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File: 1439593271099.jpg (105.69 KB, 600x854, 300:427, goblin_by_richardsymonsart.jpg)

a1e9e6 No.6728[Last 50 Posts]

You are a goblin.

You were born in the goblin tribe of Froggut.

You were just called into the chief goblin's hut for some important business.

But before you can meet the chief goblin, you need to sign in at the front desk.

First off, what's your name again?

95dd85 No.6729

Skup Boggart


a1e9e6 No.6730

>>6728

Skup Boggart's your name, being a goblin is your game.

Wait, are you a boy goblin or a girl goblin?


95dd85 No.6731

>>6730

Lets go with the well worn path of goblin boy


d52dde No.6732

>>6731

seconding for gobbo boi


95dd85 No.6735

Ey op lets get this show on the road


8e0c89 No.6736


95dd85 No.6737

File: 1439700668115.png (247.8 KB, 406x402, 203:201, 2015-07-24 19.01.40.png)

Bumping for goblins

where's my fucking goblins op?


a1e9e6 No.6738

>>6736

Boy! You are a boy!

And wait, there's one more thing you need to remember.

How do you like to fight?

Hit them with a stick?

Sneak up behind them to hit them with the stick?

Use the stick to shoot some magic stuff?

Sorry for not posting sooner, this place is pretty quiet


95dd85 No.6739

>>6738

Magic motherfucker


a1e9e6 No.6740

File: 1439714448032.jpg (117.28 KB, 998x800, 499:400, oldmangob_by_joelhustak-d8….jpg)

>>6739

Very well. You are the magical goblin boy, Skup Boggart. You finish signing all the papers, and wait to be called in by the chief.

"So…Skup Boggart. As you know, the humans have been traveling into our part of the woods more and more frequently. Clearly they're getting more ambitious with their hunts. I need you to join up with Krunk Butterfrug in a patrol pair for the northern path. Make sure no humans come by looking for us."

What do you think of Krunk Butterfrug?

>He's been your friend for years.

>He's a dick who steals your loot

>I think I have a think for male goblins

>I am indefinite to Krunk Butterfug


8d2eea No.6742

>>6740

>>I am indifferent to Krunk Butterfug

>this tbh. He's a fairly cool guy but we never really hung out


95dd85 No.6743

>>6742

Nah mate krunk's a bro


2e8819 No.6744

>>6743

NO! Fuck Krunk, that guy steals ma loot!


a1e9e6 No.6746

>>6742

>>6743

>>6744

I'm getting some mixed messages here. Talk it out amongst yourselves.


95dd85 No.6748

>>6744

>>6742

I was betting chief is a wise gob and wouldn't put two people who work shitty together on such an important mission

(I am >>6743)

but actually him being an asshole sounds more fun


a1e9e6 No.6749

File: 1439788540518.png (149.23 KB, 500x400, 5:4, core$images$portraits$gobl….png)

>>6740

Krunk!? You hate Krunk! Krunk steals your loot and makes fun of you for being a slightly smaller goblin than he is. He's a major asshole!

You ask the chief why you were paired with him

"Are you questioning my authority? Get out there and patrol!"

"Oi, so you're stuck with me, huh? I don't want to be dragging short little magic gits like you around, and you don't want to be realizing how much better I am than you, so just do what you do and don't you talk to me."

He says this to you as you march to the northern path.

What do you do?

>Call Krunk an elf toucher

>Call Krunk a rump licker

>Stay quiet

>Shoot a small ball of fire at Krunk


8fec60 No.6750

>>6749

> Call him a cum guzzling Elf touching kiddie fondler, obviously.

> And then shoot a small ball of fire.


afff7a No.6751

>>6750

>this guys tbh. I like it. Get an asshole, be an asshole


a1e9e6 No.6752

File: 1439839140210.jpg (40.05 KB, 500x332, 125:83, 3knightstemplar.jpg)

>>6749

You decide to just let this asshole have it! You call him a cum guzzling elf touching kiddie fondler, and shoot a fire ball right where the sun don't shine!

He clenches his scorched ass.

"That's it! I'm gonna stab you so hard you'll be muh spears bitch!"

Suddenly, distinct metal clacking can be heard on the path. The sound of human armor, no doubt.

Krunk proceeds to kick the back of your leg so you fall over, and runs into the brush of the woods while you're not looking.

You soon realize it wasn't the sound of one human, but three. They look down at you.

What do you do?

>Run away

>Shoot some fire magic

>Shoot some ice magic

>Shoot some lightning magic

>Reason with the humans not to kill you


eb74ce No.6753

>>6752

Hey, if you let me run, I tell you where an asshole hides that plans to ambush you!


a1e9e6 No.6754

>>6752

You tell the humans that if they allow you to run, you'll tell them where an asshole hides that plan to ambush them.

"That's exactly what someone planning an ambush would say!" shouts one of the humans, the mage of the group.

The warrior of the group grabs you by the neck and lifts you up.

"Tell us what you know, or we'll cut you to ribbons."

As you look around, terrified, you can see Krunk's head popping out from a bush. He's watching the event go down.

What do you do?

>Tell them the asshole is watching

>Call for help

>Make something up

>Bite the hand of the warrior


95dd85 No.6756

>>6754

Ah shit son we fucked up

I took a break and people made dumb ass decisions.

don't think they believe us so i don't know if lying will help

On the other hand the last guy is probably a rogue so we may not be able to out run him.

Thing is this is home turf, i bet we can run somewhere then sneak away and escape after biting the warrior's hand and using the innate goblin disengage skill. (And if they try to follow we ice the path behind us while we run)


95dd85 No.6757

>>6756

Oh wait nvm didn't look at the pic, last human is a cleric so of course we can escape these fools


ffc28d No.6758

>>6754

"…THERE!!!" *points at Krunk and fires some ice magic at his face*


a1e9e6 No.6759

File: 1439887268868.jpg (100.27 KB, 1920x1080, 16:9, maxresdefault.jpg)

>>6754

You shout out "THERE" and point towards Krunk, who is now visibly enraged that you would reveal his location, almost forgetting that he put you in the mess you were just in.

All three of the humans look towards Krunk, and you take this time to bite the hand of the warrior. He drops you, and you quickly through an ice magic spell at Krunk's stupid, stupid head before running into the woods, on the other side of the road. You run as fast as your little legs can carry you, hoping as much as you can that the last human wasn't a rogue that would be chasing after you.

You run for a really long time, to the point where you're starting to enter areas of the woods you aren't very familiar with. You try to slow down, only to trip over a rock, and hit your head.

—-

When you come to, you're still in the spot where you fell. The humans did not catch you, it seems. But now it is dark, and you suspect it may be dangerous out here.

What do you do?

>Try to find your way back to the goblin tribe

>Look for the quickest way out of the woods

>Build yourself a little shelter for the night

>Climb a tree and sleep in the branches


ffc28d No.6760

>>6759

>shelter


a1e9e6 No.6761

>>6759

You decide to collect a few fallen branches and leaves, and with enough time, you create a little hovel of sorts to sleep in for the night. You are proud of yourself for making such a comfy shelter, and you think you're going to enjoy this night's rest.

—-

You hear noises outside your shelter. Shambling.

What do you do?

>Go out and check

>Peak out of the shelter

>Ignore it and sleep


f08866 No.6762

>>6761

>Peek out the shelter, might be zambonis.


a1e9e6 No.6763

File: 1439927720215.jpg (121.16 KB, 670x847, 670:847, zombie20knight20cpia.jpg)

>>6761

>>6762

IT IS A ZAMBONI

You pear out to see a human undead, marching right by your camp!

It doesn't seem to see you, however. What do you do?

>Run

>Keep hiding in your shelter

>Try climbing a tree

>Fight this son of a bitch


ffc28d No.6764

>>6763

Ok, listen you fucker.

I know the living things are problematic because they can get me from afar.

You? Your mental functions are fucked from the moment you became like that.

So, what to do?

Climb a tree and magic that rotten piece of shit to death. Then assert dominance the oldfashioned way.


a1e9e6 No.6765

>>6763

You're not gonna let this rotting sack of flesh ruin your day!

You dash out of your shelter, and throw your stubby limbs around a tree, shimming your way up the base of it. The zombie turns and sees you just as you make it to a branch too high for the undead to reach.

It opens its mouth, and you cast a bolt of lightning down at its skull.

"YOUCH!" it shrieks, falling to the ground. You continue to throw bolts of lightning down on him, and the zombie attempts scurrying away.

"I'M…NOT..TRYING…TO…EAT…YOU!" it cries.

Zombies don't usually talk, you think to yourself, but is it really worth the risk investigating this?

What do you do?

>Keep zapping the bastard

>Ask it what it wants

>Threaten it with more zaps if it doesn't go away

>Throw some ice magic down on it

>Throw some fire magic down on it

>Try to escape


a1e9e6 No.6766

>>6765

>ruin your day

Ruin your night, I mean to say.


ffc28d No.6767

>>6765

What the… ROTTEN SHIT IT CAN TALK!

AAAAAAAAAAAAAAAAAAAH!!!

WHAT THE HELL DO YOU WANT THEN!?


95dd85 No.6768

>>6767

Uh he hello? What do you want? What are you??


a1e9e6 No.6769

>>6765

You attempt to ask the undead creature what it wants, but due to your conflicting emotions of fear and curiosity, you say something along the lines of…

>Uh he…hello YOU ROTTEN SHIT what um do AAAAAAAAAAAAAAAAHHHHH IT CAN TALK you want?

You cover your mouth in shock.

"I…AM…LEONARD…I…EXCUSE ME…"

Leonard the undead marches away from the tree. You can soon after hear the horrible cry of a some woodland creature, followed by gruesome ripping noises. The undead soon comes back, his mouth fresh with blood.

"Sorry," it says, "my name is Leonard. I am…I was…a knight of the Queen Tindalia's court.."

You remember that name. Queen Tindalia is apparently the current queen of the humans in this land. Local goblin talk suggests that she is a "fuckin' bitch."

"I had just returned from a campaign against the nefarious warlocks, and I soon learned I was…cursed with undeath."

What do you do?

>Ask him what he wants…again.

>Ask him about the nefarious warlocks

>Ask him again if he's sure he doesn't want to eat you

>Ask him about Queen Tindalia and the humans

>Ask him if he knows the directions back to the goblin village


ffc28d No.6770

>>6765

So… This Tindalia may be a total bitch, but they put me together with Asskrunk, so the validity of their information might pretty much suck… Hey Rotten Shit! What is the matter with that Tindalia?


a1e9e6 No.6771

>>6769

You ask, in not the kindest way, what's the deal with that bitch Tindalia.

Leonard scratches his head, flakes of skin falling off as he does so.

"Oh, you mean the whole…kill all the monsters and warlock business? Yes, some people question Queen Tindalia's decision to hunt creatures as furiously as her campaigns seem, but I understand her motivations. Monsters are clearly a threat to the civilized races, not just her and the rest of the humans, but the elves and the dwarves too…however, I am considered a monster now too, so perhaps I will learn to disagree with Queen Tindalia's wishes."

What now?

>Ask him what he wants…again.

>Ask him about the nefarious warlocks

>Ask him again if he's sure he doesn't want to eat you

>Ask him if he knows the directions back to the goblin village


95dd85 No.6772

>>6771

Connect the dots and ask if the queen wants to destroy all the goblins as well what the hell are you thinking.

Also what do you want monster?


a1e9e6 No.6773

>>6771

You ask if Queen Tindalia wants to destroy all the goblins, as well as asking, in a harsh town

>What the Hell are you thinking!?

"Of course. Goblins, ogres, trolls, orcs, and the countless other monster races…on second thought, maybe her campaigns are a little bit…large in scope. It's not like I'm going to help her anymore or anything, I'm undead now. The reason I'm in these woods is simply to hide from the rest of the humans. I was just walking by when I heard snoring, and well…I got lonely."

What now?

>Tell him to get out of here

>Ask him if he knows how to get to your goblin village

>Ask if he wants to spend the night

>Ask if he wants to tag along when you look for the goblin village in the morning

>Shoot magical stuff at him for shits and giggles


91bf9c No.6774

>>6773

Well, his smell might attract some animals that you could kill with some ranged attacks…

"Hey, wanna spend the night here, rotten?"


a1e9e6 No.6775

>>6773

Leonard doesn't appreciate that you keep calling him rotten (though it's true), yet does decide to spend the night.

You don't want any of his zombie flakes to get on you, so you stay up in the tree for the night, while he stays below.

—-

Nothing comes at you during the night. The sun is now shining and you awaken. Leonard tells you that ever since he turned, he has been unable to sleep, and stood guard for the knight.

You believe you just might be able to navigate back to the tribe. Leonard asks if he can tag along, as he has nothing better to do.

What do you say

>Yes

>No


31a574 No.6776

>>6775

Well, I need to bring something more useful than the Asshole, that sacrificed itself for me, back, so Rotten might be something…

And while his skills in battle might have been not enough to keep him alive, they seem good enough for your village, so why not.


a1e9e6 No.6777

>>6775

You decide that your new friend, nicknamed Rotten, can tag along for the journey.

It takes some time to get a sense of place, but eventually you are able to find the tribe. Something is off, however. The chief seems to be waiting near the front gate for something, and there are goblin guards by his side. There also appears to be someone else too…it's that SON OF A BITCH KRUNK!

You go up to the gate, only for the goblin guards to point their spears at you and Rotten.

"Look at 'em, chief!" says Krunk, sporting a few nasty looking cuts, "not only does this git have the balls to com' marchin' back 'ere after trying to kill me and leaving me for dead with the 'oomies, but now he's brought himself a zombie!"

"Don't worry, I am no threat," says Rotten.

"And it fuckin' talks!?" Krunk yelps widely.

The chief looks you in the eyes and asks, "what do you have to say for yourself?"

>Explain that Krunk left you with the humans first

>Say what Krunk is saying is true, and boast about it to assert dominance

>Question why the chief would believe anything an asshole like Krunk says

>Threaten to sick you new zombie friend on the other goblins if they don't put down their spears


d0d885 No.6795

Huh, didn't think this quest would die so soon.


febfed No.6796

>>6795

I'm actually a new guy who was just about to start posting in your quest thread. I-Iike it s-sempai!


d0d885 No.6797

>>6796

Well damn, ain't that kawaii.


ca15e0 No.6803

>>6777

>>Say what Krunk is saying is true, and boast about it to assert dominance

Are we doing this quest?


febfed No.6804

>>6803

>Are we doing this quest?

Fuck yeah!

I'm behind "Say what Krunk is saying is true, and boast about it to assert dominance" too. Asserting dominance is always good.


a1e9e6 No.6805

File: 1440886422130.png (172.87 KB, 327x413, 327:413, gora__goblin_rogue_by_whod….png)

>>6777

FUCK YEAH, THE QUEST LIVES ON

You aren't going to let Krunk just get away with something like this. If he's going to accuse you of being at fault here, you might as well own it.

You puff out your chest and say that you turned on Krunk because he was a "little weakling" and that if you had the choice to do it again, you totally would. Rotten seems shocked at such a claim, as do the guards, and of course, Krunk. You look into Krunk's eyes, and you can just imagine what's going on in his mind now, trying to find a way to counteract what you've just done.

The chief doesn't seem impressed though.

"I thought that you and Krunk could get along for something like this. But instead you try to kill him. Do you know who likes Krunk, Skup Boggart?"

You suggest that no one likes Krunk, and get a chuckle out of your undead companion and a few of the guards.

"I LIKE 'IM!" a shrill voice cries out.

The chief's daughter, Shreakmilk, runs into the scene.

"PAPA, KILL THIS GIT AND IS ZOMBIE! DAYZ TRYIN' TA KILL MUH LOVA!"

Krunk shoots you a snide look.

What do you do?

>Argue to the chief that you can't be punished for being dominate just because the weaker Krunk is getting into Shreakmilk's pants.

>Try to woo Shreakmilk so that she doesn't care about Krunk

>Argue that you didn't actually try to kill Krunk, and tell the truth about him turning on you first

>Run

>Beg for forgivness

>Punch Shreakmilk right in her annoying face to further assert dominance.


ee39d2 No.6806

Tell the Truth and get Krunk in trouble


a1e9e6 No.6807

>>6805

You're not going to be put into a situation like this just because you tried taking advantage of Krunk's lies.

You try explaining that Krunk was the one who turned on you first, after you only did some light rebuttal to his nasty attitude. But Krunk doesn't take your backpedaling easily.

"What? You' tink you can just lie about how you tried to kill me?" he asks, that snide look seeming to be hidden to everyone else but you.

"PAPA, KILL 'EM!" yells Screachmilk.

The chief looks down to the ground, and thinks for a moment.

"Skup Boggart, see me in my hut. Alone."

———

You are now alone with the chief. Rotten is staying put right outside the village, with guards watching him to make sure he doesn't do some "spooky zombie stuff."

The chief does not look happy.

"Look, wether you attacked him first or he attacked you doesn't matter right now. What matters is that the humans are getting more and more dangerous, and I need a unified tribe. The simple fact is that no matter what you think about Krunk, he is popular around here, especially since he started to court my daughter."

It doesn't seem like he's going to be settling things fairly (or in your favor) just so he doesn't cause schisms with the rest of the goblins!

"So here is what I'm offering. You do a little mission for the tribe to get back in their favor, and that way we can all just forget about what happened yesterday."

What do you do?

>Listen to his mission

>Argue that letting Krunk have his way just to keep the peace isn't a good idea

>Walk away; you don't need this crap


95dd85 No.6809

>>6806

Too late morons


a1e9e6 No.6810

>>6809

Sure seems like it was. I wonder how they'll respond to the next situation.


4ed6ff No.6821

>>6807

Listen to the mission. We can decide if we'll go along with it then.


654162 No.6822

>>6807

You decide to listen to the chief's mission. Maybe it will be something good.

"I want you to go to the old Temple of Monstro, enter it, and come back with whatever treasures or knowledge you find. That is all. Do that, and it will be enough."

You don't know whether to be happy that the task is generally simple, or furious that he would suggest that sort of job for you.

The Tempe of Monstro's an old place, with a whole lot of myth and mumbo jumbo about it. Apparently there was once some King of Monster hundreds and hundreds of years ago who tried unifying all the beast races, yadda yadda yadda, fairy tale bunk. Point being though, there's a temple named after him and the more "undesirable races" such as your kind like it. It's a few days travel from here, and all you would need to do is go to it, grab a few old coins or even a nice looking brick and bring it back to the village.

What offends you is that only useless goblins are sent on journeys to the temple. They're no good for anything else, so they're sent to go pick up random garbage in that temple every once in awhile just so it looks like they're doing something for the rest of the tribe. It's an insult to your character!

So, what do you do?

>Accept the mission

>Reject the mission

>Suggest an alternative duty you could do to win back favor in the tribe


4ed6ff No.6823

>>6822

If it's only useless goblins that get sent, those gobbos are certainly dumb enough to overlook the truely good stuff in there. I say we go have a look and find something a good bit better than a brick and some coins.


654162 No.6825

>>6822

You've got it all figured out. You're positive with just one good search, you can find something much better than a coin or a brick. You accept the mission.

"Excellent. I think this is going to work out for all of us," says the chief.

——-

You spend the next few hours preparing for the journey. You get a satchel of salted meats and a big ol' canteen of water. You polished your fancy magic casting staff, and have been given some decent enough leather armor for whatever potential dangers there may be, though you suspect very little.

So, what do you want to do now? The sun is setting, Rotten is still standing outside of the village, and you have a little bit of time before needing to rest for the trip.

>Try to get Rotten let inside the tribe

>Spend the night outside with Rotten

>Get some "liquid courage" at the drinking hole and get drunk off your ass

>Practice some magic


4ed6ff No.6829

>>6825

Spend the night outside with Rotten. I doubt that we've got the pull to get him inside and he's been more of a bro than any gobbo so far.


654162 No.6830

File: 1441332447818.jpg (248.09 KB, 1080x350, 108:35, WOODS3pathsW1.jpg)

>>6825

You decide that you'd rather hang out with the friendly undead than the asshole goblins.

Rotten is still waiting outside of the camp, while goblin guards watch him nervously. You tell the guards you and Rotten will just camp outside for the night, and they gladly let you continue on your way, as it lets them get back to other things besides watching a rotting corpse.

Rotten appears to be in a sort of trance before you get his attention.

"Sorry friend, I um…I just need…something to eat, is all."

You toss him some of your salted meat, which he rips apart like a wild animal and consumes.

"Thank you. I apologize for the messy eating. Being undead has hindered my manners.

You go out and set up a camp for the night, as you tell him what your current plans are. As Rotten has nothing better to do, he agrees to accompany you to the Temple of Monstro.

"I have never been to the temple myself. In fact, the fact that Queen Tindalia hasn't sent any knights like myself to purge the temple is surprising…not to say a monster purging at the temple is overdue or anything, I simply mean…I will be quiet now."

——-

Alrighty, it's morning, and there's three different ways you can try making it to the temple!

