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Oh dear, you've become a slime! You were a nice and happy, proper young lady attending a prestigious magic academy, but after a terrible accident your body has been reduced to a gooey mass of jelly! Your diet now consists of whatever you can dissolve upon contact with the slime that comprises you, and who could look upon you with anything but disgust and disdain? However, there's lots of perks to being made of slime!

Like, uh... well you can adopt whatever shape you please, not to mention body. Plus with distributed senses you don't have to taste what you eat if you don't want, and you can literally see out the back of your head! That's right, you won't let this beat you, you won't let your life be ruined just because you turned into jello.
>>
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You are Slimy Sadie! Since having been turned into living jam, you've come to reside in a village of goblins and outcasts, serving as a local healer (due to positive effects of your slime) and occasionally helping out where needed. Plus, the periodic visit to the magical academy you had once been a student at and where the accident occurred, in order to visit friends and loved ones as well as take any sort of work you can from what might be available.

At present you have made another such visit as per week, but though you've made friendly with those close to you, it's not like you can remain here forever! You plan to spend perhaps the rest of the day here seeing to any other business before departing and taking back to your usual focuses. In particular, a strange sort of... invite? To some sort of magical institution present in a lake town to the west, a town where you'd caused some trouble in the past and thought not to return to but are now being invited. Ah but before all that, you have been meaning to talk with and ask Maribelle (staff member in charge of the menagerie at the academy) some questions and problems plaguing your mind in relation to some ongoing plans of yours to possible formulate your own distinct slimy race. So that, you're not alone in this world.

>How do you proceed?
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>>2647303
>>2647305

A continuation from the previous threads, everything you need to know? You're a slime lady trying to better understand your new slimy self, and make a place for yourself in a renaissance-esque fantasy world now! And here is a pastebin with all the information relevant to yourself, Slimy Sadie, and your improvements to yourself overtime;

https://pastebin.com/cSCXgXBT
>>
>>2647303
Im lurking but I'm not following closely enough to make decisions
>>
>>2647305
Hey, Goopy! How was your trip?

I don't really have a good grasp on the whole "Slime Race" thing, so give me some slack on that.

"Do you know anything about that rumored Slime God? There might be some hints into creating a new race."

Check the library for creation myths of orcs, elves, goblins dwarves, and humans. There might be some sort of inspiration for us there.
>>
oh hey, we're back.
I didn't have much in the way of questions for maribelle, that was the other guy. Maybe ask her about the weird invite from the lake town, though? Does she know the lake town's monsterologist?
>>
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>>2647359
That's fine, all are welcome, readers and players!

>>2647399
It was nice. Look at this pic.

Anyway, you get to talking with Maribelle in her office in between classes. The mousy caretaker of the resident magical animals always has time for you.

"Do you know anything about that rumored Slime God? There might be some hints into creating a new race."

"Still on that idea? Good for you! A slime god though... I'm not really experienced in theology or history so I'm probably not the best person to ask. If I had to guess though, I don't think slimes normally are intelligent, so it may be a representative god rather than one which is worshiped. Luhor for example, the god of forges and fire is worshiped. But a god of snails if there was such a thing, probably wouldn't be worshiped and just... is."

That does make sense you suppose, since it's not like slimes (that you know of) typically have minds... or even souls, to devote themselves to any sort of deity. But, that doesn't mean one wouldn't exist, or that it may not have believers who aren't slimes. As strange as it may be, perhaps in some strange corner of the world there's a shrine to a slime god with some cultist believers.

Considering this, you thank Mari for her opinion before taking to the library to follow up on the notion and see what you can find in the books. A better understanding of the various theology topics ideally, for whatever you can find. In doing so, make a roll then (typical 1d100) to see what sorts of books and information you can find on the topic. It seems given that you could easily locate writings of prominent gods known to mortals, but maybe you could learn of certain creation myths or even more discrete gods.

>As said, make a roll!
>>
Rolled 17 (1d100)

>>2647444
Let's see if there's anything actually written down about this shit.

Research is like 75% looking up other people's work, anyway.
>>
Rolled 14 (1d100)

>>2647444
...the Isle of Solstheim?

Also, maybe you should send a notice to the /qtg/ that you're back. Might bring in some stragglers.
>>
Rolled 94 (1d100)

>>2647444
Rolling for divine revelation.
>>
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>>2647443
Sorry, missed that before I posted. You can of course sort that out as easily as returning to her before you depart though.

>>2647447
>>2647452
Yes that's right, I went to Solstheim.

>17

Unfortunately it seems, for as expansive as the archives are in this institution, writings on non-magical topics aren't all that common. At least from a cursory search, and the nature of the gods isn't really considered magical so that topic is no exception. With Louis's help though, you are able to find at least a couple basic and common books on the subject. The same sort of books you could find anywhere really but they're here now so you're find to make use of them.

Of course you don't have time to read through two whole books but a summary search you can manage. Though, it's not much more information than "you" knew already from when you were still alive, probably the extent of theology knowledge for your average person around. Essentially, the gods fall into two categories, primordial ones and representative ones. The former are complicated because they vary much between creation myths and theologies of different races and cultures, but the basic idea is that at the emergence of the mortal races into being, associated gods oriented or attached themselves to said races and their fate. As ages progressed though, faith in these gods and their more discrete natures waned in favor of gods whom actually represented things; ideas, concepts, beliefs, or even physical things. So something like the primordial mother deity of humans, lost favor to something more specific like Rhomal the Runecrafter the god of runes and crafting (obviously), or Ahquena the Arcane the goddess of sorcery. Largely in part due to a more noticeable and direct involvement by the representative gods in the mortal world, but also because the representative gods are more easily characterized and understood; they are more like solidly imagined divine beings rather than vague notions of some racial god.

So indeed as Mari suggested, if you believed that there was a slime god, you would expect it to be something more primordial in nature. Then again there are some exceptions...

>How do you proceed?
>>
>>2647503
Huh. so there might be a more specific slime got at some point, if we make a lot of slimes interested in a slime god.

If we've got mari here, yeah, let's ask her if she knows about the lakeside monsterist. We got an invite to visit.
>>
>>2647503
>>2647501
>94

Another just-missed post. Well you found those two books which were basically a commoner's guide to the gods.

Before you leave the library though, Louis does have an assistant run after you to deliver to your slimy hands, a tome which details more specifically creation myths of the various common mortal races. Perhaps this could be more useful and more what you were after, though maybe you'll take to reading it thoroughly later. After your departure perhaps, when you have the time on the road?
>>
>>2647507
oh, sweet.
It's good to have enough reputation that we can check out books.
>>
>>2647507
I think we sorted everything we wanted to do at the academy now. I think I might have missed a post or two on the tail end of the last thread though.
>>
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>>2647513
>>2647506
Actually it's a book he doesn't want, in finding that it was in the archive in the first place. Same with those two others. Maybe it's not a good policy for the academy, or at least specifically the archive to have, but as far as Louis is concerned those books being gone means more room for magic books in particular.

In any case you can return to the menagerie once more with your findings, and again to see Mari and ask about the other pressing matter.

"The mage's guild, of Sailles? The town itself is quite fancy I suppose, the guilds reputable... I've not been myself though we have had and do have students from there before. I'd worry about hostility though if you returned to the town itself after your trouble there before, whether or not the guild promises safety."

A fair point, as last time you were there, an accident on behalf of your slime clone Adriana resulted in a giant slime running amok and resulting in some destruction and deaths. You are getting better at hiding yourself, hiding your slimy nature, but if you were discovered just out in the streets you don't suppose you'd get a warm welcome.

Something to consider at least, elsewise you think that's about all the business you have here then? You can say your last goodbyes to your friends, and Carter, before your departure then.

>After this visit to the academy then, wherefore are you interested in heading?
>>
>>2647503
Let's take a quick look at what jobs Louis might have for us. It'd be a good idea to see if there's any artifacts or relics that need research or collecting. Other than that, let's head back home and see if we can order some dresses for our huge slimegirl form.

Also, spend a little while with Carter before we leave, maybe go out for a little walk near the academy while we're in huge slime form, show him the view of the plains from our shoulder. Then after we're done being all lovey-dovey, tell him we'll be back to see him as soon as possible.
>>
>>2647515
>I think I might have missed a post or two on the tail end of the last thread though.

Because of my travel the last thread kind of ended without a proper finish which is my bad, apologies. But essentially it was left off with two goals; a better understanding of the region and the geography of this country and others around, as well as a better understanding of the immediate area around the outcast village where you live and a desire to start exploring around. The former, you can consider when you have the free time, you can just ask (like when traveling), I was meaning to do that last thread but can do so if anyone still wants. The latter, you can do as soon as when/if you return home to the village, it was and is as simple as just venturing out of town.
>>
>>2647528
yep, standard issue loveydoveyness every weekend.
>>2647522
we head home and get ready for our trip. I guess we ditched the covert slime wagon too soon, since we need another stealth trip. I guess this time we'll walk. Bring whatever disguise we've used before, so we can wear something when we're not using disguise self spells.

And, maybe a tentdress for giant form, because we can do that whenever we have access to our barn now.
>>
>>2647522
Oh dangit, nearly missed this.

We wanted to talk with her about the possibilities of doing further experiments to make our own race and the possible methods of reproduction as well.

As for location? Any direction we hadn't gone, but we should send a missive detailing the problem of how to get into the city in private and all that.
>>
>>2647528
Any potential seeker jobs for the archive? Sure why not, make a roll! Might be something appealing to you, or could be nothing but errand work.

>>2647548
What sort of experiments are you referring? You mean just yourself and/or on your own, or like, requested use of her facilities and/or assistance?
>>
Rolled 1 (1d100)

>>2647562
here's a roll to see if jobs are on the way.

And I'm kind of fried today, so I can't really think of more experiments towards a slime race right now. We'd need to try variants of corruption, self duplicate, retention, and shit like that, and that takes body capital.
>>
Rolled 79 (1d100)

>>2647562
Even errand work has a paycheck to it.
>>
>>2647569
oh no.
I'm so tired I roll 1s.
>>
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>>2647569
>1
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>>2647569
Oof.
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>>2647569
I guess we died while looking for a job.
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>>2647580
No, it's the Janitor. He's still demanding that we keep our promise to clean up the Academy.
>>
>>2647585
but we DID!
Oh well, more cleaning for us.
>>
>>2647589
I think we forgot it was supposed to be for a week...

Oh well, maybe this means we could stay at the Academy for a bit longer?
>>
>>2647594
I thought we did it for a week.
Oh well, we can make up for it with MASS SLIME CLEANING
>>
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>>2647569
>>2647570
>1

As well it seems, though there appear to be some juicy jobs listed for you (or anyone to take), while searching them over Louis hits you with a blinding spell... or maybe he just throws a blanket on your head.

"Ah! Sorry Sadie but I was told not to offer work to you anymore. Using the archives is fine, but no jobs. Order came down from Dama Popescu, something about trouble with orcs? I didn't have much a chance to ask her much more than that, you know how goblins can be."

Hmm, seems like a... hopefully temporary ban from posted work. Not that you can't of course find work in other ways or just elsewhere, but you're no longer allowed to do so from the archives. Shame, it was always a nice little way to make some income.

