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Villain Quest

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Thread replies: 201
Thread images: 8

File: (insert generic BBEG).png (142KB, 600x600px) Image search: [Google]
(insert generic BBEG).png
142KB, 600x600px
You are the villain.
Of course, you understand that now. At some point you didn't, thinking that all your choices were "good" and "just". They aren't, but they're what must be done.
One might ask what might've caused such a mindset, but we won't talk about your backstory right now. What's important is who you are. You are...
>A Lich from ancient times, now long forgotten (bonus to knowledge and magic, especially necromancy)
>A Leader of a huge cult, all at your command (access to special ritual magic and loads of followers)
>A Psionic Overmind that exists as a purely psychic being (no defined body, can create constructs to house you which are specialized to your desires, access to powerful psionics)
>A Demonologist with the knowledge of how to summon a lot of demons, and a big surplus of souls collected (will be able to summon demons which requires some souls, different amount for each demon, and starts with a huge surplus of souls
>Other (write in)
And you have one goal. The goal that you will see through to its end. That goal is...
>To take over the world! (will require more action than just "furthering your goals")
>To bring forth the end of all things
>To summon the gods of the old times
>To ascend, and become a god (will take a lot longer than the other goals)
>Other (write in)
To help you in this matter, you have inherited a powerful artefact, imbued with great power. This artifact will play a big role in your domination of the world, and it will see you through in dire situations. That artefact is...
>A spellbook containing each and every spell written through out the ages. Has a new spell been discovered? It's in the book.
>A perfect simulacrum of yourself, with just the same power and intelligence
>A ring containing the power of a thousand suns, fire lashing out, just begging to be shaped.
>A staff which can shift between the planes with ease, and can cast a whole lot of useful combat spells, should it ever be necessary
(1/2)
>>
Now to explain some mechanics!
You as a villain will have one action each turn, and a couple of reactions (to events that happen). These actions might be used to cast some huge spell, or to animate a legion of dead. Your actions are immense.
There is one action you can always take - furthering your goals, which advances the victory one tick. You don't know how long it is until victory is finished (atleast, not exactly, although you get a vague sense like "the ritual to summon the god is know fully researched and we are ready to start it" or "the spell of global domination is around halfway finished"

You'll also be fighting adventurers, which are created whenever you give major reasons to rise against you, like burning a village down, or killing a lot of people. Your backstory will contain one to three of these events, which'll be revealed once you've made your choices. Adventurers also know exactly how long it is until your "goal" is finished.
Adventurers will gain experience from defeating anything, whether it be your minions you have sent to deal with them, or some random goblins in another country, which'll eventually lead to them leveling up and becoming stronger. Generally adventurers will start at level one, but sometimes their backstories will have them at a higher level. For comparison, you are level 30, and probably won't advance much further, having already reached the (im)mortal limit.
(2/2)
>>
>>641501
>A Lich from ancient times, now long forgotten (bonus to knowledge and magic, especially necromancy)

>To find a kindred spirit to spend eternity with

>To ascend, and become a god-like entity (all the fun minus the responsibility)

>A staff which can shift between the planes with ease, and can cast a whole lot of useful combat spells, should it ever be necessary
>>
>>641501
>A Lich from ancient times, now long forgotten (bonus to knowledge and magic, especially necromancy)
>To ascend, and become a god (will take a lot longer than the other goals)
>A spellbook containing each and every spell written through out the ages. Has a new spell been discovered? It's in the book.
>>
>>641500
>A Lich from ancient times, now long forgotten
>To ascend, and become a god
>A spellbook containing each and every spell written through out the ages. Has a new spell been discovered? It's in the book.
>>
File: AEQ.jpg (1MB, 1254x1050px) Image search: [Google]
AEQ.jpg
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>>641500
>>A Leader of a merciless mercenary band that strikes fear in hearts of kings.
>To take over the world! (will require more action than just "furthering your goals")
>A ring containing the power of a thousand suns, fire lashing out, just begging to be shaped.

RIP AEQ
>>
>>641500
>A Lich from ancient times, now long forgotten (bonus to knowledge and magic, especially necromancy)

>To bring forth the end of all things

>A perfect simulacrum of yourself, with just the same power and intelligence
>>
>>641500
Liches are overrated.

>A Demonologist with the knowledge of how to summon a lot of demons, and a big surplus of souls collected (will be able to summon demons which requires some souls, different amount for each demon, and starts with a huge surplus of souls).

>To ascend, and become a god (will take a lot longer than the other goals)

>A spellbook containing each and every spell written through out the ages. Has a new spell been discovered? It's in the book.
>>
>A Psionic Overmind that exists as a purely psychic being
>To ascend, and become a god (considering you are a villain, you won't be a good god so probably becoming one will be fun as hell!)
>A perfect simulacrum of yourself, with just the same power and intelligence
>>
>>641500
>>A Lich from ancient times, now long forgotten (bonus to knowledge and magic, especially necromancy)

>To bring forth the end of all things

>A perfect simulacrum of yourself, with just the same power and intelligence
>>
>>641508
>>641517
>>641529
>>641534
>>641539
>>641552
>>641557
>>641559
Votes counted, and the results are:
>A Lich from ancient times, now long forgotten
>To ascend, and become a god
>A spellbook containing each and every spell written throughout the ages. Has a new spell been discovered? It's in the book.

Update incoming.
>>
>>641564

You started long ago, in a village you don't remember anymore. Funny how your origins escape you, even when it's what made you what you are.
"Are you sure you want to do this?" your "assistant" asked. Of course you weren't, but with the sacrifices lined up, it was too late to back down now.
"Of course I am" you responded, saying you weren't just showed weakness, and in that kind of profession, such actions would quickly lead to death. An entire village you had collected, gathered for the sacrifice necessary for becoming a lich. Immortality to spend on your ascension, doesn't that sound nice?

You've only recently picked up a trail on the road to ascension. Surprisingly, it's very hard to ascend into a god.
Supposedly, there's a spell to cast - closer to a ritual honestly - that will turn you into a god. The details of it are hidden somewhere. From what you've gathered, it's not in your book because nobody bothered to write it down. The process went:
1. Gather theory on spell
2. Try out theory
3. become god
4. why write down spell, im already a god

Nobody wants to give someone else godhood when they already have it. Either human emotion stays when you become a god, or maybe you gain some godly wisdom telling you not to. Who knows. What you know is that it's nigh-impossible to uncover the secret. Thankfully though, you've recently found a trail to follow.

Apparently, someone had kept a diary of their trials of becoming a god, and eventually he did become a god. Supposedly, he's now the god of the earth. Anyway, your divinatory spells found some ordinary citizen for about 7 seconds or so who knew of a person that had a lead on where the diary is or who currently has it. You found him in a village after quite a lot of searching (and a lot of deaths) under several non-detection wards and a host of other protection spells. None of them were any match for you magical prowess, and you easily disarmed them all. With a quick memory extraction and execution of the person, you now have your next lead.

Firstly, there's a whole cult based around keeping the ascension ritual a secret, and secondly, you know where one of their members are. He's currently maintaining a ritual with 5 other people which is supposed to keep people away from their "secret base" and keep them ignorant of the fact that they were just repelled from their base. The secret base is located in one of the basements in Shiml (see: map). He's also a more-than-competent mage who specialised in Abjuration (wards, nondetection, shields).
(1/2)
>>
>>641641

time for more mechanics explanation.
usually, common spells (like fireball or magic missile) would already exist in your spellbook
Uncommon spells (like protection from divinatory spells) would have a chance of existing your spellbook, and if they don't, you need to seek out an expert in the field (in that case, Abjuration)
Rare spells (like a charm spell for making someone specificly steal from a certain person) would need to be hunted down from dungeons or great libraries
And epic spells (spells that nobody has as of yet) would need to be researched.
The spellbook artefact merges common, uncommon and rare though, so they're all spells that you already have.
Epic spells still need to be researched.
Just ask if you're unsure

Most major cities (size of Gitaxion or bigger) will also sell magic items, and you've got a lot of money stored up, enough to buy whatever you want really.

