lands far off instantly with a circle of teleportation. Preparing his student, who had grown to treat like a beloved grandchild. It was hard to see him as a direct child due to him stealing him from his parents and the bits without having flesh for the best century or two.

His apprentice Mordred was dressed in rather basic gear, as it was difficult to get highly specialized gear so far away from most trade caravans or towns. But his blade was forged, or rather made of hardened and sharpened dragon bone. Really the only thing comparable to steel they had with real theme.

His armor was light, he was not the strongest young man nor was he the healthiest due to the lack of sunlight due to the roaming clouds of toxic vapors that bloated out the sun over head.

The circle's teleportation took an instant but the Old lich would have appeared in dear sadness to see the young man leave. He would miss the lad but he would watch over him every few years or months when he awoke to look through his scrying spheres.

Being deposited, the young Mordred look about in his new surroundings...he was in a mountainous forest with trees and stones all around with no true landmarks or maps to help him 'Learn his own way'. Which way to head first...

A: The Smoke Stack raising high from the south.
B: An odd shadowy image near a cave in the mountains.
C: Follow the sounds of what appeared to be a babbling brook.
D: Set up camp right where you landed.
>>
A

Decent chance we can find a battle going on there, reanimating warriors would be nice.
>>
>>485859
A
>>
>>485859
>A: The Smoke Stack raising high from the south.
>>
>>485878
>>485871
>>485866
Pushing the way through the forest wasn't too hard, with the small wooden shield and blade being used and drawn in case of other attackers wasn't truly needed. Luckily, the smoking area appeared to be a raided camp of Orcs with the dead and dying still about. Along with those who hid still cowering but moving back deeper into holes in the ground they survived in...much could be done with this.

A: Use the languages of Orcish, though probably very old fashion for the beasts, to call them out peacefully.
B: Start animating, ignore the cowering fools. You have no undead yet and this would be a fine start to your numbers.
C: Go around and kill the rest of the survivors, you need no witnesses.
D: Write in
>>
>>485889
>A: Use the languages of Orcish, though probably very old fashion for the beasts, to call them out peacefully.
At least they're not goblins.
>>
>>485889
>A: Use the languages of Orcish, though probably very old fashion for the beasts, to call them out peacefully
>>
>>485906
>>485899
"Come Orcs, or face your Masters in the afterlife by my blade." Mordred says in Orcish which would be similiar to a Noble speaking very ancient common to a bunch of commoners. Though the point is sent across, and a few of the Orcs crawl out of their holes and others groan in fear or pain where they are wounded. Most of the ones who survived were those too young to be involved in such a battle, females who were dressed in bandages from wounds from previous battles or from baring young or having just given births to the runts, and the elder of the village who only had one eye.

Killing them would be a simple task, as would subjecting them to your will...

A: Attack the survivors with your blade!
B: Order them to kneel as their new King.
C: Offer your assistance, for their fealty.
D: Learn from them peacefully of what happened to them and the dead around you.
>>
>>485926
>C: Offer your assistance, for their fealty.
No such thing as a free meal.
>>
>>485926
>C: Offer your assistance, for their fealty.
>>
>>485942
>>485965
"Come out, all of you and I shall assist you. " The young battle mage said as the Orcs seemed to look...hopeful and willing. That is before adding, "For your loyalty I shall aid you in the revenge of your...warriors and people. I do expect a certain amount of loyalty.

The orcs muttered and nodded amongst themselves while a female, scarred beyond most would consider normal for an Orc and with one leg missing. Most would wonder how it would survive in the burtal world of Orcish culture before it spoke in relatively plain common.

"We are the Bloodfang tribe, Human." She said nodding to him, "We were destroyed by our Blood Foes, who we have hated and warred with for generations, who most would call the Blackclaws. They had weapons of odd power, human forged and looking to be Dwarven axes. Where they got these things we do not know but we will destroy them by any means even allying with humans."