>Follow the standard path in the woods. You may encounter some dangerous humans here or there, but it should be relatively safe.

>Go through the woods themselves, ignoring the path. You may get there faster, but there are many potential dangers.

>Go out of the woods and take a path near some human settlements. Most likely not a good idea, but hey, loot will probably be easier to find.


4ed6ff No.6831

>>6830

Let's just follow the path.


654162 No.6832

File: 1441334904802.jpg (155.82 KB, 765x680, 9:8, the_elves_in_the_woods_by_….jpg)

>>6830

The path most traveled it is!

Nothing much happens for awhile, and that's a good thing. No wolves attacking you, no humans getting the jump on you, just a calm, peaceful, though a bit boring march through the woods on the path. Rotten attempts to make conversation every once in awhile, just small talk, really, but it's nothing more than some back on forth on what might be found inside the Temple of Monstro (hopefully treasure) or what things you may need to watch out for.

Suddenly, ELVES!

Two half naked elves just sitting around in the middle of the path like they own the place!

They don't seem to notice you or Rotten just yet.

What do you do?

>Shoot some magic at them! Fuck elves!

>Sneak around them, no need to get into a battle

>Tell Rotten to attack them, seeing some scared elves would be funny

>Say hello, maybe they're friendly

>Sneak up to them, try stealing their elf stuff


4ed6ff No.6833

>>6832

Fuck elves. They're sneaky shits and there's probably more of them around here somewhere. Let's sneak for now. If we find some good relic at the temple maybe we can take some elf roast with us back to the tribe if they're still here when we head back.


654162 No.6834

>>6832

You tell Rotten to hush up as much as he can, and the two of you crouch down and get off the path, into the woods.

As you sneak, you get the sense that you are being watched. However, you cannot see any other elves in the woods. As you and Rotten begin to pass by them, you're able to pick up some details from their conversation.

"Finilith, my dear man, why must we be out here in such a dreadful little path? Why could our superiors not send us somewhere nicer, like the Translucent Grove?"

"Kateet, please. You now very well that we are in these woods for a good reason. The human queen's men are too clumsy to keep these paths safe, and only graceful and elegant elves like ourselves can due this duty properly."

"I know…but I do not need to enjoy this."

What do you do?

>Keep sneaking away

>Stay hidden and listen

>Attack

>Attempt to steal from them


4ed6ff No.6835

>>6834

Let's just get to the temple. There's no telling how long Rotten can keep quiet, given that he is/was a knight guy and not a rogue or some shit.


654162 No.6836

File: 1441480149797.png (63.37 KB, 320x228, 80:57, bubble_slime.png)

>>6834

You make your way past the elves, staying ever hidden. Rotten successfully keeps himself quiet as well.

—–

You and rotten are now out of the woods, and on the great planes. Daylight will be gone soon and you will need to rest. Only about two more days of walking from here, you believe.

Rotten attempts to set up camp, making small talk along the way.

"To be honest, I'm surprised those elves didn't see us. Outsneaking and elf is not something I ever expected to do, especially in this corpse body."

You nod your head, while taking a bite out of some salted meat.

You notice something slowly approaching your campsite, however.

It's a slime, with a big, dumb grin on its…face?

What do you do?

>Slimes are stupid and dangerous, attack!

>Slimes are stupid, it's probably not even aggressive, just let it pass by.

>Slime…slime…is a pretty good for potions and such. Harvest some slime off of it, then let it go

>Maybe it knows how to talk. Say hello to the slime.


ef363e No.6838

>>6836

Hi Slime.


4ed6ff No.6839

>>6838

agreed


654162 No.6840

>>6836

You say hi to the slime.

No response.

Rotten says "greetings" to the slime.

No response.

You and Rotten look at each other, unsure of what to do next…then the slime talks.

"HI. HI HOW ARE YOU? HI. HI I AM SLIME. HI."

Rotten tilts his head at you. "I suppose the slime knows how to speak."

"YES. YES SLIME CAN SPEAK. HI. HI WHO ARE YOU? I AM SLIME. ARE YOU SLIME?"

This slime is very odd.

It slithers closer to your camp ground.

What do you do now?

>Tell it to go away, it's weird and will probably scream all night

>Offer to let the slime stay for the night. You're not sure if slimes need sleep or not, but maybe it can keep Rotten company or something.

>Ask it for some of its slime so you can make potions

>Ask it questions about what you might encounter on the way to the Temple of Monstro


4ed6ff No.6841

>>6840

> questions about encounters then ask if it's okay to take some of the slime for potions. But first, ask it if it eats goblins. It seems dumb enough that it might say 'yes' if it does.


654162 No.6842

File: 1441584876461.jpg (234.18 KB, 889x999, 889:999, elven_assassin_by_seraph77….jpg)

>>6840

You ask the slime if it eats goblins.

"ARE YOU A GOBLIN? I WON'T EAT YOU. I LIKE TO EAT GRASS. AND THINGS THAT TRY HURTING ME."

You tell the slime about how you and Rotten are heading to the Temple of Monstro.

"TEMPLE. I'M GOING TO TEMPLE TOO. IT'S MATING SEASON. I WANT TO MAKE SLIME BABIES."

You're ask it if you can use its slime for potions, when suddenly- ELF ASSASSIN OUT OF FUCKING NOWHERE!

You and Rotten are taken aback.

"HI. I AM SLIME. HELLO NEW PERSON. ARE YOU SLIME?"

The assassin snorts out a laugh.

"I knew following you two around would be useful. Now I know the rumors are true…monsters are working together…disgusting. Now prepare for death!"

What do you do?

>Fire spell at the assassin!

>Ice spell at the assassin!

>Lightning spell at the assassin!

>Run!

>Command Rotten to attack while you try getting around the assassin!

>Get the slime to come towards you, maybe you can make a potion quickly!

>Try to negotiate.


4ed6ff No.6843

>>6842

tell slime that the elf wants to hurt it, then ice the bitch.


b43dd4 No.6844

>>6842

Slime, that lady is bad. She wants to hurt us. Help, please.

Also, I ice that skank so fierce.


654162 No.6845

>>6842

Thinking quickly, you tell the slime that the elf wants to hurt you and that you need help.

"HELP. SLIME CAN HELP. SLIME CAN HELP SAVE YOU."

With a quickness you would not expect from a blob of goo, it pounces at the assassin, and engulfs her entire head.

As the assassin begins stabbing at the slime on her head, the fact that she could very well end up stabbing herself in the face not going by you, you decide to cast some good old fashioned ice magic at her.

FRRRZZZZ

Her legs are now bound in a block of ice. With one dagger, she stabs at the slime, and with the other, she stabs at the ice binding her legs.

Rotten turns towards you, his sword readied.

"What should we do, my friend? End the elf's life, or interrogate her?"

>Kill the bitch!

>Question her

>Let her go…wait, really?

>Knock her out and get out of dodge


4ed6ff No.6846

>>6845

Interrogate her, consider putting some half-goblins in her belly but realize that Rotten would probably have issues with that. Figure out what exactly to do with her post interrogation when we're done interrogating her.


654162 No.6848

>>6846

Shaking the thoughts of raping the elf out of your head, you tell Rotten you are going to interrogate her.

Rotten obliges, and shambles over to the elf, who has finally shaken off the slime. Rotten grabs her by the throat.

"You're going to tell us everything we want to know, assassin."

Her face might be turning blue, but she's not going to give up easily, it seems. She begins stabbing away at Rotten's chest, though it isn't very effective. Rotten casts her down to the ground, and puts his sword to her neck.

What would you like to ask this woman?

>Who sent you?

>What were those rumors you were talking about?

>Are there other assassins?

>Why shouldn't we just kill you now?


99a1c3 No.6849

>What were those rumors you were talking about?


4ed6ff No.6850

>>6849

More like all 4, but we can start with that one.


1693c2 No.6851

File: 1441692267898.jpg (197.88 KB, 1000x563, 1000:563, Smoke Screen_Landscape.jpg)

>>6848

You ask her about the rumors she mentioned.

"Ha! Don't act like you don't know," the assassin says. "The elves know that you beast-races are trying to work together again in some desperate attempt to fight agains the natural order. King Eclair knows it, Queen Tindalia knows it, and I'm sure whoever is ruler of the dwarves knows it too."

King Eclair, you remember, is the king of the elves, and rumor has it that he's a right fat and ugly bastard, even by elf standards.

POOF

All of a sudden, without any warning, you world is enveloped in smoke! You stumble around blindly for awhile, eventually bumping into an equally disoriented Rotten. The smoke screen only ends after you trip and find yourself plopping right on top of the Slime.

"HI. SLIME CAN'T SEE."

The elf has escaped! She's nowhere to be seen! How the fuck did she pull that off!?

What now?!

>Look for her, she couldn't have gone far!

>Get the fuck out of here, she could be going for backup!

>Just calm down and stay on guard for the rest of the night, then head back on the journey in the morning

>Get Rotten and the slime's views on what to do next


4ed6ff No.6852

>>6851

> Get rotten and slime's views, mostly for brownie points. Unless they bring up really good points, GTFO.


3b5935 No.6853

>>6851

You decide, at least to gain some more trust from Rotten and the slime, to ask them what they think should be done about the escaped assassin.

Rotten says that "if the assassin could be out of sight this quickly, there is no way any of us could think of catching up with her. Your legs are too stubby, moving my body at any speed vaster than a crawl is highly difficult, and slimes are not known for for speeds. If she is going for backup, I suggest we start moving now and hope she loses are trail if she decides to come looking for us again."

The slime does not respond for a moment, but instead begins to bubble. After a few minutes, it spits out three large blobs of goo. You and Rotten watch as the goo blobs stretch and contract to form…slimy replicas of you, Rotten, and the slime.

"IF MEAN LADY COMES BACK, SHE'LL THINK WE'RE OVER HERE, WHEN REALY WE'LL BE SOMEWHERE ELSE!"

It's clear up close that these green blob versions of yourselves are fake (well, except maybe in the slimes case), but at a distance they could very well pass for you three. Assuming you all made it a fair distance away from camp, this distraction may be enough to give you just enough time to lose the assassin if she decides to come back with others.

So, what do you do now?

>Get moving, and let the slime tag along

>Get moving, but tell Rotten and/or the slime to stay behind and distract any potential reinforcements. Gotta look out for yourself, right?

>Stay hidden, and surprise attack any reinforcements that come by.


3b5935 No.6854

>>6853

Man, I've got to proofread these more.


99a836 No.6855

>>6854

It is fairly painful.

>>6853

>Thank the slime for it's cunning plan as we all get moving to the temple.


3b5935 No.6856

>>6853

You thank the slime for its contribution, and ask it if it wants to join you and Rotten on your quest to the temple.

"YES."

With that, you, Rotten, and the slime move as quickly as you can away from the camp site.

——

Eventually, you are too tired to continue moving, and find a nice looking bush to sleep under for a few hours until sunrise. Rotten of course stays awake and stays on guard, and the slime…well, you're still not sure if it sleeps.

—–

You wake up, have breakfast with Rotten and the slime, and take out a small map of the area. There were no signs of any elven assassins. There are, however, few ways you can try to get to continue the journey.

>Follow a river a short distance from here. You may encounter a fisherman here or there, but it's the simplest path

>Look for the abandoned mines in the mountains, as they are home to many a monster and could provide safe travel (assuming the other monsters aren't looking to pick a fight)

>Take the mountain path. Dangerous terrain, chilly, and not fun, but it's unlikely you'll encounter anyone looking for a fight


4ed6ff No.6857

>>6856

Let's go by river


aad91d No.6858

File: 1441813408346.jpg (66.14 KB, 900x665, 180:133, mermaid_in_a_modern_river_….jpg)

>>6856

To the river it is.

You clean up the area, and all three of you head out to the river.

——

This river is a pretty good walk from the nearest human village, but the fact you haven't seen at least one fisherman around is actually a little bit odd.

"Strange," says Rotten, "perhaps there are more monsters here than we previously thought? If my memory serves, this river usually has some activity. Yet we've been walking for some time, and it is lifeless."

"THERE'S NO ONE HERE." says the slime.

In fact, since there's no one here…you can't help but decide that it's time for lunch. You sit down, pull out your snack sack, and start passing around pieces of meat to Rotten and the slime (whom you may just call Slime, if you can't think of a better name to call him)

"Oh, that looks nice, could I have some too?" says an unfamiliar voice.

You look at the river to see what appears to be a humanoid woman…but wait, there's something off. What's that thing under her? Oh…this appears to be a mermaid.

What do you do?

>Throw her some of your food. Monsterfolk gotta stick together, no matter how human or elf-like they look.

>Tell her to get out of here! Mermaids are the fucking tricksters of the sea, she's probably gonna shank you if you get close.

>Try to get info out of her in regards to the path to the temple, then if she complies, give her some food

>Attempt to woo! Mermaids are the sluts of the sea!

>Wait…what's a mermaid doing in a river? Shouldn't she be out at sea or something? Ask her about that.


4ed6ff No.6859

>>6858

> Sure *toss her a little food* by the way, do you know if there are humans further along the river *if she answers and doesn't seem shifty about it toss her some more*

Also, I vote for calling the slime Sir Jellington


cfe75d No.6860

>>6859 I second the peace among monsters route.

End game plan: "Sirs Boggarton, Jellington & Skellington, established; monstrous adventuring by request."

Might need to give Rotten an acid bath first.


c3ce96 No.6862

File: 1441844004908.jpg (36.4 KB, 550x437, 550:437, 6a00d8341c7bd653ef0154339a….jpg)

>>6858

You toss her a slice of meat, and ask her if there are any humans farther up the river. You are surprised to see how viciously she rips the meat apart with her razor sharp teeth before swallowing it. She's like a much cleaner version of Rotten when he eats.

After finishing off the meat, she looks back up at you with a crazed look in her eyes.

"Don't worry, there are no humans up the river. My brothers and sisters and I made sure of that…now, give me some more of that meat!"

She's swimming closer to you three, and you really don't like how she's eyeing that sack of food. As you look around, you start to notice weird shapes in the water moving around.

What do you do?

>Just give her some more food, she's clearly peckish

>Throw the sack of food as far as you can, and get this crazy fish away from you

>Only give her more if she answers more questions

>Get out of here!

>Cast some fire/lightning/ice magic on her


4ed6ff No.6864

>>6862

*toss slice of meat* "Thanks. I don't really have enough to give everyone lunch. But it sounds like this might be the dessert anyway. It occurs to me though, don't you guys usually live in the sea? Did humans or elves or whatnot fuck your home up?"

Generally play nice but be ready to leg it if she tries to come up and have a bit out of us. They probably aren't very fast on land so we should be able to GTFO if that happens.


c3ce96 No.6865

File: 1441885311527.jpg (30.67 KB, 393x600, 131:200, 462.jpg)

>>6862

You throw another slice of meat her way, saying that you really don't have enough for everyone. As she catches the food and quickly finishes it off, the strange shapes in the water start to become more defined. You are certain those are other mermaids and mermen.

Backing up slightly, you ask why they are in in a river instead of the sea?

The mermaid laughs. "Those races are getting smarter, with their big ships and their spears! It's hard to get the jump on them out at sea! But stupid fishers in rivers are ripe for catching!"

It is then that you witness a disturbing sight. The mermaid's human-like half sinks down into her fishlike half, like it were entering some sort of scaled sheath. It moves around for a bit, before two big eyes and a disgusting mouth suddenly pop out off the tail, and humanlike legs come out the other end.

The (reverse?) mermaid leaps out of the river, and is now standing right on land!

It kicks you with surprisingly powerful legs that send you tumbling to the ground, dropping your sack of meat. She pokes her new head around the sack, trying to slobber up whatever is left in the sack.

What do you do?

>Get up and cast a fire/lightning/ice spell on this fish-face!

>Get up and cast a fire/lightning/ice spell at the mermaids and mermen still in the river, no need for her to get backup!

>Call for Rotten/Sir Jellington's help!

>Trip her with your magic stick, those legs look wobbly!

>Run away!


4ed6ff No.6867

>>6865

Lightning that skank.


b43dd4 No.6869

>>6865

Get Jellington and Skellington to deal with the leggy fish while we lightning the skanks in the water. Might be a dumbass gobbo, but even we know that water conducts electricity.


4ed6ff No.6870

>>6869

Good point. Seconded.


c3ce96 No.6873

>>6865

You call on Jellington and Rotten (whom you've called Skelltington in the heat of the situation which confuses him somewhat, but he seems to just assume it's another nickname for him) to deal with the walking fish woman, and pull yourself back up.

"GO AWAY MEAN LADY!"

Jellington leaps into the air, but the mermaid swings her bulbous head right at the slime, sending it down to the ground. This gives Rotten enough time to take a deep cut out of the monster's back, but she retaliates with a fierce kick to his face.

While Rotten and Jellington compose themselves and attack the mermaid again, you use what gobbo smarts you have and come up with a plan to make some fish fry. You cast a bolt of lightning into the river, and hear the cries of pain from about three other merpeople. Two of them sink to the bottom of the river, but one of them, a merman, flops himself onto land before he can be killed off. He has not shifted into the weird fish-head human-legs form of his sister, however, and he is now flopping about on his fish tail.

What do you do?

>Threaten to kill the merman if the mermaid doesn't surrender!

>Kill the merman now!

>Help Rotten and Jellington fight the mermaid, and leave the merman to flop about


4ed6ff No.6874

>>6873

Let's finish off the merman first, Jellington and Skellington doesn't seem to be in that much trouble.


c3ce96 No.6879

File: 1441904428708.jpg (72.27 KB, 346x434, 173:217, fisherman-pond-bait.jpg)

>>6873

With a quick smack of your staff to the merman's head, he goes limp!

The juggling act of a battle between Jellington, Skellington, and the strangely combat ready mermaid is fierce, but the mermaid is distracted by the defeat of the merman long enough for Jellington to latch onto her face, and Skellington to get a few more brutal cuts into her side.

After dodging a few desperate kicks, Skellington makes a firm slice into the mermaid one last time, and she falls.

Jellington jumps off from the mermaids face, and jiggles with delight.

"WE DID IT. WE DID IT."

Skellington can't help himself but begin ripping into her flesh and eating.

You regroup with the others and thank them for their good work dispatching the mermaid. Once again, your undead friend is confused as to why you are now referring to him as Skellington, but he's fine rolling with it. Jellington seems to enjoy its new name.

"JELLINGTON. YES. SLIME IS NOW JELLINGTON. YES."

You search the discarded meat sack. There's still some food in there, but fish-face swallowed up a fair bit of it.

"Did…did you beastfolk kill the merpeople?" says a gravely voice.

You look up to see an old human fisherman watching you three in awe and fear. Skellington rubs the blood off his face in an attempt to look less frightening (perhaps forgetting that he is a walking corpse)

"Um…thank you for doing that. Those merfolk were a real nightmare, never knew when one of them would pop up and try to eat ya…" says the old man.

What do you do?

>Offer the dead merpeople to the fisherman. Humans eat merpeople, right?

>Scare him off. Humies get out!

>Kill him! No witnesses!

>Ask for information on the path ahead to the temple

>Ask for payment. Killing merfolk isn't cheap.


cfe75d No.6881

>>6879

>Ask for information on the route to the temple, as well as payment - nicely; don't want to give the humans more reason to hate goblins than they do already


4ed6ff No.6882

>>6881

Yeah. Offer him whatever's left of the merfolk when Skellington and Jellington are done as well if he wants it. We don't need to suggest that he'll eat it though.


c3ce96 No.6884

>>6879

You decide that since this human isn't running in terror or trying to kill you just yet, you might as well try to get some information out of him. You ask him about anything that may be in the way of your journey to the temple.

"Oh um…well, if you follow the river it shouldn't be too bad, especially with those merfolk gone. I did hear that there were some of those uh, big green folk, uh…orcs, yeah, orcs, walking around that direction, but since your kind is like, a smaller version of them, yous should be fine."

You are somewhat offended by this. Orcs may be bigger and tougher than you, but ever since the orc tribes in this land were unified by Prindle The Mediator, the orcs have been trying to get recognized as "civilized" by the big three races (humans, elves, and dwarves). It's pathetic, really. But you'll let his comment slide.

You bring up how it wasn't easy dealing with all those merfolk, with just the right inflection in your voice to signal to the fisherman that you're looking for payment.

"Oh! Um…I uh, don't have very much money but…I've got some info you might want to know. Back in my village, just about three or so hours ago, some elves came by, and they were looking for monsters. They mentioned a zombie, a slime, and a goblin. I think they meant you beastfolk. I won't tell them nothing if they're still in the village, since you got rid of the merfolk and all, but you better get moving."

Skellington is concerned. "It looks like that assassin isn't done with us just yet."

"I DON'T LIKE THAT LADY, SHE'S MEAN, AND NOT AS TASTY AS FISH LADY" says Jellington, doing what you can only assume is sucking up fish scales from the dead merwoman.

You mention how you have no need for the merfolk bodies, and suggest that the fisherman takes them for himself. Maybe he can say that he killed them or something.