Currently, your Lair (top right of map) has a couple of wings too it. An unused living hall, which was built before you became a lich, a spell research laboratory, and a training room, where you've spent countless hours on target practice.


>Current Events:
>You have created an Adventurer Origin (where adventurers come from) by killing a lot of people in earlier village.
>You have created an Adventurer Origin by hunting down a member from a hostile cult.

>What do you want to do?
>Travel to Shiml (Furthers goals)
>Cast spells (Specify)
>Travel somewhere (Specify)
>Buy a magic item (Specify)
>Start construction of something (Specify)
>Other (Specify)

(2/2)
>>
>>641648
Map, because i forgot to post it.
>>
>>641648
>>Travel somewhere (Specify)
How frequently can we travel? If I choose to go somewhere and accidentally teleport into the middle of a warzone, will we be able to teleport back instantly? Lets go visit Technomaton since that sounds like a cool place to visit.
>>
>>641660
You're of a high enough power to be able to teleport wherever you want, whenever you want, as long as there isn't some kind of teleportation-shield at the destination or anti-magic-field where you are.
>>
>>641648

Maybe we should gather some things if we're going to be away for a while?

>imbue a weapon we have with magic - flaming/otherwise elemental? sword, anything for close combat -- if we don't already have it.
>bag of misc gear for spell and ritual casting we can use "on the fly"
>anything else that would be useful away from home/anything that might not be readily available that we happen to have in our lair

I'd like to also gather up two creatures to take with us, if possible.

>ghoul of some kind to stand guard over/carry gear or block anyone that tries to threaten our awesomeness.
>maybe something fast (vampiric dire wolf comes to mind, pulling from DnD games) and agile that can get around for stealth/tracking.

Depends on our abilities to control undead creatures, I suppose.

Otherwise

>Travel to Shiml (Furthers goals)
>>
>>641674
>Depends on our abilities to control undead creatures, I suppose.
As far as you know, your ability to control and create undead is unrivaled.
Your specialty is necromancy.
>>
>>641674
supporting
>>
>>641674
>>641705

i agree, this kind of takes care of everything, i can't think of something better
>>
>>641665
How well-defended is our lair?
How about our demiplanes? Do we have non-artefact spellbooks hidden in them?
>>
>>641751
Your lair is protected by several non-detection spells, one general use, and several of them to erase the memory that they couldn't divinate what was here. It's also protected by a barrier spell, which also has several erase memory protections so people don't realise they were blocked from entering. Same goes for anti-teleportation spells, anti-plane shifting spells and camouflage spells. These all exist because when you originally became a lich, a lot of people were after you. The bounty on you is probably the highest there has existed,

You have no demiplanes set up currently, as you've found no need to have them.

>>641741
>>641705
>>641674

You realize that the cultists might not only have wards, but battle-mages ready to fight, and maybe even trained fighters. A though occurs to you, and you walk of to the living room wing of your lair. A feeling of nostalgia spreads through you, as you open up a forgotten hidden passage way, shaking off dust from the walls as it opens up into a tight corridor, leading to a dusty, small armory filled with cobwebs. This used to belong to you, your assistant, and your 3 partners. Together, you formed the council.

Of course, they're all dead now. Unlike you, they never achieved lichdom, or immortality of any kind.

You quickly discard the unwanted thoughts, and return to examining your small armory. Still just as you left it. The armory was a simple stone brick walled room, with 5 mannequins lining on of the walls. They all wore top-quality enchanted armor, and they all held enchanted swords, each one specialised by one of the members of your council. You grab the one you preferred - which, coincidentally, is the one you made - a sword steaming with profane energies. A moderate cut of this could usually drain anyone of their lifeforce.

On your way out you also grab your travelling bag, filled with various material focii and scrolls. It's kept regularly stocked with anything you would need immediately, any spell that you cant take the time to bring up the relevant page on your spellbook to cast.
After that you bring your Staff of Lively Appearance with you, concealing the fact that you are indeed just a skeleton. Instead people who look at you see an elderly man using a staff as walking cane.

On your way out of the building, you raise a pair of undead. One of them is a strong ghoul - although he doesn't look very strong to begin with - to carry your gear, since a highly powerful figure like you shouldn't have to do it himself. The second is a vampiric dire wolf, useful for its incredible speed and highly sensitive nose. You extend the Lively Appearance to them, to give the ghoul the appearance of a butler, and to give the dire wolf the appearance of a tamed dog.

(1/2)
>>
>>641807
Finally, you exit the anti-teleportation field, and start casting the teleportation spell. A spell you perfected over several decades to be accurate to the millimeter. The chant takes a mere 10 seconds thanks to your lichdom granting you a hell of a lot practice. A normal mage would probably have to chant for atleast 2 minutes to get this to work.

After a brief shifting period, probably around 2 seconds long, you appear in Shiml. Shiml's quite a small town, and there's only a couple of people around farming or tending to their animals. The memory of the basement location is still fresh in your mind, and it helps that you teleported into the road next to it. The house with the basement mentioned is clearly abandoned, atleast it looks that way. You know this to be false, so you cast a couple of spells in quick succession, like True Seeing, Arcane Sight, Detect Magic and Detect Psionics. The house decently warded, just like the other one. Atleast you know what you're looking for this time.

You unravel the spells in just under 2 minutes, taking extra time to make sure you dont set off any alarms. As you unravel the spells you start hearing the chanting from below, previously removed by silence spells. After you enter the house, you notice that the upper floors of it are actually abandoned. Parts of the roof are falling down, and there's quite a lot of waterleaks. To their credit, they put a bucket under one of them.

You walk down the steps to the basement into a small room, probably meant to be the entrance to the basement. From what you can tell, the chanting is coming from the other side.

>How do you want to approach?

>Enter sneakily, through use of blinks and invisibility, then extracting their memories, and leaving again through use of blinks.
>Blow it sky high, and pry the knowledge from their dead bodies. Nobody hides the secrets of the arcane from you.
>Try to solve it "diplomaticly", through use of torture and death-threats
>Other (Write in)

(2/2)
>>
>>641808
>Enter sneakily, through use of blinks and invisibility, then extracting their memories, and leaving again through use of blinks.
>>
>>641807
>The council
Did we set up countermeasures to use their souls/memories against us?

>>641808

>Enter sneakily, through use of blinks and invisibility, then extracting their memories, and leaving again through use of blinks. -> + Mind blank
Anything that bypasses abjuration without actually destroying wards.
>>
>>641821
They're buried next to your lair, and you check on them relatively often (read: once a decade). They were your best friends once upon a time after all.
>>
>>641814
>>641821
these

and i love doggo
>>
>>641808

Do we recognize what their chants are trying to do, by chance?

