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EightFlyingCars
Jun 30, 2008


i'm imagining stanley's robo monocle popping off so often it's permanently hovering in the air

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Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
Ellesienne d10
Shapeshifter Witch d6
Folly of Humanity d6 Memory Thief d6

Eq. Mottled Cloak d6 Sovereign Remedy d6
Sp. Floating Disk d6

Ellesienne doesn't know how old she is - having adopted so many forms, sometimes things get a bit mixed up. She joins Trask in his efforts, borrowing half-remembered faces and their dreamlike memories to raise resentment against the local lord.

Stir Up the Villagers: 1d10+3d6 12

Jackard fucked around with this message at 21:38 on Apr 28, 2022

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
Pinion [d10] [He/Him, Aged]
Crowfolk Runescribe [2d6]
Hungering And Thirsting For Knowledge [d6]
Black Wings [1d6]
Equipment: Grimy Robe [d6], Potion of Visions [d6]
Spells: Raptor's Eye [d6]

Pinion walked through the treasury, clucking his tongue in exasperation. This giant pile was soothing in a primal, clutching, hoarding way, but in a more practical sense was quite inconvenient. Swords mixed with rings, potions splashed heedlessly across cursed icons. With a growl of irate determination, he called upon all his magics to search this place.

Find the Artifacts (Runescribe / Hungering and Thirsting / Grimy Robe / Potion of Visions / Raptor’s Eye) : 1d10+2d6+4d6 34

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!

Jackard posted:

Ellesienne d10
Shapeshifter Witch d6
Folly of Humanity d6 Memory Thief d6

Eq. Mottled Cloak d6
Sp. Floating Disk d6

Ellesienne doesn't know how old she is - having adopted so many forms, sometimes things get a bit mixed up. She joins Trask in his efforts, borrowing half-remembered faces and their dreamlike memories to raise resentment against the local lord.

Stir Up the Villagers: 1d10+3d6 12

You also have a potion as a trait

Chaosfeather
Nov 4, 2008

Jane Doe She/her/they. Age: Seen a Few Battles 1d10
Weredeer Ambusher 1d6
Ruthless Fighter 1d6
Equipment: A knife and a Bigger Knoife 1d6
Spell: Blur Notice 1d6
Potion: Invisibility 1d6

Blight the Lands
Jane has trouble passing for human enough to mingle with the public, but she certainly will divert their attention by ruining crops. And eating their gardens. And making a huge racket and breaking poo poo in barns or on porches at night before prancing away. And leaving all sorts of nonsensical deer tracks everywhere. She makes a general mess of things, and villagers on the edge of their territory seem to keep finding some drat 'buck' that keeps popping up in places that shouldn't have deer that seems to vanish upon further investigation.

Blight the Lands: 1d10+3d6 18

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
McRib [He/Him] [Age: ???]
Skeleton Drill Sergeant d10
Eye Socket For Detail d6
Pikeskeleton d6
Combat Tactics d6
Equipment: Rusty Plate Mail d6
Spells:Expand Senses d6
Potion of Webbing d6

Before the Shadow Seed, McRibs was more or less a barely sentient automaton, just barely more than the other, lesser skeleton soldiers. Now his eyes glow with a malevolent cunning. Those seeds tasted like power, and he'd like more of them.

The pressing matters available do not require McRibs' skillset, but construction projects always need more strong backs at their disposal.

Repair The Dark Citadel
Joined by a legion of his fellow skeletons, and judicious use of webbing as scaffolding, McRib assists in the repairs of the Dark Lord's sanctuary.

Repair The Dark Citadel: 10

Skeleton Drill Sergeant, Eye Socket For Detail, and Potion of Webbing

Iron Chef Ramen fucked around with this message at 07:22 on Apr 29, 2022

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!
You're missing a d6 somewhere-I see the equipment, the potion, and the spell, but I'm not sure if Combat Tactics is your upgrade from Training Grounds or your Shadow Seed.

Also your base roll is now d10, not d8.

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
Fixed. Thought I caught all of the upgrades. Combat Tactics from the seed, representing his growing sentience and awareness, Pikeskeleton from the training ground.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
I'd do an update of the first part somewhere at the bottom with like an :siren: SWAG UPDATE :siren: notice or something for incoming players

Sax Battler
Jul 31, 2007

Another bloody customs post,
Another fucking foreign coast,
Another set of scars to boast,
We Are The Road Crew.

Grubble Gnawtooth d10
Bridge Troll Grabba' d6
Long Grabby Arms d6
Hardening Mucus d6
Equipment: Roomy Sack d6
Spell: Quickstride d6
Potion: Spiderclimb Potion d6

Grubble remembers his old family bridge, before he struck out on his own.
Vaulted rocks, reinforced with their mucus, it was an impressive piece of architecture and engineering.
Until he's ready to make his own though, Grubble is content to make repairs on a fine building like this.
Hawking another loogie on the stone, he fits it into the hole where the broken one used to be.
"This wall's done!" he shouts down to the skeletons working below.

Repairing the temple: 1d10+5d6 19

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!

Dog Kisser posted:

I'd do an update of the first part somewhere at the bottom with like an :siren: SWAG UPDATE :siren: notice or something for incoming players
I'll do that after this next update.

Speaking of, 48 hour warning on the update starting now.

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!
The Dark Chapel

McRibs and Grubble's hands make steady work repairing the old chapel. Apparently, according to the info and a few people's memories, the Heroes had demolished this place during the war 500 years ago. Monsters had to go into hiding after the Demon Lord was sealed away, and the castle had been abandoned as groups of monsters hid in isolated safe areas-caves deep underground, for instance. Eventually, slowly the castle was repopulated, but repairs had first been focused on the essential living areas-barracks for sleeping, areas to eat, etc.

Most of the chapel was intact in general-the walls were half-crumbled and the roof had caved in, but once the rubble was cleared away the floor's general structure was fine. Sticky spiderweb potion and troll mucus acted as a base for cement to slowly start putting the building back together. Scaffolding held pieces in place until they dried and were fully stuck, and soon the roof was back in place. Once that was done, all that was left was to tidy up slightly.

When everyone was cleaning up the leftover rock dust, Gurenai came in, striding up to the centerpiece of the chapel, a raised platform where someone could speak to everyone in there.

Using a bit of magic, Gurenai floated the Shadow Orb up the wall slowly, eventually allowing to rest in a position high up enough that you could see it from anywhere in the chapel.

"Keeping it floating is trivial for someone of my skill level. There will be no need to construct something to hold it."

When the chapel was complete, the Shadow Orb was the centerpiece of any worship, from large groups to private sessions, and for an obvious reason: It was a connection with the Demon Lord.

Everyone could feel a connection to the Demon Lord's essence. In the world's earliest days, the Lord had been born from all of humanity's faults.

Greed. Envy. Hatred. Arrogance. Despair. Fear. Self-righteousness. All of these feelings in the world birthed the Lord.

And the Lord had birthed monsters. The first monsters had been created by giving dark feelings power and form. Since then, monsters had propagated under their own power, without the Lord. A monster cannot exist if a dark feeling is non-existent. Not every monster had a unique emotion, mind, plenty had shared them, and it wasn't cleanly divided among race or family lines, either.

But deep down, with the devotion being given to the Lord, all monsters began to feel a deeper connection to the dark feelings that had birthed them, and they could gain power from it.

quote:

Combined Total: 29
TN: 17

VICTORY!
Reward: Base die is now a d12!
All characters can now take a trait as long as it relates to some sort of negative emotion-a spell that makes a person angry, knowledge of how to appeal to a person's greed, your character being arrogant and bossy in a way that lets them command attention and respect, etc. d6, like always.

The Treasury

Firstly everything needed to be cleanly divided. There was a big pile of treasure, and all of it was mixed and muddled up.

Noah and Sweetheart got to work. To make sure that they weren't harmed by anything an anti-magic field had been cast over the room so that they wouldn't be possessed by any cursed swords or the like, and working at a brisk, even pace, they sorted everything into groups, Noah labeling every pile so that it was obvious what was were. The gemstones went over there, and the weapons were over there. Coins there, statuettes there, jewelry there...

Once that was done, the treasury was organized, and the anti-magic had begun to lift. Stanely had set up a desk for him to give everything a good once-over while Pinion focused on the broad picture, using his magic to search for what gave off magic auras. Everything that was cursed was placed away in a safe spot, to be used later. A cursed ring could be lied about and given to some idiot teenage wannabe hero with know magic knowledge and told that it would bring him great power, while it actually killed him. But actually useful artifacts? Those would be kept here.

Pinion's broad sweep quickly narrowed down what was magical and what was just chaff, and with Stanley's keen eyes and memories, everything was quickly cataloged. There were enough artifacts to go around that you could take one as long as you had a good reason to do so.

quote:

Combined Total: 59
TN: 34

VICTORY!
Reward:
Everyone can either take a new trait relating to an artifact you now possess or upgrade and rename your already existing mundane equipment trait. For instance, Pinion could upgrade his "Grimy Robe" into something like "Robe of Wisdom" or "Cloak of Deception", turning it into a 2d6 while also making it more broadly applicable thanks to having a magic function rather than being just a mundane robe. Or, he could leave it be and take a new trait, like "Ring of Flames" or "Pendant of Perception" at d6.