"That um…that's actually a really swell idea, I will do that. You know, I don't really like monsters that much, but you three are some of the good ones. If you're ever in need of some fishing help, just ask around for Shamus in these parts. Just um, do it secretly though. Don't want the Queen to send her soldiers after me for helping yous all out."

With that, Shamus pulls out some rope, and gets to work bundling up the merfolk corpses.

So, what do you do now?

>Continue down the river as planned

>Sneak to Shamus' village. If those elves are after you, maybe it's best to get more info from there

>Turn around and take on of the other routes to the temple, over the mountain or through the mines.


cfe75d No.6887

>>6884

>Thank Shamus, he isn't too bad, for a human. Then continue down the river as planned, merfolk ain't got shit on us.

Tricksy elves, better watch ourselves.


dd2194 No.6888

File: 1441930517858.jpg (94.38 KB, 533x774, 533:774, Orcs_color_small.jpg)

>>6884

You thank Shamus for his assistance as he leaves, and continue heading down the river.

"See, my goblin friend? Not all humans are out to kill every monster they see. They're more concerned about killing the monsters that pose a threat to mankind" says Skellington.

You hear Jellington making some sort of strange murmur. Is it…sad?

"FISHY PEOPLE WERE TASTY…BUT THAT HUMAN TOOK THEM AWAY!"

The murmuring continues until you notice a trail of dirt exiting from behind Jellington. Jellington has consumed the grass in its path.

"I'M BETTER NOW."

————

Well, Shamus wasn't making it up when he said orcs were heading down the river too. As the sun sets, you notice a little camp with an orc man and orc woman. It's insane how orcs seem to be looking more and more non-monster-like every time you see them. Nasty.

At the very least, orcs generally haven't gone so far down the "civilized" path that they attack other monster races.

The orc woman notices you three and waves your way.

"Greetings! I am Shatun the Healer!"

The male orc waves as well.

"Greetings! I am Yutok the Gatherer!"

Yuck.

"Come sit by the fire with us" says Shatun.

What do you do?

>Sit with them, you could use the rest.

>Just keep walking, don't even talk to them

>Decline the offer, ask about whatever may be ahead, and go

>Sit with them, but with the intention of stealing from them. They'll never suspect it!


5aeb1f No.6889

>>6888

We'll sit with you, but not for too long. We've gotta get on our way, but there's always time for a little talking.

How about them Elves?


dd2194 No.6891

>>6888

You decide that a short sit and talk might be worth while, though you make it clear to the orcs as you, Skellington, and Jellington take your spots around the fire, that you can't stay for too long.

You then ask "about them elves."

"Oh, don't get me started on the elves" says Yutok.

"Oh no, you've gotten him started on the elves" says Shatun.

Looks like things will be a little bit interesting.

"I just can't stand that the elves are now helping the humans more than ever on their quest to fight the lesser races, and they still won't accept our help!"

Shatun nods. "Indeed. I respect the elves just like everyone else, but how long until the orcs are finally respected as a civilized race?"

"Do not worry, Shatun" says Yutok "one day the elves, dwarves, and humans will see us as the fourth civilized race. It is only a matter of time, I am sure…not to offend our guests, of course. I'm sure if you try hard enough, goblins will be seen as civilized one day too…slimes and undead though, that may be harder to accomplish."

There is an awkward silence.

"So…" says Skellington, "what brings you two out here?"

"I'm glad you asked," replies Shatun, "I and my dear friend Yutok the Gatherer are collecting special healing herbs that grow by rivers. Only the best for our growing medicine industry."

"Say," says Yutok, "what brings you three fine travelers here?"

>Tell them you're heading to the temple

>Lie, tell them you're doing something "pro-civilized races"

>Lie, tell them you're doing something "anti-civilized races"

>Leave


5aeb1f No.6892

>>6891

We're on a grand adventure in the name of our dear lord Vecna. Doing good works in his name and all that. Sir Jellington and Messer R. Skellington are travelling with me to a holy site, serving our Shadowy Master as he advances his Infernal Machinations upon the world.

Say, do you have a moment to spare for our Lord Vecna? 5 minutes now could lead to a productive afterlife!


4ed6ff No.6893

>>6892

And here I was looking for that oglaf comic about the god that hates everything equally to post. But this works too.


dd2194 No.6897

>>6891

The evil god Vecna is most definitely "anti-civilized races" and the two orcs are heavily shocked.

"Um…perhaps you should leave now" says Shatun.

"Yes um…take your journey somewhere else" says Yutok.

Skellington looks at you with as much of a displeased face he can with his decayed face. He may be a monster now, but joking about working for a dark god is a little much for him.

"VECNA VECNA VECNA" says Jellington, who most likely has no idea who Vecna is.

"You know what, we'll just go" says Yutok, as he gets up and grabs his rucksack. Shatun does the same, and both the orcs leave you three alone at the camp.

They left a few little trinkets, such as a small bowl of herbs, a small knife for cutting plants, and fancy face cleaning rag. You just throws these into your bag, and take a rest.

————–

You and your friends are almost at the temple…well, it's still a hefty walk, but the temple is clearly seen in the distance. Though there are a few options you can take to get there sooner.

What do you do?

>Just keep walking, it hasn't failed us yet

>Look for a monster caravan to hop onto. There's a good chance you're not the only ones coming to this temple, it's a popular place, so you might be able to catch a ride

>Wait for someone with a horse to come by, and attempt to steal the horse from them. While this area is considered monster territory, adventurers have been know to go through this area for random reasons. Show them who's boss and take their horse

>Attempt to ride Jellington like some sort of gooey mount…because it would be fun


4ed6ff No.6898

>>6897

Lets just walk


dd2194 No.6899

File: 1442001188057.jpg (122.53 KB, 1122x1300, 561:650, net-trap-editable-vector-i….jpg)

>>6897

Walking hasn't failed you before, so you decide you're just going to continue doing that.

—–

You're traveling through another set of woods. They're not as large and easy to get lost in as the wood near your village, but that's a good thing. The temple gets closer with each step, and if you just walk a few more hours, you're sure you will be there- wait, what was that snapping noise?

"Aaaaahhh!" Skellington yelps, as he is pulled high into the air by some sort of net trap!

Without warning, three elves jump out from behind the trees! The two half naked elves you saw two days back, and the elf assassin!

"Thought you could get away from us, did you?" says the assassin. "I knew you three would be heading to the temple, just like all the other monster filth."

"Finilith, you focus on the goblin, I will destroy the slime."

"No Kateet, we won't destroy any of them, just beat them down enough to learn what we want to know."

Quickly, what do you do?

>Cast some magic on the net and free Skellington

>Skellington can free himself, cast magic at Finilith/Kateet/the elf assassin

>Run behind Jellington, get some of his slime, and make yourself some sort of potion you could use to better you chances against these guys

>Attempt to climb up the trees and free Skellington without magic


4ed6ff No.6900

>>6899

Is our fire magic precise enough to torch the rope holding the net up without torching Skellington in the process? If so, do that.


a1e9e6 No.6901

>>6899

You contemplate if you would be able to burn the net without lighting Skellington on fire. You decide its very well possible, if you just aim high, get the top rope to burn, and are lucky.

One of the elves, Finilith, is running right at you. You cast the fire magic into the air, and run as fast as your little feet can carry you.

"Skup! You're really using fire!? I could bur-"

With a loud thud, Skellington falls onto the ground, with only a little bit of scuff damage from the fall.

Jellington outright ignores Kateet, the elf chasing it, and jumps right on top of Skellington, engulfing him. You see this out of the corner of your eye, as you keep running away from Finilith. This odd action makes sense when the elf assassin and Kateet start to cut into Jellington's jelly form. Clearly Jellington is trying to protect Skellington.

What do you do?

>Cast a spell at Finilith, the elf chasing you. You gotta finish this guy off now before he decapitates you!

>Cast a spell at Kateet and the elf assassin, you gotta save your buds!

>Use your staff and hit Finilith right in his nuts! It may give you enough time to get away, plus save up on your magic power

>Climb a tree, get to higher ground!


3c5835 No.6902

>>6901

Bros before foes. I'ma magic these elven skanks, starting with the one that's assaulting Jelly and Skelly. Get iced, fool.


4ed6ff No.6903

>>6902

agreed. Though if we can get a chance to nut the fucker chasing us while we're at it, so much the better.


a1e9e6 No.6904

>>6901

You're not gonna let Jellington and Skellington get killed by some stupid elves! You cast a bolt of ice at the two attacking elves. The assassin jumps out of the way, but Kateet is frozen solid! Well, frozen solid from the waste down. He falls over, and asks for help from the assassin, but she has now turned her attentions completely on you. This gives Jellington enough time to jump off of Skellington and onto the assassin, who, just like before, begins stabbing at her own head.

Finilith slices at you with his sword, creating a nasty gash on your chest as you fall over. Before he can finish you off, Skellington rams his blade right through Finilith's stomach, killing him!

You're not doing so good, but you've got enough oomf in you to try something.

What do you do?

>Cast a spell at the assassin. That bitch is going down!

>Cast a spell on the frozen elf. Better finish him off while Jellington distracts the assassin.

>Attempt to heal your wounds! You're no healing magic expert, but you gotta try something!

>Force yourself up on your staff. It's just a flesh wound!


4ed6ff No.6905

>>6904

Rek the frozen elf, tell Skellington to kill the assassin, then ask Jellington for some slime to make a healing potion from if we can still do that.


e3cd98 No.6906

>>6904

Waste the frozen elf with lightning. If you survive this, you can ask Jel and Skel for some help. All that hinges on dispatching your aggressors. Maybe you could ask Jel to fill the skanks lungs with his goopy goodness.


a1e9e6 No.6908

File: 1442100928007.jpg (48.31 KB, 439x300, 439:300, postcard-aztex.jpg)

>>6904

With what magic you can muster, you cast a bolt of lightning at the frozen elf! You've clearly put a whole lot of effort in this spell, because it looks like he's gone down for good.

But now you're getting very…very sleepy…

—–

You wake up sometime later with bandages over your slashed chest. It stings something fierce, but you're not dead.

"Oh good," says Skellington, "you're awake. After you fell unconscious, Jellington and I made sure to deal with your wounds. You see…"

Skellington looks to his left and right.

"I took some of those healing herbs from the orcs we met. I'm no master thief, but I believe I did a fine job of it." He is very giddy about this, like a child stealing from the cookie jar.

"I HELPED TOO."

In your drowsy state, you ask where the elf assassin is.

"Oh her? Yes, it was a struggle, but she was defeated swiftly enough. In fact her body is right…"

Skellington looks behind himself, only to see nothing.

"Ah…it appears she um…somehow faked her own demise…and that flesh I ate tasted so real…"

"MEAN LADY GOT AWAY AGAIN!"

You don't have time for this stress. You fall back asleep, and hope to be ready to get up again whenever you wake up.

——

You may be walking funny for a bit, but that's not what matters. What matters is that you have finally made it to the Temple of Monstro!

It's a simple building. Big, but not the biggest thing you've ever seen. Pretty humble for the supposed headquarters of a monster king.

No matter, how are you going to handle this?

>Just get in, find something shiny, and get out.

>Go deep inside and explore, that's how you find the real treasures

>Just take a brick from outside, no one will notice

>You know what? I don't even want to do this stupid quest anymore. We're just going to go somewhere else and do something else instead.


b43dd4 No.6909

>>6908

Fuck jacking something from the temple. We dream big. We're going to jack the entire goddamn thing. Somebody is gonna be real surprised when they get home to find this bitch is now a mecca for misfits and the locks have all been rekeyed. If King Boggarton feels it worthy of his time, he may send an emissary back to the shit hole he once called home.


4ed6ff No.6911

>>6909

Amen brother


a1e9e6 No.6914

>>6908

"So…we're going to take over the temple?" asks Skellington, utterly confused by what you've just told him.

"TAKE IT OVER. YES." Jellington is up for it.

"Well…if we're going to take it over, we're going to need to at least explore it deeply enough to know its ins and outs. Let us do so."

WAIT

Before you enter the temple, how do you want to do this?

>All three of you in: bros gotta stick together

>You and Skellington: NO SLIMES ALLOWED (actually he'll just watch the door for anyone who comes)

>You and Jellington: You need someone tough to watch that door

>Jellington and Skellington: You're not going to get caught in any traps first, you'll watch the door

>Just you

>Just Skellington

>Just Jellington

>No one enters the temple and we just sit on the steps and talk about our feelings


4ed6ff No.6915

>>6914

>All three of you in: bros gotta stick together

First rule of adventuring (and horror movies) don't split the party.>>6914


a1e9e6 No.6916

File: 1442214943586.jpg (24.66 KB, 588x505, 588:505, magic_mirror.jpg)

>>6914

All three of you enter the temple…and it's pretty damn dark. But given a few minutes, your eyes are able to adjust. You slowly, carefully, go through the ancient hallway. No treasure so far, but you are exited about whatever you may find.

——–

As you explore, you find yourselves in a very simple, dark, stone room, with only a strange mirror on the wall. Clearly this mirror isn't normal, there's something strange about it…

You start to have some weird thoughts in your head. You hear things.

"You took a wrong turn."

"The others are waiting in the other room."

"We'll be leaving soon."

"Did you hear that too?" asks Skellington.

So, what do you do?

>Look into the mirror

>Have Skellington or Jellington look into the mirror

>Everyone looks into the mirror

>Head back


4ed6ff No.6917

>>6916

Let's have a look. We know magic so we probably have better odds of being able to figure out WTF is up with this shit than any of the other two.


b43dd4 No.6918

>>6916

Have Jellington eat the mirror without looking at it. Then we'll roll back towards the entrance, using the tip of Skellington's sword to mark the walls on the way back. We'll secure the area around the door and slowly map the corridors around the door.


f4b83c No.6921

>>6916

You come up with one weird idea.

You tell Jellington to eat the mirror, and not to look into it.

"Excuse me, what is the logic behind this plan?" asks Skellington

But Jellington has already moved to the mirror, and engulfs it into its slimy folds.

You then tell the group that you're going to be going back to the entrance, marking the walls with Skellington's sword- wait, is Jellington glowing?

You look over to jellington, to see a strange purple glow coming from him.

An unfamiliar female voice is heard…from inside Jellington.

"What in the name of mankind is going on here…what is this mirror showing?" says the voice.

Skellington is shocked.

"Skup Boggart…that is the voice of Queen Tindalia…"

What do you do?

>Get Jellington to spit the mirror out

>Talk to the mirror while it is still in Jellington

>Just keep moving and ignore it


93926a No.6922

>>6921

All part of the plan Skelly. If we keep our voices down, the Queen shouldn't be able to hear us through our gelatinous friend. Seeing should be hard, too. We can move that mirror outside and have Jelly spit it into a hole, face down. Then we just cover it with dirt. No more magic mirror, no spell needed, no seven years of bad luck, no clean up required.


e8d507 No.6926

File: 1442335220316.jpg (16.4 KB, 300x357, 100:119, black_knight_by_daveigo.jpg)

>>6921

You whisper to Skellington your plan to exit the temple, bury the mirror, and no longer need to deal with it. Skellington is still very confused by your thinking on this subject, but he forces back his instincts to answer his former queen's call and stays quiet.

"Did someone cover the mirror in muck?" asks the queen's voice from the mirror, which is still inside Jellington.

You three eventually find your way out of the temple, go down the steps, and you silently signal Skellington to dig a hole. All the while, the voice of the queen can be heard, confused and questioning what she is apparently seeing through the mirror.

Suddenly, there is a violent shaking, completely out of nowhere, as if an earthquake were occurring! You look back at the temple to see the old thing crumbling about, and it seems like it's about to collapse!

Except it doesn't collapse…it stands up. The temple, it seems, now has giant stone legs. Neither you nor Skellington know anything about this.

The temple, which now looks like some strange colossus on its two massive towers for legs, casting a great shadow down on you, stands still. It's so high up in the air on its legs that the temple almost appears to scrape the sky.

A dark figure can be seen exiting the temple's front, and walking down the stairs. He peers down at you three.

"…give me my mirror back!" a low and powerful voice cries.

The temple juts back into motion again, its stone legs sprinting in the opposite direction of you three. Each slam of the temple's legs leaves a square footprint in the dirt below. The dark figure seems surprised by this sudden movement, as he wobbles and falls back onto the steps as the temple runs away.

"What was that noise!?" the queen cries.

What now?

>Follow the temple's trail!

>Bury the mirror, go back and tell the goblin village what happened

>Go back to the village, give them the mirror as your pilgrimage item


4ed6ff No.6928

>>6926

Man, we should give it to Krunk and the Chief's daughter as a wedding present or whatever the gobbo equivalent is. Troll the asshat gobbo, the whore who wanted us executed and the bitch queen all at the same time. Then GTFO with all the speed of a flashfire before the queen's men come knocking.


e8d507 No.6929

File: 1442358342698-0.jpg (114.49 KB, 640x391, 640:391, Copyrighted_Image_Reuse_Pr….jpg)

File: 1442358342699-1.png (172.87 KB, 327x413, 327:413, 1440886422130.png)

>>6926

Skellington is just getting more and more confused by your calls.

"We're going to give up this mirror, which contains the voice of Queen Tindalia, as a wedding gift…and ignore the walking temple?" he asks you in a whisper, so the Queen will not hear him.

You nod your head.

Skellington sighs, and the three of you start the long walk back home.

———-

It's a very uneventful three days back. Just walking, eating, resting, and repeat. Not too much talking, since none of you want to signal the Queen off as to what's happening. You don't even hear too much talking from her end, except the occasional conversation between her and someone else presumably in the mirror, as she tries to figure out why she is seeing a weird slimy substance.

Eventually she comes to her own conclusion that some wild slime monster has eaten the mirror, and she chuckles to herself, commenting on how far the Temple of Monstro must have fallen…until another unknown voice from the mirror informs her that the temple has been spotted running across the countryside.

Then the mirror grows very quiet.

——-

You notice the glow of your village from a distance, and your suspicious turn out to be true. When you make it to the tribe on the third night, many of the homes are burning! There's been an attack on the village!

There are no other goblins in sight…except for Shreakmilk.

"OI, YU FUKIN GITS! YU GOTTA 'ELP OUT! SUM CRAZY ELF BITCH ATAKED US, AN-"

Skellington attempts to shush her, as the mirror inside of Jellington begins to glow again. You realize that Skellington does not want Queen Tindalia to figure out where the mirror is right now.

"WHY YU TRYIN' TA SHUSH ME FOR!? DA ELF WAZ LOOKIN FOR SKUP AN ALL OV YUZ! YU GOTTA 'ELP OR I'LL KILLA YA!"

What do you do?

>Agree to help save your tribe: I mean, it is your home tribe, after all

>Fuck them, let them deal with it

>Agree only to help if Shreakmilk meets your demands (whatever those might be)


b43dd4 No.6930

>>6929

Take this goddamn mirror and listen. We'll help, but when this is over, you're helping us. Doesn't matter what. You. Help. Us. Ok? Fair trade? Ok.

Let's step outside for a moment. This way, down the street, nice walk. Now, what EXACTLY do you want us to do?


e8d507 No.6932

File: 1442419809570.jpg (355.52 KB, 1920x1438, 960:719, armor-warrior-sword-queen-….jpg)

>>6930

You remove the mirror from Jellington's ooze, and force the mirror into her hands. You briefly glance an image of Queen Tindalia, at least you think that's her, looking around and observing. The mirror then fades to black.

"I WANT CHU TA GIV YA SELVES UP, AND DEN PROBLY DIE!" Shreakmilk screeches.

"You want us to just hand ourselves over to the assassin? How in the world would you be able to help us if we were dead?" says Skellington.

"WELL, DO YU 'AVE ANY BETTA PLANZ!? DA ELF BITCH IS HIDING IN ME DADZ HUT, KEEPIN 'EM HOSTAGE! GO DU SOMETIN ABUT IT!"

What are you thinking?

>Find the assassin as a team, Shreakmilk included, and kick the assassin's ass

>Find the assassin, kick her ass, but leave Shreakmilk to do whatever, she's no fighter

>Sneak around to the chief's hut, and try to get the drop on the assassin

>Use Shreakmilk as a distraction for the assassin, then lead the assassin to a place where you can better fight her


b43dd4 No.6933

>>6932

You wanna be a hero? Cause it's time to be heroes. If you don't wanna be a hero, too bad. I'll literally kill you. Right now. With ice, so you can't scream and alert them of our location. Since you're on the winning side, here's our plan. Step 1: You're going to break that mirror. Just…jump on it or something. Be useful.

I'll wait until you're finished. Step away, Sir Jellington, wouldn't want you to get cut. You're probably fine, Skelly.


21f2b6 No.6935

>>6932

Shreakmilk looks like she's boiling in pure rage at how you are bossing her around, and takes that rage out on the mirror smashing it on the ground until it's nothing but broken glass and metal. Jellington shakes as if her crazed anger has scared it, and Skellington just does not follow any of your logic anymore.