>Enter sneakily, through use of blinks and invisibility, then extracting their memories, and leaving again through use of blinks.
>>
>>641840
As you study your spellbook for new spells quite often, and your memory is near-perfect due to lichdom, you recall it as Kiflheim's Non-significance Ward, a spell designed to make people not interested in whatever they were doing, and leaving once they enter a certain area, Kiflheim's Non-visionary Ward, disguising something as something else (like making a building look abandoned). There's also a third chant you can't quite recognise, but it sounds like one of Dromdon's spells, who's famous for magic involving teleportation between planes.
>>
>>641840
>>641821
>>641814

roll me 3d100
>>
Rolled 50, 19, 64 = 133 (3d100)

>>641859
>>
Rolled 67, 61, 71 = 199 (3d100)

>>641859
>>
Rolled 94, 48, 58 = 200 (3d100)

>>641859
>>
Rolled 73, 86, 59 = 218 (3d100)

>>641859
>>
>>641859
>>
Rolled 21, 39, 3 = 63 (3d100)

>>641875
derp
>>
File: 1364593188616.gif (2MB, 306x230px) Image search: [Google]
1364593188616.gif
2MB, 306x230px
>>641878
im helping.
>>
File: e for effort.png (498KB, 1600x1523px)
e for effort.png
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>>641884
>>
Rolled 8, 17, 84 = 109 (3d100)

>>641859
>>
Rolled 83, 40, 84 = 207 (3d100)

>>641859
>>
File: Map Legend.png (90KB, 288x193px)
Map Legend.png
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>>641861
>>641867
>>641868
>>641869
(1 high success, 2 average successes)
>>641878
>>641900
>>641911

(this came after i started typing, so adding a high failure)


You cast an invisibility spell on yourself, and a mind blank before you enter, incase they've got divination spells on their own base. You Blink through the wall, keeping a hand on your sword's hilt, because one of them might have true seeing. Thankfully, they don't have it, or atleast, they're too absorbed in their chants, as no one notices you. So far so good. You start sneaking over to one of chanters that are continuously casting Kiflheim's Non-significance Ward.

Still nobody notices you, which must mean that they don't have true seeing. You cast a Silent Memory Extraction to get the location of their other bases, and as you stand there doing invisible gestures, you start to recognize the third chant. Its, as you guessed, one of Dromden's spells. It's Dromden's Planar Instability, which makes a target location exist sort of inbetween planes, making it inaccessible by normal means.

Sadly, the recipient of your memory extraction doesn't know the location of the actual base, as she is just the chant maintainer, not the one who created it. Although, apparently, the chant creator, who necessarily needs to know where the base is, is currently setting up another place where they'll ward the base in Darnasus, although you don't know exactly where in Darnasus this time. You also get to know that after you memory extracted the last dude, they've sent out some assassins to kill you - ha, good luck with that - and a couple of people to set up bounties for you at an Adventurer's Guild.

Bad news, as this might bring up the witch hunt that stopped only 5 centuries ago. It'll be kind of hard though to deal with everyone at the same time, so you suppose you have to send some minions to deal with some of them. Or maybe just let them do their thing.

The memory extraction has finished at this point, and as you now have the information you need, you exit. The sneaking to the same wall you were just at, and blinking out goes just as smoothly as the entering. As you're leaving though, another man is entering the "abandoned" building, and gives you a wierd look on the way in. The teleport back to the lair goes smoothly, though you have a feeling that the next couple of entrances won't be as easy.

>Current Events:
>You have created an Adventurer Origin from being found by the cult again.
>No reaction available

>People are on their way to set up a bounty at the Adventurer's Guild
>Deal with it yourself
>Send some kind of minions to deal with them (Specify what)
>Leave it be
>Other (Write in)

>Assassins have been sent after you
>No reaction available


>What do you want to do?
>Travel to Darnasus (Furthers goals)
>Cast spells (Specify)
>Summon Minions (Specify)
>Travel somewhere (Specify)
>Buy a magic item (Specify)
>Start construction of something (Specify)
>Other (Specify)
>>
>>641917
By the way, let me explain how i'll handle rolling:
I'll take the average of each roll.
1 is crit failure, no matter what the other rolls are
2-10 is amazing failure
11-40 is high failure
41-50 is average failure
51-60 is average success
61-90 is high success
91-99 is amazing success
100 is crit success, no matter the other rolls.
>>
>>641917
Can we set up our own 'adventuerer guild' to deal with the 'Cult' per say and have them as disposable assets to get our Mcgruffins for us? Oh course using a 'puppet' to talk face to face to any mages. If allowed.

>Start construction of our own Adventurer's Guild
>>
>>641917
>(this came after i started typing, so adding a high failure)
Next time, just disregard all rolls after your announcement, or you take them all into account.
>>
>>641917

>>641925
>Start construction of our own Adventurer's Guild

I actually like this idea quite a bit. If we can set up a semi-villainous guild of some sort that does "bad deeds", turns a profit, pays those we employ to keep things in check, etc we could have a surplus of people to intercept assassins/people from other guilds intent on fucking with us (and if they don't comply.. we have other ways of making them bend to our will! and if they die.. they're still useful!).

>Other (Specify)
Maybe we should find someone to be our left hand man while we're out scouring the countryside. Takes care of business based stuff (guild for instance), keeps a watchful eye on people that oppose us, and very loosely runs things in our stead. Can we create a creature intelligent enough for this role?

(right hand man later)

>>People are on their way to set up a bounty at the Adventurer's Guild
>Send some kind of minions to deal with them (Specify what)

Let's create a Graveknight, or something similar, and maybe a couple skeletal archers?
>>
>>641964
i like this idea, i imagine the fledgling guild would be something more thieve or necromancy based however. anywya, i suggest sending a pack of vampiric dire wolfs after the bounty messengers. that way even if they are found it will possibly be dismissed as an animal attack.
>>
>>641917
Can we bound the souls of our old council into their armors?
>>
>>642071
I dont see why you couldnt.
>>
>>642085

Tell us more about our previous council peeps?

It could be a viable way of managing many things at once.
>>
>>642090
Firstly, the Council was the ruling leaders of the the cult dedicated to ascension. They all died out, but you eventually achieved lichdom to continue your workings. You and the Council voted on matters to decide cult workings.

You were the one responsible for casting the spells, researching spells

You had your "Assistant", who was responsible for managing cult matters, and kept everything orderly and organized.

You had one of your partners, the name escapes you, so lets call him Adam. He was in charge of keeping outside relations (almost none), keeping track of the treasury and buying stuff.

You had another partner, who was called Bolf, he was the one who recruited people, kept morale up and general acted as the face inside the cult.

Finally, there's Corvin, who didn't do much. He was in the process of being taught when shit happened.
>>
>>642128
We were able to trust them enough to work with them, so lets bring them back
>>
>>642128

Might as well bring them back, I guess. They seem like they could still be decent assets to us now, especially with the route we're considering for base operations.
>>
>>642136
>>642134
>>642003
>>641964
>>641925
Roll me 2d100
>>
Rolled 77, 56 = 133 (2d100)

>>642171
BIG MONEY
>>
Rolled 39, 18 = 57 (2d100)

>>642171
AWAKEN MY MINIONS
>>
>>642171
>>
Rolled 46, 6 = 52 (2d100)

>>642171
IM HELPING
>>
Rolled 24, 93 = 117 (2d100)

>>642171
>>642208

derp derp
>>
>>641964

>>642216
>>642213
>>642178
>>642177
(2 average failures)

You summon a pack of vampiric dire wolfs to track the bounty messengers down, who are ridden by skeletal archers, which are all lead by a Graveknight at the front. The dire wolfs were having problems tracking the messengers, as they were accompanied by a mage from the cult, who was casting some weak version of non-significance ward. The dire wolfs eventually found them, and since the people were just a couple of messengers with a weak mage, your undead had no problem killing them. A problem did occur though, and that is that when they were being slaughtered, a couple of farmers from the edge of the city they were going to saw it, and they ran back. Although you don't have the bounty you should have, and they only know that its "pretty strong undead" its still a bounty.

You also start constructing a new wing for your lair. One that'll house thieves, assassins and fledgling necromancers. It'll be like an Adventurers Guild, but for the bad people. Not only that, but you've taken the souls of the old Council, and bound them to the dusty armors they used to wear. You've assigned them to oversee the construction and runninng of the "Adventurers" Guild. They're not too happy to be pulled back from the afterlife and bound to armor, but atleast they're happy to see they're friends.