A: Perfect! Make an Example of how you intend to gain more power by raising a dead warrior.
B: Attempt to find one of the enemies that are dead, Orcs have a habit of not cleaning up.
C: Arrange the Orcs and have them start rebuilding and collect those who are still alive that may have been useful or will be.
D: Write in
>>
>>485984
>D: Write in
Begin providing healing to the wounded Orcs. There are likely some that would survive as long as we get to them in time.
>>
>>485984
>>485992
seconded. followed by b.
>>
>>485992, then B
Mordred will have to learn scrimshaw someday.
>>
>>485984
I vote for this>>485992
And
>B
>>
>>485992
>>486002
>>486007
Alright to sort of Explain how that would work is...
The Orcs would become Mostly Dead but still Alive. Similar to Undead however, they are not under your direct control. Think Souls bound to the bodies as well as the intelligence. No need to eat or breath but still independent. Possibly good things happen later possible you have some Orcs skulls that can scream at people when they pass by.

Still want to do it? It's gonna take a roll.
>>
Rolled 49 (1d100)

>>486020
sure. thayd kinda be like ghouls then, alive but withered and husky. intelligent but cowed by us.
>>
>>486020
Eh, too much work for one who hasn't even raised the dead. And skull alarms can be done with animal skulls, much les conspicuous. We don't even know all of the parties' circumstances; while it's good to offer help, let's not embroil Mordred too much yet.
Just B. We could learn more.
>>
Rolled 56 (1d100)

>>486020
lets do it!
>>
>>486031
hmm, alright. my gut says your probably right. were a necromancy, healing is not our way. just b. tell the survivors to do there best for the injured.
>>
>>486028
More or less yes.
-------- We'll do the first one. Since this one is delightfully average. Normally the dice is best out three of 1d100.--------------

The orders of collecting the dying is rather...badly taken but collecting the five who are knocking on deaths door Mordred decides that he'll ding dong ditch The Reaper's door as well as leave a flaming pile of shit on the door step.

Weaving the magic of souls, of life force and death the orcs mutter in amazement as their friends and in one case child stops their laboured breathing at once. Their eyes fluttering open still glassy and bones broken they get up testing their wounded fingers and broken arms.

5 Orcish Ghouls Obtained.

Some of the Orcs point out a couple of the dead enemies left dead on the field of battle. They were more weary of bringing their own dying back with them to their healers in hope to bring them back the 'proper way'. There were four of them, and from the number of weapons and meager chain mail seems they were the least armored of the bunch. Their weapons were fine, though quickly claimed by your newest 'creations'. Not that you minded much, Mordred trained with blades not axes.

A few options could be done with the dead...

A: Tear their souls from their bodies and force them to tell you some minor information.
B: Raise them from the dead as Undead Minions. (Takes up Undead Points from your Total)
C: Burn the bodies. They are no use to you.
>>
Rolled 23 (1d100)

>>486020
>>
>>486044
A: Tear their souls from their bodies and force them to tell you some minor information.
>>
Rolled 55 (1d100)

>>486044
bring one back as a soul informant. defences and numbers and location of there camp.
the other three as proper skeleorcs.
>>
Rolled 31 (1d100)

>>486044
>>486058
supporting
>>
>>486059
>>486058
>>486056
Tearing a soul from a body is not a hard spell, making it tell you what you need to know is what is the difficult part. Picking the least mangled body Mordred went about his work and finally after twenty minutes of chanting and minor muttering of curses to all sorts of dark gods and spirits the soul was within his grasp. Squeezing it for information as it wiggled and sought it's afterlife it would do anything to get there and the limited time and questions Mordred could ask with his level of strength was fleeting with every heart beat.

"Where is your Tribe?"

"Waterfall, Box Canyon to East." Was all it choked out before the flames of it's soul fluttered between the Necromancer's fingers and flew into nothingness.

The other three Orcs were made into Skeletal Minions, the flesh melting away and his strength of controlling his total melting away with them. As he gained more power he would be able to control more, and raise more powerful creatures but these Orcs were stupid in life and little better in death.

SkeleOrcs Obtained: 3/10 Undead Points used!
At least their good cannon fodder...?