The Village

The work of Lickspittle, Jane, and Oozearah becomes noticeable after only a few days. The three divide up their attention, taking different areas of the village, and within days, people are looking for a scapegoat.

The burn marks Oozearah left, however, have an interesting effect. Ghaura runs herself ragged trying to identify the culprit and stop what it happening. Spells to rejuvenate crops and heal injured animals go flying left and right as she is dragged all over the village fixing problems as they pop up. When someone notices scorch marks next to her hut, however, they don't jump to an obvious conclusion, but instead, see it as... a framing.

"Malcolm is to blame for this! He hates us and wants us to suffer, and he's trying to blame Ghaura using vile sorcery!" Donahues shouts. A younger village boy picks up a pitchfork and leaps onto a barrel, raising it skyward.

"Malcolm shall pay for his crimes! Let's storm his castle! Let's see what the coward does when all of us attack him head-on!"

Ghaura returns from another blessing to find a mob brewing. However, with all the evidence going around, and that foul feeling she has, she can't deny that the evidence does seem to be somewhat stacked against Malcolm. When the mob is rounded up, she asks if she can speak and the crowd lets her. The witch stands on a barrel and speaks.

"...Malcolm does need to be stopped. His greed and hate are unchecked, and we are far from the King, so he cannot hear us. However, I feel he should be imprisoned, not killed."

"And why should we? He's trying to starve us, drain us! He doesn't care about any of us!"

"And he clearly commands demonic magic! Isn't it the duty of you witches to stop demonic sorcerers?"
"Well, yes, but..."
"He blights our fields, poisons our waters, summons a demonic deer spirit to taunt us! He is clearly to be stopped!"
"If we must, then..."
"C'MON! The more we wait, the more spells we let him cast! Ghaura, bless us with luck so that we may be victorious!"
Ghaura bit her lip and then began to chant a spell of good fortune on the crowd. She realizes she can't stop or calm down this group, but at the very least she can give them a fighting chance.

Ellesienne and Trakk's stories had spun this situation into chaos. Useful chaos.

Malcolm's Castle

Flitzi's solo mission, meanwhile, had gone swimmingly. After inserting herself into the castle, it had been easy to weasel up to Malcolm. Malcolm was shockingly young for someone in his position-blonde, slim, mid-20s, undeniably handsome... which made his cruelty all the more shocking.

After following for him and looking into him, it was clear that he only cared about one thing: Gold.

There was no greater plan, no deep ambition. No desire to overthrow the king. He simply wanted to be rich, idle, and happy and cared not one whit who he had to hurt to ensure his luxury.

Slowly over the course of the week, Malcolm's thoughts twisted further. "What if someone tries to take my money? My luxuries, my silk pillows, my delicious food, my artwork?"

"What if the King finds out I've been lying about how much I've been taxing the villagers and comes to seize me with his knights?"

"What if the villagers get angry and try to attack me?"

Soon, Malcolm's sensible caution had turned into paranoia. And when an angry mob with a blessing of fortune showed up at his castle's front door...

"GUARDS! KILL THEM ALL! WHOEVER KILLS THE MOST VILLAGERS WILL GET A FULL SACK OF SILVER!"

quote:

Combined Total: 108!!!!
TN: 51

Reward: DECIDE FATE.
Who wins this battle? The peasants? Or Malcolm? Vote in spoiler tags.

----------------------------------------------------------

Shockingly, neither Pinion nor Flitzi called up to Gurenai's office.

Jane Doe, Stanley, and Grubble are the ones called up. "You two are merely meeting the expectations placed upon you. A Shadow Seed gives power, but it also means I am much harder to impress." is all the explanation given to them.

Gurenai is already holding the three Shadow Seeds when they arrive.

"Grubble. Your muscles are strong, and you are much sharper than a lot of the trolls I have met. I see you going far."

"Stanley, while you might not have great strength or a drive for the mystic, your past is worthy of interest, and you help grease wheels wherever you go. Keeping things running smoothly behind the scenes is a valuable skill."

"And Jane. You know how to sew chaos exceptionally well. The humans are all in a tizzy because of your work. Truly, you have earned this."

Twist! Shadow Seeds go to the three highest rollers in every task who don't already have Shadow Seeds.

-------------------------------------------------------------

quote:

AGENDA FOR COMING WEEK:

Major Task: DEAL WITH DISCIPLINE
Most of our army is doing fine, but everyone has slackers, jokers, rebels, and the like. We need to whip parts of our army into shape so we don't have anyone dragging us down!
Subtasks:
-Teach Monster 'Children' (They are young and new, yes, but still, they serve the Demon Lord! They must be instructed on how a proper monster behaves.)
-Crack Down On Delinquents (As it turns out, humans are not the only ones who deal with 'teenage rebellion'. A lot of them hang out in the castle's basements, doing nothing but playing games and laughing at stupid jokes.)
-Drag Back Deserters (At least one rumor has come up of a village of 'good monsters' and half-monsters who broke away from us long ago and now are trying to Do Good. Gross. The rumor might make some of the monsters want to jump ship and run away. We can't have that happening.

Medium Task: TRACE HISTORIES AND LINEAGES
Everyone comes from somewhere. And any descendants of the Heroes of old will probably be a big deal, so we should be aware of any major threats, as well as check to see where other monsters may still be hiding in caves and the like.
Subtasks:
-Find Monster Hideouts (By tracing our genealogies and family lines, we can find distant cousins who are still loyal to the Demon Lord, and bolster our forces.)
-Trace The Heroes' Histories (Tevin Hollings, the Warrior. Dain Osley, the Wizard. Scarletta Revine, the Rogue. And Minerette Jolyss, the Cleric. What happened to them? Are their descendants around?)

Minor Task: ROUND-UP THE BATTLE'S LEFTOVERS
Once this battle between the villagers and the forces of Malcolm is complete, one will be defeated and the other, exhausted. With them having no idea we exist, we can sweep in and gain some lovely slaves.

quote:

FLAVOR QUESTIONS:

-Jane Doe, Stanley, Grubble: What did it feel like, ingesting the Shadow Seed? Did it taste of anything to you? Did you choose to make it enhance you in a specific way, or did it just... happen by chance?
-Noah: Randomly, while moving throughout the castle, Xelemax passes you by. The two of you are alone when he stops you and gives you a stern look. He then asks you a pointed question: "Are you screwing with us, or are you legitimately incompetent?" While he asks that, he has a hand on his sword's hilt. How did you reply?
-Trakk: When you head back into the castle after accomplishing your duty, you run into Dionaea, the plant monster you tamed in the garden, now a guard at the front gates. What do you talk to her about?
-Stanley, McRibs: McRibs, until recently, was barely sentient, but now has a personality and a mind. Being that Stanley is a literal automaton, the higher-ups decide that it would be best for him to help McRibs get used to 'thinking' and other such things. How does that go, and what is your opinion of the other?
-Noah, Pinion, Ellesienne, Trakk: The four of you are the most magical of the named and important major lieutenants. What is your opinion of each of the others? Are you interested in the magics they command and focus on?

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!


Sweetheart (She/Her) Age: Adult. 1d12
  • Gnoll Knucklehead 2d6
  • Den Mother 1d6 Tireless 1d6
  • Equipment: Gleaming Bloodthirsty Cleaver 2d6 Potion of Growth 1d6
  • Spell: Goodberry 1d6 Vicious Mockery 1d6

Sweetheart is surprisingly good at corralling, disciplining, and educating the varied young monsters. A bit of carrot in the form of supportive language and healthy eating, a bit of stick in the form of an acid tongue or her looming presence and frankly terrifying breath.

Deal With Discipline (Teach the Children) using every trait except equipment: 1d12+6d6 30

The peasants win

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
McRib [He/Him] [Age: ???]
Skeleton Drill Sergeant d12
Eye Socket For Detail d6
Skeleton Pride d6
Pikeskeleton d6
Combat Tactics d6
Equipment: Ornate Plate Mail 2d6
Spells:Expand Senses d6
Potion of Webbing d6

MrRibs paces the armory, reading a report from one of his scouts. The other monsters managed to get the humans to fight amongst themselves. Not the most glorious way of dealing with them, but necessary at this stage of the Dark Lord's resurrection. Whichever side won this skirmish, it was, in fact, a win for the Dark Lord. Vote: PEASANTS WIN EAT THE RICH HOOOOOO

Now to the task at hand. Those louts in the dungeons, wasting space and not doing their Lord's given duties. Time to crack the whip.

Crack Down On Delinquents - A column of marching skeletons fans out into squads to cover the basements, setting up training camps and beating discipline into the slackers.

d12+3d6=18

Skeleton Drill Sergeant d12
Expand Senses d6 (Finding anyone hiding from training)
Potion of Webbing d6 (Makes a good, quick replacement for stocks)
Skeleton Pride d6 (Working with his fellow skeletons, if only these lazy fucks could be as efficient as skeletons)


As for Stanley, McRibs flatly refuses any sort of help offered. He has no grudge with the golem, but doesn't believe he can be taught anything about his mental state from a walking statue. No, anything McRibs needs to discover, he will do so with his skeletal brethren.