Some of your divination spells have returned positive too. Adventurers have started searching for specificly you, though so far the adventurers are seemingly low power

Do you want me to go more into the combat so you can oversee it? im not sure if it should be described in long texts, if i should give a brief summary, or do it all over multiple turns.


>Current Events:
>An "Adventurers" Guild is being constructed on your Lair (1/3)

>The bounty placed has created an Adventurer Origin.

>A party of 4 level 1 adventurers have started hunting for undead near your regions
>Party Composition: 1 Fighter, 1 Paladin, 1 Cleric and 1 Rogue

>Deal with it yourself
>Send some kind of minions to deal with them (Specify what)
>Leave it be
>Other (Write in)

>What do you want to do?
>Travel to Darnasus (Furthers goals)
>Cast spells (Specify)
>Summon Minions (Specify)
>Travel somewhere (Specify)
>Buy a magic item (Specify)
>Start construction of something (Specify)
>Other (Specify)
>>
>>642351
>Dress a Graveknight as us and send it to 'fight' the party so the Bounty placed on us is seemingly defeated thus throwing heat off our back.
>>
>>642369
Supporting
>>
>>642369

Supporting
>>
>>642369
Supporting.

Send it on its way and then
>Travel to Darnasus (Furthers goals)

>>642351
I'd like to see more of the combat aspects, really. Having things auto complete is kind of boring.
>>
>>642369
supporting, however make sure this one graveknight is capable/infused with just enough necromantic energy to pass as a necromancer as well. it supposedly gathered undead after all.
>>
>>642369
This.
+
>Cast spell to make the rogue run off with the bounty at night and then bring the rogue and the bounty to our domain, hopefully we can turn the rogue to our adventurer's guild.
>>
>>642434
Supporting. But I want some Intel on the rouge first
>>
>>642369
>>642405
>>642407
>>642414
>>642430
>>642434

All this unwanted heat from the bounties is getting quite annoying, and you've decided to do something about it. You dress the graveknight up to look like a convincing Lich, infuse him with necromantic powers that are strong enough to make them believe its really you, but not strong enough to actually defeat said adventurers. Some quick divination reveals the location of the adventurers fast enough, and off he goes to die for the greater good.

Through some clever manipulation of spells and control of undead, you are now controlling the Graveknight directly, and seeing through its eyes. Approaching the party, you start to hear the small-talk they make.
"What do we do if the Lich comes here?" Asks a clearly female voice.
"We fucking run, that's what." Responds a gruff male voice.
"God you're all cowards! We punish its evil deeds is what we do!" Screams out a slightly feminine (you think?) voice
"Do you know how powerful that Lich is? It was able to destroy an entire village and break into a heavily warded safe room without problem. You can't honestly expect us to fight that thing." says the female voice again. Seems your deeds have reached quite far.
"I honestly expect you to die doing whats right." Says the feminine(?) voice again.
"What do you think, boss?" Says the female voice.
"I think we'll cross that bridge when we get there" responds a male voice. Bridge's coming sooner than he expects.

So you've got two problems: Number one is that the party seems scared of you, meaning there's a high chance they'll run on sight.

Number two is that the Graveknight is quite limited in terms of magic, only having access to basic necromancy, like necrotic blasts, or creation of skeletons and zombies. He only has a normal steel sword.

>How do you want to approach the party?

>Jump out and send out a couple of blasts at them, aiming to miss.
>Animate a couple of corpses to fake an attack
>Run at them while concentrating on enhancing your sword with necrotic properties.
>Other (Write in)
>>
>>642621
>Animate a couple of corpses to fake an attack
>>
>>642621
>Animate a couple of corpses to fake an attack
>'Lead' it with the Couple of corpses so they HAVE to fight you.
>>
>>642621
>Fake an injury to encourage them to fight.
People will believe they took out a might lich on its last leg
>>
>>642623
>>642626
>>642631

Roll me 2d100
>>
Rolled 60, 74 = 134 (2d100)

>>642686
>>
Rolled 40, 89 = 129 (2d100)

>>642686
>>
Rolled 37, 89 = 126 (2d100)

>>642686
>>
Rolled 12, 13 = 25 (2d100)

>>642686
the ploy to have a "body double necromancer" is still a great one. misdirection and misinformation are powerful tools. dont lose to these adventurers, but a more potent group?
>>
File: 1431278128691.gif (350KB, 500x282px) Image search: [Google]
1431278128691.gif
350KB, 500x282px
>>642738
and the help continues in kind, im super helping. the MOST helpful even!
>>
>>642691
>>642692
>>642695
(1 average failure, 1 high success)

You start animating some of the corpses, though due to the limited magic available to you, you only animate 5 or so. The adventurers start drawing close to you, so you send out your zombies to "surround" the adventurers, to prevent an escape. As the party catches sight of the zombies, they utter a mix of cheers and warcries. They charge headlong into the mix and your zombies quite easily block any escape, something the adventurers remain blissfully unaware of.

While they're caught up fighting your zombies, which are losing quite badly, you step forth into the battle, which is met by surprise and horror from the adventurers.
"Shit, we need to get out of here!" says the female voice again, who you can now identify as the rogue.
"There's no way we're getting out of this predicament. We have but one option: FIGHT!" says the feminine voice, who you identify as an incredibly muscular paladin.
The rest of the party mutter agreement and the paladin chops down one of the warriors si she can charge to you. The woman is surprisingly agile for her bulk, and quickly gathers speed for a headlong charge into you, trying to pierce her broadsword straight through you. These people have no idea how a lich works obviously. Fake till you make it.
The charge is still painfully obvious, so you've got ample time to react.

>How do you respond to the charge?

>Act surprised and take it.
>Raise your sword to parry but fail.
>Summon an incredibly weak necrotic barrier to be broken through by her.
>Other (write in)

gotta go now, I'll be back in 8 hours or so. Sleep is a hard thing to deal with.[/spoilers]
>>
>>642794
>Act surprised and take it.
>>
>>642794
again, focus on the arcane image. summon a barrier and have it broken through
>>
>>642794
Make a show of it, shout that such an attack can't possibly harm you, make a flashy looking weak barrier, then Make an illusion of a really bright light from her sword when she breaks it, when it hits the knight, have him crumble or turn to Ashe or something so she thinks it's her gods helping her and doesn't question how she took down a lich
>>
>>643099
Seconding this
>>
>>643099
Can't get better. Supporting
>>
>>643099
Support
>>
>>642806
>>643099
>>643139
>>644822
>>645451

roll me 3d100.
>>
Rolled 43, 7, 91 = 141 (3d100)

>>645520
>>
Rolled 48, 63, 66 = 177 (3d100)

>>645520
>>
>>645525
>>645534
(1 average failure, 1 high failure, 1 high success)

The rest of the party finally catch wind of what the Paladin is doing, and it's quite a satisfying reaction, seeing the horror on their faces.
"No, wait!" says the Cleric, who is apparently the owner of the gruff male voice, but both the Cleric and the Paladin know that retreating now would leave the Paladin wide open for a counterattack by you, so she continues her charge. Before she gets too close, you summon a barrier of necrotic energy, intentionally weak so destroying it should be no problem for her. Sadly, it didn't come out quite as flashy as you wanted.

As expected, the Paladin easily breaks through the barrier. You try cause a bright light to shine from her sword as she breaks it to give the illusion of her god helping her, but you mess up the spell and her sword turns black instead. The Paladin shows a momentary look of confusion, before returning to her normal demeanor.