So…mirrors, broken, but there doesn't seem to be any weird after effects. No screaming queens or dark shadows coming from it or anything.

So…what now?

>Everyone goes to kick the assassin's ass

>Everyone except Shreakmilk goes to kick the assassin's ass

>Sneak around the chief's hut and sneak attack the assassin

>Use Shreakmilk as a distraction

>Just leave this place to burn


b43dd4 No.6936

>>6935

Good work. Now, step 2. You head down to the hut.Tell them you saw us on the other end of town. If you can, get them outside. We'll ice that skank once she leaves.

If she doesn't leave, it's time for plan B. That's the one where we bust in and murder things. Not as elegant, but it'll probably work if we attack in unison.

Skelly, I'd like you to try to keep the skank busy until Jelly can climb on her head for the third time. While she's stabbing herself in the face, I'll ice her legs so she can't run and you'll do your sword stuff to her torso. When we think she's dead, eat her. You've gotta be hungry and I figure she can't come back from being eaten.

Jelly, you've gotta get on her head again. I'm sorry, but you might wind up being injured. Good luck. You can have my share of the corpse, since I'm not into elf.

Shreak: Don't fuck this up for us. If you try to betray us to get in her good graces, you die. If this works, you'll be handsomely rewarded.


4ed6ff No.6937

>>6936

agreed


5d9cef No.6938

>>6935

You tell your plan to the group, and seeing as how it's the only real plan you all have at the moment, they agree.

You head over to the chief's hut, past the other burning huts you can only assume were set ablaze by the assassin.

Shreakmilk enters the chief's hut while the three of you get into a spot where you won't be easily seen. Shreakmilk's ear bleeding voice can be heard from inside.

"AY! ELF BITCH! I FUND DA GOBBO YOUS LUKIN FOR! 'EAZE OUTSIDE RIT NOW WIT HIS ZOMBIE AND 'IS SLIME!"

The elf assassin soon exits the hut, and Skellington takes the cue to attack! He rushes towards her, blade raised, letting out a chilling battle moan. The assassin acts immediately, throwing down some sort of smoke pellet. You can't see what's going on once the massive cloud of smoke envelops Skellington and the assassin, but the clanging of metal and cutting of flesh can clearly be heard.

Jellington slithers into the cover of the smoke, leaving you where you are, preparing your ice spell. You see the elf's form as the smoke finally starts to dissipate, and fire!

It is now completely clear from smoke, and you realize things haven't gone quite as planned.

For starters, Jellington did get itself onto the elf assassin, but in the confusion of the moment, also got itself stuck onto Skellington. Skellington and the elf's heads are now sticking out of Jellington, while everything from their necks to the top of their waists is stuck inside of Jellington. Their legs are also frozen from your spell, binding them even more so. Their weapons hang uselessly from whatever freedom their arms have, and the two are struggling to get free from Jellington and the ice to continue killing each other.

"I know you vile creatures know more than you let on," says the elf assassin, "undead, goblins, and slime working together? The Temple of Monstro just running around the countryside without rhyme or reason? What is the meaning of all of this!?"

"Even if I had any clue of what was happening," Skellington responds, "I would not tell you a single detail, you vile fiend!"

"Vile fiend?! I'm not the walking monument of decay!"

"My outer appearance may be hideous, but it does not compare to the true disgustingness of your soul!"

"Oh, the zombie is a poet now!"

What do you do?

>Order Jellington to get onto the elf's head and shut her up!

>Cast a fire/lightning/ice spell again at the elf

>Run up to the bound elf and start beating her with your staff

>The elf can't hurt anyone right now. Go inside of the chief's hut and see if the chief and Shreakmilk are okay.


4ed6ff No.6939

>>6938

Tell Jellington to suffocate the elf with his body while we take a look inside the hut.


5d9cef No.6940

>>6939

You order Jellington to suffocate the elf while you go and enter the chief's hut. Jellington quickly removes itself from Skellington, and clings onto the elf's head.

Another smoke bomb comes down as you enter the hut.

"The assassin has disappeared again!" cries Skellington, "should I look for her and Jellington, or can we trust Jellington enough to get the job done? If so, I will join you inside the hut!"

Well?

>Tell Skellington to look for the assassin and Jellington

>Tell Skellington to come into the hut with you


b43dd4 No.6941

>>6940

Don't worry about brave, noble Sir Jellington. I have a plan for tracking him down that may actually work. I believe I promised a reward for Shreak, although her ability to follow a basic instruction has me questioning weather I reward her with her own death or with the death of her lover and father while she finds herself iced to the floor.

Or do you have a better option, Leonard? Because if you do, now would be a good time to share. I've got murder on the brain and might need a certain skellington to help me get around it.


53faa9 No.6942

>>6940

Skellington seems concerned for two reasons.

1. You actually called him by his real name for once.

2. You seem really excited about killing fellow goblins

"Look…as much as I understand the need to crush our enemies, don't you think we should…um…keep them alive for the reward? I'm sure you could be a, um, very wealthy goblin if we look more like heroes by the end of this."

He cautiously enters the hut with you.

The chief and Krunk are next to each other, bound in ropes. Shreakmilk, still in the hut, is attempting to untie Krunk.

"OI, YU DUMBIES, GIT OVER 'EAR AN' ELP ME OUT!"

What do you do?

>Untie Krunk and the chief

>Demand some sort of reward for saving them

>Kill them. Just fuck their shit up.

>They're fine, leave and find the assassin


70a98a No.6960

>>6942

Ok, so we'll help them, but we are getting paid. I'm not so far gone as to hate my own kith and kin. These people aren't really either, but they're still my people. After this, we're going to rest up and in the morning we're gone. Fuck this town full of ignorance.

Travelling with you and Jellington has opened my eyes to the world, shown me how wrong the world is. The savage and the civilized are the exact same, it's just that the civilized lie to themselves and everyone else about how truly…awful they are. They're monsters. We're literal monsters, but look at us! We're working together! We're accomplishing goals!

They'd have everyone belive that you're a mindless, flesh-eating beast, a rotting and shambling horror stalking the night with tooth and claw to snatch up bad children and feast on their bones…but you're not. You're a victim of circumstance, same as everyone. You have as much right to keep on living, no offense, as everyone else.

They want civility. We'll give it to then. We'll show them our kind of society. Tomorrow, we're going to start building a city of monsters. Tomorrow, we're going to begin a grand adventure. I know you're probably leery of this plan, but I have faith in you, in Jellington, in us. We can do this. Are you with me?


257408 No.6962

>>6942

Standing there in the hut, you give a very interesting speech to everyone about who the true monsters are, what you wish to do with yourself and your friends, and end up leaving a very big impression on the chief, Skellington, Shreakmilk, and Krunk.

"Uh…so uz gona help us out here?" asks Krunk, trying to get the point of said speech.

"We'll pay you, alright?" says the Chief, "just help us!"

You and Skellington help Shriekmilk untie the chief and Krunk. Krunk can't look you in the eyes while you do it, perhaps ashamed that he needed your help.

Just then, Jellington returns to the hut!

"MEAN LADY GONE, BUT I GOT THIS."

Jellington spits out an elven arm.

And a female elven face.

Wherever that assassin is, she's most likely a goner.

———————

After all the fires are put out and the general area is searched for the assassin's corpse (which is not found, though a blood trail leading deep into the forest is visible), you and your crew get some well deserved rest. In the morning, the chief hands you a very handsome reward, a bag of around 300 silver. Goblins don't make a lot of money through means other than stealing it, and most of the time its stealing from civilized peasant folk, who only cary copper coins, so this is a pretty nice collection of scratch you got here.

So um…what's the plan here?

>We're building the monster city right here in the goblin village!

>We're going to go out and find a new, far off piece of land to start the monster city.

>We're going to conquer some place, and then make our monster city there

>We should probably follow that blood trail and make sure that assassin is dead

>…you know, there's still a giant temple just running around. Maybe checking that place out is a good idea.

>Spend all our money on things!


70a98a No.6964

>>6962

Step 1 is follow the blood trail. We're not letting that skank get away. When we find her, stab her in the head, eat her, dissolve her, burn whatever's left. This is a right now thing.

Step 2 is track down the temple. We need to see what's inside. There could be some valuable loot in there. As a bonus, we could wrangle the temple and keep it in the City as a way out in case of emergency.

Step 3 is rid the temple of any magic that allows someone to remotely control it. A walking temple is a great thing to have unless someone else is pulling the strings.

Step 4 is find a new place to settle. Our enemies know where we are. They'll be back, maybe with orcs. We can't fight them, not yet. We need to go somewhere far enough away that they can't find us.

We have to do step 1 right now, but the rest can wait until tomorrow. Anyone that wants to avoid certain death can come with us tomorrow, but I'd appreciate it if some of our future settlers helped us track down this skank. We need eyes, ears, and cunning. Familiarity with the area ain't bad either.


257408 No.6965

>>6962

You give out your detailed plan of attack to Jellington, Skellington, and any other nearby goblin who just happens to be listening in. Jellington agrees to it immediately. Skellington is still very unsure of your master plan, but agrees to help find the assassin. The other goblins, whether they think your master plan is smart or not, are too busy repairing the damages caused by the fire last night to go out with you.

You and your companions head into the woods, following the blood trail.

————

After a surprisingly long walk, following a surprisingly long trail of blood, you find what you were looking for. The corpse of the assassin is on the ground, right in front of you. Skellington takes a bite into the corpse to confirm it is a real dead body, and then takes a few more test bites, as the last time he thought he ate her body, it turned out to be some sort of fake. This time though, he's almost certain that this is a real body.

There's just one weird aspect about this corpse that surprises you though. The dead assassin is missing her head. You know Jellington was somehow able to take off her face, but she couldn't have gone this far without her head. This means something must have taken it, probably after she died. You assume it must have been the cause of some sort of animal.

Now what?

>Destroy the body! Gotta make sure she's really dead!

>Head back to the goblin tribe

>Loot the body

>Keep searching the area


70a98a No.6966

>>6965

Loot, dissolve, burn. Let nothing remain but ashes and memories. I'll just lob a fireball at the corpse, from a distance, just to make sure she's not booby-trapped.

Hard to booby-trap a naked, dead, elf skank, I know, but I'm taking zero chances.


257408 No.6967

>>6965

As carefully as you can, you disrobe and loot the body. The assassin's clothing is too big for you to wear, but it would probably look nice on Skellington. The long and jagged dagger you find is also nice, so you slip that into your inventory as well. It would make a better combat knife than the small plant cutting one you took from that orc camp. Finally, you get your hands on a sack of five smoke pellets. These should be extra helpful if you ever need to make a quick escape.

After looting the body, you head back a good distance, and cast a ball of fire right at the corpse. The body ignites, and after enough time, is nothing but a chard shadow of the assassin.

So, what now?

>Back to the goblin tribe. Need to see if any other goblins are going to join your monster city quest.

>Head to one of the human villages, maybe the one where Shamus the fisherman is. You're not going to get a lot of info on that walking temple in these woods

>Head out and start looking for the temple. Gotta get to work right away


f2af89 No.6969

>>6967

Head back to the goblin village and brag about the adventure we've just been on, the hundreds of 8 foot tall human cavalrymen we've killed, the peasant girls we've fugged in front of their fathers and how rich we are now. Leave for Shamus' place immediately. Hope that some others will impulsively join.


257408 No.6977

File: 1443125489504-0.png (172.87 KB, 327x413, 327:413, 1440886422130 3.58.54 PM.png)

File: 1443125489506-1.jpg (112.51 KB, 751x1064, 751:1064, goblin_knight_by_yazukiwol….jpg)

File: 1443125489507-2.jpg (563.22 KB, 761x1095, 761:1095, 44_goblinknight.jpg)

>>6967

With the assassin finally taken care of, the next order of business is assembling the beginnings of a great monster hoard!

The three of you head back to the goblin tribe, where the goblins are still hard at work repairing last night's damages. That doesn't stop you from going around the tribe, telling large, fantastical, and highly exaggerated tales of adventure, riches, and debauchery. From the drinking hole to the training grounds and anywhere else you can think, you tell these stories in hopes of getting a few more followers.

Unfortunately, it doesn't seem to be working. Responses range from "sounds like fun, but I've got too much going on in the tribe right now" to "git outta me face yu stoopid gobbo or I'll brake ya bonez."

Hours pass, and you have yet to get a single new follower. That is, until Shreakmilk finds you.

"OI, I HEER YUZ TRYIN TA START A WAR PARTY, YA DUMMIE!"

You explain your plans.

"DON'T TELL ME WHAT YUR DOIN WHEN I ALREADY JUZT SAID WHAT YU WAS DOIN! NO MATTA! I WANNA JOIN!"

…you're not sure how to take this.

"YU SAW ME LAST NIGHT! WITOUT MUH HELP, YU WOULDA NEVA GOTTIN DAT ELF BITCH OUT TO FIGHT! I CUD BE A REAL GOOD ADVENTRA!"

You mention how you doubt the chief or Krunk would be okay with this.

"OI, KRUNK AN ME DAD NEEDED ME 'ELP JUST TO GIT OUTTA DARE ALIVE! LAZT NITE PROOVED IMA REEL GOOD ADVENTRA! INFACT, I ALREADY TOLD PAPA IMA GOIN WIT YA NO MATTA WAT!"

This new love of adventure seems very out of left field for Shreakmilk.

"AN IMA BRING SUM BODY GUARDS!"

Shreakmilk screams for her body guards to come over, and sure enough two different goblins, dawned in armor, arrive. Both goblins are wearing some pretty impressive armor by goblin standards, and each carry a very different tone about them.

"Hahaha! So your the wizard with the pet zombie and slime, huh!? I heard the slime ripped that assassin bitch's face clean off! Hahaha! I love it! The name is Frix, pleasure to meet ya!"

Frix carries a very nasty looking spear of sorts, and a crazed look in his eyes. Skellington and Jellington, you remember, are currently off at another part of the tribe, most likely failing to get goblins to join the party.

"I am Snood. I will protect Lady Shreakmilk at all costs." Snood does not look like a goblin you'd want to invite to a party, unless you want to bore everyone to death at it.

So, what do you decide?

>Shreakmilk and her guards are not coming with you no matter what

>The guards can come, but Shreakmilk will not

>Shreakmilk and her guards can come with you

>Shreakmilk can come, but her guards are staying…wait, you're not seriously going to pick this option, are you?


b43dd4 No.6981

>>6977

Eh…well…we do need more monsters if we're ever going to get Monster City off the ground…fine. She and her guards can come. One minor caveat though: I'm the boss. This "war party" is mine. I don't want any confusion on this topic when we hit some resistance later. I'm the guy giving orders. I take counsel from all of you, Skelley and Jelly especially due to their expertise, but I don't want to hear you countermand me in a fight.

If you can live with this arrangement, grab your gear. We're legging it to a human village. I need all of you on your best behavior. This lot might know something important. Hells, we might even get some humans to join up. They're pretty clever, good with their hands. We could use some of that when we're building the City.


c9616f No.6982

>>6977

You explain to the three of them that you're in charge of this operation and what your plans are. Frix and Snood are fine with this arrangement, but judging by that scowl on Shreakmilk's face, she is having a little bit of trouble with it.

"FINE" she belts out, "LEZ JUST GO!"

You find Jellington and Skellington soon after, and tell them about the new partnership.

"YES. JELLINGTON LIKE FRIENDS. YES."

"Um…a very unexpected pairing to be sure," says Skellington, "but we do need more companions."

"Haha! The zombie and slime talk!?" asks Frix, "this is fucking wonderful!"

———————–

At the very least, Shreakmilk has made herself useful by buying the group a great deal of food rations before leaving the tribe. Granted, traveling for over a day while listening to Shreakmilk's voice is never going to be pleasant, and Frix going around asking you when you're going to kill something next is starting to get on your nerves, but hopefully you'll be able to manage.

Point being, after a day of travel, you find the village where you believe Shamus the fisherman comes from. It is surrounded by great wooden walls, with some human guards patrolling nearby, so getting inside without some humans noticing you, and potentially causing trouble, may be hard.

There are a few little houses outside these walls, but you are unsure where Shamus exactly lives, inside or out.

What do you do?

>Just barge right past the wooden walls. Six monsters won't have any trouble doing that.

>Put Skellington in that sneaky assassin's clothing and have him try to sneak in

>Have one of your crew cause a distraction so the rest of you can sneak in

>Don't sneak in, just go investigate the houses outside of the village walls.


fef3f2 No.6983

>>6982

Skellington, get in those robes and pretend to be a monk beggar. Bring shamus out here.


c9616f No.6987

File: 1443212116815-0.jpg (276.28 KB, 1600x778, 800:389, 1600x778_11574_Lord_of_The….jpg)

File: 1443212116815-1.jpg (72.27 KB, 346x434, 173:217, 1441904428708.jpg)

>>6982

You tell Skellington to wear the assassin's clothing, and attempt entering the village pretending to be a monk beggar.

"Hmmm…it is a risky move, but as long as I keep my head down, perhaps it can work." Skellington puts on the robes.

"I think we should just start kicking ass and taking name, but whatever you say, boss" says Frix.

"DAT ZOMBIE BETTA BE SMART, OR WEER AL SCREWED" says Shreakmilk.

"SKELLINGTON SMART," says Jellington, "HE HAS A BRAIN AND EVERYTHING."

You all watch from a distance as Skellington approaches the village's wooden gates. A few guards come towards him as he hangs his head low, hiding his face from them. You can't hear what he's saying, but after a minute or two they let him into the village.

You wait.

And wait.

And wait.

And wait.

…more waiting.

"DA ZOMBIE'S TAKIN TOO LONG, I BET 'EZ DEAD."

"Please, Lady Shreakmilk, have faith."

"DON'T TELL ME WAT I CAN 'AN CANT 'AV, SNOOD!"

"I apologize, Lady Shreakmilk."

But the waiting pays off! Skellington exits the village, a very worried looking Shamus following behind him. They soon come over to your location. Skellington seems oddly ecstatic.

"Wow, perhaps I should have trained to be a rogue instead of a knight! Sneaking about like that, I had no idea I could be so effective at doing so."

Shamus, seeing that your group has gotten a fair bit larger, seems even more on edge than ever before.

"Uh…what are yous all doing so close to the village? And why in the world would your undead friend to get me? What if, uh, he got spotted?"

What now?

>Ask him about any news relating to the walking temple that the humans know.

>Ask him advice on how to get more people working for you.

>Give him an update on what you've been doing ever since you killed those mermaids and mermen

>Ask him how he's been doing since you last met


fef3f2 No.6988

>>6987

Ask him all of them, starting with the smallest talk and ending with the biggest talk.


32e149 No.6991

>>6988

Moreover, don't forget to ask about the City. He's proven himself to be a decent person, putting aside some (possibly entirely justified) prejudices and being decent to a trio of terrors in the past. Us terrors value being seen as people, so him being cool is great. He'd be a valuable and valued member of the community, able to be whatever kind of man he felt like. He could be anything, do anything, regardless of birth or money. An opportunity to start over is pretty great, to be honest.


a1e9e6 No.6992

>>6987

You ask Shamus how he's been since you last met.

"Um…pardon me for asking but…did yous all just uh…drag me out here to see how I was doing? That's uh, I'm sorry, but do you know how crazy that is? Both me and the zombie coulda been killed if somethin' happened…but…I mean, I guess things are better for me. I said I killed those merfolk, and I guess someone actually putta bit of a bounty on them, so I was, uh, able to finally get myself a place to stay behind the village walls. Used to live outside the walls. It's only be a couple a days, sure, but it's much better than my old place."

You then proceed to tell Shamus what you've been up to.

"Um…so yous, uh, yous was the one that elf was looking for…and yous was there when the temple started moving about…that uh…you're trying to, I'm sorry, make a new city for you and the rest of them beastfolk? That's one big story right there…"

You ask him if he's heard anything related to the temple recently.

"Um…besides that fact that it's moving and that thing you said about some black knight guy being, uh, inside of it? Well, it's only been a few days, but I've been hearing talk that the Queen's already talkin' to them dwarf folk about trying to get inside it…oh, and last time I checked, some people from some other villages had said that the temple stops moving sometimes, but like, only sometimes. They say it stopped at the abandoned mines, and then started running down towards other places where beastfolk live, or something."

Then you pop the big question. You're still looking for people to make up your city, and you're wondering if Shamus would like to join you all in making this city happen.

This question causes a great divide in opinion amongst your group.

"YES. JELLINGTON LIKE SHAMUS. JELLINGTON AND SHAMUS FRIENDS NOW." Jellington attempts to embrace Shamus, he backs away in a panic.

"I suppose having a human companion to talk to would be nice," says Skellington, "no offense to you or any of the other goblins, but I do miss speaking with humans from time to time."

"DIZ IS FUKIN STOOPID!" yells Shreakmilk, "WE'RE GONNA LET SUM DUM 'OOMIE IN DA WAR PARTY!? AN 'EEZE NOT EVEN A STRONG LOOKIN ONE, JUZT AN OLD FUKIN FART! DA ZOMBIE PROBLY ONLY WANTS TA EAT 'IM FOR LUNCH!"