>>2647528
>>2647533
In this instance you didn't bring your whole slimy mass, too inconvenient. But you can certainly spend some special time with Carter after saying the usual goodbyes to your friends. A pleasant walk around the walls outside the academy. You want to discuss your plans but he'd rather just talk about your feelings and what's on your mind, as well as his looking forward to the summer recess, the same as with the winter, when two months are allotted free to staff and students. Maybe he can come and see your home then, spend some time even perhaps? You'd been all serious and slime-business-minded before but he does make your heart so aflutter and cause such a weakness in your slimy knees. Still more when before you depart he surprises and draws you close for a kiss and runs his hand through your slimy hair, complimenting your new look.

"Don't think I didn't notice. A little more purple now than pink, I like it."

That bastard, if you had a heart it would be hammering. Well then, with him seeing you off, you're set to depart for home again?
>>
>>2647600
we, uh, we've got a place for guests now. If he wants to visit at any weekend. Just a thought.

I think we're heading home, yeah. Gotta prepare for our next expedition.
Either a stealth mission to the lake, or another wilderness mission. I suggest the first.
>>
>>2647605
Space for guests was never your reason for refusing him visit, rather the fact that you live in little better than a shack. But if you suddenly got over that, sure you can invite your beloved to visit your disgusting hovel!
>>
>>2647611
oh, see, we've got a nice house INSIDE the disgusting hovel.
It's one of those weird things
>>
>>2647613
though, maybe we should double check to make sure the farm has a guest bed.
>>
>>2647613
The cauldron space? For sure that is actually very nice. However Emile and Narrion are dwelling in there currently. If you're willing to boot them out though, you suppose you'd have the space to yourself sure.

A cruel part of you does consider as well, imprisoning Carter within the cauldron, like the witch did with Emile. Then you could have him all to yourself forever and ever! Ah but no, that would be too much yes?
>>
>>2647619
Much too much, yeah.
And I don't want to boot anyone out.
Guests beds should be checked and set out straight. At some point. I guess there will be a guest room in the eventually finished barn.

So that can come later. Back to our other tasks.
>>
>>2647600
Ugh, Popescu. It's almost like she's trying to make her predictions turn true. We've really got to get her off our ass.

Anyway, back home it is.

>>2647619
>Then you could have him all to yourself forever and ever! Ah but no, that would be too much yes?

...Oh Gods, that's just too tempting.

Remember, Sadie, you want Carter to graduate first. It's not fair to make him give up his diploma just for you. Just gotta wait a little longer, Sadie, just a little more...
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>>2647627
Graduate and then what? Go off to the wars to be killed? That's what he's schooling for after all. No wars in the cauldron...

>>2647623
>>2647627
Back home it is, as you leave sight of the academy behind off across the rolling greens to the forests beyond and your home therein. You expect to be able to reach there by nightfall, but who knows? Make a roll just in case.
>>
Rolled 50 (1d100)

>>2647643
oh, no, we can follow him to the wars.
Nothing keeps a man unkilled like a girlfriend who is also a giant monster made of healing goo.
And the bodies!


Rollin' for good travel.
>>
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>>2647645
A woman to the wars? What nonsense!
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>>2647652
the scariest camp follower in a several country radius.
>>
>>2647619
Waaay too much...but this wait is so frustrating. At any rate it's as >>2647623 says. Get home and prep for adventure! And figure out how to get to that mage meeting...
>>
Rolled 91 (1d100)

>>2647643
Also rolling!
>>
Rolled 33 (1d100)

>>2647643
No going off to war until we figure out how to make slimebabies, and he does his job providing the raw material for them. After that happens, then there's some other stuff later...

Anyway, I've got work tomorrow, so I'm calling it a night. See you around!
>>
>>2647659
>>2647665
>91

Thankfully you face no trouble on the way home. Strangely though while crossing the road to the forest, you do encounter what looks like a horse-man facing off against a few men in strange garb, all flowy-like and hooded or robed. The sort, if you recall correctly, that folk wear in hot and/or sandy regions.

A strange sight, but worth getting involved in? Your call. It's getting late and home is still a ways.
>>
>>2647678
well, we don't have a horse or anything to watch over. We're on foot.
We can't really lose anything by stopping and seeing what the hell these guys are up to. And maybe cheering for whoever looks most heroic.
>>
>>2647680
Maybe pitch in if shit looks real dire.
>>
>>2647680
Well this is a beastkin, those strange beings half-between the common races and animals, in this case a horse.

You figure to stop at least though and see what's going on. You draw some confusion from all of them, but ire as well from the few gathered men. They remark and yell at you in some strange language, while only the horse-man can speak some of the language of this country.

"Where are these men from?"

"Away. Slave takers."

That's a shame, if you think you're correct in understanding what he's saying. Slavery is forbidden of course in these lands (though not like laborers or indentured servants have it better) but beastkin often don't get the same recognition as common races do under the law. A closer inspection at the horse-man's condition, he looks pretty rough and you notice obvious shackles on him, though currently broken.

It seems they're at a stalemate then. The other men, maybe trying to catch him? And they're armed, but not willing to venture too close or risk getting kicked or worse. And the horse-man, well near enough as if a horse just stood upright so a kick could easily kill.

>How do you proceed?
>>
>>2647695
What's stopping him from just... leaving?
Surely a horse man can outpace slavers.
Is this some kind of rescue mission or something?
>>
>>2647701
also, since he's the only one who can speak, I'm kind of wanting to cheer for and/or assist horse man.
>>
>>2647701
He's not a quadruped, but surely he can still outrun some humans? Why would the horse-man even bother to face off against these men?

"Can't you just run away?"

"Need help other."

Maybe this isn't the first encounter between them. If he could just run away you're sure he would but maybe they'll just hunt him down, maybe they have here already. On a basic level, at least for the ability to understand one another, you favor his cause and even consider helping. But to actually get involved, you're not totally sure yet. The other men are armed after all. Though, that said, you know for sure authorities of the land wouldn't take kindly to foreigners wandering around. Especially armed ones, what with the wars on.

>How do you proceed?
>>
>>2647711
Where's the other? Let's go help them, why not.
This always ends messily, but hey, it's as close to heroism as we get.
>>
>>2647714
Someone else? You can ask after this but it seems to be why the horse-man is involved with them. A need to follow or interrogate them it seems. Probably if the horse either ran away or was subdued, yes you expect that the men would just depart off to wherever they are headed or camped.

Helping seems the right thing to do, but... do you want to actually help? How much are you willing to get involved?
>>
>>2647729
well, let's assist in punchups, but if it gets to killin' he can do that on his own.
>>
>>2647743
You can help in the fight at least, so make a roll!
>>
>>2647729
Help him out. Fight if we have to. They're foreigners, slavers and I'm feeling vaguely racist!
>>
Rolled 26 (1d100)

>>2647752
Sure, let's have a classic punchup.
As best as we can with being made of goo and fighting by what is effectively weaponized hugs.
>>
Rolled 59 (1d100)

>>2647752
Have to kill fast, horse too slow.
>>
>>2647752
To expand on that, we do have the numbing toxic slime, and we're still carrying useful items (swords) internally, right?
>>
>>2647762
I'm sure we probably have a couple nonmagical ones.
I mean, we never sold them. Or tossed 'em.
>>
>>2647762
Usually, besides clothes, the only item you ever consistently carry with you is your crown. However it's fair that you could carry a weapon with you at least, kept in your torso probably but not a problem because hidden by your clothes. Not a magic one because it would just destroy you from within, but even a mundane weapon is never not dangerous.

>>2647757
>>2647755
>59

Not bad. An idea then, of how you're trying to fight them? Like what, if any, technique or even just abilities are you using? And of course, are you trying to kill or not?
>>
>>2647771
nah, no killing for now. If I understand correctly, this guy needs to question or follow these guys.
Just try to get one stunned down, and it's fine if the rest run. That way, if he wants to talk to one, he can, and if he wants to chase them, he can.
>>
>>2647783
and to do this specifically, consider either the ol' "endless arm gloop" or the ol' flatten and glorp from below.

Depending on how much we worry about being naked.
>>
>>2647771
Sadie is a girl so she would love ponies and a slime so she would be driven to consume. I say kill.

Get a sword out for self defence. Throw slime set to be toxic and good leapers. Order any that miss to jump at people. Ideally we want to throw a lot but not especially accurately so they don't realise there's stray slimes behind them to try to cut off escape and play facehugger.
>>
>>2647785
how about we just follow horseman's lead? He'll be the guy in charge of this investigation.
>>
>>2647785
Thrown slime doesn't really work that way, at least not at the level you have it at.

>>2647783
>>2647784
>>2647785
>59

"Taste slime, foreign bastards!"

What a foul mouth. But, in your own native language, so none here would know.

In any case, keeping with propriety as to not slip free of your clothes, nor devolving into a globby slime monster mass to not need said clothes, you prefer to fight about as conservatively as you can. By drawing a sword from within yourself and then hurling globs of toxic, numbing slime at the enemy and slamming them with a globbed-wrecking ball of a punch.

The result is quite effective, though the moment they see the sword pulled out from your inside they understand the situation. Raising their guard the few men act cautiously on defense but have no idea how to react when they see globs of your own body flying at them. The nearest is hit all over, and where his skin is exposed is quickly affected that he doesn't last long before collapsing. The second nearest, is distracted at least enough that the horse-man can rush up and floor him with a double-handed overhead blow, with such force that the man crumples and you'd be surprised if he wasn't killed outright.

Faced with such a display, the third fellow panics and takes to running. Though you know the horse-man could outpace him so catch up, but he focuses on the downed man covered in slime blobs and wrongly assumed that you only affected him rather than sent him into toxic shock and eventual death. Chances are he just expects the fellow to wake up and then interrogate him.

>How do you proceed?
>>
>>2647819
aw shit, heal the guy before he dies. He wants info.
>>
>>2647819
Tell the horseman to chase the last guy, set blobs to stay in place. Help run the last guy to ground - we're pretty spry too.
>>
>>2647824
well, I guess we can try. it won't take more than a minute, and we can get back to healing this guy if we fail to capture him.
Goin real hard today, though.
>>
>>2647822
You can only heal physical harm, this guy is dying from toxicity which isn't something you can just heal away.

>>2647824
>>2647822

"He's dead! Go get the other one!"

Confused but accepting, the horse-man two legged gallops off after the runner. You start to rush after as well but he's just so much faster than you, what's the point? You hear and can see panicked screams from the runner as he sees the horse closing in, and he wheels about to possibly defend himself but the horse-man just barrels over him and completely floors the guy.

After that, it's no trouble for him to be disarmed and dragged back.

"Thank."

He's a bit of a serious one you gather, but the horse-man appreciates your help no doubt. Ah, but what to do now? Just rip into the dead and soon to be dead in ravenous feasting? You're always so hungry after all... or be on your merry way? Surely you don't want to get any further involved in whatever dark business is going on here?
>>
>>2647830
I don't think we can heal him. Our slime fixes physical injuries, not poisoning.
>>
>>2647835
Ask him what's going on, call blobs home, pull one corpse under out dress with a blobby lower half so we can eat while we talk.
>>
>>2647835
>>2647842
yeah, we're curious and we're hungry. Discreetly blob up a body at a time and listen to the proceedings.
>>
>>2647842
It's not an impossible idea, but it would be impossible with the clothes (normal dress) you're wearing to hide dissolving a body. Since you're traveling by foot, you didn't put on a nice fancy or big poofy dress.