Iron Chef Ramen fucked around with this message at 06:23 on May 1, 2022

BraveLittleToaster
May 5, 2019
Flitzi: d12 (she/her, 100 years old)
Dark Fairy Trickster: d6
Traits: Frequently Finding Flaws: d6, Corrupting Influence: d6, Preys On Your Doubts: d6
Equipment: Tiny Whip of Paralyzing Touch: 2d6
Spell: Fairy Dust: d6
Potion: Potion of Personality: d6
Physicality: Flying d6


Heehee! Lord Malcolm, more like Lord Led Astray! Flitzi oh so wished she had time to work more on him.. His all consuming lust for gold, oh boy, oh joy, she could work with that! Certainly Malcolm must win! But more work needed doing for the Demon Lord, that took priority. And upon the agenda she did see.. Deserters! Goodnik monsters and half-monsters unsure of their place in the world? Why, she simply couldn't let that go on! No, no, Flitzi would have to remind them, of the joys of the dark side, the Demon Lord.. Their natures as Monsters.

She'd seduce them, fly fast to find them, spread the good word. Tug at the edges of every protestation. Cater to that niggling thought in their head that perhaps, just this time, they could slip.. Let their true nature's calling guide them. Ohoho, that sounded wonderful! And then she'd tug them all the way back. Flitzi sped off to her task with all haste. No monster will ever forget what they are!

Drag Back Deserters with Dark Fairy Trickster, Tiny Whip of Paralyzing Touch, Frequently Finding Flaws, Corrupting Influence, Preys On Your Doubts, Potion of Personality, Flying: 1d12+2d6+6d6=46

Edit: D'oh, I made that 7d6 by accident, that should have been a 6 instead of a 7. Very sorry! I've rerolled and fixed it.

BraveLittleToaster fucked around with this message at 05:59 on May 1, 2022

Chaosfeather
Nov 4, 2008

Jane Doe She/her/they. Age: Seen a Few Battles 1d12
Weredeer Ambusher 1d6
Ruthless Fighter 1d6
Pronged Attacker 1d6
Vengeful Soul 1d6
Equipment: Two large Knoives in Darkness 2d6
Spell: Blur Notice 1d6
Potion: Invisibility 1d6

The weredeer grinned in delight, and swallowed the Shadow Seed whole. It tasted of ash and bone, charcoal and marrow, and settled in a heavy pit in her stomach.

Ah, yes. Marrow. Blood and bone, that's what was missing from her diet, she now realized. How obvious! Fangs grew in her mouth, and her fur and hair turned a dark ashen grey, almost black. Her antler prongs seem to lengthen and sharpen, gaining dark discoloration on the tips. Any human skin remaining was even more pale than before, and her eyes take on a bright yellow hue.

Jane Doe is now Carnivorous.

Grinning with new fangs, she snorted. It was time to watch the peasants eat the rich! But she would stick the the outskirts, the shadows and scurry here and there after the mob. With the cacophony of the villagers and the sounds of combat, no one will notice when cowards or the nearly dead suddenly vanish, being dragged into the shadows. Jane Doe having her own ideas, she prefers ensuring that Malcom's soldiers are the ones she spirits away. Some of the dead already litter the halls, no one will mind if she just has a snack on the job, right?

The Demon Lord will have need of servants, or if nothing else, fodder for the larger monsters. Gagged and tied in rags, she begins her collection, staying just out of sight and mind, and sneaking up behind those who stray from the pack.

Jane Doe 1d12
Weredeer Amusher (sneak attacks from shadows) 1d6
Ruthless Fighter (attacking already weakened, defenseless or fleeing foes) 1d6
Carnivorous (flesh-eating habits, boost energy) 1d6
Two Knoives in Darkness (Encouraging those who aren't quite ready to give up, to do so) 2d6
Blur Notice(perception altering to stay out of sight) 1d6
Potion of Invisibility (complete invisibility in a pinch) 1d6


Round Up the Leftovers: 1d12+2d6+5d6 33

EightFlyingCars
Jun 30, 2008


Sturdy Stanley d12

LEVEL UP! refined robogolem butler 2d6
To be a butler is to serve one's master. To be a robogolem is to have no choice in the matter.
outdated memory stores d6
UPGRADED! equip: duelist's grasps 2d6
A pair of snow-white silk gloves that magically guide and steady a duelist's hands. Originally crafted for combat, but broadly useful anywhere a light, dexterous touch is needed.
spell: hubert's helping hand d6
attribute: robohydraulics d6
potion: tincture of cleaning d6
NEW! manifested id: aspect of hubris d6
Long ago, a wizard cabal attempted to claw away a fraction of the divine spark that gives rise to life, and sculpt it to their own designs. The fact that this cabal's existence has been lost to the fog of time shows how well that went for them. That same overconfidence carried over to their creations; luckily, Stanley is tempered by his genteel and professional demeanour, and instead it manifests as his characteristic calm unflappability. Can he get the job done? But of course.

----------

With a deep bow and a hand on his breast, Stanley gratefully accepted the gift--and the high expectations--of the demon lord's regent. He can't exactly eat the seed, but digesting the physical matter itself isn't what grants its boon; rather, the roiling dark energies that it acts as a focus for can be absorbed into artificial magical lifeforms such as Stanley just fine, with or without a mouth and a stomach. And as those dark energies billow through the chamfers and joint lines of his plating and into his physical core, the robogolem feels something more than mere professional obligation toward this ragtag mosh of monsters.

It's desire. An intoxicating, alluring need to restore the Dark Lord to his throne. But even with this newfound internal motivation, his outward professionalism remains undisturbed.

"It is my privilege to serve, master," he says, before returning to his duties.

----------

One such duty was to help guide the newly-awakened skeleton soldier into the world of thinking beings and to teach him how to use the mind he has just been given. For a time he shadows McRibs as the skeleton whips new recruits into shape. So far, however, it's not so different from the "programming" that was originally given to the skeleton, and he worries that this inflexibility might squander his newfound mind. Stanley makes a note to discuss this McRibs later, so as to not undermine his authority in front of a bunch of unruly teenagers. Goodness, he can just imagine how poorly that would go, telling him how to use his brain right in front of them. What would they call him? "Bonehead"? Heavens forbid!

----------

His time is otherwise spent in the great library, dusting off poring over tomes and parchments and painstakingly cross-referencing them with his upsettingly incomplete memory stores for even the faintest whiff of a hint of the golemancers. He leapt to this task with gusto; ever since it was brought up to him earlier, he hasn't been able to shake the curiosity of his own origins from his metallic mind. Perhaps he could track down other robogolems like himself to bolster the castle's forces, or even unearth the means by which they--and perhaps even he--were created.

It's strange, though. The documents that appear the most promising are also the ones that are the most altered, with apparent references to people, places, or magical methods scratched out, smudged out, cut out, or even burned. Even his all-purpose magical cleaning reagent is unable to undo the damage done to pages like these:

"Dear Troxx xxxxxxxxxsce, how have you been? Even we here in the Houndstooth Peaks have heard news of your work regarding xxxxxxxxxxxxxxxxxxxxxxxxxxx..."

"Today, I met with my fellows at the Acadxxxxxxxxxxxxxx to discuss the upcoming All-Wizard Thaumaturgy Conference And Badminton Championship..."

"SHIPPING MANIFEST: 100 rolls toilet paper; 10 gallons fresh goat's milk; 3 jars pickled cherries; 500kg xxxxxxxxxxxxxxx"

Before long, it starts to seem like these golemancers weren't merely forgotten; but rather, that their entire existence was systematically buried. It's frustrating, to say the least, but also undeniably intriguing.

The nice thing about being a robogolem is that Stanley doesn't need to sleep. More time for him to dedicate to his search...

Find Monster Hideouts: 1d12+6d6 41 (holy poo poo)

----------

what if Malcolm won, though?

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer
Oozearah: [d12] (She/Her/Freshly Spawned/Ageless)


Race: Slime [d6]
-An oey, goey, malleable form.
Racial Ability: Seep [d6]
-Able to squeeze through the minutest gaps.
Personality: Clingy [d6]
-Known for her undying loyalty and ability to focus on a task.
Equipment:
Boot of Quickness[2d6]
-Allows the wielder to take the dash action as a bonus action. Also serves as a convenient hiding place.
Potion of Disguise: [d6]
-This alchemical concoction allows the imbiber to, with the addition of just a few common ingredients, change their tint and hue to match another creature. The overall shape however, is left unchanged.
Spells:
Slime Touch [d6]
-For when you need to reach out and touch someone far away.
-Word of Worth [d6]
-Oozerah, as most slimes, is ultimately the product of Spite. When people let things go unsaid for too long, when irritation is left to stew to into anger, the corrosive nature of Spite not only degrades the moral fibre, it also gives rise to her peoples. In a delightful perversion of her nature, the Demon Lord has seen fit to grant Oozerah the ability to loosen the bonds of Spite - raising the tempers of those that hear her and escalating common conversations into proper arguments.

