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The morning after the now adult scalefolk complete their hunt you find them still transporting their massive kill. Even with the sled built by the imps the rough terrain and the sheer mass of their kill makes it a long and arduous journey. With the hunt complete you give the chieftain the details only for him to cut you off midway through your description, stating that it is a story for them to tell while the tribe revels in the glory of their hunt. Although you catch him smiling proudly and with more than a hint of relief at their success, he keeps the truth to himself with the intention of letting the young hunters reveal themselves on arrival. He tells you that the hunt is over and should something attack them you most definitely should reduce their attackers into a smouldering husk. You are unsure if you can do that, with so many of your spells being confined to the dungeon, but you assure him that a quick domination will send them falling onto their swords. With a laugh he waves you off and returns to the barracks to join his kin.

You return your attention to the dungeon with frequent check ups on the new hunters as the imps gather the materials needed to upgrade the dungeon. With the assistance of the myconids to haul the massive logs and carved stone they are able to gather more than enough to keep the dungeon running as well as build any new rooms that you may ask of them. With the mine under your control and with a stock of metal Avila has already begun learning from your newly dominated dwarves how to build and maintain a furnace, from there an anvil, and eventually the production of tools. She claims that the dwarves are happy to serve you and work as professional smiths, a position highly coveted in dwarvish society. Although they would have done anyway due to your total control over their minds, it is still nice to know your minions still serve you somewhat willingly.

+2 Dwarven Blacksmith

The mine that will supply your new smiths is well underway to becoming very lucrative. The decision to have both Imps and your undead serve in the mines was an effective one, as they are able to use the undead for long and strenuous labor that would be taxing on a normal imp, such as pushing carts or moving stones. That, plus the expendability of the undead and the nature of the summoned Imps, means that they can work quickly and unsafely compared to the humans and their dwarvish foremen. Speaking of, your prisoners still sit bound and gagged in an empty room. It would do good to secure them before they make any attempts to escape or worse, an attempt on the lives of those who dwell in your dungeon.
>>
>>1376048
Day 28
[200/200 mana]

6 building materials available

Barracks; supporting 14/15 (soon to be more due to scalefolk hunters)
Farm; supporting 17/30

3 Myconids on their way
4 Scalefolk are returning from the hunt (2 days)

Minions vote:
>Clear more rooms, you'll be needing it soon enough ( rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

Dungeon Heart vote:
>You have newfound human prisoners, what do you do with them? (second vote)
>Check up on David, he should be in Andalin by now
>Send Victoria on a mission
>That mermaid was certainly interesting, perhaps you can find her people? (-10 mana)
>you've got some corpses waiting to be used, Victoria will turn them into zombies if you have no other plans for them (second vote)
>[Write in]
>>
>>1376052
>>Perform upgrades on your rooms (needs a second vote)
Upgrade barracks.

>That mermaid was certainly interesting, perhaps you can find her people? (-10 mana)
Make an underground lake with an attached underground river later.
>>
>>1376052
>Perform upgrades on your rooms (needs a second vote)
>That mermaid was certainly interesting, perhaps you can find her people? (-10 mana)
>>
Rolled 4 - 2 (1d4 - 2)

>>1376052

choose one
>Advanced Farm-> Plantation (5 materials)
>Beast Pen-> Advanced Beast Pen (2 materials)
>Barracks->Advanced Barracks (2 materials)
>Crafting Room-> (Forge 3 materials)
>Crypt-> Advanced Crypt (3 materials)
>Room full of dudes -> Holding Cells (2 materials)


Roll 1d100 best of 3 for scrying the ocean for mermaids
>>
Rolled 82 (1d100)

>>1376129
>Crafting Room-> (Forge 3 materials)
>>
Rolled 98 (1d100)

>>1376129
>>Barracks->Advanced Barracks (2 materials)
Need some room for citizens of this fine dungeon
>>
>>1376133
>>1376134
just gonna flip a coin

1 is crafting room
2 is barracks
>>
Rolled 2 (1d2)

>>1376164
>>
>>1376129
While planning for the construction of the new barracks so that you may comfortably hold the new adult scalefolk and your dwarvish minions your mind wanders to the short battle they had with the sharkman. What was he exactly? Who were the mermaids he captured and for what reason? After briefly questioning some of your minions on the habits of these sea creatures and finding out they know absolutely nothing about them you begin to search on your own using your scrying abilities. Tracing your way back to where the young scalefolk began their hunt you follow the river downstream into the ocean and search the local area. You find little evidence here and there of the merfolk, little shells and coral rock carved into tools and bent harpoon tips with shafts of driftwood. It becomes more and more frequent until you find a young mermaid gathering some sort of seaweed crop with her young children. They move more gracefully in the water than you saw the mermaid from earlier flop around on land likeā€¦ a fish out of water. Every movement is deliberate and supplemented by the push and pull of the waves. While the children are young and mostly naked her mother wears leathers you presume to be from seals or walrus. As she returns with her children you follow her and eventually come to a large village built into the shore of a small island nearby, each home half underwater and half above ground. You spend a while marveling at their inventions and clever architecture before an large bell is rung atop one of the homes. As the merfolk scatter and hide in their homes you see the reason for their fear, another sharkman is approaching. It moves much slower than the finned merfolk, a trade off for being so capable on land. Even still, it is able to use it's surprise to nearly catch a young mermaid before it is pulled onto shore by their parents. Soon the men and women alike are throwing harpoons into the water after it, slowly driving it off with a few lucky strikes into its thick hide. You observe for a moment longer as many of the merfolk arm themselves and return to the water, working cautiously and waiting for a potential second strike.