But at the same time the horse-man doesn't seem attached to the dead guys, so if you wanted to cart the bodies off he wouldn't object.

"What now? Are you going to torture him? Kick his teeth out, I saw that happen to a stableboy once! Or... is that offensive to say if you're not a normal horse? Sorry if it is."

"Not know. No hear him language."

Sure enough the captured guy is somewhat regaining his senses after being horse-tackled, and babbling on and lamenting his dead comrades. The horse-man though seems confused as to what to do with him and certainly isn't able to communicate it looks like. Your suggestions to just beating him, may be the only option...

>How do you proceed?
>>
>>2647856
Wait we can understand the guy? Play translator. Split some blobs off to haul the bodies off the road and then return.
>>
>>2647856
Hm.
Does he know our language at all?

We could... Check the guys for information? See if they have any maps? Maps don't need language to be read.
>>
>>2647859
No the other way around. The horse-man has some grasp of this country's language which is your second. But the slaver fellow speaks a completely foreign language that neither of you know.

>>2647860
Roll for checking! Then you can cart the bodies off the road for later dissolving.
>>
Rolled 83 (1d100)

>>2647859
>>2647860
oh wait, I'm stupid, we have magic.
>>2647865
After we check, we should cast comprehend languages to understand what he says.
>>
Rolled 15 (1d100)

>>2647865
Rolling.

>>2647866
Wait comprehend languages is a first level spell? Magic is so overpowered sometimes.
>>
>>2647874
yeah, 1st level, s'crazy
>>
>>2647874
>>2647866
>83

You make a quick search of the dead before carting them off. You get everything of worth off them, including their weapons, bags with some coinage, simple equipment, rations, as well as a book, a journal, and a very crude map of what looks like the coastal areas of these lands. Strange since you're a decent ways inland. Oh well.

After that you recall to be able to perform magic, and so figure to comprehend languages. Ah, but what do you say to him, what do you ask? At least you can understand what he's saying now.

"Devils! Curses be upon you and your fathers! Damnation awaits for your actions upon good men!"
>>
>>2647892
hm.
Ask him if he understands us, while perusing the journal and map. More recent dates.
See if you can see any horse kidnap notes.
>>
>>2647892
Ask who they are and why they were harassing this horse. Ask the horse if he needs to know anything because that's the impression we were getting from him catching this guy.
>>
>>2647899
You ask him but unfortunately it doesn't seem to work as he just carries on. You can understand him sure, but can't speak his language.

The journal though is much more helpful, moreso than the map. The most recent entry details the movement of a group towards the coast after obtaining some of these beastkin, and their plan to ship off across the sea to the south. Most relevant to your interest though, it details up until this morning, an entry about putting up camp further along the route after losing control of a horse-man slave during the night previous. Some detail about putting up camp off a trail assumedly not far from here.

>>2647906
The horse at least you can somewhat communicate with without the use of magic. As far as he's concerned, now thinking upon it, he was probably going to rough up the guy and then let him go to follow back. At least you think so from what little he spoke.

With this new information though, maybe you can find where they came from on your own?
>>
>>2647908
huh, yeah, slavers.
Tell him we found 'em, sorta. Have a description from a journal. Does he want to go check it out?
>>
>>2647908
Too much uncertainty letting him go - he probably won't head back right away. Tell the horse what we know about the probable camp and offer to help him save the rest of the horsies. Do we have time to swing by goblin town and pick up the cauldron?

Kill this guy and absorb all three. Warn the horse it's kind of gross.
>>
>>2647919
we might not have time to absorb all three. The kidnapping thing might have a time limit.
We should mark this spot somehow and come back for them?
>>
>>2647914
>>2647919

"I think I can find the way to where they are camping out. And we wouldn't need to rely on this guy either, it says so here in this book."

"Show where? Please."

Well at the very least you could take him farther along where you might be able to locate this place. Though, you're not sure if you could make it home in time and then back here. Certainly not while having to lug the cauldron along. Not that it's particularly far away, but you're not sure how these others will remain at camp, especially if these fellows don't return in time. Doubly so if you want to take the time to dissolve these three.

If you do want to try and find the way though, make a roll to try and work by the journal and backtrack the way to see if you can maybe locate the camp based on written descriptions. As for this remaining fellow, kills yes? The horse-man can just kick him in the head and do the job, though what you do with the bodies is your call. He doesn't care, just takes a weapon, one of their curved swords.
>>
>>2647921
We can move just as fast as a blob - we squeeze them into the middle (wrap them up to protect people's sensitive eyes?) and roll. We're partially compressed at the moment, I think, so we've got a fair bit of mass to play with.
>>
Rolled 43 (1d100)

>>2647922
Kill and rolling to find camp. Time to ruin everything.
>>
>>2647924
let's see how many he allows us to bring.
>>2647922
let's go stop some slavers.
And this guy could stay or go.
>>
>>2647929
>>2647927
I mean it's down to whether or not you want to display such a thing to the horse-man. You have enough mass, minus compression, to store probably two bodies. However it would basically mean losing clothes and shlorping along as a slime mass with two dissolving bodies therein. One body you could manage without devolving your form, basically just wrapping yourself around the body, but these are full grown men while your clothes fit a woman your size so it would still be too big for that.
>>
>>2647932
eh, we should probably just come back for them.
We won't be able to finish eating them by the time we find the camp and will have to drop them anyway. Leave a marker somewhere so we can return and get going.
>>
>>2647934
Want to also roll then?
>>
Rolled 87 (1d100)

>>2647935
oh, I didn't see you call the roll. I'm kind of tired today.
>>
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>>2647939
Well it is pretty late to be fair.

>>2647939
>>2647927
>87

Well it's no easy work, and you nearly miss it along the way. But after stashing the bodies off the road, you trek along with the horse-man and follow the road up-a-ways. Back and forth you have to go several times, as well as needing to hurry before the spell to read expires. Vaguely though and after several attempts, you do manage to barely just locate a foresters trail off the main road which in passing you almost stumble upon a small camp. A strange sight, of open-air tents set up in a manner of great sheets suspended atop several poles, over some throw rugs and many pillows strewn about some fires here and there. It doesn't look to shield from the wind, but it creates a much larger covered area than just a normal sealed tent.

Carefully drawing back (luckily, your sound masked by some stringed instrument being played) with the horse man and then scouting it out, you are able to pick out five other men and two women of the same descent and dress as those three you killed on the road. Besides them are two women native to this land who though aren't visibly enslaved per-se but are obviously prisoners. The rest, are an array of five different sorts of beastkin, none of them horses surprisingly, and an orc couple. These latter group are actually in chains and spaced out among the various posts propping the tents up, but even then you wonder why they don't just rise up against the slavers? They're just men after all compared to the beastkin whom like the horse-man, some of them are quite mighty or at least dangerous, and the orcs to a similar extent.

As you can see though, however competent fighters any of the slavers may be, two of them are at least visibly armed with guns, and one is suited pretty heavily in what is probably magic armor. And this is all just at a first sight, a basic impression. You could spend longer examining the camp or any specific details, but you'd need to specify, take the time to do so, and of course roll to see how well you can discern.

>How do you proceed?
>>
>>2647963
we've got a pretty long range now. Can we make a semi or full circle of controlled slimes around the camp?
We'll have to keep them from friendly firing, so I figure we can focus on controlling them from our hidden locaiton.
>>
>>2647967
You could do that, yes. Keep in mind the amount of slime you have to work with though. If you encircle the camp, the slimes themselves will probably not be larger than goblins.
>>
Rolled 82 (1d100)

>>2647963
They don't look like they're packing up to leave any time soon. Wait and watch. If the armoured one or the gunners take a break, see if we can get closer and take them out quietly.

If we take the gunners out we can probably get the horse to charge in and help us and if we can take the armoured guy out he's probably the biggest threat to Sadie.

While we're waiting I'd like to see if there's any way we might be able to sneak closer to the trapped people and free them.
>>
Rolled 38 (1d100)

>>2647972
that's fair. Though, they can gang up this way, which is handy and works well with bulls.

>>2647976
if we can get a few steal takedowns in before we start the actual assault, more the better.
>>
>>2647978
>>2647976
>82

A closer inspection and you can discern more information. Particularly the armaments of the slavers. Though none of them are actively wielding anything, they all keep their weapons at their sides. So you could get the jump on them but right away they could be ready to fight.

You can also pick out the beastkin, there being a cat-man, a cow-man, a pair of wolf-man and woman, and a pig-woman. All of the humanoid type rather than other common races like elf or orc half-types, so you guess that the slavers must have kept around areas of particularly human habitation to have found these animal-folk. Otherwise they'd have some other half-types. Freeing any one of them (and the orcs too) though could be a big boon to your efforts against the slavers though.

Lastly, the biggest problem is that by the way they have their camp setup, you don't really get a chance to see any point at which someone goes out of sight or is not noticed. Probably the goal, of always having several eyes on the slaves at any given moment, but it also doubles as a security against sneak attacks. Hell, even when you expect them to take bathroom breaks, they have chamber pots with them and just draw part of the tent about for privacy. The only chance you could imagine, and this is guessed at since you don't actually witness it, is when either water is needed to be fetched or when any of the slaves are probably let up if they themselves need to relieve themselves.

You try to formulate plans of attack, but it's a difficult situation for sure. It's not that you expect some incredibly dangerous fighters among this lot and to be soundly defeated, but trying to accomplish this without casualties will be hard if not impossible.

>How do you proceed?
>>
>>2648001
hm.
If we can take out the two gunmen first, casualties will go down MARKEDLY.
Try to get some slimes moved in on puddle form to within ambushing range, and then initiate assaults next time they break formation to get water or move or change shifts.

Sound decent? I don't think I can trust slimes with releasing people tied with knots.
I don't know if we can even do that with our hands, slime as they are.
>>
>>2648001
Yeah taking out the gunmen seems like a priority then. They'd have camped near a source of water. Let's drink up to maximize our speed and size for a fight and rush them with toxic dog sized slimes the moment anyone seems busy. Keep some mass for Sadie. The horse can be the second wave.
>>
>>2648010
yeah, horse is vital for having ACTUAL PHYSICAL BODY.
This means he can undo ropes way easier than us. We'd have to like, spend 10 minutes cutting them.
>>
>>2648010
>>2648008
You can see how this plan goes then, roll for success of course, and next time we resume tomorrow we'll see how it goes. Thanks all for playing!
>>
Rolled 16 (1d100)

>>2648014
here goes. roll for cliffhanging.
>>
Rolled 45 (1d100)

>>2648014
I am a disaster master.
>>
>>2648018
>>2648020
>>2648014
One more addition I might as well, since I forgot to. But in observing the camp, you can also get a better impression of the slavers themselves. The five men are obviously all combat capable or at least armed, though you don't get the same impression from the two women who do not appear to be armed and are just taking care of higher skill duties than the two local women performing chores, in the form of writing and categorizing goods.