Unconcerned with the fate of the battle as the other monsters surely had it well in hand, rumours of the goings on outside the dungeon still reached Oozearahs.... sensory input radius? Smells like a lot of wounded, but few dead overall. Maybe the Witch's blessing was a bit too strong? The guards were neutralized, the villagers Victorious, for now. But what will they do with so many still loyal prisoners?

The chatter of bones soon echoed throughout the dungeon, as the lazier monsters, opportunistic thieves, random vermin and unlucky imps were inevitably caught in the Oozearahs methodical, corridor-clearing embrace and dissolved into far more useful Skeletons.

As a 'training' method it was unusual to say the least, but few would argue against its effectiveness.

Crack Down On Delinquents by dissolving them into Skeletons: General, Slime, Clingy, Boots of Quickness, Slime Touch: 1d12+2d6+3d6 = 34

Swedish Thaumocracy fucked around with this message at 08:29 on May 1, 2022

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!

:skeltal: :respek: :slime:

OperaMouse
Oct 30, 2010



Trakk Blacktail [he/him, 47 years old] 1d12
Lizardman witch doctor 1d6

Traits:
Meticulous planner: 1d6,
enchanting orator (from Shadow seed): 1d6

Physical traits:
regeneration: 1d6
Glands of fearful pheromones (can spread pheromones which trigger fear responses in those smelling them) 1d6

Equipment:
Entangling staff (can cause rapid plant growth if firmly planted, or entangle those struck with the staff) 2d6
Potion of disguise: 1d6

Spells:
Speak with Plants 1d6


Teaching you kids is exactly what this older, greyer lizard excels in, particularly to put the fear of the Dark Lord in them.
Planning, orator, fearful pheromones, and some disguises to add to the experience.
1d12 + 4d6 = 21



As Trakk returned from a trip to harvest some rare magical herbs in the forest, he struck up a conversation with Dionaea. Topics included the weather, soil conditions, the Heroes and the Dark Lord, but they were both the most passionate about meat, raw versus boiled. Trakk was mainly used to eating creatures living in the swamps and rivers, such as fish, otters, ducks, and his favourite was turtle. Dioneae, however, was more used to the small rodents living in the forests and shrubs: vermin of all kind, and every now and then a young deer or wild piglet that was too careless. She confessed that she snacked on a few of Lickspittle's rats, but they were plenty. Trakk started to supply her with some more exotic meats for her: first cat, dog, sheep, cow, and later horse (need to deal with those pesky knights one way or another), but he did not have access to human meat yet. However, it occurred to Trakk, that Dioneae probably never eaten cooked meat. A big, black kettle appeared at the portcullis, and a nice swamp stew insert Simon the Sorcerer joke here was being prepared now every day with various ingredients. The carnivorous plant at the entrance started to grow...

As for the other magic users in the castle, Trakk was intimately familiar with the witch magics of Ellesienne, and he would love to exchange potion recipes, spells, and minor charms. The young human warlock Noah Spell, who relied a lot on his spell books was intriguing, was a bit novice to Trakk, but he kept an eye on him. Perhaps he could pilfer some secrets of the spirit realm out of the human or his books. The rune magic of the crowfolk Pinion was the most alien to Trakk. Sure, he carved minor enchantments in bones of ancestors or voodoo dolls from time to time, but Trakk would first need to see major results, before that was a study he would undertake more. His "black-feathered friend" as a person, however, he considered a loyal companion, and was looking forward to battling the Heroes together.

Who should win?
The Dark Lord needs strong allies or pawns, not hordes of weak minions. I hope Malcolm wins.

OperaMouse fucked around with this message at 21:18 on May 1, 2022

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Lickspittle (He/Them/Hey You/Oh God Not That Again) (Age??? wut that?) D12
  • Goblin Beastmaster 2D6
  • Smaller, But Faster 2D6
  • Legion of Loyal Ratties D6
  • Goblin Hubris D6
  • Equipment:
    Advanced Animal Mood Calibration Device (Really Big Stick) 2D6
    Potion of Putrescence D6
  • Spells:
    Charm Beast D6

Lickspittle was proud of what he had accomplished all by himself, with absolutely no involvement whatsoever of any of the Dark Lord's other lieutenants. Of course that much was obvious, since he was of the grand and noble Goblin race! Thus it was obvious to him that he should be the one to track down the 'Do Gooders' (even the though made him want to spit) and drag them back kicking and screaming. With his ratties and his ability to charm and train other beasts and his Calibration Device Lickspittle was confident that it would be no trouble at all to bring those mangy curs back.

Drag Back Deserters: 1d12+10d6 48

Cloud Potato
Jan 9, 2011

"I'm... happy!"
Noah Spell d12 (17/m/Demon Lord's Castle)
Human Warlock d6
Spellbook Smarts d6
Slightly Better Balance d6
*In Trouble With The Bosses d6
Weapon: Pointy dagger d6
*Weapon: Noah's Wand-erful Wand! d6
Spell: Mending d6
Potion of Minor Healing d6

quote:

Randomly, while moving throughout the castle, Xelemax passes you by. The two of you are alone when he stops you and gives you a stern look. He then asks you a pointed question: "Are you screwing with us, or are you legitimately incompetent?" While he asks that, he has a hand on his sword's hilt. How did you reply?
"I-i-i-incompetent, Sir." Noah's shoulders sag and he stares at the ground, defeated. "I try my hardest to finish my tasks and help everyone here, but it never works out how I'd like. The other adepts, Pinion, Ellesienne, Trakk: they all avoid my gaze whenever I see them, like my bad luck might be contagious. So, Sir, I accept my fate. Whether that be writing lines, menial tasks, exile, even-" Noah nodded at the half-drawn blade. "If that is the Demon Lord's Command, then so be it."

>discontinuity<

Noah patrolled one of the smaller reading rooms in the library. "OK, class," he said to the gathered children. He held up his spellbook. "This is a very special book, called a spellbook. In the right hands, this book can do untold damage to our enemies! In mine, not so much. Behold! A fireball!" Noah raised his wand and cast a variation of his Light cantrip. A 4ft flaming ball of fire burst forth and landed amongst the children, who all screamed before the illusion struck them harmlessly. "It's important that you recognise spellbooks; if you find one, bring it to me or one of the other adepts. If you notice a magic aura around a book, or if it's covered in stars or whatnot, just pass it to one of us, and you'll be rewarded! Now I've hidden five inert (I hope) spellbooks in this classroom, whoever finds one gets double snacks! Go!"

d12 + spellbook d6 + wand d6
Teach Monster 'Children' (w/ spellbook, wand): 1d12+2d6 19

Sax Battler
Jul 31, 2007

Another bloody customs post,
Another fucking foreign coast,
Another set of scars to boast,
We Are The Road Crew.

Grubble Gnawtooth d12
Bridge Troll Grabba' d6
Long Grabby Arms d6
Hardening Mucus d6
Towering Terror d6
Regeneration d6
Equipment: Endless Sack 2d6
Spell: Quickstride d6
Potion: Spiderclimb Potion d6

As the shadow seed drops down his gullet, Grubble feels weird, like everything he is starts vibrating, then iching, and finally a lurch in some strange direction.
Then he straightens up, unbending his spine for the first time in decades.
He feels more himself than ever.

------------

Finding monster hideouts

Peering at Stanley's mechanically precise handwriting, the comparing it to the scrawl on the plank nailed to the mine door, Grubble decides it's probably right.
Knocking with a fist the size of a small barrel, he glares at it until it opens, then puts his foot in the gap.
"One of you," another glance at the paper, "Suttrik?"
The small group of goblins standing in the opening stares at him, shivering in terror.
"Good enough."
Spitting up a lump of mucus to stop them from scattering, he stuffs the now screeching clump of goblins in his sack.
They'll sort it out back at the castle.
Now to check the next place on the list...

d12+grabba+arms+mucus+terror+sack+quickstride: 1d12+7d6 30

A successful peasant rebellion should give plenty of opportunity.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
Pinion [d12] [He/Him, Aged]
Crowfolk Runescribe [2d6]
Hungering And Thirsting For Knowledge [d6]
Black Wings [1d6]
Equipment: Robe of Scrying [2d6], Potion of Visions [d6]
Spells: Raptor's Eye [d6], Inflict Distress [d6]

Malcolm wins

Pinion felt better with a system in place. Far better suited for the Demon Lord’s glory than the… Pile. His sneer lingered as he wandered, then took to the air. He would discover the trails and paths of these… Heroes, and return his findings to the horde. Surely he was best suited for this. Trakk had his uses, particularly with dealing with the foes in person, Ellesiene too, and Noah was… there, but only Pinion was suited for this most important task. He opened his eyes (all of them), and gazed into the past.

Trace the Heroes' History (Runescribe / Hungering and Thirsting / Robe of Scrying / Potion of Visions / Raptor’s Eye / Black Wings) : 1d12+8d6 33

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
Ellesienne d12
Shapeshifter Witch d6
Folly of Humanity d6 Memory Thief d6

Eq. Mantle of Illusions 2d6 Sovereign Remedy d6
Sp. Floating Disk d6 Malison of Envy d6

Yes, the others were useful, but the human was fascinating. Why did he join them? How had he managed to survive? What favors had their Lord granted him? Ellesienne tried not to stare whenever Noah drew near - how she longed to wear his face and find out.