As the Paladin closes to you, you recognize that she's doing something. She's smiting you, which provides a great opportunity for you to fake your death. She stabs her greatsword right through your torso, and you make a show of the profane energies seeping out of the wounds, and you make a single whisper.
"No..." before you violently expel the animating forces out of the graveknight, causing him to crumble to dust. The party has just about finished with the zombies at this point, and as the body is lying in ashes on the ground, you can still hear and see what's going on around it.

The party's still talking.
"That was unexpectedly easy." says the Paladin, quite surprised.
"Are we sure that was the actual Lich?" says the Cleric. She seems a bit confused.
"Who else would it be? It sure looked the part" says the Rogue, getting irritated
"He didn't act the part" says the Paladin
"Does it matter if it was actually the Lich? Let's turn in the bounty and get the money." says the Rogue, clearly irritated at this point
"There's a problem though, how are we supposed to actually redeem the bounty? It turned into ash." says the Fighter
"A cleric thats better than me could probably identify the remains." says the Cleric
"Do you know of any clerics better than you?" says the Rogue, still irritated, but repressing it.
"The local leader of the church should do." says the Cleric
"Well then we know what to do." says the Fighter, which seems to end the conversation, and they all head off.

>Current Events:
>An "Adventurers" Guild is being constructed on your Lair (2/3)

>The bounty placed is being collected.

>The previously mentioned party has leveled up to level 2

>What do you want to do?
>Travel to Darnasus (Furthers goals)
>Cast spells (Specify)
>Summon Minions (Specify)
>Travel somewhere (Specify)
>Buy a magic item (Specify)
>Start construction of something (Specify)
>Other (Specify)
>>
>>645644
>Summon Minions (Abunch of zombies that can spread through infection and/or Diseased Rats. We'll use telaportion magic to transport them to Towns all around the land to spread disease)

You know, Normal outbreaks no..evil magic here.
>>
>>645644
>Travel to Darnasus (Furthers goals)
>>
>>645644
Do we have any proper bodyguard minions? If not let's corrupt this Paladin into an Antipaladin
>>
>>645662
You've bound the souls of the previous council into the armors they used to wear, if that counts
>>
>>645653
Second
>>
>>645653
>>645674
mind specifying which towns you want to start in?
>>
>>645679
How many Rats/zombies can we summon? Because the ones the farthest away from us to draw any 'advagturing' groups away from us for the time being.
>>
>>645684
probably a hundred or so, enough to cause trouble in 2 small towns or 1 big town.
>>
>>645690
Whelp summon them, Story them for the time being then. Can you tell us about the nation we're in or its capital?
>>
>>645644
just curious, what are the biggest, meanest minion we can summon currently.
>>
>>645703
Devourers, Bodaks, Demiliches.
If you find undead i don't know about, just ask me.
>>
>>645692
So, the nation is called Iskeliah, and its history is quite rich. It really isn't a "nation" more than a bunch of cities close to each other, as there's no government that rules the entire place.

It started out with a bunch of clerics and paladins on a holy mission colonized this place, because they had found a floating star just about 500 meters above the ground. They created the first town, and called it the Star's Shine (which is now the capital). The nation is brimming with magical energies, which is why there's a floating star, and why theres a couple of other un-used magical wonders sitting around, and most of the dungeons and all of the major towns are sitting on atleast one wonder. Maybe more.

The Star in Star's Shine had quite amazing effects for the clerics that lived there, as it essentially hallowed everything touched by its light. This is why Star's Shine is a theocracy.

The island Hope's Keep sits on used to be infested with shadow monsters, undead and demons. A couple of the inhabitants on the mainland decided that maybe they should explore this place, as they had no idea it was infested with such horrors. They entered on the north-western side, and travelled through where Mongom is now, into the place we now call Hope's Keep.

At this point the explorers had fought quite a lot of the horrors, and were tired from the long march. That's when they stumbled upon the Everpool that lies in the middle of Hope's Keep. A pool (it's been turned into a fountain by now) which could heal all injuries and cure your fatigue. It was also, coincidentally, incredibly damaging to undead, shadow people, and much of what inhabited the island. With the help of it they cleared out the island quite quickly, and it's also a theocracy.

Technomaton was originally just a cave, where they discover a ball with quickly shifting metal plates on it, that glowed from the interior. The ball was also sentient, and could talk. The ball was more intelligent than any man that had crossed this nation in known history, and some people decided that founding a city around it would be a pretty good idea. The city doesn't really have a government, as the ball makes every decision for it.

Everwatch was originally just a tower which had been there since, well, forever. The tower had some magical properties, letting you see across the entire continent while standing on it. A couple of guardians were appointed to always keep watch incase bad stuff happened (coincidentally, this is how your cult and lichdom got found out originally). After a while the guardians settled next to the tower, and eventually people started moving there for the view.

>>645692
im guessing you mean store them? If so, update incoming.
>>
>>645716

As a start to your plan, you start summoning zombies. Zombies that'll infect the others, and turning them into zombies. A bold move to be sure, but sometimes you have to take some risks. Obviously, there's always the chance that people with power will recognize that all these undead couldn't be created and teleported by anyone other than the Lich, but with the time that has passed since you did something publicly, you doubt that's gonna happen soon.

Other than that, your divinatory wards have discovered that several parties have emerged. The one that catches your eye is the one party going to a dungeon. The dungeon is a fancy place called the Crypt of the Undone, which contains quite a lot of nice magic weapons, armor, and items. No doubt they'll gain a lot of experience defeating it. Maybe you'll want to stop it, maybe not. The Crypt is the dungeon below Technomaton by the way.

Old people, wise people, sages are starting to recognize your deeds. Rumors are starting to pop-up about the Lich returning, but no one really believes it. If you do anything major though, powerful people might connect the dots, leading to a much bigger resistance.

Not only that, but assassins seem to be coming close to your lair. Maybe they've found you through divination while you were outside of your protection spells, maybe its purely luck. You might want to do something about it though.

>Current Events:
>An "Adventurers" Guild has been finished

>The bounty placed has been collected

>The previously mentioned party is entering a dungeon
>Enter the dungeon yourself
>Send some kind of minions to deal with them (Specify what)
>Leave them be
>Other (Write in)

>Assassins are straying dangerously close to your lair
>Deal with it yourself
>Send some kind of minions to deal with them (Specify what)
>Leave them be
>Other (Write in)

>What do you want to do?
>Travel to Darnasus (Furthers goals)
>Cast spells (Specify)
>Summon Minions (Specify)
>Travel somewhere (Specify)
>Buy a magic item (Specify)
>Start construction of something (Specify)
>Other (Specify)
>>
>>645733
>Send some kind of minions to deal with them
Awaken some draugrs in the dungeon and throw in a Graveknight for shits'n'giggles
>Invite the assassins to join your "Adventurer guild"
Are the assassin looking for us or are they on another mission?
>>
>>645737
They're looking for you.
>>
>>645733
Place some kind of corrupting equipment inside the dungeon to essentialy create a sleeper agent
>>
>>645733
>The previously mentioned party is entering a dungeon
We need to talk to them, tell them that we will aid their progress through the dungeon and promiss great riches If they will join our "adventurers" guild. Of course in return they will need to make some kind of blood oath for the great lich to trust them
>>
>>645748
Well, then take care of them ourself
>>
>>645785
>>645767
>>645749
>>645737

These assassins will quickly become quite the annoyance, so dispatching them in a fast manner seems like a relatively good reaction. You leave your house while casting a small scrying spell to find the assassins again. They're using no wards of any kinds, wierdly, so finding them is about as easy as walking.
You teleport to their location, and before you get chance to react, one of their members lets out a quick yelp before their leader (?) throws out a smoke bomb and they all disappear into the nothingness around you. There's actually no trees or anything, so you're surprised they're able to hide.

Sadly, just casting a spell of True Seeing reveals them all. They're circling around you, preparing to attack. They don't seem to have noticed that you can see them yet, so you've got quite the time to do whatever you want.