Among the obvious combatants, there's the two gunmen, the fully armored fellow, one completely unarmored and seemingly devoted to meditation or prayer, and one lounging about though less armed than the rest. But, over your time of observation you almost miss, a quick use of minor spells here and there to help with simple things like lighting a pipe.

So yeah, if any of that info may impact or change your strategy, you have it to work with. Until we resume next!
>>
Rolled 71 (1d100)

>>2648014
>>
Rolled 13 (1d100)

>>2648014
Yay. And I don't think we necessarily need any changes. Just need to make sure we're quick and thorough.
>>
>>2648067
Damn, they got a wizard.
I mean, that's good for us, but also REALLY BAD for us.
Let's add him to priority targets, along with the gunmen.
>>
>>2649884
The other one is probably a monk or some sort of priest too. Monk might be painful: magic punches!
>>
>>2649922
man, it sucks when you're a slime and a minotaur and you have to go up against a party of 3-5 adventurous sorts + hirelings.
>>
>>2649931
It does. On the plus side, if we eat some of these guys then it might allow us to level up one of our talents like the mental thing to let us divide ourselves and not have the clone automatically obsess over Carter.
>>
Hey guys, sorry for a bit later start, had to handle some errands. But, will be resuming shortly.
>>
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>>2650112
You may recall, but being able to split minds means that other players can take control. If you so dearly didn't want Carter, you could just control a clone to simply be that way.

>>2649858
>>2648128
>>2648020
>>2648018
>71

So you lie in wait with your horse-man ally, watching and plotting for the perfect time to strike, and all the while further observing the enemies and taking in whatever you can. Given your slimy nature, you could probably make for a very dangerous predator if you chose to regularly operate this way. Eventually though you reach the conclusion together, as night starts to settle in and while a few more of the slavers than usual, are occupied here and there (at least minorly) with dinner prep.

"Hey by the way, what's your name? I'm Sadie."

"Rociero."

So having gone over the plan together, you split yourself up into many slimes and come to encircle the camp, each individual slime about the size of a goblin or small child. It's a lot of strain mentally, to try and keep track of and maintain a control over all the different slimes. However it doesn't have to last for long thankfully, and when you think the time is right with the spellcaster busy eating you spring the attack!

Quick and fast, your slimes converge with effective use of your investment into Quickness, such that by the time anyone has a chance to react you're already within the camp. Your biggest focus of course are the two gunners and so you have most of your slimes focus on them in an attempt to swarm and take them down. You personally though with some other slimes to help, go directly for the spellcaster. One of the gunners is overwhelmed outright, while the other is able to mount a defensive but wastes his effort by shooting a slime. The spellcaster however, though caught off guard, merely looses his robes when you try to glomp him and quickly thereafter puts up a fiery barrier. Probably his go-to for defense. Though not like fire is particularly dangerous to you...

Meanwhile after the gunshot sounds, Rociero gallops in and rather than get into a protracted fight just kicks the armored fellow off his feet, before focusing on the prisoners to try and break them free. The sorcerer faces off against you and prepares more spells, while the armored fellow is reeling from the blow, and the unarmored one draws a pair of swords and starts chopping away at slimes but is occupied by them for the time being.

>How do you proceed?
>>
>>2650173
Get the slimes that took down the one gunner to retarget on the other. We can sacrifice one slime - get it to wade through the magician's fiery barrier and apply bad touch.
>>
>>2650173
Send some of your slimes to the armored guy and try to get inside his armor, then burn him from within it with Acidity. He'll likely will try to pull off the armor to get them off. As for the spellcaster, feeding slime to magic users seems to be a great distraction.
>>
>>2650173
The magician is probably the biggest threat, closely followed by the armored dude. I'd say refocus on those two in that order, then the gunner, since it likely wouldn't do much to us.
>>
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>>2650196
>>2650194
>>2650209
You decide then to have most of your slimes now swarm the armored fellow and try to permeate where they can, while you continue to focus on the sorcerer. Right away you send a slime then to basically suicide through the fiery barrier which does go somewhat successfully. However, in attempting to harm the spellcaster himself there isn't much success because he's still wearing clothes, and shortly after blasts away that slime with a magic bolt.

At least though the armored fellow is soundly occupied trying to fight and shrug off slimes, needing the unarmored fighter's help to keep from being drowned essentially. This gives Rociero the chance he needs in order to free at least the orc couple first, but he is promptly shot by the still-standing gunner who was able to reload in the time given after the slimes switched target to the armored guy. The horse-man isn't killed outright, but he's injured enough, shot in the shoulder, where he can't do much good at unchaining more prisoners. At least though you have two more helping hands now, the orcs seeking weapons to take up and join the fight.

>How do you proceed?
>>
>>2650173
aw shit, I was late to slime party.
>>2650214
Get the fucking gunner.
The gunners are the priority for THIS FUCKING REASON.
>>
>>2650214
Slime the gunner, and slime up both the guns they have so they fall out of their hands.
>>
>>2650220
>>2650278
You want to abandon efforts against the armored one then to refocus on the gunner?
>>
>>2650286
I think so. Armored guy should be PRETTY numbed/poisoned by now, but the gunners are obviously not numbed/poisoned enough yet.
>>
>>2650214
Agh. Perhaps I was in error. So yes, to the gunner- but not ALL refocus. Can we do anything ourselves?

And I wonder if any of the slaves can fight...
>>
>>2650294
>>2650289
You were busy focusing on, and keeping the sorcerer occupied. If you want to abandon that idea you can of course focus on something else. As for splitting fighting between the armored fellow AND the gunner, that's a bit much for you to mentally divert yourself to in the middle of a fight.

And yes the orcs appear to be able to fight at least.
>>
>>2650303
well, if we have to abandon either the sorceror or the armored, guy, abandon the armored guy to get the gunner.
We need as many orcs freed as soon as possible to turn this from an ambush to a battle. If they get shot, it ruins everything.
>>
>>2650317
Sure thing, make a roll now that others are starting to join the fight!
>>
Rolled 56 (1d100)

>>2650320
Here goes...
>>
Rolled 77 (1d100)

>>2650320
>>
Rolled 71 (1d100)

>>2650320
freedom roll
>>
>>2650337
>>2650333
>>2650330
>77

Lucky you, the orcs are combat-experienced! So while you personally focus on the sorcerer and then have most of the rest of your slimes go back after the gunner again, the greenies after finding weapons take to action! The male goes after the armored fellow to again, keep him down as well as try and face off against the unarmored one. The female busies herself with freeing more slaves where Rociero is unable.

Easily enough is the other gunner brought down with the focus of all your slimes, despite another shot going off at said attacking slimes. The orc man as well is able to injure the armored slaver quite badly after he's already been weakened by the slimes, however he is faring pretty poorly against the unarmored guy. The bull-man is in the process of being freed, already loosed from the post and now just needing to have his chains broken.

There's still the matter of the sorcerer though, who with time going on (and for a bit there, your focus elsewhere) is able to prepare more and better spells. Now not just on the defensive, he's actively blasting the few slimes you kept with you to help against him, and has up a magic barrier now. Not just the fiery ward, but actual magic force to prevent basic contact; a floating magic shield as it were to move in the way.

>How do you proceed?
>>
>>2650398
all right, now with the gunners gone, sorceror is the prime target.
Start having your slimes work together. Have half of them fling the other half at him as projectiles using all the force of our quickness and throw slime powers.
>>
>>2650402
Second.
>>
Rolled 23 (1d100)

>>2650402
>>2650403
A good plan, perhaps just overwhelm him from all sides. He can't shield from everything!
>>
>>2650430
>23

And sure enough, after much blasted slime and synchronized attacks, the sorcerer is simply overwhelmed after enough bits of slime contacting his skin. That's most of the slavers down now, good news. The bad news is, that you lost a good amount of slime so far, and also the orc slave has been taken down. He's not dead, but badly injured after the fight with the sole combatant; the unarmored fellow. You take a chance to watch, he doesn't appear to have any skill in magic, though you'd swear his weapons are magical and more importantly he's just phenomenally skilled at combat. Incredibly dexterous and agile, almost graceful even as he avoided every attack with ease and never lost his flow of attack. Almost like a dance, he must have trained well in this attack form.

By now at least, the remaining slaves have been freed so now the odds are heavily in your favor. Rather than hoping to win the fight, the unarmored fighter clearly adopts a will to survive and escape instead, and begins to back away with one of the women taking cover behind him. Maybe you could consider to let him go, however the other slaver woman before fleeing, grabs one of the captive local women and holds her hostage with a pistol you'd not seen before. Similarly backing away, the three slavers draw closer together with their hostage, probably hoping to escape but not just blindly fleeing outright in case they get attacked from behind.

But, this also means they are quite slowed in their withdrawal.

>How do you proceed?
>>
>>2650432
I'm considering an outright intimidation attempt.

point to the hostage, point to your feet, point to them, point away.

Either that, or having the slime start to converge on them and rejoin into larger and larger forms now that the mage is down, in an attempt to make them think the slimes are NOT intelligent and hostages won't work.

Whatever it is, it has to be quick. We need to get to treating the injured.
>>
>>2650443
I'm not a fan of letting them go...but neither am I keen on risking the lives of innocents. Some method of convincing the slavers that we have little control over the tiny slimes like >>2650443 says while we make no specific movement might be best.
>>
>>2650457
>>2650443
Well something to consider, you only have as much slime left as to accumulate to normal human size, so trying to blob up like some big monster for scares won't work.

If you want to decide on a means of intimidation though you can, and try a roll.
>>
Rolled 50 (1d100)

>>2650466
well, hopefully blobbing a few slimes up to waist size and moving towards them dumbly will work?

I mean, you can't shoot slimes, and they don't speak, so you can't hostage barter witih slimes.
>>
>>2650466
Gah. It's annoying, but slavers deal in merchandise. We might have to let it go and see about getting them later. This is just too risky as is. Our element of surprise is gone.
>>
Rolled 98 (1d100)

>>2650466
>>
>>2650466
Can we direct a fist sized healer slime to latch on to and stabilise the orc too?
>>
>>2650470
>>2650475
>98

Well well, what is this in response to? Which action is this a roll for?

And sure, now that the fighting is mostly over, you can definitely spread your effort as well over to healing. Both the orc and Rociero if you like, though you may have some difficulty since they've only seen the slime attacking people and have no idea that it could help.
>>
>>2650483
Sorry, it was for this >>2650470 here. I'm kind of crashing, so I'm gonna head off to bed. Night, guys.
>>
>>2650483
>>2650483
Have the unintelligent slime scare off the slave traders. Hopefully, they drop the hostage because they literally cannot run fast enough while doing a hostage situation.