Down with the greedy noble threatening my playground!

Joining Pinion in the archives, she compared his findings to her distant and muddled memories of heroic exploits.

Trace the Heroes' History: 1d12+3d6 14

Jackard fucked around with this message at 09:11 on May 8, 2022

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!
Malcolm's Castle

quote:

Fate Has Decided:
Malcolm: IIII
Peasants: IIIIII

The peasants win the battle!

By the time Jane arrives, cloaked in shadow, Malcolm has been caged and captured, as have many of his soldiers. It turns out that when greed clashes with hate, hate wins.

Well, it helps if you have a luck blessing on your side. After the battle ended, Ghaura stepped in to calm those down. The townsfolk, while scarred, bruised, battered, and hurt, are all alive. The witch is glad that everyone is safe, and that there were minimal deaths (mostly on the side of the guards who didn't surrender when they were outmatched in the hope that Malcolm would reward them).

But soon, as they recovered, a few peasants would disappear. First, it was the ones on patrol at night, then it was a few more, and a few more.

By the time Jane returns to the castle, the village's population, along with the guards, humble castle servants, and even Ghaura and Malcolm, are in chains. Gurenai flashes a sick grin as he congratulates Jane.

"Well done. Don't worry about them becoming... unloyal. I shall make sure that their pesky human will is broken, and they are subservient."

quote:

Combined Total: 33
TN: 25

VICTORY!
Reward:
The slaves are taking care of the basic, everyday grunt work that you used to have to pitch in a little for, like cleaning, cooking, laundry, etc. This means you have more time to focus on training and improving yourself. +1d6 to any existing trait that's not a piece of equipment or a potion. Practice a spell so it's stronger, get better at using your existing skills, get more in touch with the Demon Lord's nature. But you cannot create any new traits with this.

The Library

Stanley's search through the documents and his memories, while not helpful on his own front to find his creators, does open up a lot of potential hideaways for monster clans-shark folk hiding in sea caverns, abandoned mines hiding giant spiders, and much much more. With a list of places to visit that are within distance, Grubble heads out.

In a different section of the library, Ellesienne compared her findings and memories with that of Pinion's gaze into the past from the highest height. First, the basic facts:

Tevin Hollings was the son of farmers in the kingdom's North when the First Dark Invasion occurred. He picked up a sword and joined his local militia, until he decided he had enough of his local chief's "we only need ourselves, as long as we can stay safe, we are fine", POV, leaving the city to go on a quest to stop the demonic invasion at it's source. Tevin was a good swordsman, and he refused to stay down no matter how many spells or blades you threw at him-at most, he'd be on the floor for a minute or two before he got back up. That determination, as well as his fierce optimism and shocking charisma for a farm boy, won him many allies and made him the Hero's lynchpin. Once the party had fully assembled, they saught the power of the Five Crystals, four of whom granted each of them more strength. Tevin was chosen by the Mountain Crystal, after defeating the Great Dragon that guarded it in combat, proving his worth.

Tevin made his way across the monster-conquered world, eventually happening to find a girl who also had a bone to pick with demons. Scarletta Revine, a pickpocket who'd made a name for herself as the provider to the orphanage she was raised in, who only stole from demons and demon collaborators. She joined Tevin after he convinced her that her orphanage friends, and the whole world, for that matter, wouldn't be safe until the demons were stopped. Scarletta was a common thief, but her keen eye, penchant for quick thinking and improvisation, and being nearly impossible to keep locked up made her a steadfast ally to Tevin-the amount of times the Heroes had been captured only for Scarletta to burst them out through an expertly hidden lockpick or escape trickery requires more than two hands to count. The Desert Crystal granted her power after she defeated the Great Sphynx that guarded it in a battle of wits.

Dain Osley was the third of the group. A son of one of those local kings who was kept blissfully unaware of the Demon Lord's conquering thanks to a sheltered upbringing and some demonic spies. But after Tevin and Scarletta burst in, Dain realized the seriousness of the situation and offered to help. Dain was fiercely intelligent, insatiably curious, magically gifted, and... insufferably arrogant. He and Scarletta got along in that special way in that only two humans who complain, snark, and shout at each other all day and all night and yet claim to fiercely love each other do. It was Dain who cracked the magic barriers on the castle at the tail end of the war. After proving his knowledge to the Great Sea Serpent in his cave, he was granted the power of the Ocean Crystal.

Finally, Minerette Jolyss was the last of the group to join. Minerette was Divine King Nikolas's half-sister, their father having 'fooled around' before marrying his wife, Nikolas's mother. Minerette was raised in a church after her mother passed away, eventually finding herself back in the castle when Nikolas took the throne. Nikolas was a much 'kinder' man than his father, and treated her like a sister, though she did often visit her church to see her friends. When Nikolas summoned Tevin, Scarletta and Dain to his kingdom and tasked them with defeating the Demon Lord, Minerette was there, and she offered to join them, her divine magic being of use to them. Minerette was shy and sweet, comforting and nurturing, and some even say that she and Tevin fell in love at first sight. By the time that they had arrived at our castle, they definitely were. The Forest Crystal was bestowed upon her by the Great Unicorn after she had proved her purity of heart to it.

When all four Crystals met, the True Crystal bestowed the ultimate power to defeat the demons on all of them, and they led the charge along with all of their less important allies.

With that knowledge base secure, Pinion's eyes gaze into the past, locking onto the four Heroes. After the battle, the four first returned the Crystals to their protectors, the Great Beasts, and the True Crystal disappeared once more.

Tevin and Minerette, after visiting Nikolas and taking care of a few things, headed back to Tevin's home village and settled down for a quiet life, Minerette having decided that she didn't want to be a princess or noble. They raised a family, and lived long, happy lives (especially with that village chief having to eat crow). Their descendants had happy lives of their own, and humans... being what they are, nearly every person in that northern village, as well as many surrounding areas, can make the claim of being distantly related to Tevin and Minerette. However, the years being so long, none in the area really stands out as being as great of a swordsman as Tevin, nor having a command of the healing magics of Minerette.

Scarletta and Dain, had a bit more of an interesting job to do. Dain took over that small orphanage, using his magic and resources to turn it into a great school of magic (yes, the one that the letter from that Harriet girl came from) and putting the orphans into good homes with people he trusted. Scarletta and him maintained their trademark sarcastic, acerbic relationship until their dying days, and while Dain preferred the library, and Scarletta liked to get out there, working on community projects and making sure no child went unfed or unhoused, they did love each other and their community. They had no children of their own but adopted many.

So, it seems like... for the most part, the children of the heroes are... not something to worry about. That's good, but... it feels anti-climatic?

The Dark Corners Of The World

With Stanley's list in hand, Grubble begins to search the areas within a day or two of the castle to lead the monsters back to their true home.

While the goblin den did require a little... persuasion... most of the dens are filled with monsters filled with fear of humans, and who are glad that the Demon Lord has heard their prayers, and join Grubble willingly. Soon, the castle seems a lot more cramped, and quite a bit livelier!

quote:

Combined Total: 118
TN: 50

VICTORY!
Reward: Gain a new trait at 1d6, that is a spell or a skill you learned from a new buddy who just came back from their hiding spot. Tell us what that new buddy is like, as well.

Castle Outskirts

When a small group of imps, ogres, and a werewolf who came up with the idea try to sneak out in the dead of night, they find themselves being cornered by a dark fairy wielding a whip, and a very large group of rodents. Once they were rounded up, they were sent back to Gurenai, to be... 'corrected'.

Multiple such incidents occur, and every time, Flitzi and Lickspittle intercept the traitors and round them up, stopping them from escaping, and Gurenai does his magic...

Eventually, the glassy-eyed looks of the would-be escapees stops anyone else from trying.

The Basements

At first, the teen monsters are just giggling stupidly at each other, occasionally passing around a... pipe? With some sort of... plant in it? Some are playing card or board games, a few are reading books, but all of them are being lazy.

Oozearah makes the first move. After a random rat (don't worry Lickspittle it wasn't under your control) makes a hissing noise being caught in the slime's advance, they scatter all around into different tunnels. McRibs's men quickly spread out, their discipline and efficiency making the difference as soon, they're all rounded up.

Some of them are mad. Others are impressed, and want to learn how to do that. All of them are willing to finally buck up and do their part, or else.

Hatcheries

Hyperactive kids need a divide and conquer approach. Noah takes the more magically inclined to the library's smaller room. Trakk takes the intellectual approach, answering questions, and being stern. Sweetheart, meanwhile, wrangles the energetic bunch (a ratfolk martial artist really appreciates her helping deal with a quartet of turtloids he's training).

All three groups finish their training, and are ready to begin apprenticeships under the stronger monsters to learn more.

quote:

Combined Total: 216
TN: 75

VICTORY!
Reward: Take a new 1d6 trait that is an apprentice, squire, assistant, etc that is learning from you. They can help you with what you're good at, or make up for a shortcoming. Follow a similar structure to your original trait: Species, then job (Werewolf Squire, Imp Junior Mage, etc.).