"I do not see what benefit he can give to us, and as such, agree with Lady Shreakmilk" says Snood.

"I don't know, boss," says Frix, "I don't like hoomies too much. They get too sad when they fight."

"Um…just uh, hold on now!" says Shamus, "I uh…I get a say in this. I uh, appreciate the offer, but uh…living alongside a bunch a monsters sounds uh…not that you beastfolk are bad, you uh…well, the three of you I know, your some of the good ones but…I don't know, I uh…I have a nice little home now in the village and uh, I'm not as young as I used to be…"

What do you do?

>Keep trying to convince him. Having one good human on your side could make all the difference

>If he doesn't want to join, that's his loss. Tell him to go back to the village.

>Maybe he just needs time to think. Let him go back hone, and ask him again another time.


4da113 No.6993

>>6992

Hey, it's ok. No one is trying to force you to do anything. We're civil, here. Well, everyone minus Shreak. She's pretty uncivil.

Regardless, I just wanted to see that you were doing well and also see if you'd heard anything about the temple. Thanks for that info, by the way, really helpful. It's pretty late, so I understand if you want to get back to your home.

If you change your mind, we might be back this way eventually. I don't expect you to, but I figured you'd be the only human to really give it a thought. I see now that you're still a little uncomfortable with the notion of monsters as neighbors. Perfectly fine, not offended in the least. Have a good evening, Shamus. Keep well.

(I guess we'll fuck off to find a place to camp. Maybe toward the abandoned mines if we know where that is?)


fef3f2 No.6996

>>6993

Agreed, or we could go to the place the temple used to be to look for clues.


4da113 No.6997

>>6996

I like that. Let's do that.

Also, as we walk away we should try to console Skelley at the loss of a potential conversation partner. He's had it rough. We should try to help him through this trying time. He'll respect us more, be more likely to follow our orders, and have better morale. Plus, he's our mate, you know?


a1e9e6 No.6998

File: 1443292094096.jpg (80.07 KB, 1024x728, 128:91, 7a5f2da770d424198f5fe0e88b….jpg)

>>6992

You say that it is okay that Shamus doesn't want to join the party, and that if he ever changes his mind, you may come by the village again.

"Um…alright then, just uh…I'll think about it and stuff, but uh…well, good luck."

Shamus, at a quick pace, heads back to the village.

"JELLINGTON SAD. JELLINGTON WANTED HUMAN TO GET ME FISH"

Is Jellington crying or just extra streamy?

"Oh well…there will be others willing to join us. We should carry on to the abandoned mines, where the temple was last seen stopping." Skellington is clearly disappointed in how events have turned.

"GUD RIDANCE! WE DONT NEED A 'OOMIE WIT US!"

"At least not that human, Lady Shreakmilk."

"SHUDDUP YA FACE!"

"Yes, Lady Shreakmilk."

Frix pats your back. "Sorry boss, guess your hoomie lover will just have to wait at home for you. Haha! Nah, I'm just kidding. But seriously boss, don't feel too bad. Old sod probably couldn't even hold a sword."

The six of you head off in the direction of the mines. As you do, you attempt to console Skellington on the lost conversation partner, but he brushes your comments aside. "I am alright, really I am," he says, "no skin off my nose…I think that counts as zombie humor now."

————–

Night falls, and you make yourselves a camp for the night. Jellington and Skellington, not needing sleep, patrol the perimeters of the camp. Shreakmilk, needing her "beauty sleep" as she says, is having Snood set up her tent while she watches to make sure he does it right. Frix stays by the fire, munching on a chicken leg.

What do you do?

>Talk to Skellington

>Talk to Jellington

>Talk to Shreakmilk

>Talk to Snood

>Talk to Frix

>Practice spells

>Sleep


b43dd4 No.7003

>>6998

Let's have a talk around the bonfire, just getting to know each other better. If everyone turns in early, we can practice magic until we're tired. I'd like to be able to get to know Skelley and Jelly better, too. We've known them the longest, but still don't have a ton of info on then.

Side note: Next time we're near a stream, chuck a lightning bolt in it so we can grab some fish. The crew would probably like that.


a1e9e6 No.7006

>>6998

You decide that the the quickest way to get to know a little more about everyone, strengthen bonds, and all of that other leader stuff you know you should probably do, is to call everyone over to the fire. Frix is already there, so he's set. Skellington and Jellington take their spots at the fire after you call out to them. Shreakmilk at first refuses to budge, since "ME TENT AINT UP YET CAUZE SNOOD IS A SLOW IDIOT", but once Snood finishes, she and him come to the fire.

You explain to everyone that since you'll be sticking together for the foreseeable future, you believe its best if everyone shared a little bit more about themselves, going around in a circle and such.

Skellington goes first.

"Hmmm…well, my full name is Sir Leonard Sungal, though I am mostly referred to as Skellington now for…obvious reasons. When I was alive, I was a knight in Queen Tindalia's court for years, my main duties usually requiring me to battle against threats to mankind. You know, monster hordes attacking villages, nefarious creatures hiding in plain sight, enemy factions threatening the safety of Queen Tindalia's kingdom, that sort of thing. My last crusade was against those dastardly warlocks from the deep south. We caused a great blow against them, but somehow I returned here with the curse of undeath. Now I travel with you all."

Jellington is next.

"HI. I AM SLIME. MY NAME IS JELLINGTON. I WAS GOING TO TEMPLE TO MAKE SLIME BABIES FOR MATING SEASON AND- EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE- I FORGOT I NEED TO MAKE SLIME BABIES THERE WERE NO SLIMES AT THE TEMPLE WHERE ARE THE SLIMES I NEED TO MAKE SLIME BABIES."

Skellington attempts to comfort Jellington as Frix takes his turn.

"Oi, names Frix Dredge, of course. There ain't too much to tell about me. Dad and mum left me with the tribe warriors when I was just a wee babe and ended up gettin' killed by some dwarves or something, but I don't rightly care about that, I'm glad they left me where they did, because I grew up into a right fine warrior. While you were studying magic tricks, boss, and that slime was trying to get laid, and the zombie was just a hoomie, I was kicking ass all across these woods. Here's hoping I get to kick some more exotic ass out here with all of you!"

Next up is Snood.

"You already all know who I am. My full name is Snood Snide, and I serve as a guard alongside Frix for Lady Shreakmilk. There is nothing else important of note."

Shreakmilk is up.

"YOUZ ALL KNOW WHO I IZ! IM SHREAKMILK! ME PAPA'S DA CHIEF, AN WHEN 'EEZE DED, ALL DA GOBBOS IN FROGGUT AR GUNNA LISTEN TA ME! AND IM ONLY OUT HERE BECUZ I KNOW IMA MAKE A REAL GOOD ADVENTRA IN DIS 'ERE WAR PARTY, AN YOU'RE ALL GUNNA REESPECT ME AN SUCH!"

…well now it's your turn. Who are you? What's your story?

>You were an orphan raised by the tribe's head mage. Your parents were killed in a battle against a rival tribe that has long since been destroyed, and the head mage raised you as her son.

>Your mother and father are both basic mages who raised you to part of their magic services business in the tribe; providing services ranging from mercenary work to basic home care.

>Your mother lived with a traveling group of goblins when you weren't born yet, but got separated from them, and was taken in by the tribe. When you were born and grew into adolescence, you found your natural talent for magic.

>Your mother and father were attempting to kill the chief and take over the tribe for themselves, before being found out and imprisoned. You were born only days before your mother and father were to be publicly executed, and the tribe took pity on you. You were raised by tribe warriors like Frix, only instead of teaching you in traditional combat, they taught you basic magic.

Off topic, I've noticed that it's been a little while since I've started this here quest thread, and since it's the first one I've done that has gone on for this long, I was wondering what you all think about it so far. Pros, cons, ect? I'm having a blast writing it with all of you, and just want to know how you all feel about it.


0d75ed No.7007

>>7006

I'm Skup Boggart, preeminent mage among the tribe of Froggut, charter member of Skellington, Jellington, and Boggart Adventuring Co. LLC. I'm the de facto leader of the soon to be established Monster City (taking names on that, by the way). I was left orphaned when my magic came to me. I couldn't control it. The magic took my parents from me, my childhood. I can't remember their names or faces, but I remember their voices…and especially the screaming.

I was taken in by the former High Mage-boss Skiv Botterdoom. He taught me control. He showed me the basics. He's lost to the magic now. I won't be joining him.

I learned to read from some books the warriors brought back from a raid. I learned to think. I read the children's primers they found, managed to save some more books from the fire and read them, too. Now I'm here. With all of you. And I'm glad you're all here. Together, we'll do some great things.

(Off topic: Hi GM. I'm the guy that keeps making all these long winded responses. This Quest is going pretty well. You're doing a good job.)


0d75ed No.7008

>>7007

Oh, and we need to set up a watch. Boss takes first so he can practice magic and keep an eye on the camp.


fef3f2 No.7013

>>7007

Sounds good. Let's practise some ice magic, that seems to have helped us the most ao far.

>>7006

I just joined in 2 days ago and I had a great time reading through the thread. You've kept an overarching goal going while keeping immediate interest and urgency going and you respond well to some, frankly, idiotic suggestions for actions without dismissing them, and have Skellington as the straight man for comedy gold. 10/10 hope you keep going.


a1e9e6 No.7015

File: 1443386386125-0.png (1021.09 KB, 1280x857, 1280:857, ice_ball_3_by_iicamie-d62y….png)

File: 1443386386146-1.jpg (64.18 KB, 660x400, 33:20, 38-abandoned-mine-concept-….jpg)

>>7006

You tell them your story. How your parents were lost due to out of control magic, and how Skiv Botterdoom taught you how to control your powers, and how you learned to teach yourself some basics from reading.

"I CAN REED TOO YA KNOW, REEDIN' DONT MAKE YU SPECIAL!"

"Lady Shreakmilk, I didn't know you could read."

"OF CORSH I CAN, YA DUMMIE, SHUTTUP YOUR FACE, SNOOD!"

"As you wish, lady Shreakmilk."

Frix, picking his knows and throwing his snot into the fire, comments. "So that's how you learned magic, boss? Never much did care for it, seems like cheatin' to me, but whatever floats your boat, boss."

Skellington remains quiet, contemplating your past.

Jellington remains quiet, absorbing the surrounding grass for a snack.

——-

Shreakmilk, Snood, and Frix head off to bed, while Jellington and Skellington take a break from patrol. They're either chatting or playing some sort of word game, you're not sure. You're too busy practicing your ice magic. Ever since you learned basic control over your magic, you've always focused on the basic elemental spells; fire, ice, and lightning. But now you're beginning to consider specializing a bit. You focus on your ice magic until you're too tired to carry on, and your hard work pays off.

You are successfully able to perform a slightly more advanced spell. You are able to create a ball of ice that creates a timed explosion of painful ice shards. It's not much, but used correctly, it can make a lot of difference.

——–

You spend the first half of the next morning traveling to the abandoned mines, home to many monsters. It is clear by the large imprints on the ground that the temple had been traveling this way. When you finally make it to the entrance of the mines, you all stop before delving into them.

How is this group going to be handled.

>Everyone goes in, safety in numbers

>Some go in, some stay out. Never know when you need someone guarding the door (specify who stays and who goes, of course)

>Be extra cautious. Call out to see if anyone's nearby in the mines. Don't want to get caught in a trap or something.


a1e9e6 No.7016

>>7013

>>7007

Oh, and thanks for your feedback! Glad you're enjoying it.


b43dd4 No.7019

>>7015

What weapon is Shreak using? I know her guards have spears and armor, but what about her? Other than her annoying voice.


a1e9e6 No.7021

>>7019

Shreakmilk carries with her two small daggers, and is protected by nothing much other than some rags and some leather. You've never actually seen Shreakmilk in combat, so you don't know how effective she is with those things, but you're sure there will be plenty of time to find out.


fef3f2 No.7022

>>7015

Let's leave Skellington and Snood at the entrance for the moment and go for a brief stroll in the caves. While it's not good to split the parts, since we're not looking for anything specific except perhaps a local monster to ask about the temple and to spread the Good News of Monster City (Name Subject to Change) to there'll be no danger in separating for a short time. R-right?


b43dd4 No.7023

>>7022

I'm down to roll, but I think Snood and Shreak should stay back. Skelly is actually useful, Frix seems pretty cool with us, Jelly is a cool dude, but Snood is loyal to Shreak and Shreak is obnoxious as fuck.

If Shreak tries to start shit and become the new "War Boss," we can just ice her. If Frix tries to start shit, he's surrounded. Snood wants to guard Shreak anyway, so I figure we can trust him to keep Shreak safe.

This way we don't have to keep an eye on Shreak, don't have to hear her, and lose the minimum amount of loyal firepower to do so.

As for why we're here, I figure we can see if we can find some folks to talk to or maybe some treasure. New citizens of Monster City (NStC) are always wanted and sweet loot is always a valuable find.


1b7457 No.7028

File: 1443470597601.jpg (321.66 KB, 1500x1430, 150:143, Monster_Manual_5e_-_Drider….jpg)

>>7021

After much thought, you decide that if anyone should wait by the entrance and make sure nothing dangerous comes after the rest of you, it should be Shreakmilk and Snood.

"ALRITE, IL WAIT OUT 'ERE FOR YAZ, BUT YU BETTA NOT TAKE TU LONG!"

"Do not worry, Lady Shreakmilk, I shall protect you for as long as necessary."

Shreakmilk and Snood wait outside as you and the rest of the group descend into the mines.

————

It's a confusing maze of empty paths, to the point where if Skellington wasn't marking a path back to the entrance with his sword on the mine walls, you would fear not being able to find your way back. There's supposed to be a whole mess of monsters living down here, so where are they?

"Oi, boss, be carful" says Frix, "I'm sensin' danger."

"DANGER?"

"Damn right, slimeball. It's like, a sixth sense of mine. I know when something's thinking about starting a fight."

Suddenly, Skellington is violently pulled up in the air!

"Aaaaaah, not again!"

Skellington appears to have fallen into a net trap, like he did in the woods leading to the temple. Only this net is made out of…white silk?

Before any of you can attempt to free him, Skellington is pulled into the darkness of the mine ahead. You hear many footsteps coming towards you soon after, from the direction that Skellington was pulled.

"Sorry for that shock," says a smooth, mysterious voice, "there was an undead following you three." A very large, half man, half spider being is before you.

It appears that a drider has captured Skellington!

What do you do?

>Demand to know where the drider has taken Skellington!

>Ask the drider what he wants.

>Play it cool; introduce yourselves, say why you're here, and ask for Skellington back.

>Attack!

>Run back, get Shreakmilk and Snood's help

>Run past the Drider and look for Skellington


b43dd4 No.7036

>>7028

Oh, hello! You caught one of our travelling companions. He's quite nice, name of Leonard. Excellent swordsman. Great company. Never met an undead like him before, most are…fairly dim. Our Leonard, though, brilliant conversationalist. I appreciate the gesture, but we'd really prefer you return him to us.

In any case: I'm Skup. You've met Leonard Skellington. This is Frix and over there is Sir Jellington. Before you ask, Jellington is the slime, everyone gets those two confused. Do you have a moment to spare? We're looking for a gigantic walking temple, black knight inside, came this way recently. Have you seen or heard anything about that? Anything you could tell us would be helpful.


795325 No.7040

>>7028

You explain to the drider who you all are, what you are doing here, and how Skellington is not a normal, dimwitted undead.

The drider doesn't seem too convinced.

"Intelligent or not, we have a bit of an issue with the undead as of this time. It is believed that a dwarf necromancer is hiding somewhere in our fair home, with the power to turn any undead into one of his puppets. As we speak, my spider servants are taking your…Leonard…to the Lowerberg for questioning and securing. If you wish to argue for his freedom, you may follow me there. As for that temple, I'm afraid I have no knowledge of it. I have very specific duties to the Lowerberg and the Higherberg in these mines, and I do not concern myself with whatever walking buildings may or may not have been outside these mines recently."

"Oi, boss," Frix whispers, "we ain't just gonna sit here while this weirdo tells us what to do, are we?"

What do you do?

>Threaten this spiderboy for more information and for the release of Skellington

>Follow him to "the Lowerberg" and try to find Skellington

>Beat this guy to a pulp until he tells you what you want to know

>Go get Shreakmilk and Snood, then follow him to the Lowerberg

>Say that you will help find and defeat this necromancer if it means he will release Skellington


b43dd4 No.7041

>>7040

Well, Messer Drider. I would gladly follow you there, just allow me a moment to collect some of our other companions from just outside the mine. While we're away, could you perhaps let your colleagues know to hold off on executing our living-impaired knight? I imagine they'll recognize his intelligence right away, but it would ease my mind. Thanks. We'll be right back.


795325 No.7045

File: 1443555779450.jpg (225.88 KB, 1428x527, 84:31, 343_max.jpg)

>>7040

You explain to the drider that you will play nice and go with him to the Lowerberg in the hope that they spare Skellington, but first you must get some companions.

"I shall send word down the spider line to keep the process on hold for you."

——

After a little time, you are able to get back to the entrance of the mine, and bring in Shreakmilk and Snood; and in good time too. It's starting to rain outside.

As group, you head down the same path through the mines until you encounter the drider waiting for you.

"Come along now, to the Lowerberg we go" says the drider.

———–

It seems like you've been walking forever, and you still have no idea how a bunch of spiders would be able to carry Skellington all the way to this "Lowerberg" and get their faster than you all, but they did, and now you're finally there.

It's an impressive sight. Buildings built right into the stone, bridges and columns all around, and all of it made in an abounded human mine? Why does no one talk about this place? True, it's pretty grimy, and the various monsters moving about are pretty scrawny, dirty looking types, but it's a pretty impressive place compared to the Froggut.

"Oi, boss, let's get finding our zombie already" says Frix.

"YES. FIND SKELLINGTON. YES."

What do you do?

>Follow the drider right to where they're keeping Skellington

>Explore the Lowerberg for a bit, while the drider makes sure nothing happens to Skellington

>Talk to some of the locals, learn more about this place

>Split up. Have some people go to get Skellington, have others explore.


3a495a No.7046

>>7045

it looks like we're in good company, lets split up


795325 No.7047

>>7046

If you choose to split up, please determine who will go to get Skellington, and who will go to explore the city.

Currently in your party

>You

>Jellington

>Frix

>Shreakmilk

>Snood


3a495a No.7048

>>7047

jellington, snood, and us will look for skellington

frix and shreakmilk will explore the city


795325 No.7049

File: 1443562069749-0.jpg (5.89 KB, 318x159, 2:1, url.jpg)

File: 1443562069752-1.jpg (171.02 KB, 1280x1128, 160:141, drider_by_colbystevenson-d….jpg)

>>7047

You decide that, since this place seems pretty interesting, you, Jellington, and Snood will worry about getting Skellington, while Shreakmilk and Frix will explore the Lowerberg and gain information on it.

"But I must be by Lady Shreakmilk's side," says Snood, "who will protect her?"

"Don't worry that helmeted head of yours, Snood," says Frix, "I'll take real good care of her."

"What are you implying, Frix."

"Nothin' at all, Snood."

"YU TWO JUST SHUDDUP, I WANNA SEE WAT DIZ DUM PLACE IZ ALL ABOUT!"

With that, you, Jellington, and an unhappy Snood follow the drider to where Skellington is being held.

—–

You are brought deep down into the Lowerberg, to a massive cage filled to the brim with undead, with ranging degrees of intelligence.

"FEED…ME…" one moans.

"Please, we are starving! If we must leave the mines, so be it, but do not keep us in here to go mad!" cries the voice of another.

However, many of the understandable sentences are drowned out by the mindless moans of undead so far gone as to lose all sense of being.

Skellington forces his way past the horde when he notices you all coming.

"Friends, good, you are here. Convince the jail keeper that I am not one with these undead!"

"DON'T WORRY SKELLINGTON, JELLINGTON IS HERE FOR YOU!"

Jellington approaches the bars, and the mindless undead attempt to consume their gooey form, pushing their arms through the bars and clawing at Jellington.

"THAT TICKLES."

The drider you followed approaches a female drider who patrols the cage.

"Akordia," says the male drider, "these visitors wish to argue for the release of one of the undead."

Akordia, the female drider, approaches you.

"Oh really now? These goblin and the slime are friends with one of the undead? Tell me, goblin, are you working for the necromancer too? Do you know how many of our own were put in peril when our entire undead population was manipulated by those dark magics? That necromancer is very well still at large, and until he is killed, releasing any of these undead is a danger to the rest of us."

"The spell is broken…we are free…from it now…release us!" yells one of the undead.

Akordia ignores her.

>Argue that Skellington is not one of the undead who lives here, and as such can't be blamed for anything that happened to them while he wasn't here.