Learned location of merfolk village!

The next morning you contemplate your findings, perhaps you should contact them? Although you don't know how you would accomplish that. You don't have a boat to reach out to them, they are far out of the range of your domination spell, and even if you could contact them what purpose would it have? You wouldn't have much to offer them, even being your minions would be inconvenient considering the distance from the dungeon to the nearest source of water. Something to think on later, for now you must continue work on your dungeon.
>>
>>1376242

Day 29
[200/200 mana]

4 building materials available

Barracks; supporting 14/15
Farm; supporting 17/30

3 Myconids on their way
4 Scalefolk are returning from the hunt (2 days)

Minions vote:
>still working on constructing the barracks (1 more day)

Dungeon Heart vote:
>You have newfound human prisoners, what do you do with them? (second vote)
>Check up on David, he should be in Andalin by now
>Send Victoria on a mission
>you've got some corpses waiting to be used, Victoria will turn them into zombies if you have no other plans for them (second vote)
>[Write in]


how many of you guys are there? should I even continue posting tonight if there are only two or three players?
>>
>>1376249
>You have newfound human prisoners, what do you do with them?
I was late, so it's +1 more now.
>>
>>1376249
>You have newfound human prisoners, what do you do with them? (second vote)
>>
>>1376242
>You have newfound human prisoners, what do you do with them? (third vote)
I'm here, I think.
>>
>>1376249
>>You have newfound human prisoners, what do you do with them? (second vote)
Make sure the prisoners don't get too rowdy.
>>
>>1376249
You've got your human prisoners that have been in your makeshift prison for a few days now. They've been fed and guarded by the undead thus far and have yet to cause problems, however they don't seem to be pleased to be in this situation. They spit Victoria's name disrespectfully as well as the names of the dwarves who betrayed them under your command. Between Victoria and yourself you could easily dominate all four of them to do your bidding. Alternatively you could just give them to Victoria for the time being, you know she has been frustrated with the one thrall tending to her every whim. Or you could just kill them and turn them into revenants or zombies with Victoria's help. On the other tentacle Gabriel has noted that, although none of them have virginal blood, between the four of them you could summon something using your summoning circle.

[200/200] mana


You have four human prisoners, you can choose where each one goes. Mechanically the prisoners are all exactly the same.
>Dominate them with Victoria's help, make them your loyal servants (-50 mana each, victoria will do 2 for free)
>Between all their blood you could summon some powerful Daemons. (25 blood each)
>Just kill them and raise some zombies. (30 mana each, Victoria will do 2 for free)
>Just kill them and raise some revenants. (50 mana each, Victoria can't help)
>Leave them for now, you'll find a better use for them soon enough.
>[Write in]
>>
>>1376423
>>[Write in]
>Interrogate them for information, maybe they know something useful.

>>1376249
>how many of you guys are there? should I even continue posting tonight if there are only two or three players?
I'll try for sticking a while longer, but it's a bit late around here.
>>
>>1376423
>>Dominate them with Victoria's help, make them your loyal servants (-50 mana each, victoria will do 2 for free)
>>
>>1376423
>>1376432
>>Dominate them with Victoria's help, make them your loyal servants (-50 mana each, victoria will do 2 for free)
Sounds useful, but 50 mana each puts us at 100 mana, which being around our halfway point means we'll have to sleep again if we do this.
Interrogating them is a less expensive way of getting what we need.
>>
>>1376423
Lets do something different, lets talk to them.
>>
>>1376423
>>[Write in]
>Interrogate them for information, maybe they know something useful.
>>
>>1376423
>Interrogate them, and during that, find out some of their primal wants.

If we can find that which they desire, who's to say we can't convince them now?
>>
>>1376459
less than half means you have to sleep, exactly on halfway is fine

>>1376423
You send Victoria to first interrogate them for any useful information they may hold. They came from various backwater farming communities around Averland, some of them bought from prisons to work for the dwarves. They sold some of the iron to Hadersfield although most of it was sent north to Alluria and from there into the dwarven mountains, the location of which is found by a quick search through the minds of your dominated dwarves.

Discovered Dwarvish city of Keglodar, in the mountains to the north.

Although they don't seem to be willing to speak about anything else, least of all their homes and the towns they passed through. They're not particularly smart as far as you can tell and probably have little important information to offer, although they are somewhat willing to talk about the gods when probed. You could still dominate them and simply take the information from their minds, you'll have to see. For now you simply leave them be and head to bed. You can try to deal with them again in the morning.

That's gonna be the end of the session tonight, I'll run again some time over the week and again on the weekend. Thanks for playing, even if it was a short session.
>>
>>1376543
thanks for running
>>
>>1376543
Oh, loading in advance my choice for next time.

>If they were bought, that means they were slaves, offer them the opportunity to be set free, under the agreement that they serve us.
>>
>>1376567
Seconding.
>>
>>1376543
Good night op.
>>
OP is kill?
>>
>>1390216
Doesn't he have a Twitter?- Oh wait, shit. I forgot to ask him to give some of the opening info he gave last thread.
>>
>>1390216
>>1390288
I'm alive, just getting my ass kicked by midterms. I should be able to have a session tomorrow. My Twitter is

https://twitter.com/GM_UnderLord
>>
>>1390817
Well, good luck with the tests, and good night.
>>
Rolled 19 (1d100)

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

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

Day 30
[200/200 mana]

4 building materials available

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

Minions vote:
>Clear more rooms (2 rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

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




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