---------------------------------

"Jane. You prove your worth almost immediately after you did the first time. You deserve a greater reward."

The object that Gurenai pulls out is not a Shadow Seed. It doesn't look like a seed, but a flower bud, a deep purple shade. "A Shadow Seed is a seed. And what do seeds turn into, when they are planted? A plant. A Shadow Bud is a Shadow Seed's next stage. More power. You have been planted, and now you bud. Let us see if you manage to bloom." Once he hands it to her, he pulls out two Shadow Seeds for the two other people in the room, as well.

"Ellesienne. You might not have shown brightly, but you've shone consistently for the last few days, which is more than I can say of some of us. Consider this your overdue reward." A Shadow Seed is handed to her, as well.

And a third is just sort of... placed on top of Oozearah. "You have done well, little slime, in putting fear into the hearts of the foolish. Keep up your work."

Shadow Buds are the next stage up from Shadow Seeds. You may either gain a new trait at 2d6, or upgrade a 1d6 to a 3d6. You cannot split the effect, however-no creating two different 1d6 traits. You also cannot turn a 2d6 into a 4d6, because of the 3d6 cap. Only Jane gets the Shadow Bud this round, because she already got a Shadow Seed.

---------------------------------

quote:

AGENDA FOR COMING WEEK:

Major Task: PUT OUT FEELERS
How aware is humanity of us? We need to make sure our Malcolm stunt hasn't drawn too much attention to us.
Subtasks:
-Spy On The King (That one scrying from Pinion was a good start, but we need to know, like, his name and family and what he knows and stuff.)
-Spy On Harriet's School (That Harriet girl is at a magic school, who knows what the big shot teachers have been scrying on.)
-Spy On Malcolm's Neighbors (How much was Malcolm in contact with the nearby lords? Did he trade with them often? We need to make sure his silence isn't too suspicious.)

Medium Task: HOUSE EVERYONE
We aren't exactly standing room only, yet, but things are definitely getting more crowded in here. We need to expand some of our rooms, to fit all of our slaves and monsters.
Subtasks:
-Take Census (We need to know how many there is of everyone, especially any monsters with special accomodations like the shark folk, who are already starting to hog the pool.)
-Build Housing (Once we know how much room we need, we can add extra rooms, of the right size and shape.)

Minor Task: PAWN OFF CURSED OBJECTS
Cursed swords and rings, we have a few of, and we don't want to use them ourselves because they aren't even the fun kind of curses that we can take advantage of. But you know what we can do? Disguise ourselves as merchants, and set them free to wreak havoc on humanity.

quote:

FLAVOR QUESTIONS:

-Jane, does a Shadow Bud taste different from a Shadow Seed, and how, if so?
-Ellesienne, Oozearah, what did it feel like, ingesting the Shadow Seed? Did it taste of anything to you? Did you choose to make it enhance you in a specific way, or did it just... happen by chance?
-Noah, after your previous encounter with Xelemax, he catches you again, this time in a much friendly fashion, however. "Kid? I appreciate honesty, and a desire to improve. I think you could go far, if you just... applied yourself in the right way." How does that make you feel?
-Trakk, Lickspittle, you two are opposite sides of the same coin. One commands the plant world, the other, the animal world, one uses mostly magic, the other, only a little. How do you feel about each other?

BraveLittleToaster
May 5, 2019
Flitzi d12
Dark Fairy Trickster: d6
Traits: Frequently Finding Flaws: 2d6, Corrupting Influence: d6, Preys On Your Doubts: d6
Assistant: Impy, Imp Novice Illusionist: d6
Equipment: Tiny Whip of Paralyzing Touch: 2d6
Spell: Fairy Dust: d6, Remove Inhibition: d6
Potion: Potion of Personality: d6
Physicality: Flying d6

All traitors rounded riiigghhhttt up! Such a good gobbo, that Lickspittle, working with her, and such dear little ratties! She took her time to learn deeper levels of flaws, to poke and prod at, just how varied they were and how they could be used, how fragile and exploitative anyone is with them. Flaw-finding was an important part of the craft, and all who crossed the dark fairy's path soon got mischievous grins from her with quiet, giggling knowledge she could play with. And there was a newly arrived dark fairy for the hordes, an old dark fairymaiden Haiza, who grumped about but had a heart of fondness for her fellows, that Flitzi was very familiar with.. Her teacher, who told her of the fairies of old! Quick hugs and greetings for the old battleaxe, and telling of what she'd gotten up to, and her dearest teacher was pleased enough to teach her more, ohoho! Soon after, with an Impy to do tricks with her, and a special new fairy spell taught to her, back to the board to look at tasks.

In a flash of inspiration, she and Impy were off to sell objects accursed a'plenty! Disguised as merchants, her targets of dupes were humies of any power or magic, those got the cream of the curse crop they had to offload, though it was slightly regretful some of the funnest ones were left at the castle, and the rest to rubes, all with a little magic encouragement to spend. A dash of Fairy Dust across the objects to make them prettier and more enticing, as well! Enough of the right cursed objects and incautious users in the right place, trying their new little shinies.. My, what a big distracting hurtful mess, caused by some rogue merchantry that were never seen again!

Pawn Off Cursed Objects with Dark Fairy Trickster, Frequently Finding Flaws, Imp Novice Illusionist, Preys On Your Doubts, Remove Inhibition, Potion of Personality, Fairy Dust=32

BraveLittleToaster fucked around with this message at 00:16 on May 11, 2022

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer
Oozearah: [d12] (She/Her/Freshly Spawned/Ageless)


Race: Slime [2d6] *shadow seeded*
-A larger, oey, goey, malleable form.
-Racial Ability: Seep [1d6]
--Able to squeeze through the minutest gaps.
-Personality: Clingy [1d6]
--Known for her undying loyalty and ability to focus on a task.

Equipment:
-Boot of Quickness[2d6]
--Allows the wielder to take the dash action as a bonus action. Also serves as a convenient hiding place.
-Potion of Disguise: [1d6]
--This alchemical concoction allows the imbiber to, with the addition of just a few common ingredients, change their tint and hue to match another creature. The overall shape however, is left unchanged.

Skills: *taught*
-Knowledge: Infernal Geography [1d6]
--Turns out there are a lot of useful shortcuts to find, if you dare brave the demonic realms.

Spells:
-Slime Touch [1d6]
--For when you need to reach out and touch someone far away.
-Word of Wroth [1d6]
--By inverting her own Spiteful nature, Oozerah can accelerate tensions and negative emotions in others with but a word.

Apprentice: *apprenticed*
-Most of Lorelai, human skeleton thief. [1d6]
Swift to adapt to her new positions in unlife, Lorelai is a quick-witted, silver-tongued charmer that neatly complements Oozearahs more traditionally brutish ways.

---

Oozearah sat still on the floor for a whole ten minutes before the Shadow Seed finally subsumed under her exomembrane, dissolving into her gross interior with an intense, wailing boil. Bubbles and steam rose from the slime as she started expanding, increasing in volume until she was the size of one of the Ubiquitous Dungeon Crates that the kobolds loved to hide behind. She wobbled uncertainly before melting into a large puddle on the ground, quickly reversing her flow to retake her new cuboid form. Fancy!

Later, a well travelled imp named Xoikyosfisk took a liking to Oozearah and - since it could fly and she had no way of really communicating her disinterest, taught her at considerable length about the Infernal Geography of the upper Abyssian plains and the wastes of Pandemonium. Whilst mostly useful for trivia night, the lessons did include the locations of a few choice portals, that the brave or suicidal might use to quickly traverse the mortal realm.

But perhaps the biggest event of Oozearahs short career - shadow seed aside - came when she accidentally bumped into Lorelai one chilly dungeon evening on patrol outside of the dungeon treasury. Though their initial encounter caused quiet a splash in the gossipy underground tunnels, the girls have been inseparable ever since.

---

Most of the new week was spent with a gaggle of Construction Skeletons, dissolving quarters for the new arrivals and cleaning out caved in areas of debris.

Expanding the Dungeon with General, Slime, Seep, Clingy, Slime Touch and Boots of Quickness: 1d12+2d6+1d6+1d6+1d6+2d6 37

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Lickspittle (He/Them/Hey You/Oh God Not That Again) (Age??? wut that?) 1D12
  • Goblin Beastmaster 2D6
  • Smaller, But Faster 2D6
  • Goblin Hubris 2D6

  • Followers:
    Thronk, Ogre Bruiser 1D6
    Legion of Loyal Ratties 1D6
    Conspiracy of Ravens 1D6

  • Equipment:
    Advanced Animal Mood Calibration Device (Really Big Stick) 2D6
    Potion of Putrescence 1D6

  • Spells:
    Charm Beast 1D6

Lickspittle whistled a jaunty and incredibly off-key tune that was more saliva than sound as he walked up and down the lines of various monsters. They way they shivered as he peered at them with an evil red eye made him love his job all that much more. Their fear of course had nothing to do with his new friend Thronk, who towered above his goblin companion, or with several dozen massive ravens who watched from the rafters. No, it was obviously all because they knew that Lickspittle was the number one best lieutenant in the Dark Lord's forces! He even had a badge that said so right on his hat. Never mind that it was a lopsided sheet of paper pinned in place with a twig, it was still a badge.