>How do you deal with them?

>Fuck this, teleport out.
>Just blast them to death
>Scare them away through flashy spells
>Other (write in)
>>
>>645792
I'd just blast them before they become a thorn in our arse
>>
>>645792

>Scare them away through flashy spells
>>
>>645792
>Just blast them to death
>>
>>645814
>>645794
roll me 1d100
>>
Rolled 81 (1d100)

>>645823
>>
Rolled 84 (1d100)

>>645823

Rolling...
>>
>>645824
>>645829
(high success)

"I can see you, you know" you shout out to the surrounding assassins. A moment of surprise passes over them, and that's all you need. Blasts of fire and ice exit your hands as you repeatedly chant the same formulas, over and over. First once assassin dies, then another, and their courage wavers. Several assassins try to run, but the blasts of cold and ice easily slow them down to the point where they cant escape. Soon enough, they all fall. Every single one... except the leader? Where did he run off to?

Just as the thought enters your head, a blade is pressed against your throat.
"I don't know what you are, but today, you'll die." he says, and the blade slits your throat.
"No..." you sputter "No way you believed that was going to work against a lich"
You press your hand behind your back and find he's still there. The incompetency of these assassins is just too much. A quick chant and you've blasted a hole through his stomach. That was quick.

On to more pressing matters, these adventurers are getting a bit above what you'd like them to be. Teleporting off into the dungeon, you notice how old it is. Stained walls with cobwebs hanging from the corners. If you were still alive you'd probably puke from the smell of this place. Old iron caskets sit in holes in the walls all around you, urns resting next to them filled with the weapons they once carried. Should be easy to curse some of them, then disguise them to look like proper magical weapons. You take a single step towards the urns, but you're interrupted by a horrible creaking noise coming from everywhere.

One by one the lids fall off the caskets, and all of them create small dust "explosions" when they hit the ground. Decayed draugrs step out of the caskets, their skeleton quite visible under the rotting skin. They all grab weapons from the urns around them, and you soon find yourself facing atleast 30 of them, weapons out-stretched towards you, waiting for your first move.

>How do you react.

>Lets hope the same blasts are just as effective on undead (they should be)
>Draw your sword and fight like a man
>Lets not make this dungeon easier for the adventurers to come, teleport out.
>Other (write in)
>>
>>645868

>IOther) Impress your unholy will upon the draugrs; make them kneel before you
>>
>>645878
yeah, turn on the Necromantic Aura and fight in close combat as the closer the undead, the more the influence
>>
>>645878
>>645889

Roll 2d100
>>
Rolled 72, 49 = 121 (2d100)

>>645909
>>
Rolled 16, 74 = 90 (2d100)

>>645909

Rolling...
>>
>>645930
>>645912
gotta eat dinner real quick, update will be coming after that.
>>
If the body's are still there after were done here, some undead assassins sound cool
>>
>>645912
>>645930

You draw your sword, infused with profane energies and darkened light, to hold off the decayed draugr while your amazingly powerful necromantic aura does it work. As a lich, they cannot refuse your call for long, and only seconds later atleast half of them have turned against each other. The noise of steel clashing against steel, the endless mumbling of souls yearning for the release of the afterlife fills the abandoned rooms of the crypt. But you hear something else in the background. Inaudible words, only a couple of corridors away, recognizable as the party from before, are approaching. By your estimates, if they don't run into another fight, when they arrive the draugr will all be under your control.

But, if you want to act and create the cursed equipment you came to do, you have to do it now, in this dangerous enviroment, because by the time the draugr have all been turned, the adventurers will be too close. You might want to take other actions though, as chances are they're not going to live to touch the cursed blades.

>What is your action

>Curse the weapons the draugr are wielding.
>Buff yourself for the coming fight
>Teleport away
>Other (Write in)
>>
>>646129
>Curse the weapons the draugr are wielding.
+
>Pretend to be an underling trying to revive the Lich to his full power, mention the party with the blessing of the gods, send a few draugr's to intercept them while preparing to teleport yourself and the draugr's to our base. Make sure you don't teleport the cursed weapons with you.
>>
>>646151
Supporting.
>>
>>646151
Supporting.
>>
>>646151
gotta say, thats pretty smart.
>>646151
>>646193
>>646218
Roll me 3d100
>>
Rolled 37, 35, 21 = 93 (3d100)

>>646238
>>
Rolled 83, 62, 90 = 235 (3d100)

>>646238
>>
Rolled 43, 85, 86 = 214 (3d100)

>>646238

Rolling...
>>
>>646021
the bodies should still be there
>>646261
>>646262
>>646263
(1 average success, 2 high success)

As the fight continues around, you start chanting the words, each one a tongue twister on their own. Centuries of training have given you the ability to pronounce them perfect in less than a second. A couple of draugr notice your casting and try to attack you, but you simply grab your enchanted sword and slice them apart. As the spell finishes, the rusty steel swords the draugr wield glow in a sickening black light, beaming out just how wrong this is. Only a second later, the light dies down, and all but one of the weapons look like ordinary magic weapons again. The final one is casting a black light, covering the entire room in darkness. The particular curse on that weapon is a strong one, designed to turn the wielder into a vampire slave if it is wielded by a human. Finally the last weapons light dies down.

As the last draugr are either cut down or converted, you notice the party approaching from the west corridor. They look at you in bewilderment for a second, before the rogue spouts out:
"Isn't that the lich we killed?!"
Before they have time to think things over, you respond:
"So it was YOU who killed my master! The party with the blessing of the gods. No! You shall not stop him again! He will be revived!" you spit each word, the entire sentence dripping with poison.
"Draugr, attack them!" you shout, making several of the draugr run towards them, swords raised high in the air.
As the party counter-attacks you start casting a teleportation spell, targeting you and the draugrs, but not their weapons.
"We will be back!" you scream out as your last words before the teleportation spell warps you all to infront of your lair.

You send the draugr off into the base, while you scry on the party, now incredibly confused.
"Weren't they supposed to fight us...?" says the Rogue slowly
"I guess they realised we were just too strong." answers the Cleric.
"Getting a bit ahead of yourself, there we're atleast 20 draugrs there." says the Fighter flatly.
"Well, we've got no idea where they went, so let's just loot their weapons and be on our way." says the Paladin merrily. Honestly, if you couldn't tell by the insignias on his armor, you'd have thought he was evil.
The party collects all the weapons, though they wield none of them, so you'll just have to wait.

>Current Events:

>A party has been spooked, creating an Adventurers Origin when they exit their dungeon

>The previously mentioned party is clearing a dungeon
>Enter the dungeon yourself
>Send some kind of minions to deal with them (Specify what)
>Leave them be
>Other (Write in)

>Assassins have been dealt with.

>What do you want to do?
>Travel to Darnasus (Furthers goals)
>Cast spells (Specify)
>Summon Minions (Specify)
>Travel somewhere (Specify)
>Buy a magic item (Specify)
>Start construction of something (Specify)
>Other (Specify)
>>
>>646390
Also, your "Adventurers" Guild has started gathering people. Currently, only a couple have joined, but with the Council overseeing it still, you're sure more will come.

>Current "Adventurers"

>Lvl 6 Necromancer "Darvin"
>Lvl 9 Assassin "Kylia"
>Lvl 4 Psion "Gavon"
>Lvl 9 Fighter/Lvl 5 Rogue "Eowyn"
>>
>>646390
>>646404
I should mention, the window to get at the dude who knows the location of the secret base is passing, as the protectionary FOB is being finished up.
>>
>>646390

>Start construction of something (Specify)

Begin construction of a greater artifact of pandamonium...

This object will be placed in the final room of the dungeon guarded by powerful minions...