As night falls slowly...you could do much now...
A: Send scouts into the wilderness to find this box canyon with the waterfall.
B: Set up defenses for the Camp.
C: Arrange a council with the most intelligent and wisest of the tribe that's left.
D: Write in.
>>
>>486092
C: Arrange a council with the most intelligent and wisest of the tribe that's left.
>>
>>486092
>>486105, let B to the lesser minds of the tribe and the skelliorcs.
>>
Rolled 99 (1d100)

>>486092
>>486108
Supporting
>>
Rolled 52 (1d100)

>>486108
agreed.
>>
>>486121
oh shit, also raise 7 more skeleorcs from our slaves dead. tell them all this way your tribemen fight on for you even after death!
>>
>>486113
>>486108
>>486105
With the Ghoulish Warriors, and those who held some position of power in the tribe brought together by Mordred into the Largest Tent still standing (And 'Gifted' to Mordred) he brought together a small war council while ordering the skeletons and lesser orcs to set up basic defenses in case of more raids. At least to slow the enemy down a bit more with pointy sticks.

"Dark One," the Elder said, an old Orcish woman with bandages over most of her body and eyes the color of milk clearly showing her blindness. "I have much information for you...depending on what you wish to hear." She said bowing her head faintly and with little motion of her joints.

She pulls out a deer hide from her satchel, protected from the elements she rolls out onto the dirt floor of the hut with the others soon leaning over it. Clearly it was a crude map, though on tanned Deer Hide what could one expect?

Much of it was simple markings in Orcish with, 'Stay Away' or 'Good Hunting Spot' and one labeled 'Cave'. One new point was added with Mordred's selection to the west of the Box Canyon and the Waterfall and labeled as 'Enemy'.

"This should do you well, but my eyes have little use for it any longer. " She said nodding and sitting with a gentle shake constantly through her body.

A: Ask about the Cave System.
B: Ask about the Dangerous Spot of the Mountains
C: Ask about Nearby Civilizations or Ruins.
D: Ask about the Tribe's History.
E: Write in.
>>
>>486138
d and then c
>>
>>486158
D first. Would give us general info on the rest.
>>
>>486138
>D: Ask about the Tribe's History.
>>
>>486158
Supporting....
Is it just me or is the hivemind strong tonight, or are we all just lazy
>>
>>486173
Moar like-minded individuals. Less summer "memes".
>>
>>486167
>>486163
>>486173
>>486158
The Orcs nod and pull out old bits of ruined furs and carved wood and bone that had crude scrimshaw artwork that showed their histories as the old woman nodded in thought.

"You see young one, we have been here for the last ten generations since the disbanding of the last Black Horde roamed the land and claimed victory. Orcs were given the mountains and deserts and thus we settled here. Our rival tribe gave claim to our mountain and we have fought for the last...three hundred years and we have always sought their destruction so we may be true lords of our domain. It is said once one tribe defeats another tribe of True Orcs, we will gain great blessing for the Spirits of our Ancestors! " She said in clear joy and eagerness to go about her work of telling the history.

"What about Ruins of Forts or Towns nearby?" Mordred asked causing the woman to suck on the inside of her mouth in thought before patting a general part of the map toward the top of the mountain where the small orcish village sat.

"There is a High Keep, an Old Dwarven fort the old armies cleared out long ago. Said to be the home of some old Dwarven King but now it is a ruin...none inhabit it due to some stories of something having claimed it and occassionally we see...something fly from it's high roost. "

The council retires, and thus Mordred rests as well. His SkeleOrcs wandering around the camp in their noisy clicking clacking fashion as the GhoulOrcs speak in raspy and odd tones as they get used to not having to sleep though some chose to. Others getting used to their bodies and hiding near the edges of the village as sentries.

The next morning a meal is prepared, a few deer and wolves got too close to the village and were quickly killed by the Orcs bows and spears then gutted and made into that morning's breakfast and soon after their lunch if nothing else wandered by.