"Right you lot!" he shouted at the assembled beasts. "This iz wuts we gunna do! Ya gonna take dem clippies ova der and youz gonna go ta each room and count da uggos inside, right? Then youz gonna take ya pen and make a big X next ta da pikshuur of'n da uggo. One X per uggo. Right? I finds any a youz a slackin youz gonna get me stick onna youz noggin! I'z iz gonna be keepins an eye on youz lot wiffin me birdies and ratties."

The monsters grinned at each other, not taking things seriously. At least until Thronk grunted and tapped the floor with the but of the massive hammer he carried.

"Right den, offen youz go!"

Census Time!: 1d12+12d6 43

quote:

-Trakk, Lickspittle, you two are opposite sides of the same coin. One commands the plant world, the other, the animal world, one uses mostly magic, the other, only a little. How do you feel about each other?

"Ee'z a smelly one fer sure buts iz heads on straight."

Iron Chef Ramen
Sep 15, 2007

HA HA! YOU HAVE CHOSEN POORLY!
McRib [He/Him] [Age: ???]
Skeleton Drill Sergeant d12
Bonegarm, Skeletal Lieutenant d6
Eye Socket For Detail 2d6
Skeleton Pride 2d6
Pikeskeleton d6
Combat Tactics d6
Brutalist Architecture d6
Equipment: Ornate Plate Mail 2d6
Spells:Expand Senses d6
Potion of Webbing d6


The skeletons rattled their teeth at each other, the quick staccato of the clacks making up the bulk of communication in the skeletal forces. McRib slowly walked towards the target of the chatter; a young garm, too stubborn to submit to discipline, too strong to be easily forced.
Having already destroyed several skeletons, the garm was snarling, ready for more. McRib wasn't like the other skeletal fodder, however. A veteran of hundreds of battles, his pike easily found it's mark through his prey's furious attacks, and lodged itself deep in it's heart. His coarse fur quickly staining crimson, the garm made one last clumsy swipe, and fell to the ground, dead.
The skeletons quickly converged, tearing at skin, rending muscle, their chattering growing deafening and frantic. Suddenly, a clawed hand tore itself from the corpse, assisting in the flensing of it's fleshy prison. McRib stood back, witnessing the birth of a new soldier for his lord. This one would do nicely.

Bonegarm created!

- - - - -

McRib could not fathom why humans were taken alive and made to work. Would they not be better off flayed and allowed to rise in a more pliable form? Nonetheless, they had their uses. Cleaning and organizing, getting everything as the exacting eye socket of McRib demanded was often beyond the abilities of his lesser brethren. He could focus on more pressing matters now. Besides, if they ever failed, they could still be made to serve in death.

Eye Socket for Detail increased!

- - - - -

As there was currently no orders for his legion to march, McRib began making plans to repair and reinforce the fortress. Gurenai had demanded living quarters, but skeletons have no need for such things. Luckily, the dark wizard had provided assistance; an ogre, brought back into the fold with the rest of the returning monsters. This ogre, Torg, was more intelligent than the rest of his kin. He was a craftsman, an inventor, a very fortunate recruit for the Dark Lord indeed.
Between the two, plans were drawn up for barracks and... living quarters, and the skeletons began their tireless work. Expanding caverns and building simple, solid shelters for the armies of his lord may not be what MrRib craved to do, but it was his task.

Added Brutalist Architecture!

Building Housing = 36
Skeleton Drill Sergeant d12
Eye Socket For Detail 2d6
Skeleton Pride 2d6
Brutalist Architecture d6
Expand Senses d6
Potion of Webbing d6

OperaMouse
Oct 30, 2010



Trakk Blacktail [he/him, 47 years old] 1d12
Lizardman witch doctor 1d6

Traits:
Meticulous planner: 2d6 (upgraded from free time due to slaves)
enchanting orator (from Shadow seed): 1d6
master poisoner: 1d6, learned from a new buddy named Skree-Skree, a ratmen

Physical traits:
regeneration: 1d6
Glands of fearful pheromones: 1d6

Equipment:
Entangling staff: 2d6
Potion of disguise: 1d6

Spells:
Speak with Plants 1d6

Apprentice:
Garlug, Orc shaman (a bit more physical than magical, but still capable of casting a spell or contacting the spirit realms): 1d6


Spy on Harriet's school:
Witch doctor, plannerx2, orator, potion of disguise, speak with plants, Garlug = 1d12 + 7d6 = 31


As for Lickspittle: his command of the animal kingdom makes Trakk envious from time to time, but his horde of rats and other animals will be very useful. Trakk also likes his enormous enthusiasm.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
Pinion [d12] [He/Him, Aged]
Crowfolk Runescribe [3d6]
Hungering And Thirsting For Knowledge [d6]
Black Wings [d6]
Equipment: Robe of Scrying [2d6], Potion of Visions [d6]
Spells: Raptor's Eye [d6], Inflict Distress [d6], The Watcher From Shadows [d6]
Lackey: Crowfolk Fledgling [d6]

So much to do, always. Pinion croaked and grumbled as his precious organization quickly got out of hand (talon) with the influx of new souls. Some more familiar than he expected to see. His clutchmate Bereft had arrived with the latest wagonload, looking worse for the wear. The poor dear had seen many grim years in the human lands, trying to eke out a living. Her eggs had been smashed many times over the years, leaving her quite addled and protective of her latest spawn. The small fledgling looked keen, however, and suited for the dark arts. He bade Bereft to rest safe in the aegis of the Demon Lord, then took the fledgling under his wind.

“Come, little feather, let us see what mischief we can wreak on your tormentors!” The little one was hungry for knowledge, and drank deep of the well that Pinion had to offer. She performed the ritual admirably, and soon they had the means to pierce the veil between the Demon Lord’s fortress and the king’s very chamber!

Spy on the King (Runescribe / Hungering and Thirsting / Robe of Scrying / Potion of Visions / Raptor’s Eye / The Watcher From Shadows / Black Wings / Crowfolk Fledgling) : 1d12+11d6 50

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
Ellesienne d12
Shapeshifter Witch 2d6
Folly of Humanity d6 Memory Thief 2d6

Eq. Mantle of Illusions 2d6 Sovereign Remedy d6
Sp. Floating Disk d6 Malison of Envy d6

Elle found the stares of their human captives unsettling, and withdrew to her chamber to consider the Lord's latest gift. The shadowseed seemed strangely ominous, though she could remember nothing about why that might be. She dithered, hesitant, spending her time in seclusion studying tomes from the archive.

Scowling, unable to ignore the issue any longer, she tossed the latest book away, before snatching up the seed and downing it.

Agony. It scorched her throat, burning within like white-hot fire, dispelling the haze clouding her memories. So many stolen identities, she relived each in turn, and she was - they were -

Ellesienne fled.

Jackard fucked around with this message at 18:59 on May 13, 2022

Chaosfeather
Nov 4, 2008

Jane Doe She/her/they. Age: Seen a Few Battles 1d12
Weredeer Ambusher 2d6
Controlled Form 2d6
Carnivorous 1d6
Ruthless Fighter 1d6
Pronged Attacker 1d6
Vengeful Soul 1d6

Equipment:
Two large Knoives in Darkness
2d6
Potion of Invisibility 1d6

Spells:
Blur Notice
1d6
Spy Moth 1d6

Apprentice: Shadow (Kobold) 1d6

Gratefully accepted with a grin, Jane swallows the shadow bud as well, and is forced to suppress her surprise. While the burnt bone flavor was still there, it now was accompanied by a grass-like flavor and almost a fruity hint. It reminded her of Milkweed, the one time she was lucky to survive minor poisoning. The flavors clashed horribly, but the aftertaste still left her mouth dry.

She feels more in control of her body, not subject to the whims of the moon like she had been her whole life. Previously, as the moon waxes her deer-like features progressed until it is full, showing little more than an extremely angry looking Mule Deer with a knife in their mouth. On a new moon she would be incredibly human looking, if not for the antlers sprouting out of her skull and her strange pupils.

But no more! While an imperfect process, she can control her appearance slowly, but freely. Most of the other monsters and demons will see her somewhere in between – a more satyr-looking form with her cervid features primarily being her back half, antlers, markings and ears.

Jane Doe has learned Control form! She’s thrilled with this development, and will change shape depending on the day and her mood. This is a new, slow process so she cannot do more than one shift a day.

Many monsters and creatures of the dark came into the fold, but Jane Doe’s quiet tendencies caused her to listen and seethe over making friends. All she wanted was a well-earned drink!

No one told the vampiric gossip, Melchior Yarrow, who was grateful to come out of hiding. Driven out once his vampirism was discovered, the former herbalist healer had been an expert at creating small extensions of himself in the form of butterflies to continue any daytime work he had the energy for. Once exiled, the bitter creature turned this ability into harvesting and creating poisons for demons, monsters and their associates who wanted a more painful, subtle distribution of death.

Melchior noticed Jane’s attention brighten and focus when he began speaking about the butterflies, so he happily offered to teach her, in trade for her teaching him to be a more stealthy individual, day or night.