>Argue that all of these undead are blameless if a necromancer was controlling them, and they should be released

>Attempt to bribe Akordia with some of your silver in exchange for Skellington

>Explain that you were only here to learn information on the temple that came by these mines, and will leave with Skellington as soon as that information is gained

>Ask about where the necromancer is now


3a495a No.7050

>>7049

lets argue skellington's case then ask where the necromancer is


3a495a No.7053

>>7051

offer them our help without skellington


b43dd4 No.7056

>>7053

Yeah, if she's right, this necromancer guy might be able to use him. I'm not so sure about these Drider folks though. I don't trust them. Maybe I'm just racist against spiders.


795325 No.7057

>>7049

I just noticed that I had made a big continuity error in my original version of this post. I am going to correct that error, and then the quest will continue from there

You explain how Skellington came with you into these mines only a short while ago, and that he has nothing to do with whatever mess these mines have gotten into.

"That does not matter. Until the necromancer is caught, any undead is a potential tool for him. We cannot risk it."

"This is ridiculous. Every minute we spend talking with this drider is another minute that Lady Shreakmilk is in danger" says Snood, gripping his spear.

Akordia, much larger than he is, pushes Snood down on the ground with one of her spider legs, and holds him there.

"Do not make me throw you into the cage with the rest of these prisoners. As you can probably tell, they haven't had much to eat recently."

Snood is stubbornly silent, but eventually relents.

Akordia lets Snood up.

Jellington, moving away from the cage, and heads back to your side.

"WHAT DO WE DO?"

"My suggestion," says Akordia, "is to just wait. We've explored much of these mines in the past few days, and we believe we know which part of the mine the necromancer is hiding. A party is being assembled to search the area as we speak. Give us time, and your undead will eventually be able to leave."


795325 No.7058

>>7057

You tell Akordia that you and your party will assist in hunting down the necromancer, but only if Skellington's freedom is ensured after the matter is dealt with.

"As much as I would prefer getting out of this cage now," says Skellington, "I understand that this must be done."

Akordia doesn't seem to believe in your capabilities, but it's no skin off her nose.

"Fair enough. The party that is being sent after the necromancer is assembling on a very particular mine path between the Higherberg and the Lowerberg." Akordia points to the male drider that took you to her. "He shall take you to the party."

Wait, but before you go, a decision must be made.

>Go back for Shreakmilk and Frix before hunting down the necromancer

>Leave Shreakmilk and Frix to enjoy themselves in the Lowerberg while you and the rest of your party go hunt the necromancer


771d7a No.7059

>>7058

If Frix and Shreak are in Lowerberg, we can be fairly sure that they're safe. Also, maybe they'll mention our Monster City to some friendly Driders in a dive bar somewhere. They might even learn something.


795325 No.7067

File: 1443630420473-0.jpg (147.09 KB, 875x950, 35:38, untitled_v_2_by_zwillinge.jpg)

File: 1443630420473-1.jpg (28 KB, 361x336, 361:336, Kenku.jpg)

File: 1443630420473-2.jpg (198.75 KB, 1024x1434, 512:717, kobold_alchemist_by_erinla….jpg)

>>7058

You decide that since Shreak and Frix are safe in the Lowerberg, and might be able to convince some of the other monsters living there to join your Monster City, you, Jellington, and Snood will hunt down the necromancer without them.

"But wait!" gasps Snood, "we cannot just leave without Lady Shreakmilk!"

"SHREAKMILK FINE. SHREAKMILK IN MORE DANGER IF SHE HUNT BAD BONE MAGIC MAN."

Jellington makes an excellent point. Snood doesn't seem happy about this, but doesn't argue the point.

"I will send one of my spider servants to inform your two other companions on what you are doing, just so they aware" says the male drider guide. A tarantula that looks like the size of a small dog falls from above and onto the drider's hand. He whispers to the spider, who leaps off of the drider and speeds away from sight.

"Let us go," says the male drider.

———-

You are taken out of the Lowerberg, and begin ascending up a steep mine shaft. A turn here and a slope there, and you make it to the hunting party.

The drider who guided you here bids farewell, and heads back the way you came.

You observe the hunting party, and notice its odd makeup. It's made up of mostly kobolds and kenkus. Kobolds, the lizard like race of beastfolk, have had some bad history with goblins in the past, as in, bad history that goes even farther back than that Temple of Monstro stuff, but the tensions have mostly calmed down now…you think. You don't know much about kenku, other than they're little bird people and they caw inappropriately. In total, there are about three kenku, three kobolds, and a big drider watching over them all.

This drider looks at you and your two buddies with distain.

"What are you?" he says, "more Lowerbergers trying to earn their way up to the Higherberg?"

You explain that you and your companions are here to help hunt the necromancer, and nothing more.

"…fine. You shall refer to me as Master Antrak. I am in charge of this operation, and you three will do as I say, understand?"

"Understood" says Snood.

"OKAY ANTRAK WE ARE FRIENDS NOW" says Jellington.

And with that, without even explaining any details on how exactly this is all going to work, Antrak orders you three and his six followers to enter one of the mine paths, starting the hunt for the necromancer.

As you walk, what do you do?

>Go over to that kobold with the potions on the stick who's been eyeing you and speak to them

>Go over to that kenku that looks particularly pissed and see what's got their feathers ruffled

>Talk to the drider Antrak to get more information on what's going on

>Talk to Snood. He's been awful quiet and doesn't seem to be taking his separation from Shreakmilk well.

>Talk to Jellington…because why wouldn't you want to talk to Jellington?


b43dd4 No.7075

>>7067

Let's chat with Snood and Jelly. See if we can't put a smile on some faces.


76624e No.7076

>>7067

You decide that building a little bit of team relations is probably a good idea on this journey through the mines, and walk over to Snood, who has distanced himself from the rest of the group. Thinking you might need a little bit of support in this task, you call over Jellington, who was just in the middle of talking to/annoying Antrak the drider.

Jellington moves over to you as you start conversation with Snood.

"What do you want, Sir Boggart?"

Not very friendly now, is he.

"WHY ARE YOU SAD?" asks Jellington.

"I am not sad," says Snood, "I am simply…worried. Lady Shreakmilk needs my protection."

"WHY?"

"Because she could very well be in danger."

"WHY?"

"Because this world is full of savages who would try to harm her."

"WHY?"

"Is it not obvious?"

"I DON'T KNOW"

This intrigues you. You push the question further.

"Well…i-it's because Lady Shreakmilk is the chief's daughter, and as such s-she could be pursued by those who would wish to use her…power, a-and…"

Snood seems flustered.

The kobold with potions on their stick is watching you three. It's pretty obvious that kobold is trying to eavesdrop.

That kobold is the only outsider who seems to notice what you three are discussing, however, as the other kobolds and kenku, and especially the drider, are paying little attention to you.

>Push Snood further; he may be hiding something.

>Let Jellington do the talking; who can resist opening up to Jellington?

>Drop the subject, you don't want to bother Snood

>Call the kobold out for eavesdropping


3a495a No.7077

>>7076

lets drop the subject for now but bring it up later


3be2cf No.7078

File: 1443712611521.jpg (23.29 KB, 960x540, 16:9, 621384381-hunter-san-bushm….jpg)

>>7076

You decide to drop the subject, for now. Snood clearly is not comfortable talking about it at the moment. You tell Jellington to calm down with the questions.

Snood doesn't respond, but you have a feeling he appreciates your respect.

Continuing down the path, the kobold who was clearly listening in on your conversation begins to get closer. The kobold whispers, in a gruff female voice to you.

"Hey…you three are from outside the mines?"

Before you can respond, you hear a loud "OUCH" from the drider Antrak. You look over, and see that he has somehow cut one of his spider legs while passing a jagged looking rock on the path.

"Potion kobold!" Antrak yells, "bring me one of your salves!"

"As you wish, Master Antrak" the kobold says, before rushing over to the drider, and pulling out some container of cream from her small satchel. She rubs some of the cream on the drider's leg, having difficulty in doing so as he is continuing to walk.

You draw your attention back to the path.

———–

The group is now setting up camp for the…night? You're still not sure what time of the day it really is, seeing as you are underground. You, Jellington, and Snood, along with the kobolds and kentus, are given thin white silk sheets to sleep on, while Antrak sets up a very large tent for himself.

Most of the group seems pretty tired from all the walking, as do you, but one of the kentus, the particularly angry one, has their eyes dead set on the path ahead.

"CAW!" the kentu cries in a crackly voice. It's pretty hard to tell male and female kentu apart (just as it is difficult to tell male and female kobolds apart), but you're pretty sure this one is a woman.

"I'm staying up. CAW! This walk has been too easy. CAW! If the necromancer is hiding down this way, they would have put some sort of traps behind them. CAW!"

What do you do?

>Go to sleep. Better rest means better performance when you wake up.

>Go to sleep, but order Snood/Jellington to stay up and guard the area with the kentu (Jellington may not need to sleep, but resting wouldn't hurt for a slime)

>Stay up and guard the area

>Stay up and practice magic


3a495a No.7079

>>7078

we need to practice so we don't get fucked up by another mage/necromancer


3be2cf No.7080

File: 1443719154575.jpg (112.58 KB, 701x600, 701:600, vampire-bat.jpg)

>>7078

If you're going to go toe to toe with a necromancer, you are going to need to practice your magic. Snood rests, while Jellington stays on guard, like he usually does.

You try to work on all three of your magical focuses; fire, lightning, and ice. After a fair deal of practice, though you're now pretty tired, you feel like you have a better grasp on performing spells faster and with more gusto.

Then, you hear noises.

Quick, heavy running.

Something is coming towards the camp.

The kentu on guard hears it too, and prepares herself.

But you doubt she would be able to expect a FUCKING VAMPIRE!

Yes, a giant, blood sucking, bat-like abomination has just run into the camp. The creature runs right past the kentu and Jellington, dismisses all the other kentu and kobolds who have just woken up, and bursts right into Antrak's tent!

You hear a fierce struggle inside the tent. Vampires are incredibly powerful, but drider's are also known for how well they can handle a fight. Maybe if you do something while Antrak is fighting- no, scratch that, the vampire has just tossed Antrak out of the tent. Antrak is dead, that's for sure. Drained of his spidery blood.

The vampire slowly steps out of the tent, and descends on the kentus and kobolds.

Snood and Jellington get ready for combat, but are waiting for your orders. The angry kentu that was on guard is preparing her bow. The kobold carrying potions is backing away from the chaos, holding a bottle high above her head.

What do you do?

>Cast fire/lightning/ice/ice bomb at the vampire!

>Call on Jellington and Snood to attack the vampire!

>Jump at the vampire with your assassin's blade!

>Run away, deeper down the path!

>Run away, back the way you came!

>Through a smoke bomb, then run back/deeper down the path

>Attempt to talk to the vampire


3a495a No.7081

>>7080

hang back and cast magic while its busy with the kentus and kobolds


b70f2f No.7082

>>7080

The vampire is tearing the kentus and kobolds apart! The speed in which this monster slays his pray is nothing short of terrifying!

"CAW! Look over here, you ugly bitch! CAW!" The angry kentu fires an arrow right in the back of the vampire's head, somehow unfazed by what she is witnessing. The vampire doesn't seem to react much to the arrow now sticking out of him, though he does notice it. The vampire rips the arrow out of his head, and marches over to the kentu who fired it. Luckily for her, you've just prepared one hell of a fire ball!

You cast your fire magic at the vampire, and he is instantly engulfed in flames. The vampire shrieks, and turns his direction away from the kentu and towards you.

"WATCH OUT, THE MEANIE IS FAST!" Jellington desperately says to you.

Jellington leaps towards the vampire, but the vampire's speed is far greater than a slime's. The vampire rushes towards you, still burning, and grabs you by the throat.

Snood jumps into action, spearing the vampire in the wrist. "Unhand him!"

The vampire drops you on the ground, and slaps Snood away with his other hand. The spear is dislodged from the vampire's wrist, and he merely shakes his hand a bit to make sure the damage wasn't severe. The vampire now looks back at you.

Just then, a lone bottle flies through the air and shatters on the vampire. Followed by another bottle. And another bottle. Each of the bottles is filled with the same strange blue ooze, which now coats the vampire's body. You look towards the direction the bottles were thrown, and see the kobold with the potions on her stick. The vampire turns his head towards that kobold, but by doing so reveals what the blue ooze has actually done. Somehow, this ooze is able to slow down a being's body movements, and the three ooze bottles have brought the vampire's once quick actions to a slow crawl.

It appears the only survivors at the moment are you, Snood, Jellington, the archer kentu, and the potion kobold.

The kentu is running deeper into the path, and the kobold follows.

"Go!" the kobold yells, "before the slowing agent wears off!"

What do you do?

>Follow the kentu and kobold, before the vampire starts moving fast again!

>Follow the kentu and kobold, but leave either Slime or Snood behind to distract the vampire

>Cast more magic at the vampire; this is the best chance you have!

>Get your dagger out and stab the vampire right in its heart! That's how you kill vampires, right? You think you heard that's how you do it.

>Cast magic at the vampire, but only to further immobilize. Maybe an ice spell, or something more brutal like an attack to the spine.


3a495a No.7083

>>7082

we all need to get away from this thing


2f7f5d No.7085

File: 1443744828134.jpg (504.75 KB, 1024x768, 4:3, 3727644095_51e37e195f_b.jpg)

>>7082

You're not sticking around and waiting for this vampire to drink your blood! You run away with the rest of the group, deeper into the mines.

As you run, the kobold asks out loud, to no one in particular, "why in the world is there a vampire down here!?"

"CAW! Isn't it obvious?" says the kentu, "CAW! Vampire's are undead! CAW! That means that the necromancer probably summoned him! CAW! The necromancer knew we were coming! CAW!"

"But vampires are smart," says the kobold, "I can understand a necromancer controlling a zombie, but a vampire?!"

"HEY! ONE OF MY FRIENDS IS A ZOMBIE!" yells Jellington, "AND HE'S SMART!"

"Can we please not bicker and focus on escaping the vampire?" asks Snood.

—————-

After a few twists and turns, you believe you've all escaped the vampire, at least for now. The kentu pulls out some sort of bear trap from her rucksack, and sets it up behind the group, just in case.

"CAW! That vampire will find us again eventually. CAW! Our only hope is finding and killing the necromancer. CAW! That way, if I'm right, and that vampire is under the necromancer's control, he can be free…and hopefully not want to kill us. CAW!"

"Makes sense" says Snood.

"Well," the kobold says, "if we could work together like we did to postpone that vampire, I'm sure we can defeat some dumb old necromancer…I hope. You know what? We should introduce ourselves. My name is Sorri." The kobold does a little bow.

You, Snood, and Jellington introduce yourselves.

"CAW! The name's Puffin. CAW!"

————

Eventually, you think you've come upon where you need to be. In a large, open area of this insanely large cavern system, you find what appears to be a makeshift library. Necromancers probably need tons of old tomes to read, probably.

What do you do?

>Everyone stick togethers, and you'll all explore the library

>Split the party. Send one group to explore the library, and another group to stay behind and look out for the vampire.

>Cast a spell and set fire to the library! That should get the necromancer's attention!


3a495a No.7087

>>7085

everyone should explore the library together and pick up some tomes for magic while we look for the necromancer


2f7f5d No.7088

File: 1443760420619.jpg (161.56 KB, 614x914, 307:457, 1391893264131.jpg)

>>7085

You encourage everyone to stay together as you explore the library. Like a tight knight group, you go around each and every shelf, no one straying too far from the safety that is your numbers. Though most of these books are in languages you don't understand, or have titles way too big and confusing to be of any use to you, you do find one very interesting tome on a shelf.

"The Starting Stages of Necromancy."

You've never thought of performing necromancy before, but something compels you to snatch the tome when no one is looking, and put it with the rest of your inventory.

"Hey! Just what do you all think you're doing here!?"

You see him. The dwarf necromancer. His eyes are pure black, his skin is pale, and he smells terribly of rot.

None of you are sure what to do.

"Answer my question! I said what are you doing here?!"

What do you do?

>Everyone attack!

>Explain that you are here to stop him, and demand his surrender

>Explain that you were sent to kill him, but want to work things out peacefully

>Demand to know his side of this whole conflict

>Say you want to help the necromancer…wait, really? Are you lying or being serious right now?


0c047c No.7090

>>7088

Try to confuse him with words while moving to a better position for attack and signalling the others to do the same. Start by asking him to keep his voice down (this is a library, after all), and then accuse him of being there without permission. If he sees through that, start acting like a mob protection racket.


2f7f5d No.7094

>>7088

You look towards the rest of your crew, giving them a silent head nod. You're not sure if they understand what you're trying to message to them, but you're sure they'll figure it out soon enough.

You tell the necromancer to keep his voice down in an authoritative fashion, as you begin moving slightly to your left, and gripping your casting staff.

The others seem to get what you're doing, and they also begin to move to different, more combat ready positions, as you talk…except Jellington, he just follows you around.

"Keep my voice down!? Just what is the meaning of this!?"

You explain that this is a library, and it's only fair to the others that you speak quietly.

"What!? This is my library, and these are all my books! You shouldn't have even been able to get this far, not with my vampire guarding the path!"

You need to do something else to raise the stakes here.

You pick up a random book, and pull out your assassin's dagger, explaining how it would be an awful shame if something were to happen to a good book like this.

"Don't you dare damage any of my books, goblin! If you do, I swear I'll call my vampire back here and you'll all be husks! Then I'll take control of your husks, and experiment on them! I will!"

It looks like everyone is in a proper position to fight the necromancer.

What do you do?

>ATTACK!

>Continue the confusion: demand to know where his library card is, while also attempting to take protection money from him.

>Try to get some answers: why is the necromancer terrorizing the mines?

>Push a bookshelf over so that it falls on him! Dirty tactics forever!


0c047c No.7112

>>7094

Push the book shelf over and then attack!


36f118 No.7115

File: 1443893983317.jpg (185.89 KB, 894x894, 1:1, image.jpg)

>>7112

You let out a battle cry, and push over a nearby book shelf! It falls on the necromancer, crushing him under it.

"Aaaaahhhhhhh! What are you doing?!" The necromancer struggles to escape.

Puffin caws, and rushes over to the necromancer. Without a second thought, she slits the necromancer's throat with her blade…but the necromancer is still struggling.

"You…think I can't…c-control my dying flesh?"

Snood is up next. A spear right to the dwarf's face…but he's still fighting!

"I'll…k-kill all of y…you!"

Sorri is up next. She fumbles with an assortment of bottles, before pulling out one with a bright yellow liquid. She throws it on the necromancer, and his skin begins to burn and boil…but he's still not dead!

"…flesh golem…attend!"

Jellington latches onto the necromancer's face. You hear muffled screaming for a good while before the slime unlatches. The necromancer's head falls clean off.

"I DID IT!"

But it's not over yet. Powerful, heavy footsteps come towards you.

Before you is a mighty flesh golem…but it's not attacking. It's just watching you.

What do you do?

>Run away!

>Attack!

>Talk to it.

>Show it the dead necromancer, maybe it will realize it is free.


66a7ba No.7119

>>7115

Um…hi. Can you understand me? Let's just talk for a moment. Can you do that?


506418 No.7131

>>7115

You ask the flesh golem if it can understand what you are saying. You say that you do not wish to fight, and only want to talk.

The flesh golem has many eyes, but half of them seem dead set on you, and the other half are staring at Jellington.

"You…disgusting monsters," the flesh golem says with its many gargled tongues. The eyes then dart around the room, before focusing back on you and Jellington. "I see you..have new friends…but where is the filthy zombie that was with you? I wanted to…crush all of you at once!"

You aren't very sure what exactly is going on.

The flesh golem steps forward.

"You…beasts…really are working together more than ever before…if only I could kill you three before your disgusting pact could get larger…now look at me…"

The way this flesh golem talks is starting to sound familiar.

"After that nasty little slime…ate my face…I crawled for my life into the woods. One of the necromancer's skeleton slaves found me…and cut my head clean off! They used me…to bring consciousness to this flesh golem…and it's all your faults!"

There's no mistaking it now. This flesh golem has the mind of the assassin that had been plaguing you for so long…this woman just won't stay dead.

"And now that the necromancer is dead…I am free to deal with you as I please!"

"CAW! You really fucked us over now, goblin!" says Puffin.

"We must act now!" cries Snood.

"Uh…oh my this is not good…oh my this is not good at all" whimpers Sorri.

"MEAN LADY GO AWAY!" yells Jellington.

What do you do?

>Cast some magic at the flesh golem, and call for a full scale attack.

>Push over another bookshelf to stall the flesh golem while you try to escape

>Just run for it, it's faster than trying to distract the flesh golem

>Keep talking to it. Apologize, or offer to help, or something!


d1023c No.7132

>>7131

Run for it! Cast some ice magic behind us while running, if we can, and ask the Sorri if she has any more potions to use.


506418 No.7140

File: 1444061263444.jpg (157.42 KB, 701x600, 701:600, 1443719154575.jpg)

>>7131

Oh no, you're not going to deal with an angry monster made out of dead bodies now. You cast an ice spell at the flesh golem's legs, and call out for everyone to run.