Have our intelligent form go and help the wounded. Starting with our horse friend who got shot.
>>
>>2650485
Night man.
>>
>>2650486
Oh good point. If the slavers assume the slaves took advantage of a slime attack to break free they're much more likely to drop the hostage and run.
>>
>>2650486
>>2650485
>>2650490
>>2650492
>98

No risk at trying to intimidate at least, right? And with a mindless slime no less. You send the globby thing after the retreating slavers, in hopes of scaring them some. As it goes though, much better than expected; in a panic, the armed slaver woman instead turns the gun on the slime and shoots! Probably magic, as this actually kills your slime (lucky the hostage, and what it may have done to her), but that's the shot spent. Acting on cue, the beastkin without being suggested to do so charge after the slavers and overwhelm them in numbers.

They suffer some injuries of course, particularly the two wolf-folk who ganged up on the unarmored fighter to bite and rip and shake him to death or nearly so, but not without defense on his part. The rest though, the pig-woman and bull-man manage to catch the two slaver women, the latter needing to chase one whom flees down. Though this happened without your input of course, you were more focused on helping and healing the injured. It took some convincing due to obvious fear over your slimes and you, what they all witnessed. However upon seeing Rociero's trust at least and the positive effect on him, the others allow you to aid them as well. A bit of a challenge though that you have to come back to, for the horse-man however, since you can heal him but it doesn't remove the bullet so unfortunately it requites a couple attempts at surgery... but he's tough, he can take it.

So in the end, with everyone catching their breath after the fight and recollecting themselves, things settle down maybe a little bit more. The remaining slavers are all gathered by the fire, the two women of them at least quite afraid and one at least probably pleading in their language. The rest are either dead already or too injured to do the same. The beastkin and orcs obviously want to just kill them or worse, but Rociero stills them at least temporarily for your input and what to do?
>>
>>2650533
Sorry we're not good at surgery, out hands aren't solid.

And we're not a justice official. I'd prefer it if you let them run off and hopefully choose a new career, but I have no place stopping you if you want to dispense your own justice.
Shit gets harsh out here. I would never have thought we had slavers around here.

The focus is, then, on healing dudes up proper and collecting the bodies of which there are many.
>>
>>2650543
Well they're not slavers from "around here", they're obviously venturing far inland and far afield, probably in secret to avoid the authorities. If you don't really care though, then they'll probably just kill the survivors in rather gruesome fashion.

The survivors which, there are four of. The two women, and both the armored and unarmored fellow whom are dying but not dead.
>>
>>2650564
huh, the cool ones survived. Man, now you got me feeling guilty.
There's not enough of them for them to keep slaving, so I guess ask the beastmen politely to just let 'em go and have no more blood be spilled today. Enough dudes died and got shot and shit.
Gettin' soft over here. Probably the healin' that does it.
>>
>>2650577
Are you going to heal up the injured slaver guys? The women you can ask to let go, but being so merciful you may have to roll to convince the beastkin and certainly the orcs. After such horrible captivity, well they're not feeling so merciful. Plus, the she-orc does bring up the point that two foreign women trying to travel on their own back to the coast, and not even able to speak any local language? Those aren't very good odds.

But, of course, you do still recognize the better moral nature to let them go. Not like you're forced in any matter, if your heart feels mercy. But, again, will have to roll to becalm the vengeful slaves.
>>
Rolled 97 (1d100)

>>2650589
yeah, please calm down you guys. They're firmly beat.

If they decide for mercy, then yeah, heal the two combatants.
If they decide not, then, well, there's no question of healing then.
>>
>>2650589
They're criminals, slavers and I don't want them spreading stories about slimes. Let the slaves have their vengeance. Clean deaths at least though.
>>
>>2650594
>>2650614
>97

Oh well, you can quite soundly convince the former-slaves to calm down. In part because of how much harm and death was already dealt, in part with Rociero backing you up, but mostly if you incentivize offering some of the wealth of the slavers as compensation. Not like they deserve any of it. Sure being taken as a slave sucked, but... some gold can help ease the pain for sure.

Though if you still want to kill them, take them prisoner, turn them over to the authorities, or whatever else you imagine, you can. You've just managed to settle the anger of the freed slaves, enough for them to accept turning the fate of the remaining slavers over to your discretion.

>How do you proceed?
>>
>>2650621
>>2650614
I honestly didn't expect that to work. What do we do now? Take 'em into goblin jail? Send them on the long walk home?
Where are we exactly? How far from where?
The only thing that seems 100% is "heal people, eat bodies"
>>
>>2650621
>>2650631
We execute them and we later devour them for upgrades.
>>
>>2650651
I dunno man, two of them were camp followers.
They at least should be free, which means that they need some guys alive to watch out for them so they aren't murdered.
>>
>>2650651
>>2650631
You are about an hour, maybe two by walking to the outcast village. An actual settlement properly belonging to this country though, there's a town maybe three to four hours from here.

Of the tally, there's the three you killed first with Rociero, three more you killed here in the fighting, two that are dying and then two whom are alive. What you wish to do with them is entirely your call now, whether that's consume the dead and find a punishment or use for the living, or kill them all.

>>2650653
Well two were captive local human women, who are counted among the freed now. There's also two foreign women though, same as the rest, who you'd probably count among the slavers as well. They weren't really fighters you don't think (though one did have a gun) but they were helping keep things running and organized. Possibly wives or relatives of the slaver men, possibly just fellow participants in the venture.
>>
>>2650653
They're almost certainly part of a larger organisation. No loose ends!
>>
>>2650656
well, we seem to have a split vote on free and heal/ execute, so maybe flip a coin or wait for a third vote or pick your favorite.

I'm on the side of "just go home and be a family man", but you already know that.
>>
>>2650656
I'm pro murder. Suggest the freed slaves pack up the camp stuff to take with us while we hide in a tent for privacy and dispose of the bodies.
>>
>>2650659
>>2650660
>>2650658
I'd prefer a tiebreaker then, but if you like you could do a safe middle ground; first and foremost pack everything up, gather the valuables up, and everyone can part ways. You can dissolve the dead bodies meanwhile, then cart off the living till you can settle on what to do with them, if that means kill or free them later. But at the very least in the meantime, you can make use of the bodies, cut any profits, and see everyone else off.

If of course, that's fair to you. Otherwise you can wait till we get another opinion. I'm going to be heading off in a little bit either way, so we can reach a conclusion now or when we resume.
>>
>>2650665
I'm okay with calling it for the night and seeing if any of the crew we got playing in the morning have an opinion on this, how about you other guy?
>>
>>2650665
>>2650670
Works for me.

We've got at least one magic body so it'd be good to sort what category to upgrade overnight. I'm personally angling for Interpersonal 3 so we can get Trigger on Sadie's sense of taste.
>>
>>2650676
hmmmm.
That seems pretty good, and we've got magic. I'll try to think if we've got any other real good possibilities if we go with something else.
>>
>>2650676
>Trigger on Sadie's sense of taste.

Interesting choice, any reason why? I'm guessing you've got some sort of devious plan.
>>
>>2650681
well, before we figured out we could move our sense of taste around, we wanted that so we wouldn't HAVE to eat bodies.

Now, though, hm. What COULD we do with that. What would turning self image on and off do? Hmmm.
>>
>>2650682
er, to taste bodies. not eat. We do have to eat them, but we wanted to not taste them.
>>
Now that I realize we don't actually NEED to turn taste off any more since we figured out how to move our mouth, that gets me thinking.
What would happen if we got our slime to rank 2? We use ringleader ALL THE TIME, cool shit might happen.
>>
>>2650681
So she can eat stuff and not feel like throwing up. It also lets us turn off clothing adhesion (its caused problems in the past) and change viscosity and consistency. All in all it's a quality of life choice that offers some neat tricks.
>>
>>2650682
Oh wait I forgot about that.
>>
>>2650688
right? I did too, until goopy brought it up.
So what do we want now?
Would turning off self image allow us to stay in a shapeshifted form comfortably?
Or do we just need more ranks in stability/shapeshift/self image for that?
What happens if we upgrade slime?
>>
>>2650695
I could definitely get behind upgrading Slime.
>>
>>2650697
really, a lot of them sound appealing.
Upgraded combat?
Upgraded magic?
upgraded MIND?
>>
>>2650665
I say let who's hale and hearty go, if they're dead or very close, eat them. And we should upgrade Mental>Mind Duplicate. It'll let us make more intelligent piece clones and let us spawn other slimes/Gels without worry, hopefully. We talked about this last thread.
>>
>>2650790
>>2650670
>>2650676
You consider back and forth your options, but finally in the end your heart wins out over your stomach. You're sure you could make use of them as prisoners too, maybe they have some unique skills to their background, but what are you going to do? Imprison them within the extra-dimensional cauldron space back home?

So in the end, the two women you'll let go, maybe let them to have a weapon or something so that they at least have a chance of making it to the coast, in case of bandits or even just hostile locals along the way. Eesh, hope they don't shoot some unfortunate angry farmers by mistake. The other two though, the remaining slaver men, they'll perish if you don't heal them so you merely withhold it. Two extra bodies as far as you're concerned. Before you can dig in though, you'd rather see the departure of the others, and first that means divvying up what's here. Sensibly most of the stuff here goes to the freed slaves, that they might at least be able to pick themselves up again with some money, assuming they can fairly sell what's here. There are some things however that aren't wanted. These include;

>The clothes and basic armor of the slavers, since they're all humans and wouldn't fit anyone else, save for maybe the two local women. Something of particular note as well that one of the slaver women has silken clothes, very fancy, if you cared to take them from her.
>The guns, no one has an understanding of how to use them.
>The rugs and pillows. The tent linens they can use, but no one really cares about what's thrown across the floor. Most of them are... not so great condition but there is a really fancy rug or two.
>The little portable table with much paperwork and some various assorted trinkets, and devices.
>Some of common-use equipment like some braziers and other metal tools, pots and pans and the like.

If any of this interests you, it's yours to have. Otherwise it's being left here. Your choice or no, the others sort out what seems fair, and are set to go their separate ways then. One minor thing you notice, the two orcs seem to have taken it upon themselves to offer help to the two local women like maybe taking them home, but that seems highly suspect. The two slaver women meanwhile, they'll more or less flee the moment you cut them loose.

Not that it's any of your business though, you've got bodies to see to! So, probably first you want to dissolve the sorcerer's body, right? That will mean you can improve a category of abilities, from one of the categories you already know.

>Have something in mind?
>>
>>2650861
It's a bit of a risky option but I'd like to try upgrading Subsistence. If that's not popular then Slime.

I'd like to grab the clothes and armour, the good quality rugs and pillows, the table and the metal tools.
>>
>>2650870
You could probably manage to carry any two of the options, maybe three after all the new mass. At least on your own, without help.

That's one vote at least though for Subsistence with a backup for Slime. Seemed like there were some other votes favoring Slime, but if there was any changes in choice since the last session then that would take into account as well.
>>
>>2651050
I'm going for mental>mind dupe as said before.
>>
>>2650861
I want the gadgets/info on the table, the braziers, the guns, and the fancy rugs.

I enjoy material goods.

>>2651237
you want to upgrade the mental CATEGORY, or just mind dupe?
>>
>>2651259
>>2651237
>>2651050
as for category upgrades, my vote is on slime, but really, any category we upgrade is good and I'd like to see, so it's not a hard vote. Soft vote.
>>
>>2651259
What's the difference again?
>>
>>2651403
upgrading a category might make new things appear, and at a certain level allows us to toggle powers in that category on and off.