It shall be disguised as a holy artifact of tremendous value and sacred power...

All who attempt to harness its potential will gain access to untold power, but they will also be subtly corrupted, gradually having their alignment shifted towards chaotic evil...
>>
>>646390
>Travel to Darnasus (Furthers goals)
>>
>>646472
support.
>>646463
not supporting. chaotic evil is stupid evil.
>>
>>646491
Chaotic evil is the evil of shits'n'giggles.
>>
>>646472
Support.
>>
>>646491

>not supporting. chaotic evil is stupid evil.

Exactly...

If these adventurers find this powerful artifact, and bring it back into the world, they'll fuck their shit up horribly, regardless of whether they decide to use it themselves, give it to a king or a temple, or sell it...
>>
>>646390
>travel to the place to push along our goals
>>
>>646542
But how does it help our goal tho?
>>
>>646542
Supporting chaotic dickbaggery
>>
>>646581
Just for fun anon, plus i guess it could take tge heat off of us later when the king/preist/warlock goes mad and becomes a big bad in it's own right that everyone will pool resources into defeating.

But mainly for evil shits'n'giggles
>>
>>646542
im more in favor of a isolationist approach myself, dickbaggery will only hasten the resistance against us.
>>
>>646581

If a bunch subtly evil, chaos-ridden artifacts appear, you can bet that a bunch of disgruntled, angsty assholes are going to try to exploit them for their own ends, ultimately resulting in them either targeting, or being targeted by, bulwarks of order and goodness, consequently weakening both sides...

I presume that these would be the very same entities and institutions that would attempt to resist our rise to power...
>>
>>646655
true, proxy wars, and artificial corruption, could work well. i dont think there bad ideas, just wondering if its too soon. a subtle plague outbreak seems more effective.
>>
>>646655
We have to strike Darnasus early otherwise it will be harder to accomplish.
>>
>>646655
Tbh, I just want to progress our goal a little bit before because we are running out of time. But the idea is not bad and we should make the artifacts not too powerful or we may fuck ourselfs over
>>
>>646688

>>646696

Alright, let's get to work on the main objective then...

We can always go back to destabilizing our opposition at a later date...
>>
>>646472
>>646491
>>646513
>>646576
>>646721

Once again you leave for the next step on the stairs of ascension. This time, you're headed for Darnasus, a cold place with little to no vegetation, and the ones who live there are only there for the mine to the north of Darnasus.

You teleport there, but not before putting a Mind Blank and Nondetection Ward on yourself, as that place is crawling with diviners. Once you arrive, you notice that the place doesn't have the same kind of wards it had before. Instead it has straight up protection, guards patrolling around the house with wands in their hands and a couple of wands in their belts. a quick identify magic reveals the wands as a wands of Fireball, Haste, Slow, Mage Armor and Obscuring Fog. A couple of high-level mages are also standing on the roof, wearing exquisitetly embroidered robes which are probably enchanted, you'd cast a detect magic on them but they're too far away.

The house seems to be relatively unprotected by physical means, and there's only barrier wards on it this time, although there's a lot of them stacked, which is going to make cracking this nut a whole lot harder.

Due to the town's cold climate and the fact that the mines have frequent cave-ins, there's quite a large graveyard not too far away. The graveyard is lined with a high fence, spiked at the top. A damp mist is currently bearing down on the entire graveyard, and it reaches over the fence into the surrounding area, but it stops a bit after it. The mist seems almost supernatural, as its "tentacles" creep out from it and reach for the rest of the town.

>How do you want to approach?

>Sneakily, entering through the side by unraveling a small part of the wards and entering through there.
>Send undead after undead at them to distract them, while you enter from the other side.
>Just fucking blast them
>Interact with the graveyard some how (Specify)
>Other (write in)
>>
>>646762
>Interact with the graveyard (Cast a spell to identify the phenomenon of the graveyard and then cast a spell to enable communication between us and it)
>>
>>646762

I support this course of action:

>>646803
>>
>>646803
>>646816
roll me 1d100
>>
Rolled 91 (1d100)

>>646933
>>
Rolled 40 (1d100)

>>646933

Rolling...
>>
Rolled 83 (1d100)

>>646933
>>
>>647013
>>647031
>>647086

Sorry for no update, got occupied with family matters.
Updating will resume in 4o minutes or so.
>>
>>647086
>>647031
>>647013

The mist at the graveyard seems interesting, so you decide to walk over there. When you arrive you realise the graveyard is decrepit, like most graveyards, but this one especially so. Tomb stones of random people are crumbling, the fence that lines the area is rusting to the point of looking more orange than black, and weeds cover the few remaining tomb stones that can still stand. The mist is incredibly thick, almost solid. You can barely see five meters ahead of you, and beyond that you can just see silhouettes and bright lights.

The mist itself requires further investigation, so you cast the spell Identify on it. You find that the mist is actually sentient. In fact, it's a necromancer. Setting up a telepathic link so you can communicate with it, you send over a few words.
"Hello?"
"What? who are you?" it "thinks" back, seemingly startled.
"I'm just a necromancer wondering what the deal with this mist is." you respond, hopefully not agitating the mist more. Who knows what it could do.
"Oh, it's been so long since anyone talked to me. Have you seen my master?" he asks, with a hopeful tinge added to the end of the question.
"Depends on. What's your master called?" you ask, aiming to be actually helpful for once.
"His name's Corvin, i haven't seen him in quite a while though." it answers.
...
Oh.
for those of you who don't recall, Corvin's a member if the Council

>How do you react?

>"Corvin's been dead for a long time now..."
>"No idea who that guy is."
>"Yeah I saw him around just a while ago"
>Other (Write In)
>>
>>647842
>"Corvin's been dead for a long time now..."
>>
>>647842
>"Corvin is not exactly 'dead'"
+
>Teleport Corvin over here
>>
>>647842

I support this course of action:

>>647901
>>
>>647901
supporting this
>>
>>647901
The body of Corvin, or the soul-bound-into-armor Corvin?
>>
>>647980
well the Soul-bound-into-armor one can talk right? So clearly that one.
>>
>>647980
I would prefer to bring the soul-bound Corvin as that illustrates the point that he is not dead.
>>
>>647901
"Actually, I've got him right here." you say, as you cast a spell to remotely teleport him here. After a couple of seconds, Corvin appears, although slightly disoriented. After another couple of seconds he reorients himself.
"What the hell did you bring me here for?" Corvin asks, in his usual slightly irritated voice.
"You creates this mist without ever telling me" you respond, equally irritated.
"You know my master?" the mist asks, curiously "How do you know him?"
"We're close... friends." you tell the mist. No reason to tell it more than you have to.
"Anyway, this mist was an experiment on whether or not animated objects or things can cast spells." Corvin explains. You do remember that before shit happened to the cult, you were teaching him about spell research.
"Anyway, I'll leave you two to catch up on the happenings. I've got a break in to plan."

Mostly the conversation is made up of small talk and Corvin telling the mist about recent events at your lair, and what the afterlife is like. A particular part of the conversation catches your attention though.
"Anyway, while I was sitting in here for what seemed like eternity, I noticed that diviners and abjurers kept walking in and out of one specific house. That war probably the best way to entertain myself actually. Guessing and Counting the time until the next one exited or entered. The best part was when a huge convoy appeared, and all they guarded was a diary!" the mist says, clearly having a great time.
"Wow, that's weird. Anyway, I was..." you stop listening after that point. Goddamnit, Corvin, you were interested in what it has to say.

Well anyway, sitting around doing nothing isn't helping much with the ascension. Time to get back on track.

>What do you do?