"CAW! I don't think that ice is gonna hold for long, CAW!" Puffin urges the others to run as she fires off a few arrows into the flesh golem, which hit some of its eyes, before high tailing it out of there with the rest of you.

As you run, you ask Sorri if she has any more potions to use.

"Um, uh, I, uh, yeah! I do, I do, just give me a second!"

She fumbles around with her bottles, huffing and puffing away as she runs. She has two more of those orange bottles that burn flesh, but, in her own words, "I, uh, don't think I can aim really well with those right now! I'm a, uh, little panicked at the moment!" She also has three green bottles, that she says "makes people a lot more durable, not something we should throw at the flesh golem!"

The flesh golem breaks through the ice, and pursues! It's slow, but it's picking up the pace.

"MEAN LADY GO AWAY!" Jellington screams repeatedly.

"Sir Boggart, don't you think running in the opposite direction of the golem is a good idea? I mean what about-"

You hear fast footsteps coming towards you. It's the vampire, sporting some dim bite marks on its legs, probably from the bear trap Puffin set up.

You close your eyes, bracing for impact, but the vampire runs right past your group. Confused, you look back to see the vampire standing before the flesh golem. The vampire turns his head towards you and the group.

"We're even now" says the vampire in a deep, foreboding tone, before pouncing at the flesh golem. The vampire and the flesh golem are now locked in combat.

What do you do?

>Help the vampire fight the flesh golem

>Keep running back the way you came, let the vampire and the flesh golem duke it out

>While the flesh golem is distracted, explore deeper into the necromancer's lair

>Just watch; this is pretty cool.


3a495a No.7146

>>7140

lets quickly explore the lair while taking anything useful to us


76624e No.7147

File: 1444070920556.jpg (176.18 KB, 1440x1080, 4:3, spttoa0912.jpg)

>>7140

You halt the party, and whisper to them to explore the necromancer's lair with you while the vampire and the flesh golem battle.

"CAW! Do you want to get us killed?!" questions Puffin.

"Um…o-oh alright. Let's just do this quickly, please" says Sorri.

Jellington and Snood follow your orders without question. As the vampire cuts dead flesh off from the golem's body, and the golem attempts to crush the vampire, you enter deeper into the necromancer's lair, past the library. You find yourselves in a room full of skeletons, of varying shapes and sizes. Some are scattered around on the ground, others are posed in strange positions, like sitting at a table. They don't seem to be animated, so you can only assume that the death of the necromancer has made these skeletons a non-threat. On the table with the seated skeletons is what appears to be a journal and a letter bearing the official seal of The Council of Dwarves. The dwarves are not ruled by a king like the elves, or a queen like the humans, but by a council that has its members voted for every few years by the dwarves. They're weird like that.

Snood picks up the council letter, and reads it out loud.

"Let's see here…it says…Duvalorn Rockmeng, you have been temporarily pardoned for your crimes of necromancy in exchange for your services to Queen Tindalia. You shall now act on her behalf for the time being until half of your sentence, 15 of your 30 years, is met. After which, your performance shall be reviewed, and you will either be freed, or continue the rest of your sentence imprisoned."

It appears this necromancer was working for Queen Tindalia!

Looking around more, you don't find much else of use. Sorri snatches some strange bottled liquids near an alter to Vecna, but this room seems pretty barren. You take the journal and put it in your inventory.

What do you do now?

>Go back and help the vampire

>Attempt to escape back to the Lowerberg

>Just hide out here, in case the vampire or the flesh golem makes it out of the fight and wants you dead

>Pray to the alter of Vecna…wait, that's kinda evil, are you sure about this?


3a495a No.7148

>>7147

lets help the vamp he could be a total bro now that the necromancer is dead


506418 No.7152

>>7147

You head back to the battle behind you, and explain to the group that you are going to help the vampire defeat the flesh golem.

"CAW! Fine, but if that vampire tries killing us after, I'm leaving you all behind."

"As you wish, Sir Boggart" says Snood.

"O-okay" says Sorri.

"YAY! FIGHTING MEAN LADY!" yells Jellington.

But as the five of you approach the two combatants, it appears the fight is already coming to an end. The flesh golem is wobbling back and forth, covered in cuts and scratches from the vampire. The vampire slashes at the flesh golem one more time before it falls over with a meaty thud.

The vampire just looks at you all. He has taken a pretty serious beating from the flesh golem himself. "You should get out of here," says the vampire, "before I start getting thirsty. If you ever hear the name Kaguul while you travel through the night, you will know I am near."

Kaguul the vampire grabs the head of Duvalorn the necromancer, and hands it to you.

"Bring this back to your masters," says Kaguul, "say that all of the necromancer's creations lost life the moment he died. If I learn that hunters in this mine are searching for me after you leave, I promise you that you will not survive for long."

What do you do?

>Leave for the Lowerberg to free Skellington

>Talk to Kaguul, ask him about himself.

>Ask if Kaguul wants to join your Monster City

>Attack him! He's weak, and killing the vampire might get us some extra cash!


b43dd4 No.7163

>>7152

I think Monster City could use a vampire.


b43dd4 No.7164

>>7152

Oh, and we should use those flesh burning potions on the remains of the Golem. Don't want that skank recovering.


046fb8 No.7165

>>7152

Just to be safe, you grab the two orange potions from Sorri's hands, and throw them down onto the flesh golem. The flesh golem burns and boils until it is nothing but a gross mess on the ground…well, a grosser mess. You assure Sorri that you needed to be sure that the flesh golem was dead for good, as you've had plenty of run ins with the consciousness of that beast.

You then turn to Kaguul, and tell him about your plans for the foundation of a new Monster City, a place where monsters of all shapes and sizes can live equally and be safe from the tyranny of the dwarves, elves, and humans. You ask if Kaguul would like to join you and make that dream a reality.

Kaguul does not seem impressed. "Find me again when you have something impressive to show me, and I might consider it."

With that, the group begins the long walk back to the Lowerberg.

———-

"CAW! So, you're all from the outside, huh?" asks Puffin.

"YES" says Jellington, "WE'RE FROM OUTSIDE."

"CAW! I see. CAW! And you're making some sort of new city for monsters?"

"YES WE ARE. SKUP IS GONNA BE LEADER AND I AM GOING TO BE JELLINGTON."

"CAW! Well, I don't have much else going on for me here. Hell, what am I going to do if I stay in these mines? CAW! Move to the Higherberg and live with a bunch of snooty driders?"

Puffin turns to you.

"CAW! You mind if I tag along for the journey, goblin?"

Sorri, listening in to the conversation, pops in.

"Oh! If you take her, could you please take me along too? I mean I know I'm not very good with uh, dangerous situations, but if you've got more people helping you on the outside, I would really love to join. I mean sure, I could just move to the Higherberg now that we did our mission and the necromancer is dead, we all could, and that could be pretty nice, but…well, like Puffin said, it's full of snooty driders."

What do you do?

>Accept both Puffin and Sorri into the group

>Accept Puffin into the group

>Accept Sorri into the group

>Do not let either of them into the group


b80a48 No.7169

>>7165

Let's take them both along. It's not as though they're going to cause us any trouble. R-right?


a58bf2 No.7182

File: 1444148586836.jpg (229.67 KB, 1428x527, 84:31, 1443555779450.jpg)

>>7165

You decide to let both Puffin and Sorri join your party.

"CAW! You won't regret it, goblin. CAW! I know my way around a bow."

"Oh!" Sorri says, surprised you actually said yes, "I'll um, provide help in any way I can!"

Jellington is very pleased with your decision. "YAY. NEW FRIENDS. JELLINGTON HAS NEW FRIENDS, YAY."

Snood doesn't speak, but nods his head in agreement.

———–

It's been a long trek back to the Lowerberg, especially since Sorri stopped the group back at the campsite where the rest of the hunting party was slaughtered, feeling ill at the sight of the bodies. You are all hungry and tired, but you're back to where you need to be.

"We must find Lady Shreakmilk and reunite with her…and Frix, I suppose."

"WE GOTTA GET SKELLINGTON."

"CAW! Do whatever you want, I don't even know who you're all talking about."

"I, uh, um…do what you think is best."

So what do you do now?

>Go looking for Shreakmilk and Frix in the Lowerberg

>Head to where Skellington is and deliver the necromancer's head to free him


3a495a No.7184

>>7182

send jellington and snood to get shreakmilk and frix, while we go get skellington


a58bf2 No.7188

File: 1444163476286.jpg (171.02 KB, 1280x1128, 160:141, 1443562069752-1.jpg)

>>7184

You decide to split the group again. Jellington and Snood will go and locate Shreakmilk and Frix, while you, Sorri, and Puffin go get Skellington.

"OKAY WE GO FIND THEM"

"Thank you, sir. Lady Shreakmilk awaits!"

———–

Akordia looks at the head of the necromancer in shock as you approach the massive cage where Skellington and the other undead are being kept.

"What in the world? Where are the others?" Akordia asks.

You explain how the hunting party was assaulted by a vampire on the search for the necromancer, along with the rest of the crazy story, leaving out the key detail that the vampire actually helped you near the end. You say that after the necromancer was killed, the golem and the vampire died with him. You also leave out the detail about the necromancer working for Queen Tindalia. It's important information, but going to someone who's really in charge to share it would probably be a smarter idea. Or maybe you don't want to share this information at all.

Akordia snaps her fingers, and a large group of spiders comes down from the ceiling. They take the head out of your grasp, and carry it off to who knows where.

"Congratulations. Once the law enforcement of the Higherberg receives message of what you've all done, the undead shall be free again, and you will all be free to enter the Higherberg. You have proven yourselves to be worthy of that."

————

It's a long process getting Skellington back, as there are many undead in the cage, with varying degrees of sanity. The crazed ones must be kept in the cage while the sane ones released. It is more difficult than it sounds. But eventually, Skellington is free, and you are reunited.

"Finally," Skellington says, relieved, "it felt like I would have gone mad…in there…I…should probably eat something…"

You say that you'll get Skellington food later.

"Good…now…who are your…new friends?"

"CAW! Name's Puffin."

"Um, hi, um, my name's, uh, Sorri."

Once again, you tell the story about how Puffin and Sorri joined up with you, along with all the other mess you experienced, this time whispering the truth about what happened to the vampire, and the fact that the necromancer was working for Queen Tindalia.

"Oh my…I knew Queen Tindalia was passionate about battling the monster threat, but to resort to hiring a necromancer? This…this…I need to think…and eat…oh! But I must reveal something to you. While I was in the cage, I told the undead of your Monster City…concept. Many of them wish to join…once you have an actual settlement, that is."

What do you do?

>Go to the Higherberg, where you can explore the upper class of this mine, maybe find someone important to reveal your information, or learn more information regarding the walking temple

>Go to the Lowerberg, where you can reunite with Jellington, Snood, Frix, and Shreakmilk


33f907 No.7210

>>7188

Let's go to Lowerberg, meet up with the others and get Skellington something to eat. And the others, too, if necessary. And more potion/poison ingredients for Sorri. Assuming everything is cheaper in Lowerberg.


a58bf2 No.7219

>>7188

You, Skellington, Sorri and Puffin start the trek back up to the rest of the Lowerberg to reunite with the party (and to get lunch)

———–

You find Shreakmilk, Jellington, Snood, and Frix sitting at a few stools by a food stand labeled "Maud's Critter Stew."

"FINALY" yells Shreakmilk, "YA BACK! WEAR FUKIN STARVIN OVA 'EER, AN WEER TIARD OF EATIN DA RATIONS. PASS OVA SUMMA DAT SILVA AND LETZ GET SUM SOOP!"

Sounds like a good argument to you. You pull out some of your silver, which the kobold working at the food stand is very happy to see, and get everyone a big heaping bowl of Critter Stew…whatever that is.

As you all eat, you bring Frix and Shreakmilk up to speed on what's happened with everyone else.

"What!? Your tellin' me you guys got to fight a vampire and a flesh golem!? Come on! I would've been great with that!"

"WHATEVA, DATS FINE, BUT WE DID GUD BACK 'ERE TOO!"

Shreakmilk and Frix explain what they've learned while they were exploring the Lowerberg. In essence, and you may have already put this together yourself, the Lowerberg is considered where the "lower class" monsters live. Lowerberg monsters don't get very many rights, order is only loosely kept by the driders, and its overall a pretty shitty place to live.

"CAW! I could have told you that much."

"Y-yeah, this place isn't very great" whispers Sorri.

Frix and Shreakmilk go further on to explain that the driders mainly make up the population of the Higherberg, though if you live in the Lowerberg and prove yourself worthy, you are invited to live in the Higherberg with the driders.

"That's all well and good," says Skellington, "but what of the temple? What have we learned of that?"

"Oi, we're gettin' to that!" says Frix.

They tell you that a little while after the zombies were taken over by the necromancer and raised havoc in the Higherberg and the Lowerberg, the temple walked over to the front of the mine and just plopped itself down there. The black knight that seems to live inside the temple came out, went to the Lowerberg, and started talking about recruiting monsters to form a new society, where all monsters would be equal. Unlike you, however, the black knight has a giant walking temple to show off, and he came just after a big crisis, so he's a lot more convincing, and got a good amount of Lowerberg monsters to join him. Rumors around the Lowerberg say that the temple is heading towards a far off orc tribe, Seadale.

What do you do?

>Keep shopping around the Lowerberg, get everyone supplied up.

>Head over to the Higherberg. There's probably higher quality gear there, though more expensive, and you can share that info about Queen Tindalia

>Head out now, and follow the trail of the temple to the orc tribe of Seadale.


a58bf2 No.7220

>>7219

Wait, forgot some extra options.

>Head out now, and check in on Shamus' village

>Head out now, and check in on your home village


453716 No.7235

>>7219

Let's grab some supplies here and then head after that temple to find our competitor.


43be28 No.7236

File: 1444317205055.jpg (10.54 KB, 236x353, 236:353, 71fe7b3ccd91b956f61a2238c1….jpg)

>>7219

You're not going to let some armor clad idiot step in on your Monster City business! You tell the group that you're going to buy more supplies for travel, food and drink and such, and then you're all heading straight out to Seadale to catch up with the temple.

It's surprising how cheap supplies are now that you've got so much silver on you. True, you are shopping in the Lowerberg, buying meats and drinks of questionable origin, but it only costs you maybe around ten silver to have enough to keep everyone fed for a good while, at least a month and a half!

When everything is all squared away, you and your party head out.

———

Seadale is, as the name implies, a tribe near the sea. It will take a little bit of time to get to, maybe a few days, but you doubt it will be any grand adventure to to make it there.

It was about the late afternoon when you left the mine and finally saw the sky again, but now it is nightfall, and it's best to get back on a good rest schedule.

Skellington is shambling around the camp more than usually. Perhaps he's just trying to stretch? He was in that zombie cage for a long time.

Jellington is munching on nearby plants, purring his weird slime purr.

Frix is getting some spear training in by repeatedly stabbing away at a tree…or maybe he's just trying to get fire wood, you're not positive.

Puffin is perched on one of the branches of the same tree that Frix is poking. You think she's napping.

Snood has just finished setting up Shreakmilk's tent. He's still wearing his helmet as always, but you sense that he's very satisfied being by Shreakmilk's side again.

Shreakmilk on the other hand is carefully observing her tent for tears, or ruffles, or anything to yell at Snood about.

Sorri is sitting by the fire, brewing potions over it in a tiny pot. You hope she washes that pot out when she's done.

What do you do?

>Sleep

>Talk to Skellington

>Talk to Jellington

>Talk to Shreakmilk

>Talk to Snood

>Talk to Frix

>Talk to Puffin

>Talk to Sorri

>Practice magic


a42273 No.7246

>>7236

Let's talk to Skelly. See how he's doing, coping with his un-living existence, make sure he's feeling good.

If we have time, afterward we should properly welcome our new party members. Get everyone introduced, learn their skills, all that jazz.


eea155 No.7268

Sorry for the little hiatus on my end. I should hopefully be back to posting updates regularly

>>7236

You approach the shambling Skellington and ask him how he's doing.

"You noticed me acting funny, did you?" says Skellington. "Please please, you have no need to worry. I'm just stretching, honestly. I can't just sit back and…oh all right, you clearly don't want me to avoid the issue. It is not easy being undead, and being stuck in that cage in the mines with nothing to eat, with those other undead…well, it makes you experience things. I may be able to hold conversations and morality and all of that, but it is not easy to keep up. I need to consume meat to keep my mind, or else the mental rot begins to set in. You know how my speech begins to slur and my movement becomes less coordinated. It gets so much worse though. Soon you begin to lose memories, your sense of self, your very morals. Given enough time, you're an irreversible shell of your former self, driven only to eat and eat, but with no hope of ever returning to your original being. I feared that I would turn into a true abomination if I stayed in that cage for too long. I also fear that one day eating dried meats and the occasional woodland creature that comes by will not be enough. There are many more insane undead than there are sane. One day animal flesh simply does not cut it, and an undead will need to move on to the flesh of sentient creatures. Sometimes undead simply give into the madness at this point. Other times they fight back as long as they can before turning. Some embrace it fully. I do not know when or if any of that will happen to me, but…I fear the worst."

Damn. Skellington's got some issues.

You're not really sure what to do right now.

>Attempt to comfort Skellington

>Continue as planned go introduce the two new teammates

>Just go to bed

>Practice magic


d5b042 No.7270

>>7268

Come on Skelly, stiff upper lip and whatnot. Or would that be a sign of rigor mortis setting in?

Only joking. Look, Skelly, you don't have to worry about that sort of thing. We'll keep you in meat and adventure as long as you're able, and then should the worst happen, we'll make sure you never hurt anyone.

But you're a knight, right? Shouldn't your focus being on serving and protecting people, not moping about possible future scenarios you have no control over? You're a valuable member of my team. You've been with me since the beginning, and we're going to found Monster City (Name Subject to Change) together, a place free from persecution for all monster types. And when we have that set up, we'll get our best minds working on how to keep you sharp and active. And we'll name a public building after you. Not something important, like the town hall, that's going to bear my name. But maybe a library or a well or something.


b048d0 No.7273

File: 1444757437220.jpg (193.04 KB, 800x838, 400:419, ogre_concept_by_jubjubjedi….jpg)

>>7268

As always, Skellington isn't quite sure that he understands the logic you're slinging (specifically about naming buildings after him, but only the not important ones), but he appreciates your kind words and your call for knightly focus.

"Thank you, Skup. I may not always see where your mind is going, but your heart is always in the right place…I think."

It appears that all the others are going to sleep now. It wouldn't be wise to mess with their sleep schedules, or your own. You head off to bed as well.

————–

When morning comes, you and the group assemble your things and head out right away. You're not gonna get to Seafront just by laying about.

Same as always, you walk and walk, and talk and talk. In the general chatter, you learn that Puffin and Sorri have made themselves known to the others, though not well. Puffin just introduced herself just so people wouldn't think she was just a random kenku who was following them, then minded her own business. Sorri tried introducing herself more to others, but due to her great shyness could only mention her name and run off to her own work.

But there's no time to focus on the social aspects of adventuring, because standing before you on the path to Seafront are eight human knights surrounding an impressively large ogre. Ogre's are what any goblin like Frix strives to be like, and what orcs really should strive to be more like. They're brutish, not afraid of a fight, and strike fear into the hearts of any elf, human, or dwarf. They may not be as tough as a vampire or a flesh golem, but get a few ogres together and they can cause some havoc.

Skellington moves to the back of your party, perhaps not wanting to be seen by the knights. The knights aren't paying that much attention to your group anyway, they are much too focused on the ogre.

"I a-already told you once o-ogre!" sputters out a female knight, "w-we know you were inside the Temple of Monstro! Tell us what was going on inside there o-or we will be forced to use violence to get you to t-talk!"

"…nope," the ogre bluntly says, "you'll just have to make me talk."

"W-we aren't playing g-games!" says a male knight, "tell us what w-we want to know now!"

What do you do?

>Attempt diplomacy: see if you can come in as a third party to work all this out

>Attack the humans! You need to help that poor, defenseless ogre!

>Attack the ogre! You want information as much as these knights do, and if they're too chicken to act, you should do it

>Just go around them and keep walking to Seafront

I just noticed that some time down the line I began calling kenkus "kentus." The proper term is kenku, so I'll try to keep using kenku.


76624e No.7277

>>7273

>Seafront

*Seadale

The tribe is named Seadale

I gotta get my head in the game here, I'm getting all my names mixed up.


b43dd4 No.7280

>>7273

(to the party)

Ah…well. This seems to be a predicament we've found ourselves in, friends. Lets see if we can't talk our way into a better place, yes?

(to all)

Good morning, everyone! We were passing through and happened to overhear your disagreement. Naturally, being decent folk (despite what your leaders may have told you) we'd like to avoid bloodshed where possible. Perhaps it would be best if we all calmed down, sheathed our respective weapons, and talked this through like rational and mature individuals. I've both heard and read tales of the nobility and courage of knights and the rugged determination and raw power of ogres. Were you all to come to blows, it would be a loss to the world in general and most likely quite fatal for most involved in the fighting.