A: Go to the Top of the mountain, let's see what is in that old Roost.
B: Explore the Region, try to find something of use.
C: Go explore the caves with the Ghouls and Skeletons.
D: Focus on defenses! Make the village less mobile and more settled.
E: Write in
>>
Rolled 92 (1d100)

>>486201
>B: Explore the Region, try to find something of use.
but tell the others to:
D: Focus on defenses! Make the village less mobile and more settled.
>>
>>486186
So it seems, this should be a good run
>>
>scrimshaw
ayy

E:Question wether the human-forged dwarven power axes (toot) could come from the fort or human settlements

B. Might want to settle in the caverns once explored.
>>486209
The area is already compromised. Settling should be done at a safer location.
>>
>>486209
>>486235
>>486211
>>486222
Alright for basic exploration! The act will be simple we will be having Mordred as the 'Leader' of the pack with 3 of the Ghoulish Orcs and his 3 Orc Skeletons.

1d100 of what you guys might find, high is good low is bad. Doubles boost you up to the next 'level' of good or bad.
To specify.
1-10 Horrid! Oh my god what is on fire and why does it smell like me?!
11-20: Really bad.
21-30: This is really really bad but could be worse?
31-40: Meh kind of shit.
41-50: Below Average
51-60: Average
61-70: It's pretty alright
71-80: Hey that's pretty good!
81-90: Hey that's pretty top notch!
91-99: BALLER!
100: THAT WAS AMAZING!
>>
Rolled 14 (1d100)

>>486249
>>
Rolled 76 (1d100)

>>486249
>>
>>486235
Good point, i should have thought of that
>>
Rolled 70 (1d100)

>>486249

Are you running with crits turned on?
>>
>>486270
Wasn't aware crits were a thing?
>>486259
>>486253
76: Hey that's pretty good!
-----
Exploring the mountains was not a hard task, though Mordred was not used to that type of lush terrain with things that were fully alive and green. As the day lingered on, the undead around him stopped, and the ghoul's widened their eyes and dived into small stream with Mordred pulled along with them.

What caused them to stop and panic were a small band of small lizard creatures and rat like creatures. Seemingly with banners of peace between tribes or other factions and trading freely between while each was armed very lightly.

A: Enter the Clearing Peacefully.
B: ATTACK! The Orcs feel no pain and your own blade will reap the souls of the tiny things.
C: Avoid the place and mark it on the maps before going back to base camp.
D: Write in.
>>
Rolled 62 (1d100)

>>486249
i agree with exploring for something useable nearby. But i still say we use the remaining allied dead orcs to fill our skele ranks. perhaps local orc graves as well?
The dwarve fort on the mountan peak would be an excellent lair and center of power for us, but if its guarded (im smelling dragon or giant roc) it might require us to postpone claiming it.
so:
- explore
- increase local infrastructure , improving the long term settlement sustainability more. crop fields, orchards, well, repair tents, watch tower, basic wooden wall etc. whatever there capable of.
- scout the dwarf fortress, intelligence only, eyes and ears. (be wary of cats and kobolds).

>>486283
nice! local monstrous trading post.
c lets avoid it for now and mark it for later use.
>>
>>486283
>A: Enter the Clearing Peacefully.
Trade is always a positive, information is always useful and allies would be a great boon
>>
>>486283
>A: Enter the Clearing Peacefully.

Let's establish a dialouge
>>
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>>486291
I'll tell you now about the Orcs in the world normally either leave their dead for the buzzards or burn them with all their wives and or treasure viking style.

More orcs die from the fumes due to them not understanding how Fire works exactly and some shit is poisons when you set it on fire or at least puts out poison gasses.

>>486299
To Promote Synergy?
>>
>>486283
>A: Enter the Clearing Peacefully.
>>
>>486314
ah, pyre for the honored dead, why didnt i think of that. ...i might make a horrible orc. fair enough, i can wait.
speaking of witch, can you give us a run down of ourselves? stats, magical , physical, and sociable? skills, training, magic aptitude? supplies, age, race etc? are we alive, a lich? just a good ol boy, what?
>>
>>486337
>>486299
>>486292
Entering the clearing with a few ghoulish Orcs and Orcish Skeletons ambling was met with a few crossbows and swords drawn in shock and guards surrounding those who were simply selling their wares until they realized that you too...were simply looking for business.