Upgrading a power upgrades that specific power.
>>
>>2651415
Okay. Think I'm gonna go for Mind Dupe for now. Next level will be the whole cat.
>>
>>2651447
no, that's an individual power.
We level those with ANY corpse.
We have to determine what category we want to use the magic corpse on, first, though.
Like, we can use it to upgrade the whole mind category. Or the whole slime category. Or buy a new category, perhaps.

We can totally spend some points on mind dupe, yeah, but what do you want the MAGIC point to go to.
>>
>>2651452
Oh. Magic...hm. Either Slime or Mind. Leaning Slime.
>>
>>2651456
>>2651452
>>2651050

Actually no, voting Mental/Mind for the magic point as well.
>>
>>2651460
sure, I can back that. I'm just as fond of slime as mental.
Now we can see what the new category unlocks, and then allocate points from the other corpses.
>>
>>2651463
>>2651460
>>2651456
So Mental it is then, slight preference for Mental? Gime a little bit to expand the category then.
>>
>>2651675
sweet.
>>
So with everyone else parting ways with their goods and thanking you dearly for saving them, you're left to the privacy of being able to regain some mass from the dead, among other things. First up is the sorcerer, whose corpse is magical in nature and in digesting it you gain a greater understanding of the mind... or at least, your own slimy mind.

Mental 2;
>Absorb Knowledge - You no longer can digest only bodies, but also knowledge within the brain as it dissolves to your slime.
>Multimind - Able to compartmentalize your own mind just as you might split off portions of yourself, you are able to multitask better than any sold and/or physical brained-person can.
>Program - By conceptualizing a task and the steps to complete it, you can impart such an imagining upon your slimes that they will carry out the task as intended.
>Great Mind - Whatever function your slime, and portions of yourself may have, at the end of the day it's all the same slime. If something in the slime is allowing and contributing to your brain (or at least mind) power, then why can't all of your slime in conjunction contribute to a higher intelligence?
>Cerebral Slave - Although there may be much simpler, other ways of accomplishing the same thing, your experience with brains (and dissolving them) has given you a greater familiarity with cerebral anatomy. If you could manage to get some slime to actually reach a being's brain, you imagine that you could probably interact with and directly control it... against the subject's will.
>Slime Lobotomy - In a rather ghastly fashion, you believe you could damage someone's brain directly with your slime and through that process of interaction (and destroying their mind) replace their intelligence with that of... well, a typical mindless slime. Including manner in which the subject would behave or react to you yourself.
>Emotional Impart - Less an aspect of your intelligence and more your emotional state, but you can shove feelings into your slimes to personify such emotions like rage, joy, etc... for which it is only natural that their behavior would change.

Hmm, some strange, new and interesting abilities conceptualized by improving the Mental category. Upgrading the category is natural to the magic within such a body, but the body itself still allows for an upgrade to any ability (or learning a new one). Thus, inlcuding the sorcerer, you have five bodies here with which you could invest into any abilities, the rest as shown in the pastebin here;

>>2647310

not to mention the other three bodies at the side of the road some distance from here... but you'll get to that later.

>How do you proceed?
>>
>>2651723
one in multimind, one in program, two in great mind, one in ringleader.
We slime queen now.
>>
>>2651734
Yeah this sounds neat. It'll be hilarious when Sadie rejoins her main mass.
>>
>>2651734
Think I'm gonna back this.
>>
>>2651734
>>2651806
>>2651810
So then over the next couple of hours you dissolve the remaining bodies, allocating improvements as you go, as to end up with;

>Multimind (1) - You can now perform three tasks at once (per mind).
>Program (1) - You can create programs up to three steps in length to be carried.
>Great Mind (2) - You can expand your mind across an amount of slime, greater than your default form/amount.
>Ringleader (3) - You can give slimes orders of average complexity up to 50 feet away, and without need of direct sight or contact (though that doesn't mean you're aware of them or any success).

And with those bodies consumed you've made back up what you lost in the fight plus a little more. Now then, what about all this loot, which of it do you want? You're limited to carrying three "things" by your current mass, and without help.
>>
>>2651845
Table, rugs and pillows, tools. One for investigating these slavers, one for being comfy and one just to be generally useful.
>>
>>2651879
sure, I can get behind that.
Also I'm going to a job interview in like 10 minutes, so i'll be gone for a while.
>>
>>2651929
>>2651879
The portable table, the fancy rug and some pillows, and some of the various tools. You'd look like a ridiculous sight to anyone watching, but fortunately it's not too far from home that you are here.

Ah, but one more stop on the way, that's right. Farther down the road, you retrace your steps, and after scaring off some hungry wolves you locate the remaining three bodies.

Ah, what to do with them...
>>
>>2651945
I say one stability, one self image, one magic power.
Gotta improve those fundamentals. And I am dying to see what 7 self image does.
>>
>>2651945
I can get behind Self Image for experimentation but for the other two I'd like Decay - we've got all this jam we gotta preserve and Expansion to try it out - we keep getting cases where Sadie's tiny and it should hopefully make low mass slimes more dangerous.
>>
>>2652042
>>2651953
Self Image is easy enough, as you begin again dissolving the three bodies. As you come to find,

>Self Image (7) - Your grasp of your own form is so great that you can begin to conceptualize other humanoid forms. As long as you get the chance to take a full-body impression, you can adopt the appearance of any humanoid being within the same relative size dimensions as your default self.

But the other two, maybe flip a coin or reach an agreement? All the other options are all good possibilities.
>>
>>2652042
Gonna back this.
>>
>>2652348
>>2652042
back.
I'm cool with more decay. That is also fundamentals. There are a LOT of fundamentals we have to work on.
>>
>>2652348
>>2652353
Alright then, Decay and Expansion.

So then, finally, well it took a great amount of work but you dealt with the slaver menace. Humorously enough, after having digested the remaining three bodies, you notice from the woods, the two slaver women together going along the road and probably trying to find their way.

But regardless, off home it is then? With your now more mass, new abilities, and a small wealth of goods?
>>
>>2652418
hm.
Give them some dosh in addition to their knives.
They aint got no protector, after all, might as well have A resource.
>>
>>2652432
oh, and that map we got.
>>
>>2652418
Let's avoid the women, that might be awkward.

Let's save trying out Sadie's new giant slime brain and slime programming for when we're not trying to focus on finding our way home, but quickly test out multi-mind and expansion. Is it like individual Sadie instances in the same body or is she just concentrating on multiple things at once?
>>
>>2652439
>>2652432
>>2652442
Probably better just to leave them alone maybe? You could throw out some supplies but it probably won't help. At least you're not killing and eating them though!

Expansion is as you may have expected, you can just suck in some air and expand a little. Multimind is just concentrating on more things at once. Like if you could multitask and sort of do two things at once before, well now you can do three things at once without trouble. Probably more if you invested in that ability more.
>>
>>2652495
I would appreciate throwing out some supplies, but I'm a stick in the mud.
I look foreward to seeing what great mind does. It could be real good or real bad. We'll see when we get to the storage area.
>>
>>2652495
Interesting. Either way, let's move on. Back to home and what not. Next upgrade I say focus on mind duplicate.
>>
>>2652513
>>2652508
Back home it is then. A long and difficult trek through the forest and along the wooded road till eventually the faint lights of the outcast village come through the trees. Actually getting home, you can navigate your way through the streets but find that Adriana isn't around. It is very late, probably early into the morning even though so you wouldn't have expected anyone to wait up for you.

But, at least you're home. Probably just unload all the new stuff and then get a short rest till daylight?
>>
>>2652625
Yep, unload, rest up, wonder where adriana is.
In the morning, we have SLIME MASS to see.
>>
>>2652631
You take a little time then to sort and spread out all the new belongings, before getting at least a couple hours rest. No need to wonder after Adriana though because before you know it, and before you can remember falling asleep, there she is with the morning light to open up the store.

"Oh you're back, how was your tri- wow, wait... what's all this stuff?!"

She's quite intrigued when she notices everything new. She's got a healer store to operate, but inbetween preparing she eagerly listens to your explanation. At least she's doing well then, but now, to the cauldron space?
>>
>>2652640
Yep, to cauldron space.
Also, we have new traits if you want them adriana. Not sure if it will make the purple copy over though, I don't know how to turn that off. If she wants to trait swap, then spend some time doing that over the day, too.

Once we're in slime space, it's time for GIGASLIMEBRAIN trials.
>>
>>2652640
To the farm!
>>
>>2652640

onwards.
>>
>>2652779
Also,just being fair, this is >>2652513 and such, I'm just moving around a lot.
>>
>>2652664
>>2652762
>>2652779
If it means a color change then nah, she's not too keen on the idea. But good for you at least, enjoy your stay and all that, while she thins out the herd of injured goblins.

So you delve into the cauldron once more, to find an idyllic morning over the little farmstead. The sun is up, the birds are singing, you can see Emile already awake and tending to the livestock, and not too far away is a giant pit storing giant slime.

>How do you proceed?
>>
>>2652969
All right, let's get within range of that slime and see what... happens.
oh wait, we should probably give it the appropriate trait first, so do that, then see if we just gain super brains.
>>
>>2652969
Greet Emile, see how him and Narrion are doing here (and pry a little about how well they're interacting with each other), then head to the storage area and get enough slime to get to amazonian size.
>>
>>2652969
Check on Emile then go fuse with the big slime.
>>
>>2653005
I think we can trait transfer without fusing.
Do we need to be big for some reason?
>>
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>>2652990
>>2652980
Only natural to greet Emile of course, your little pet slave farm lad. He welcomes you and offers some milk if you like, and asks not only how your trip was but even asks after if you made any progress on your efforts because of help from the academy. Nice to know that he listens and cares. You get around to asking him though how things are going here, and subtly about things with Narrion.

"We get along good I reckon, I'm just now out ta fetch her breakfast. She's been sleepin much better with a real bed now, considerin what she was used ta."

Such consideration, and glad to hear that Narrion is also living well here. You wonder if even, how long supposing you've got the two of them shoved in here alone, maybe they could be good for each other. Poor Emile got dropped like a sack of potatoes and more and more seems to be coming to grips with that, and Narrion's never had it well. Maybe things will just crash and burn but maybe they could end happily ever after?

Whatever the case, you part with Emile for now and head on over to the slime pit. Good job Emile has been doing his work of keeping it about the same amount of slime, though with these new traits it should be even easier. You pace around the outside of the pit for a time trying to ponder what and how to do, but in the end just remove some of the wet edge barrier and draw the slime up to you to merge with.

"uuuuuuuaaaaaaaaAAAAAAGHHHHH!!!"

It takes a little while to share the new traits, but the biggest impact of course is your great mind, now distributed across the entirety of the slime mass. As if your brain had increased in size by an exponential, you don't feel all that different physically (apart from being huge again) but an immense enlightenment becomes you. Not as though you suddenly become all-knowing, but you feel the potential to do so and certainly even just from the pit your mental potential processes everything effortlessly.