>Start entering the base. (How do you want approach? Sneakily? Guns blazing?)
>Ask the mist something (specify)
>Animate dead to assault the base
>Other (write in)

last update for today, Going go sleep. Be back in 9 hours or so.
>>
>>648128

>Start entering the base. (Break in like a sneaky spooky Ghost Lich, Use the Memorie steal? Abilitiy on one of the guards to firgure out the routes they all use and where the most protected place is as thats the most likely spot our target is at.)
>>
>>648128
>Ask mist if it can do anything to help you retrieve the book.
>>648161
Seconding this
>>
>>648128

> Mist for intel

> Animate distraction

> Sneaky beaky

All pls QM <3
>>
>>648128
Ask the mist how it even exists and try to get the power to do that. Also, animate some undead for a distraction but try to make it seem like it came from a natural graveyard curse or something, so they don't suspect you.
>>
Put the mist in our cloak.
>>
>>648128

I support this course of action:

>>648422
>>
>>648161
>>648194
>>648422
>>650891
roll me 4d100
>>
Rolled 49, 46, 71, 28 = 194 (4d100)

>>651616

Rolling...
>>
Rolled 32, 15, 17, 56 = 120 (4d100)

>>651616

contributing
>>
Rolled 81, 32, 46, 93 = 252 (4d100)

>>651616
I give thanks to my mother, Jeffrey, Gary and Jesus for this epic rawl.
>>
>>650865
what are we, yorick?
>>651637
>>651618
>>651632
(2 average success, 1 average failure, 1 high failure)

You ask the mist if it has anything it can tell you that might help you break in to the house.
"Well, i've been watching since it first popped up, so i've seen who's in the house guarding and what not. Also I'm pretty sure that the mages on the roof have some protection spells enchanted into the robes they wear. Anyway, inside the house there's 3 more of those mages, and about 10 more patrols. The basement is huge too."

Sheesh, that's some protection. Going to need to distract some of them with an assault from the undead. Thankfully, the graveyard is just nearby, so you have a wealth of bodies to use. Once again, you command hordes of undead to rise at your command, easily as always. The hordes shamble over towards the house over dirt streets and cobblestone roads. Several of the mages notice them way before they reach the house, and you notice fireballs flying towards them from the mages uptop, and a quick slow from the patrols. They're relatively preoccupied by the zombies, so you get to work with making a localised hole in the barrier ward. You start unraveling the barrier, but a snip in the wrong place sets off one of the alarm wards, and you notice a couple of mages running towards your area.

>What do you do?

>Keep on unraveling the ward, try to escape inwards
>Run away and try again later
>Prepare to attack the mages
>Other (write in)
>>
>>651658
>Keep on unraveling the ward, try to escape inwards
+
>Use a spell to attack wards at different locations to cause decoy alarms.
>>
>>651666
The trips of truth 666.
Also
>When we escape capture a few mages and teleport out with them preferably to an anti magic room of our home.

We need to befriend them and add them to our social circle.
>>
>>651637

I have no idea what the roll system is for this quest...

Three people rolled, but we got four results?

Or is it a case of the outcomes of the 1st, 2nd, 3rd and 4th rolls made by each player are averaged out...

Like this:

1st rolls result = (81 + 32 + 49) / 3

2nd rolls result = (32 + 15 + 46) / 3

3rd rolls result = (46 + 17 + 71) / 3

4th rolls result = (93 + 56 + 28) / 3

...

Eh, whatever...

>(Other) Trigger alarms at multiple random points along the ward in an attempt to momentarily confuse the responding guards

>Keep on unraveling the ward, try to escape inwards
>>
>>651672
>Or is it a case of the outcomes of the 1st, 2nd, 3rd and 4th rolls made by each player are averaged out...
Exactly.
>>
>>651670

>We need to befriend them

>We are a lich
>>
>>651678
When a lich says befriend it means we are going to alter them with magic.
>>
File: Puppet.jpg (40KB, 480x723px)
Puppet.jpg
40KB, 480x723px
>>651681

Oh right, I see what you're getting at...

'Befriend'...
>>
>>651666
nice trips
>>651670
>>651672
roll me 2d100
>>
Rolled 37, 18 = 55 (2d100)

>>651687
>>
Rolled 98, 64 = 162 (2d100)

>>651687

Rolling...
>>
>>651689
Great Rolls
>>
>>651689
>>651688
(high success, high failure)

In a panic, you cast out a spell to create decoy alarms to distract the pursuing mages. It fails badly though, and the mages are able to track the location from where you cast it. Thankfully, you get a great snip on the barrier, and the hole you've been working on unravels, allowing you passage in. The pursuing mages are just around the corner, and you can hear them scream: "Get him!"

You break into a full sprint into the house, and break through one of the windows. You land in an empty kitchen, with a rusty cauldron sitting on some charcoal, and mold growing on fruits that must have laid there for years. You barely have time to react to anything though, as the mages hot on your tail shoot a fireball towards you. A lucky duck renders you mostly unharmed, and you continue your sprint into the corridor.

You sprint in, and you immediately notice the stairs going down. There's also doors to the right of you, one at the end of the corridor, and one at either side of that door. A purple light is shining from the stairs, most definately arcane in nature, and the scribbling of chalk against stone is barely audible over the ruckus you're creating.


>What do you do?

>Run down the stairs, maybe there's a good hiding spot there
>Run into one of the doors on your right, they'll obviously think you went down the stairs
>Turn around and prepare to attack the mages
>Other (write in)
>>
>>651696
>the mages are able to track the location from where you cast it
the mages are able to track the location where you cast it from
>>
>>651696

>Enter door to your right

> (Other) Misdirect pursuers by creating a powerful illusion around the door you just entered, this illusion spell causes onlookers to not only not change what they perceive the affected space to be, but also causes them to forget that it was ever anything other than what they see
>>
>>651708

*this illusion spell not only changes what an onlooker will perceive the affected space to be, but also causes them to forget that it was ever anything other than what they see

Translation: Make door appear to be a wall, make guards forget a door ever existed there...
>>
>>651696
>Prepare spell to make the mage's sources of magic less potent temporarily and then a simple sleeping spell should be able to deal with them.
>>
Rolled 1 (1d2)

>>651708
>>651713
Rolling to check which gets chosen.
1 = first post
2 = second post
>>
>>651753
>>651713
>>651708
Roll 1d100
>>
Rolled 53 (1d100)

>>651756
>>
Rolled 97 (1d100)

>>651756

Rolling...
>>
Rolled 89 (1d100)

>>651756
>>
nice rolls
>>651761
>>651778
>>651783
(high success)

after a quick decision to try to throw them off your scent, you continue your sprint down the corridor into one of the doors, and immediately begin work on a powerful illusion spell. The illusion spell should make the door look like a wall, and remove the memory that it ever was a door. Hopefully. The spell finishes about 2 seconds before the persuing mages enter the corridor, and shouts are clearly heard, even through the door.
"He must've gone down the stairs!"
"No time to waste, go quick!" followed by the sound of a rush of footsteps

The mages seem to have passed, and no one has come to check on your room, so you assume the illusion is holding. The room has a window looking down onto the backyard, and from what you've seen, guards do patrol there, so you have barely any room to move about. After sitting there for a small while, you hear new chants appear, and the guards have gone on high alert. Sneaking in's going to be pretty hard.

Wait. You're getting a Sending from someone.
"Heyo, we saw that huge failure of a break in, you need help with anything?" the voice is quite clearly Corvin. You almost forgot he was still there, over by the mist.

>How do you respond?

>"No we don't need anything"
>"Yeah another distraction, like the one i made would be nice"
>"I'd like something from the mist actually" (What?)
>Other (Write in)
>>
>>651849
>Yeah another distrction would be nice
>>
>Other
Ask the most to enter the building bringing down visibility
>>
>>652510
+1
>>
Is op kill?
Thread posts: 201
Thread images: 8


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