There were many shops about, and in one part of the clearing there was an open tent where one of the little rat looking creatures was selling drinks to both species as if it was a small mobile tavern out of a tent.

"We never came to the wee folk's little market 'ere boss." One of the Orcish Ghouls said grunting with an Axe on his shoulder eyeing one of the shops selling glowing crystals and maps. "Nottin' to trade 'cept fer hides and furs."

Luckily for Mordred he was given a small goodbye present from one of the other residents of the Keep his Master lived in. An ancient Knight who's soul inhabited it's armor and was just too stubborn to die so he had struck up a friendly relationship with the Lich and frequently played Chess with one another and swapped war stories.

He had given Mordred the Following.
100 Gold Pieces, 5 Rubies of Poor Quality, 1 Pearl, and three Rings of Gold which for the most part rested on Mordred's fingers because he figured that would be the least likely place for people to steal them from. Now he just had to figure out which shop to go up to before they finished up and went back to where ever they came from.

A: A Lizard things small Weapons shop with other small Lizard things hanging around and seemingly talking about making some gold.
B: One of the Rat's Map shops who was trying to convince others to buy his maps to treasures and ruins.
C: A Small foggy shop with beakers and bottles of potions and other things of interest run by a pair of the ratfolk.
D: The Bar to make yourself known and let the Ghouls have a bit of down time. They still had emotions after all.
>>
>>486347
Ah basic things are like this.

Necromancer Mordred.
Specialized as a : Bone Blade
Melee Rank: 4 (Average Human Militia member being 4)
Magic Level: 6 (Average Wizard being a 5)
Charisma: 2 (Average Human being a 3) Due to looking a bit like a vampire but not.

Undead Counter: 3 Skeleton Orcs.
Max Undead currently able to be controlled: 10.
Age: 20
Race: Human (Ancestry Unknown)
Skills: Basic Combat Training, Necromancy Adept.
Life Status: Alive.
>>
B
An actual map which has details on all the ruins and settlements in the area would be nice, the mapseller might also have a general map of the realm we are in.
>>
>>486357
>B it would be nice to have a more complete map of the area but we can send the Ghouls to have some time off while we shop with the skeleton orks
>>
>>486357
>B
>>
>>486364
>antipaladin with small squad of powerful undeads
>physically powerful, hands on approach
Will have to choose carefully what to animate, unless Mordred can recover Undead Counters by destroying his creations. Also, practicing with necromantic energies and swordplays.

Let's go with B. Another PoV about the surroundings. Ask about the caverns and the dorf fort.
>>
>>486364
thx. was slightly confused. cant wait top make death knights and wights and dullahans and mummies, and classic scythe wielding wraiths.
>>
>>486396
agreed. we are still human, so perhaps a single stiff drink to celebrate our new beginning, with the ghoul servants. ...after the rat maps of course.
>>
Just a question, are necromancers normal and accepted?
The orcs just let us rule over them like that and the traders don't even care about us walking around with 3 fucking skeletons.
>>
>>486399
A Death Metal band with banshee groupies.
>>
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>>486396
More or less how it works is...As long as an Animate Undead is under your control it counts as your 'Minion' and to the Counter. The Ghoulish Orcs don't count because they are more or less 'Shitty Death Knights' old Warcraft RTS style.

And as well, when something 'dies' you get your powers back. And with training and earning Experience you can put 'points' into other things.
----------
Haggling for the map is actually fairly painless, the Ratfolk pulling out the best map he has to trade to the rather...odd human and ghoulish orcs who give him odd looks. Working along until finding an old scroll tube that says 'Grand View' on the side in Draconic he offers it in trade for ten gold pieces.

Popping the scroll tube open the map is, rather than a small map of just the mountains, a map of the surrounding country as a whole though without borders on it. As if focused on the rough geography.

A: Ask for other goods.
B: Go shopping some more.
C: Go check out the tavern.
D: Write in

This map is currently my only one from a world I'm using for a campaign so...Enjoy!