Such an intense feeling, experience, as to distribute your senses along with your brainpower evenly. Before it was that you, not really any different from before, would do things like see by just imitating eyes at some portion of you. No real difference than when "you" were alive. Now though you can see from within and without every portion of slime that comprises you at all times, in all ways, and without difficulty. And that's just sight, this kind of magnanimity extends to all your metal potentials.

Truly, a mighty and fearsome intelligence is now yours, for as long as your slimy mass is as great as this.

>How do you proceed?
>>
>>2653044
Ponder deeply on the nature of your slimey self.
>>
>>2653044
Oof, this might be a bit too much.
See if we can subdivide to turn it down at all.
Then see what the range of it is.

Then see how many targets we can attack simultaneously with, say, normal sadie mass amounts of smarts plus one barrel.
>>
>>2653044
To test out this new situation, take a few moments to think up how we could get Emile and Narrion to become a couple, formulate a plan on how we can use human DNA to create human/slime hybrids, ponder how much cloth we would need to make a nice dress for our huge slime form, and figure out how we can get Popescue off our ass without killing her.
>>
>>2653044
You can ruminate on the possibilities of how to expand yourself to multiple, independent selves with myriad personalities and whatnot- that is, slime/Gel race is a go. I hope.

Also then >>2653055 with perhaps some other working out how to do things vis a vie that mage meeting.
>>
>>2653064
Who's Popescue again?
>>
>>2653067
Goblin seer professor who claimed we'd become an uncaring monster. Also, she banned us from taking jobs at the library, hopefully temporarily.
>>
>>2653067
the goblin seer that foretold we'd rampage one day.
>>
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>>2653048
You ponder.

"Being that I can think, and slime cannot think, is there any truth in the notion that I am slime? And what is truth? Surely the rock, or the tree which can think, is as a god to that which cannot?"

You feel like a combination of all the masters of thought that ever lived!

>>2653064
>>2653065
>>2653067
Maaaaaaaaake a roll! Also, answer yourself this; does your heart follow your mind, or vise verse?

By the way, for the idea about attacking simultaneously and stuff, that's your multitasking ability, the improved intelligence has nothing to do with that. At least not to the extent of being able to do more and more of other things. This is more, your ability to make an attack so perfect as to have seen, known, understood all the variables that would lead to such a blow.
>>
Rolled 30 (1d100)

>>2653083
So, separate rolls for each idea, or what?
>>
Rolled 7 (1d100)

>>2653083
oh, so it's just deep thought, not super general mind powers. I see.
>>
>>2653105
No one roll.

>>2653108
It's like if your brain just got massively huge. You can process and handle information exponentially better.
>>
Rolled 66 (1d100)

>>2653083
>>
Rolled 96 (1d100)

>>2653083
You mind follows your heart of course.
>>
Rolled 91 (1d100)

>>2653083
Mind follows the heart follows the mind follows the heart.
>>
>>2653136
>>2653130
>>2653108
>>2653105
>96

Although your mental capability exceeds any conventional mind, at the end of the day you are still above cold logical pragmatism and governed by your heart. Otherwise, you'd have just become an efficient killer slime monster, but no you're still good deep down.

And so with this in mind you consider some of the great questions that plague you, before only able to imagine but now...

>>2653055
It isn't a range based effect, you need to be physically contiguous. It's not like you can physically separate your brain into pieces and still benefit. Connections need to be there, whatever the slime equivalent of a neural network may be.

>>2653064
>how we could get Emile and Narrion to become a couple

The moral way would be to encourage them honestly (but with tact of course) and let time take its course, but you suppose a little help could benefit them, and can imagine ways of playing them off each other and manipulating them to fall in love... or the closest equivalent. And at that point, well if they don't get along anyway then it wans't going to work.

There's also always love potions and magic...

>formulate a plan on how we can use human DNA to create human/slime hybrids

The most logical conclusion would be to replicate the process which turned you into slime. But if you were to go that route then in theory you could just find a way to do this whole process by improving any of a select few of your abilities. This is all hypothetical, if you had more power, had eaten more bodies. Limited to what you currently have... well, recall that corruption doesn't work on living beings, only objects and such. But, for example, some blood or other substance of their body isn't really a living being, is it?

>ponder how much cloth we would need to make a nice dress for our huge slime form

[INSERT MATHEMATICALLY CALCULATED PERFECT AMOUNT OF CLOTH TO SIZE RATIO, AT ANY SIZE]

>and figure out how we can get Popescue off our ass without killing her.

She can see the future? What if you changed the future? Or just bribed her. She's a goblin after all.

>>2653065
>how to expand yourself to multiple, independent selves with myriad personalities and whatnot

Again, you recall that when making mental duplicates, a new unique intelligence is formed. In theory you could create duplicates, and if on their own (player) they decided to be some way that they are, then they would be. Maybe it's not a slime race per se, just a race of slime you's, but they would all have different personalities if such was the will.

>mage meeting.