Why not sit and hash this out over some tea? Perhaps we could have an early lunch. Which city are you from, Ser Knight? I've heard that Avonshire has some fantastic bakers that make some of the most amazing bread in the world.


70f62d No.7281

>>7273

You inform your party of your plan. Frix, Shreakmilk, and Puffin don't seem to care for the choice of diplomacy, but the everyone else agrees without question.

You draw the attention of the knights and ogre, and in the most kind and friendly way you can, try to diffuse the situation with a rousing call for discussion at lunch.

The knights and the humans watch you quietly for a few moments, before the ogre releases a hearty chuckle.

"You're funny, pipsqueak. Did you get all your little friends over there with speeches like that too?"

"YES!" says Jellington.

The humans look at the ogre, then back to you and your party. They talk amongst themselves.

"We're outnumbered now!"

"It's eight against nine now, this isn't looking good."

"Now hold on, the goblin's trying to find peace with us."

"It's a trick! He wants us to lower our guard so that they can attack us easier."

"But just look at them all. Besides the ogre, their tallest fighter is a zombie. We could handle them."

"But can we handle all of those small ones AND an ogre?"

"Look, we'll try doing this civi one more time, and if it doesn't work, we'll figure something out."

"Okay, break!"

The knights look back at you.

"Goblin. You convince this ogre to share what information he knows, or we will be forced to…do something, I guess."

What do you do?

>Take out some food from your supplies and pass it around. Gotta get this diplomacy picnic started.

>Ask the ogre really nicely to share his information

>Ask the humans why they want to know what the ogre knows so much

>Have all of your party introduce themselves to the knights and the ogre, lower tensions, maybe

>Keep distracting them, send some of your party members to do a sneak attack on the ogre and/or knights


3470ed No.7282

>>7281

(To humans)

Well, thank you for agreeing to give diplomacy a chance. My name is Skup Boggart, and these are my associates. First things first. What information are you searching for, and what incentive have you given this fine monster to tell you? I'm sure he's a busy man and his time and this information is valuable. I'm sure you wouldn't just go and demand information under threat of violence from other humans, would you?

And now that you don't have the upper hand for unwarranted use of violence, it would make a lot more sense to find out what this respectable ogre wants in exchange for the information.

(To ogre)

What do you think of this? Could these knights possibly give you some silver, or perform some task in exchange for the information they seek?

(To party, in a whisper)

Spread out, prepare to attack the humans if this goes poorly.


690b2e No.7289

>>7281

You whisper to your companions to start spreading out for a potential counter-attack if the humans don't play nice, and continue communicating with the knights and ogre. With silent nods (and a jiggle from Jellington) the party begins to do move out slowly so as to not draw too much attention to themselves.

You ask the humans what information they were seeking, and how they planned to pay the ogre for said information. You also throw in a subtle threat that using violence to get what they want would end poorly for them.

Disgruntled, one of the knights responds.

"Reports from nearby villages tell us that this ogre was seen being thrown out from the now mobile Temple of Monstro. It is out duty to learn whatever this ogre can tell us."

The ogre stares down at the knight who is speaking. "It's not nice to call folks by their species like that, tin man. Call me Crunk."

"WAIT" Jellington points out, "CRUNK CRUNK CRUNK, THE TEMPLE HAS BIG LEGS AND IS SUPER HIGH. IF YOU GOT THROWN OUT, WHY ARE YOU NOT DEAD?"

"Good question, sticky," Crunk says, "I grabbed onto a tree on the way down."

"Now hold on," says one of the knights, "why are you talking to the slime now!?"

"Sticky asked nicely" says Crunk.

Luckily, it doesn't seem like they've noticed the increasingly spread out party.

You then ask Crunk if there's anything you want for payment in exchange for telling the knights (and your party) what they want to know.

"Now that you mention it, pipsqueak…I want their armor."

The knights let out a collective gasp.

"Yeah, that's right. I'm a big guy, and it isn't easy getting someone to make good armor for me. If I had eight sets of knight armor, I could make myself a fine looking wear for myself."

"Absolutely not!" one knight cries.

"We won't disrobe for this beast!"

"The very idea is ridiculous!"

"Tell us what we want to know now, ogre!"

"You should have been thankful that we were willing to let you live for this information!"

The knights are getting uppity, which means they're starting to ignore whatever fear they previously had, which could spell out bad news.

What do you do?

>Keep up the negotiations; make the ogre ask for something more reasonable

>Keep up the negotiations; get the humans to give up their armor

>ATTACK!

>Offer one of your possessions in exchange for the information


011490 No.7290

>>7289

Sir knight, please be civil. There's no need to be alarmed. Crunk here is cooperating perfectly and I'm sure you'll agree that his information is valuable. Now, perhaps it's not 8 suits of armor valuable, but I'd wager that his information is worth at least 5 suits.

I've got some silver that I'd happily give to the Knights that give Crunk their armor. It might not be enough to get a new set of armor, but you could definitely get some fairly decent clothes, although I'm sure that fine people like yourselves have a change of clothes in your things.

I'm sure that your queen would agree that a few sets of armor, easily replaced, would be worth finding the Temple of Monstro with no loss of life on either side. I'm also sure that you would rather these negotiations devolve into bloodshed, or at least I know that's my take on the situation. Violence is the death of civility, as they say, a last resort for well-mannered beings such as ourselves.


7506b8 No.7296

>>7289

You break it down to the knights that you are willing to repay them for at least five sets of armor, which you believe is a fairer price for the information.

"A bit of a haggler, aren't you, pipsqueak?" says the ogre, "fair enough though. Five armors."

You also remind the knights on how important this information is to the queen, and how some lost armor is really a good deal for it.

The knights communicate with each other in hushed whispers for some time.

"This is crazy."

"It's only some armor, really. I'd rather keep my life than my armor."

"But what if it got out that we gave in to monster demands?!"

The chatting goes on, until finally one of the knights speaks to you.

"Are you sure you can repay us for our armor, goblin? This armor is around 40 silver each. That means you'll have to give us 200 silver."

What do you do?

>Pay them (go from 290 silver to 90 silver)

>Attempt to haggle for a lower price

>ATTACK


b43dd4 No.7297

>>7296

200 silver is a small price to keep the peace.


014886 No.7310

>>7296

You nod your head, revealing your silver coins.

——-

Five unarmored knights now stand behind their three remaining armored companions, as the ogre begins to play around with the new possession.

"Alright, a deal's a deal. You want to know what I know? I'll tell you. I found that black knight fella while wandering around the land, just minding my own business. The big old temple suddenly comes right out of nowhere and almost stomps me flat with those giant legs,"

"How in the world could one not notice a temple that large?" you hear Skellington whisper to himself. The ogre does not notice.

"Luckily for me, the temple stops dead in its tracks, and sits down on the ground. The black knight fella comes out, and gives me this whole speech about how they're the child of Monstro, and that they're trying to unify the monsters, and bla bla bla. It was a load of crock, Monstro never had a kid, and Monstro died like, forever ago, but wandering alone can get boring, so I joined up with 'em. They called themselves Monstra, can you believe that? Anyway, I stuck with them for a few days, and let me tell you, Monstra is a weak little whelp. They go around in their big spooky armor acting all tough, but Monstra is a pansy! Monstra treats all the little monsters like they're on the same level or something, hardly keeps them in line, and always tries getting new recruits nicely. Of course, I knew that Monstra's whole plan is gonna fall apart because they're a wimp, so I decided to try taking charge for myself. Guess I didn't know how brainwashed Monstra's little followers were, because they all jumped at me, and the next thing I know, I got thrown right out of the temple, where I grabbed a tree, and bla bla bla, here we are. If you're looking for the temple, they headed down to that orc village by the sea. They're probably not there now, but hey, that's the best shot you have. Though give it time, and I'm sure they'll just destroy themselves. I don't even know if Monstra knows how that walking temple even works."

And with that, the ogre's story is told. The knights begin marching away in one direction, the ogre in another.

What do you do?

>Try to talk to the humans as they leave

>Try to talk to the ogre as he leaves

>Continue down to Seadale


ed11bd No.7312

>>7310

Crunk, might I have a moment of your time? We're trying to reach the temple ourselves and I'm sure that a warrior such as yourself would be a fine addition to our crew. Would you be interested in joining us? We're going to see if we can't convince the current…residents to allow us the use of their walking…temple…thing. Diplomatically, if possible. We'll give them a chance to join us, but after hearing your information, I'm afraid it may get violent.

Worst case scenario is we may have to take the temple by force. I'd rather not, obviously, but will if necessary. I'd feel safer with you at my back. Plus, I'd like to see if we can make you a set of armor. You'd look quite the imposing figure in full plate.


1ce58a No.7315

File: 1445492666917.jpg (521.31 KB, 1024x512, 2:1, beach-painting-final1edit.jpg)

>>7312

You quickly stop Crunk from leaving the area, and tell him of your group's plans to take the temple for yourselves, diplomatically if possible, but by force if necessary, and how you would love for him to join your crew.

Crunk smiles.

"Sorry pipsqueak, but I'm through trying to conquer that thing. Now if you excuse me, I've got some new armor to wear and places to be."

Crunk leaves. The only thing to do now is to continue to Seadale.

———-

And continue to Seadale you did. It's surprising how…tropical, the plants all seem to get the moment you come to this beach village. There's no sign of a giant temple anywhere, but that doesn't mean there isn't anything impressive to look at.

"Oi, look at dem giant mountain…ocean…rock tower tings up there!" yells Frix as he points up at the rocky pillars out at sea, connected by bridges. While most of the orcs live in humble shacks by the water, the more important orcs stay high above, watching over the rest of them. They're also a nice place to go in case their homes ever get flooded or destroyed in a storm, you think.

You observe the area, and discover a few key places of note.

A short walk on the beach will bring you to what appears to be the "town square" of sorts. Lots of homes, lots of shops, and lots of orcs walking around saying their pleases and thank yous, trying to be as civilized as they can. That would probably be the first place to stop if you wanted to get info on anything.

A farther distance away, you can see a very large wooden building (really, it seems like three or four bigger shacks connected together) with some red letters painted on it that you can't quite read at this distance. Standing around this building are what appear to be armed orcs. Even at this distance, these orcs appear to be dangerous…which is odd, considering how every other orc in this land wants to be gentle, ever since Prindle the Mediator got a hold of them.

And of course, there's the path up to those mountain pillars. The way up is a old and rickety series of stairs and bridges, but if you want to meet any of the important orcs, they're up there. It appears that a small group of three dwarves is heading up that path now. What are they doing here?

What do you do?

>Head to the town square

>Head to the tough orcs

>Head up the path to the pillars

>Split the party to explore each area (current party: You, Skellington, Jellington, Frix, Shreakmilk, Snood, Puffin, Sorri)


1ce58a No.7317

>>7315

Oh! I almost forgot to mention:

Normally it wouldn't be smart to just walk into any "civilized" places randomly, seeing as how you and your friends are all monsters, but you must remember that the orcs stay on a fine line. The orcs want to play nice with everybody, and don't mind monsters paying them visits, if they're friendly. Sure, if any human, elf, or dwarf in power wanted them to go out and purge some beastfolk, they might be up for it, but the orcs believe that with enough time and dedication, any race has the potential to become the next big civilized one…it's just that the orcs, in their opinion, are the most likely to be accepted next.


3a495a No.7334

>>7315

Lets talk to the orcs


94ef61 No.7338

File: 1445888965820.jpg (166.87 KB, 819x1024, 819:1024, sxwwjTb.jpg)

>>7315

You decide that the best coarse of action right now would be to go to those oddly out of place orcs and say hello.

"Um…a-are you sure th-that's a good idea? C-can't w-we just go to those nice looking o-orcs instead?" questions Sorri.

"DON'T BE A FUKIN COWAD, YA STOOPID KOBOLD! DEEZ ORCS AINT SO TUFF LOOKIN" yells back Shreakmilk.

The group, and you, head towards the orcs. You can see that the red letters painted on their building's walls read out "The Blades of Balgone The Battler." The orcs at this building look much more monster like than the clean and proper orcs you've already seen before.

One of the orcs walks up to your group.

"Who are you lot?"

>Have everyone introduce themselves, and be friendly

>Cut to the point, ask them questions about the temple. These are tough looking fellows, they probably don't have time for chit chat

>The only way you're going to get them to tell you what you want is to prove you're a tough guy too. Do something to make you and your companions look threatening.


78d546 No.7339

>>7338

*ahem* OI! WE'Z LOOKIN FOR DA WALKIN TEMPLE WOSSIT! WE'Z GONNA GO RAID IT AN TAKE ALL 'DERE LOOT! WHICHA YOU BOYZ 'AS 'ERD SOMFIN? ANY 'A YOU LADS WANNA GET STUCK IN WIF' US AN FIGHT SOMMA 'DEM RITE 'ARD TIN NOBZ? WE'Z ALWAYS LOOKIN' FOR A FEW DEAD 'ARD BOYZ TO FILL OUT DA CREW!


a9d5ab No.7342

>>7338

You puff out your chest and deliver the most "monster talk" introduction you can muster. You describe how you and your party plan to find the temple and "take loot", and that you're looking for information, along with any orcs that want to join.

The orcs look at you in silence. Your party, however, is vocal about your sudden change in tone.

"FINELY," yells Shreakmilk, "YA SPEEKIN LIKE A PROPA LEADA OF A WARPARTY!"

"Boss, ya always find a way to impress me!" Frix cheers.

"YES. DEAD'ARD BOYZ!" jiggles out Jellington.

"CAW! Why the hell are you talking like that? CAW!" caws out Puffin.

"U-um, S-Skup, w-why are you a-acting like this?" Sorri whimpers.

Skellington sees your gambit clearly. "Indeed! We are a band of, uh, fookin right crushers, and um, we're be needed the information…" Skellington hangs his head, not grasping the intricacies of monster tongue.

Snood just nods his head.

The other orcs look forward at their speaker, emotionless, as if waiting to see how he reacts before even daring to react themselves.

The orc speaking with you smiles.

"It's nice seeing a little bit of spunk these days!" he says, "pleasure to meet you all. I am Balgone The Battler…the second. I am leader of the Seadale War Party, The Blades of Balgone The Battler…the first. The other orcs outside of the party want me to call it the Defense Party, but fuck that noise."

Balgone's followers smile, their clunky tusk teeth glistening with grime.

"I wish I could lend out some of my boys to help you out. I mean normally I wouldn't, just giving out soldiers to some random rag tag monster group would be dumb, but in times like these I long for a little bit of action. Damn chief, damn Prindle the Mediator, damn pansy fucking orcs. The thing is, I can't help you out now. I'm under orders to keep all my men here guarding Seadale until further notice. Which, between us, means I can't do anything unless the chief kisses enough dwarf, elf, or human ass to get permission from them to do something. It's fucking sickening. I can tell you the temple was here though, that much is true. The thing stomped by, sat down, and some black knight fella came out trying to recruit the others into his army or something. You wanna know what happened? No one fucking went in! The chief and his crew would have nothing to do with it, the villagers were 'too civilized' too consider it, and me and my boys just had to watch!"

What do you do?

>Ask him how the orcs got so wimpy

>Ask him about the dwarves you saw going up the steps to the pillars

>Push him to go against his orders and give you some help

>Head into the town square

>Head towards the path to the pillars


b43dd4 No.7343

>>7342

Wossit wif alla dese "civilised" Orky types? Why'da they look so…not…Orky? Seen some earlier, mate, an they was all like, "Oh, lookit tha lil' savages and monsters" and talkin bout wantin to be like Elfs and 'Umans and such. Didn't even have proper tusks or nothin. They looked like some ki'na…pretty-type Orky lads. Talkin bout makin a kingdom. Is dis a new thing? Orks gettin in to the king-makin game?

Got me 'finkin, it did. 'Finkin bout this…civilization business. Bout how those lot, 'Uman, Elfs, Dwarfs, City-Orks, how they gonna jus' follow a guy cos 'is dad or gran'da or woteva was som kinda big boss type. Got me 'finkin bout how that ain't how it should work.

I don't know bout you, but way I sees it is you ain't a boss coz you says yous da boss. Yous da boss coz everyone else sez yous da boss, yeah? Tha's how it works for us an I bet it's how it works for you lads. Yeah, you mighta been born as a second or whateva, but those boyz you got, those boyz follow you coz you's their boss. I'm finkin bout thumpin those lot in the temple, takin' their temple, an ridin it somewhere clear away from here. Somewhere wif none of this "civilization" these lot got 'ere. All I need now's to know where they took that walkin' temple. Mate, just point us lot in the right direction an we's off.


76624e No.7382

>>7343

Continuing with your montser-like voice, you ask why the orcs you've seen before were all "pretty-type" and how you don't understand why people should be part of a kingdom when they should be following someone they see as the boss, not someone who says they're the boss.

From there, you ask simply if Balgone knows where the temple is headed, and that you will leave if he tells you.

Though your teammates don't speak, you can tell by their expressions…well, the ones where you can see an expression, that they are impressed by your speech.

Balgone's orcs look towards Balgone to know what they should be feeling right now. Balgone does not turn to give them an answer, but you can see his face soften. You have moved him.

"You're damn right, goblin. You're damn right. Let me tell you a story, and maybe you'll understand how we got to this sad state. A long time ago, long before the humans ruled most of the plains, and the elves ruled their enchanted little forests, and the dwarves ruled most of the underground, everyone was just part of their dinky little tribes. Humans, elves, dwarves, they were just like everyone else, I tell ya. Us orcs, we were in our tribes too. Going to war with our enemies, proving ourselves through strength, life was good and simple. Of course, that was a long old time ago, my boys and I weren't born, or any of you were born, or whatever. The thing is, sometime during when everyone else was living life like they should following who was the best…well, I mean the orcs always followed who was the best, I don't know about everyone else…the humans started getting "diplomatic" with the other humans, and just the other humans. Then the elves started to do that too. Then the dwarves too…actually, I'm not sure what the order was, but the point is one of those three started doing things differently. They started to ignore the other races, and just focus on themselves. Making allies, forcing others to join them, but only humans with humans, elves with elves, dwarves with dwarves. And then the humans and the elves and the dwarves saw they were all doing the same thing, and they started working together, real sneaky like. Next thing you know, they're making treaties and shit, dividing up who gets what like they own the damn place already. Next thing you know, they've somehow become the biggest three unified tribes ever! Everyone else who stood in their damn way got crushed real good. Monstro then came out of nowhere, and tried to get all the beastfolk, which, let me tell you, was only a term once the big three came to power, to join up and fight back. You probably know this part already, there was a big war, yadda yadda yadda, Monstro lost, all the beastfolk fell apart back to their old tribes. I don't even know how we lost, none of us were really born yet, probably, but Monstro's army was HUGE. No matter though, he still lost."

Balgone takes in a deep breath.

"Sorry, I'm rambling. This shit gets me heated. Anyway, all the orc tribes were pissed off. They teamed up with Monstro to fight back, all these orc tribes putting aside their differences for once, and it all meant squat! The tribes started blaming each other and got too busy fighting each other while the big three kept taking over crap. That's when Prindle The Fucking Mediator showed up. Some weird mutant orc who looked…pretty. I hear he was raised by elves, and they did experiments on him to make him look the way he did. Point is, he comes in and starts saying shit like 'oh, we can't beat the big three with force, we should be friends with them.' He came just at the right time to trick us all and rise to power, with half the orcs dead and the other half so pissed off they don't even remember why they're fighting anymore. He starts using that diplomacy stuff to make all the tribes like him, and the next thing you know, he's got himself doing exactly what the big three did, basically. He tricked all the orcs into trying to be like the big three, said we could end up as master race number four. And the next thing you know, no one's fighting anymore, and the orcs are changing each generation! We start going from big and tough like me and my boys, to weak and pretty like Prindle. The only way you don't end up like that is by fighting, it seems. I don't get it, and it makes me mad!"

Balgone's orcs are listening to their leader like children listening to a bedtime story. Skellington seems interested, his rotting fingers under his chin. Jellington lost interest early on, and is now munching on sand. Shreakmilk has fallen asleep, while Snood watches over her. Frix listens with wide eyes, just like the rest of the orcs. Puffin seems pretty disinterested in general, and Sorri is taking notes.

You're not sure just yet what you think about this story.


76624e No.7383

>>7382

"Sorry, I'm rambling again. You want to know where the temple went, right? I'm not sure, but I have a pretty good guess. The closest tribe worth checking out is deep in Moistmouth Cave. In the cave is a passage to an underwater place, full of mermaids and mermen and fish things in general. I'm not sure of this black knight person wants soldiers he has to water, but that's the best bet I've got. It's near the coast a little ways from here."

What do you do?

>Head right to Moistmouth, there's no time to waste.

>Head to the town square

>Head to the path to the pillars


b43dd4 No.7404

>>7383

Moistmouth it is, then.




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