Also you are north of the large lake on those mountains. The one with the tiny island.
>>
>>486426
I mean they are 'Evil Creatures' or Neutral to the point they don't care. The Kobolds and Ratfolk care about 'Surviving' on the former and 'How can this make me money' for the later.
>>
>>486427
thatd be sweet...i forgot about banshees.
>>486433
i say c, we dont need to much else atm. our morale, and our servants loyalty however could use tending to.
>>486438
i imagine were fine outside of "civilized" communities. were in more of a might makes right kinda environment.
>>
>D.bone blade, small wooden shield, light armor, basic gear
C: Learn the value of currency in the area. Listen to rumors. Learn about Fort/Caves/ Orc clans

Gear shop clerk talked about making gold. It might be worthwhile to get to know him.
>>
>>486433
I vote for this idea>>486466
>>
>>486466
voting for this
>>
>>486466
>>486457
Heading the Tavern leads to some odd looks and the tent leads to an odd things. The Ghoulish orcs do not need to eat, and drinking is but a fun thing they chose to do.

A few drinks down from both Mordred and the near pure booze for the Orcs earn them a bit of praise. Shooting a few looks around when one of the Servers, really the only server that people can tell apart brings about a small book.

"You seem strange to the land since Necromancy isn't too popular in the Empire so we decided to give you this. As a gift from the Convoy." He said and dropped the book. Labeled as 'The Laws of the Empire' which slightly gives the idea of a rather pompus Human Supremacy Empire. With Dwarves labeled as 'Earth Dwellers' and confined to mountain fortresses and Elves as either Rebels or Slaves and odd canine creatures.

A: Ask where the Trade Coalition is based!
B: Ask about the local area
C: Ask about the Empire's local bits.
D: Head home
E: Write in
>>
Rolled 1 (1d100)

>>486512
>A: Ask where the Trade Coalition is based!
>B: Ask about the local area
>C: Ask about the Empire's local bits.
thank you, no im new to the area. but i imagine ill be staying for some time.
also see if we cant find ourselves a better shield and or armor.
>>
>>486512
>B: Ask about the local area
>>486525
Hehehe I would be panicking if that roll meant anything.
>>
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>>485799
why
>>
>>486540
>>486525
"We rarely visit the area due to Empire Roads not being the best down this way, they do not like us bringing uh...rarer goods into the region I'm sure you understand yes?" The Ratfolk explained as Mordred had a bit of Mutton fresh from a spit. "As well we are mostly travelling from the north to the south, we stop here at least once a season to meet up with Kobold Miners to buy their minerals and gems they might have dug up. They also serve as good guards for our caravan. As for the Empire...I wouldn't suggest making your allies of Orcish type well known or anything that isn't human. They uh..." The creature rubbed it's chin in a way a human might rub it's chin hair.

"Well during the last big war between 'Good and Evil', Evil won for a good long time and the Empire when they formed were very keen on...killing and burning anything possibly evil. With humans being the main exception to that ruling of course." The ratfolk explained, "Even the other goodly races were rather quickly purged or brought under their control in this region of the world."

A: Head back to Camp with the gear.
B: Go exploring into the night.
C: Shop the last few stores open.
D: Write in
>>
>>486556
tha k him for his hospitality and go see if there is any better defensive equipment your size.
>>
So the caves are Kobold mines? And what about the dorf fortress and its flying inhabitant(s)?

>>486565
I don't think we'll find much gear-wise, but I am curious about what thr Lizardman has to say about making gold
>>
>>486556
I'm gonna say 'End for now' hope you all enjoyed the first journey of Mordred.

I'll try to do it next week at 12 EST if not I'll try to do it on Friday same time.

Any questions will be addressed next time and I hope you all have a good night. Wish me luck DMing a Pokemon Tabletop game!
>>
>>486556
Thank him for his hospitality and go to the Weapons shop with the Lizard talking about making some gold.
>>486565
I'm guessing you meant to write Thank be wrote tha k somehow?
>>
>>486594
yeah, on phone. bad typing. sorry.
>>486586
good game DM. good luck
>>
Ta ta, Adventure Crafter. Thanks for the ride.
>>
>>486586
Thanks for the run! It was a very fun game and has lots of potential
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