With her new, fragile extensions of her senses in magic form, Jane’s weaker version of the spell cannot grab things or manipulate them remotely, but allows her to have eyes and ears elsewhere if she can plan ahead and concentrate. To her dismay, hers are not luxurious butterflies but more drab moths.

Jane Doe has learned Spy Moth! She is still new to this ability, so she can only have one active at a time. Any attack on the Spy Moth will destroy its fragile form, and feeling strangely like a crushed leaf in the process.

Stalking the hallways of the castle, Jane found herself having gained a shadow. A small, lizard-like creature. Kobold, she thinks it is? It seems obsessed with learning from her stealth abilities, so she begrudgingly tolerates the small creature following her…even if it means she needs to rescue them when they trip up.

They seem of few words themselves, so she simply refers to them as Shadow, for now. She even lets Shadow tag along when she goes to spy on the lords nearby Malcolm’s territory, see if she has any more ‘clean up’ to take care of. Though they seem almost more of a hindarance than a help. There is more evil to spread in the name of the Dark Lord, but they need to keep quiet for now.


Jane Doe 1d12
Weredeer Amusher 2d6
Controlled form 2d6
Ruthless Fighter 1d6
Carnivorous 1d6
Two Knoives in Darkness 2d6
Blur Notice 1d6
Spy Moth 1d6
Potion of Invisibility 1d6


Spy on Malcolm's neighbors: 1d12+2d6+2d6+2d6+4d6 32

Junpei
Oct 4, 2015
Probation
Can't post for 11 years!
Gonna give a 72 hour warning for anyone who hasn't posted yet!

Junpei fucked around with this message at 07:01 on May 14, 2022

Cloud Potato
Jan 9, 2011

"I'm... happy!"
Noah Spell d12 (17/m/Demon Lord's Castle)
Human Warlock d6
*Spellbook Smarts 2d6
Slightly Better Balance d6
In Trouble With The Bosses d6
*Night Owl d6
*Familiar: Bitey the Owl owl d6
Weapon: Pointy dagger d6
Weapon: Noah's Wand-erful Wand! d6
Spell: Mending d6
Potion of Minor Healing d6

Junpei posted:

...After your previous encounter with Xelemax, he catches you again, this time in a much friendly fashion, however. "Kid? I appreciate honesty, and a desire to improve. I think you could go far, if you just... applied yourself in the right way." How does that make you feel?

"T-t-thank you Sir," Noah stammered, the relief palpable in his voice. "Anything I can do to further the Demon Lord's desires, just say the word and I'll endeavor to do my very best!" A brief pause. "Er, what is the right way, Sir?"

Suitably inspired, Noah dedicates himself to his magical studies. (Spellbook Smarts upgraded)

-----

Noah's studies were interrupted by the cacophony of noise coming through his window. He peered outside and saw the large convoy of montsers returning from... somewhere. One caught his eye; an owl who had the misfortune to make her nest in the branches of one of the ents now walking their way under the Demon Lord's banner. The owl turned her head to look at Noah, and immediately took flight, making her way up to Noah's window and into his room and started pecking at his nose. Noah shooed the bird away and it flew up into his room's rafters. "An owl for a pet!" Noah exclaimed. "Just like a real magical school!" (Bitey the Owl familiar gained. Night Owl trait learned.)

-----

With all the new arrivals, there was a great need for new housing, and many hands were needed. And what better than a young warlock practicing his Mage Hand cantrip? Sure, he's not the strongest builder, but a mage hand can hold a nail steady with no risk to non-magical thumbs! And his Slightly Better Balance helps with the roofs!

Build Housing (w/ Spellbook Smarts, Slightly Better Balance, wand, Mending spell): [I'm away dogsitting for the next few weeks, so haven't got access to my Orokos login; happy to have Junpei roll 1d12+5d6 in my stead.]

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!


Sweetheart (She/Her) Age: Adult. 1d12
  • Gnoll Knucklehead 2d6
  • Skills: Den Mother 2d6, Tireless 1d6, Ambush Predator 1d6
  • Equipment: Bloodthirsty Cleaver 2d6, Potion of Growth 1d6
  • Spell: Goodberry 1d6 Vicious Mockery 1d6
  • Assistant: Gouge, Hobgoblin Accountant 1d6

As a spy you might think a hulking hairy brute with a tendency to cackle loudly and more interest in chewing through bone than data collection would be somewhat lacking, and you would be right! But an untiring, stealthy, self-supplying beast who can run down a horse makes for a hell of a commando, hunting messengers and watching the movements of soldiers from the bushes.

Spy On Malcolm's Neighbors (+GK, T, AP, PG, GB, GHA): 1d12+7d6 22

Trait Improved: Den Mother 2d6. Sweetheart has been able to direct more of her attention to nurturing and providing discipline to the young monsters in her charge
Skill Gained: Ambush Predator 1d6. Shard, the ratfolk martial artist, has been trying to teach Sweetheart some of his ninja arts. She's light on her feet, but her tendency to giggle before attacking gives still her away.
Assistant Gained: Gouge, Hobgoblin Accountant 1d6. More focused and cerebral than his mistress, Gouge is nonetheless a competent soldier. His arithmomania is under control, he swears.

EightFlyingCars
Jun 30, 2008


Sturdy Stanley d12

refined robogolem butler 2d6
IMPROVED!: augmented memory stores 2d6
While his own circuitry may be obsolete and incomplete, access to an entire library's worth of dark wisdom has filled in the gaps in his knowledge.
equip: duelist's grasps 2d6
spell: hubert's helping hand d6
attribute: robohydraulics d6
potion: tincture of cleaning d6
manifested id: aspect of hubris d6
NEW!: treefolk stoicism d6
While his failure to uncover any knowledge of his origins was a little frustrating, Stanley was able to learn much about patience and perseverance from the ancient redwood ents of the western rainforest, some of whom have survived human logging for thousands of years.
NEW!: dryad sproutling understudy d6
A mousy plantfolk teenager who was kicked out of bootcamp for her tendency to literally get rooted to the spot under pressure.

----------

There's never a dull moment at the Demon Lord's castle, especially now that there are so many more monsters in it! The castle's waitstaff have been swamped with housing the new recruits, but the unflappable Sturdy Stanley is perfectly suited to this enormous, and enormously stressful, task, directing goods and workers with the poise of a conductor directing an orchestra.

Unfortunately, he also has to mentor a new understudy, a tweenaged dryad named Violet who, somehow, found a way to be dishonourably discharged from monster boot camp because her root-or-scoot response is way too far in that first direction. Poor girl is feeling a little bit lost and discouraged because of that. Can Stanley help convince her that she can find her place in the Demon Lord's army even if it isn't on the front lines?

Build Housing: 1d12+10d6 40

------------

(Sorry for the late and underwhelming reply. Been a hell of a week. I might go back and rewrite this with some actual dialogue later.)

Sax Battler
Jul 31, 2007

Another bloody customs post,
Another fucking foreign coast,
Another set of scars to boast,
We Are The Road Crew.

Grubble Gnawtooth d12
Bridge Troll Snatcher 2d6
Long Grabby Arms d6
Hardening Mucus d6
Towering Terror d6
Suprisingly Stealthy d6
Regeneration d6
Equipment: Endless Sack 2d6
Spell: Quickstride d6
Potion: Spiderclimb Potion d6
Companion: Bug, the Gremlin Saboteur d6

When Grubble is out recruiting, he meets a remarkable monster.
Said monster is Sebastian, a boogeyman living under the bed of an extremely vindicated little boy.
On the way back to the castle, they get to talking, and Sebastian shares some tips about being stealthy.
"It's not about being perfectly hidden, it's about making them see what they expect to see. Let me give you an example..."

Suprisingly Stealthy gained.

----------

Several days later, Grubble is suprised to find he has a passenger.
When absently scratching himself, he finds a gremlin has built a nest in his shaggy mane.
It promply starts cackling at his obliviousness, especially seeing as it has started to assemble a collection of tools, blades and wires in the little stash.
Grubble is slightly annoyed, but a few half-hearted swipes of the hand doesn't dislodge it, so he lets it be.
It might come in useful later.

Bug, the Gremlin Saboteur gained. Less than half a goblin high, with twice the gleeful malice.

----------

The students of Harriet's School are suprised to one day find a small hill on the grounds they've never seen before, but they shrug it of as a consequense of being at a magic school.
During the next week, is seems to move from place to place during the night, and sometimes it seems the bushes on it seem to move without any wind.
One morning, it's nowhere to be found, and is soon forgotten.

Spy on Harriet's School: 1d12+8d6 41

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Junpei
Oct 4, 2015
Probation
Can't post for 11 years!

Cloud Potato posted:

Build Housing (w/ Spellbook Smarts, Slightly Better Balance, wand, Mending spell): [I'm away dogsitting for the next few weeks, so haven't got access to my Orokos login; happy to have Junpei roll 1d12+5d6 in my stead.]

Rolling in Cloud Potato's Place (w/ Spellbook Smarts, Slightly Better Balance, Wand, Mending spell): 1d12+5d6 20

Update coming within the day.

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