If you pose such a value, why not ask they send a representative? Or maybe even be polite and request to meet somewhere halfway? Either way, just avoiding the lake town altogether.

~~~

All of this pondering, within an instant as your mind races. And, all of it done as you would prefer, in the "good" way. Also, to note, all of it also done based on what you currently are capable of with your slime.
>>
>>2653170
Ah, good. Spend a half hour daydreaming various romantic scenarios involving you and Carter as a small reward for yourself. Maybe we can try our hand at writing our own romantic novella for a side-gig.
>>
>>2653170
hm. So we gotta come back home to have the slime stuff. Unfortunate.

Let's see how the new self image works. Can we freestyle a shape, or can we only do it if we actually have felt the form for a long, long while?

Does that mean we have to like, carve a mannequin first if we want another default body type besides our standard?
>>
>>2653170
If we need 'clothes' at scale couldn't we use multi-mind to shapechange slime-clothes on all the time?

Anyway if custom duplicates are that easy maybe we should make a copy to mind the farm and think deep thoughts?
>>
>>2653197
it WOULD take an effective multi-mind "slot" to keep up the clothes, though.
>>
>>2653197
You could always just make slime clothes for yourself, but for one thing that's just like more slime, and for another what would have been the point of clothing adhesion then? Plus, you like wearing clothes and also they do a good job of misleading people with your appearance until they get to close. If you're made of slime and cover yourself in more slime clothes, then it's obvious even from a distance that you're slimy.

>>2653190
MAKE A ROLL!

>>2653194
You can still make use of the Great Mind ability even when you're separate and your default size. It's just not as powerful as having your swimming pool or greater sized amount of slime. The more slime the more powerful, but even at "normal" size, it's as if your brain was the size of a person. So your IQ is isn't 100,000, but it's still like 500.

As for the new self-image, you need to feel the form. However it doesn't have to be for a long time, you could probably coat someone head to toe, take a quick impression and there you have it in about 5-10 seconds maybe. Probably easier if they're dead or willing, but they wouldn't have to be.
>>
Rolled 59 (1d100)

>>2653226
>>
Rolled 77 (1d100)

>>2653226
Hm.
Well, I don't want to copy anybody specific, I just want to memorize a few forms.

Like "Our normal width, but 1.5 times as tall"

and "normal width, but .5 times as tall"

You know, get the stretch and squash animations without having to focus on them. It would be handy for carrying more mass, and blending in with the shorties.

Maybe repeat that for all dimensions in fact, though I can't think of a use for being 5X wide right now.

I guess have a roll.
>>
>>2653244
Different sizes has nothing to do with self-image, that's all down to stability and cohesion. As is, you can already manage your self-image down to about half and up to one and a half times your normal size. As for size distortions, that's more shapeshifting.
>>
Rolled 54 (1d100)

>>2653226
Basically >>2653244, and yeah. Could see to sending a representative.

Also I gotta say personally I think that more 'us's' would become their own individual in due time but...anywho.

Okay, I guess we could also see to more exploration? Like I said before, I want to know about the movers and shakers of the land we're in as well as the monster/demon lands.
>>
>>2653251
so, we can't get an us that's just a sadie a couple feet taller with more leg?
>>2653255
We should send out a reply to lake town. Say we're worried about going there due to the last time we were there going poorly. Do they have an alternate meeting site we could use?

After that? Well, where can we explore?
We've gotten most areas within a day's travel, haven't we?

Should we just pick a direction, or do you have any specific direction?
>>
>>2653263
Yeah,that's what I meant with representative.

As for direction? Iunno, I kinda wanted to go in a direction where there's bigger towns, but I suppose that wouldn't be smart. Maybe in a more monsterful direction, then...
>>
>>2653266
yeah, what's a monsterful direction?
SLIME BRAIN, monster direction, do we know one?
>>
>>2653255
>I think that more 'us's' would become their own individual in due time

They would, like Adriana did. But some people had some concerns that you spent a lot of time, cooperation, understanding and one on one with Adriana for her to diverge personally the way she did and that much. Supposing you split off like 10 more slime clones, well what if one of them turned evil? What if one of them ducked out and ran off to elope with Carter?

>>2653263
>so, we can't get an us that's just a sadie a couple feet taller with more leg?

You could but that would be shapeshifting, not self-image.

For meeting the mage guild, you can send off a letter sure. You don't suppose they would have a designated meeting spot elsewhere, but you could travel closer as well and just ask them to come and meet you. Like any number of small settlements near to the lake town.

>>2653276
Over that way.

>>2653255
>>2653244
>>2653235
>77

Fortunately, only just barely, do you manage to avoid being trapped within your own mind. A bit late in fact you find out, considering that you imagine a thousand and one fantasy situations with Carter, so real that you become lost in thought and only at some external sound do you regain your senses... else you might have been trapped fantasizing forever!

"Ey dat's alotta slime."

Coming to in a jolt, with your mega intelligence you immediately process all your surroundings. It's nighttime now, you must have been daydreaming literally the entire day, like 12+ hours. Standing at the edge though is a familiar orcish ninja.

"Bretty rude makin me wait all day. I ad ta ask yer... sister? After ya, till she showed me dis ere place... bretty nice."

That's right, you were supposed to meet with her today... and got a little carried away.

>How do you proceed?
>>
>>2653308
Oh, sorry, we were trying out a new thing and got distracted.
Seperate from the slime mass into an individual person for discussion.

So! Hiring you. Like I said, this was an investigation. You'll be trying to find out who killed me, and who killed my rival, on the day of the magic duel. We both died before it could happen, and foul play was all over it.

I had a slime planted in my training dummy, and my rival had a death curse cast on them. I suspect if you can find local sabateurs or infiltrators and question them, or find a source of slimes that existed before we came around, that could lead you to whoever is responsible.

And that's the whole job! Don't even have to capture or kill the guy, just find them and tell us who. Preferably with some proof. Sound fair?
>>
>>2653308
I apologize, Ma'am. I was doing slime experiments involving my mass, and had recently discovered how to increase my mind from the increased mass, thereby giving me amazing brainpower roughly equal to how large I currently am. I've just calculated how much cloth I would need to order a wedding dress for my current size, and calculated how much it would cost, improved my slime carriage design, and had planned out the eighth novel in a romantic series I am thinking of writing involving the adventures of a fair slime princess and her dashing fiancee in the time I've ended this sentence. Pleasure to meet you, miss...
>>
>>2653328

"Uh... wot?"

>>2653316

"Ok."

>How do you proceed?
>>
>>2653333
Fair enough. Got any details you'd like to ask about?
Need any assistance to get this done?
If not, I'll get to fetching the up front. It was 300, I believe?
>>
>>2653341
100 up front, 400 after she's done
>>
>>2653349
I...
Were those the terms?
I thought we were more generous than that.
I guess I was a more shrewd negotiator than I remembered.
>>
>>2653367
Well, we had done our negotiating when we were the size of a giant, so that probably helped.
>>
>>2653349
>>2653341

"Ok."

She doesn't sound like she needs help, and the rate is fair. If you didn't need anything else of her, she'll be on her way.
>>
>>2653379
Well, all right. Here's the hundred gold. If you need more for the investigation, or any problems come up, you know where to find me. I'm back here at least once a week.

Try to make sure she doesn't see where we stash the money in the course of paying her, though.
>>
>>2653379
"May I ask what I can call you, miss? I don't wish to be rude and not know your name. OH... Or is it a occupational secret thing? OOO, WAIT, you have a false identity in case you're captured! Of course!"
>>
>>2653386

"May I ask what I can call you, miss? I don't wish to be rude and not know your name. OH... Or is it a occupational secret thing? OOO, WAIT, you have a false identity in case you're captured! Of course!"

"My name's Hitomi."

Oh. Well then, you can pay her and without further ado she'll depart for the job. She asks if you want to give her any slime for whatever reason? She's not sure what it does but that seems to be like... your thing, so she figured she'd ask.

Elsewise, anything you want to do for the rest of the night? Tomorrow you can send your letter to the mage guild first thing and then go exploring if you wish.
>>
>>2653395
We wouldn't be against it, at least right now. We'll talk about it further when you're done with the job, though. Thanks again for coming!

Spend some time walking around in our huge slime form to see how much faster we can think. Peek into the cottage to see how well Narrion and Emile are doing. Then get to bed in our tub bed.
>>
>>2653420
I'm going to call it a night here, boss. I'm starting to doze off. G'night, man.
>>
>>2653395
Sure, if she wants. be sure to feed it so it doesn't go crazy.
Give her a slimecam full.

And yeah, tomorrow it's time for letters then exploring. I mean, I would have gone to the lake myself, but giant brain says letter first, and I trust it.
>>
>>2653433
oh, and, let's program this slime.
It's job is to heal this lady ork, and eat the food the ork gives it.
Is that too complex a job?

If not, tell her that's what it does, and it's still a bit experimental.
>>
>>2653420
>>2653427
>>2653433
Sure, the customary slime-in-a-jar for her to take. You can even improve it to be utility-based to assist her, though you have to explain how it works for which she's not too keen on.

Anyway not sure why shlorping (too big to walk) around as a giant slime would make you think faster but sure, you can do that. Even spy on the cottage, to see Narrion and Emile enjoying a dinner together being waited on by a skeleton. Otherwise, a nice refreshing shlorp around the farmstead beneath the stars and by the lake, before returning to the pit to sleep. And what strange, mega-brained dreams you have at that.

Come the next day then, you awake to a rooster call signalling the approach of morning. Still getting used to your huge mass (which now will decay even less) and huge mind, you're up and ready for the day in no time and already have the day planned out perfectly. First thing first, write the letter, then anything else to do here in the farmstead before leaving to send the letter off?
>>
>>2653464
I feel like we've been neglecting adriana, but I'm not sure.
I guess we'll head out exploring early with a nice picnic basket, but ask adriana if she wants to swap out on exploration duty ever. That's what the original agreement was gonna be, and I'd hate to be welching on it if she wants to go out sometimes too.
>>
>>2653471
Well at this rate Adriana is her own person now so any sort of agreements before, you probably shouldn't consider binding. If you want to talk with and ask her about things or try to help each other and reach agreements you can, but it would be more or less the same as with any other person rather than the two of you pairing off to take chores or duties out of some responsibility to one another. At least that's the impression you get from her. She seems perfectly happy though with the arrangement as it is now, she handles the healing (of which the clientele are getting less and less) and has her own personal life in town, not to mention a relationship and even friends.

Of course you can always interact with her, but you shouldn't feel obliged like you need to because of need to keep up to date with a minion or anything like that.
>>
>>2653486
I mean, fair.
Just wanted to check in with her that she is, in fact, okay with this arrangement and doesn't want to swap it up.

Then offward ho!
>>
>>2653464
What were the dreams like? And while we have a giant brain, can we pinpoint what abilities would assist moving around at this size? Consistency? Structural Support?

Don't think there's anything urgent to do.
>>
>>2653493
Nothing wrong with concern at all. Just pointing out that, she's her own person so if things aren't to her liking, well she's not going to just accept it out of some devotion to you.

But sure, you can pack some goods, go post the letter, go check on your barn why not, and then be on your way.

>>2653518
Strange dreams of having a brain too big for your head, carry overs from your romantic daydreaming about Carter, and all of it watched on by slavers and beastkin alike.

As for brain pinpointing, for stability at this size so that your self-image can hold, you could do anything from consistency to viscocity, to structural support or even enough shapeshifting. The easiest though would be improving stability, which would allow you to maintain such a large shape under activity.

Anyway, thanks all for playing, will resume tomorrow.
>>
>>2653608
See ya tomorrow
>>
As for that request of the regional geography, I'll break it down,

>Jeauxnor
This country, a place of rolling green fields and hills, frequent rivers and patches of forest. Seas to the north, west, south, and mountains to southwest and east. Much well-regarded agriculture traditions like the best wines and livestock country this side of the continent, and all presided over by plenty fancy nobles to keep things peaceful and productive.

>Vianese
Your home country to the southeast, a hotter climate and place of expansive plains and often never far from the sea being a peninsular landmass. Something of a tumultuous land lacking any central power and instead split up between several vying city states whom specialize in certain areas, and one of which you call home.

>Gelland
Home country to Carter, a few islands not far across the sea to the north, a hilly and rainy place with a strong tradition towards livestock and craft/textile practices relating to this. Although a King and system of nobility reigns, this control is mostly only over population centers and surrounding regions, and farther out the lands and people become more wild.

>Hestania
From where Rociero hailed, over the mountains to the southwest, similar in ways to your own country Vianese being farther to the south so hotter in climate and something of an arid and peninsular land (though much larger). Traditionally a focus on some more exotic agricultre areas befitting the climate as well as renown for high-skill wares. Being that the land itself is a little less lush and green as say, Jeauxnor, a great seafaring and exploring practice has emerged.

>More to come
>>
>>2653854

>Naaljaanek
A general region to northeast though fairly small, and very swampy and flooded. A few elevated, collective cities goverend by a council, with a strong favor of specific agriculture areas and trade, specifically seafaring. What is lacked in size and quality of land is made up for in strong economy and defiant military.

>Munchost
Past Naaljaanek and along the mountains to the east, an expansive and densely forested land. A confederacy of burgs and counties dot cleared portions of forest land, and decide together on a common leader at any given time. Obviously, a strong focus on forestry and some specific trades like brewing.

>Svestein
An entirely mountainous, alpine country directly to the east, fairly small and insular. Famously avoidant of historical conflicts to the continent, the rule, economy and most areas about the nation tend to keep to their high mountain valleys, but they do have a practice of mercenary trade and financial investitures.

---

And that more or less comprises this half of the continent you hail from and reside in. Of course there's more to the rest of the world, but these are the lands that generally concern you.
>>
>>2653860
Thanks a ton.


Okay, now, as for the question of 'where to set up the basis of our own city-state', as my big dream was...

>Jeauxnor
Well, that's here. I dunno if we want to rock the boat much- but considering what's been after us, that might be a good thing. Still, I think it's worth trying to make a good name here, at least amongst the more monstrous races.

>Vianese
Home sweet home, huh? (Sorta since we're not REALLY Sadie) Considering the loose style of government, might be an idea to start where we began, so to speak. If we worded things right and shook the right hands, then I think we could have an easy foothold here. Of course, considering what we'd be doing is apparently common, we could also get ganged up on hard.

>Gelland
Another possible easy starting place for an up and coming kingdom. Nothing much to say here, except that if we have to compete with tribals then that might make negotiation horridly hard, and we're not exactly primed for fighting.

>Hestania
Seems like it'd be too hot to really mess with, honestly. However, we might want to at least check the place out, considering those exotic wares. Again, just a bit of gladhanding and some good deeds in the area might do us good. Or at least finding some nice loot.

>Naaljaanek
Naaljaanek sounds interesting...a good place for a slime like us. Only problem is that 'strong economy and defiant military'. If we tried to carve out a place of our own there, it might not end well. I say pass on this one.

>Munchost
Generally, this might be too far out...or just far enough. We could possibly get started in peace for a while, and work out independent agreements with the various counties and burgs, and go from there. It'd likely be hard getting in touch with other areas, though.

>Svestein
Quiet and keeps to themselves, huh? Sounds dangerous, but likely with good potential as an ally of sorts. While I don't think we'd be smart trying to settle there, we could just see about hiring them for middleman stuff if we pay the right price.

There. My thoughts on all the places we could start our kingdom at. There's also the option of 'go to the Monster Lands and see what's shakin' there.' Still want to know about that whole area.

Really, point being I think that whatever our kingdom eventually looks like, we should focus on being polite, welcoming, heavy on trade and crafted goods, and medical service. We just need to figure out how to spawn little slimelings and then pick a place to begin...
>>
>>2653896
>>2653860
Also to note, these are the "common" race nations of this side of the continent. The sorts that are generally well known, populated by various races, and the most "normal" in the sense of a country with a leadership, borders, identity, language, etc.

There are some other examples here and there, minorly, or even rumors, of places. Either unique, like aerial or seaborne settlements, more specific, like your typical dwarven kingdoms and elven domains, rumored, like the underground or even underwater realms, or mythical, like vanishing islands and lost cities. You can of course seek information on those too, but being yourself more or less a human mind and so culturally and sensibility-wise a common race being, it's not as easy to get behind the idea of as compared to just your typical normal country.

Like, "you" were originally a Vianese woman so other countries around are one thing, of course you'd traveled to Jeauxnor for education and learned languages of other countries around as well. But something like a flying town, is a bit strange even to you.
>>
>>2653937
Duly noted.

I still think that the next most important geographical thing we need to learn is what the heck are the Monster Lands/Realm. And do we know about any specific high-rollers? Not personally, just in general.
>>
>>2653948
Forgive me but where were the Monster Lands mentioned? I don't doubt they were but I'd want to see the context before integrating it into the geography here.

And on the more immediate, you can have a small bag packed, get dressed and all and bid Emile and Narrion good day before you exit the cauldron. Adriana is at home of course manning the shop and greets you with a good morning and good luck if you're headed out. She does bring something to your attention before leaving though; there's been some cases of patients coming to her starving to death, which for goblins should be a rare thing indeed. As she found out, the few cases of it, all had been goblins whom had stolen slime left around town and eaten it. It's not really a problem and she was able to take care of it but she thought you might be interested to know. That basically, the slimes just sat in their stomachs leeching off food eaten like worms or something till they began to starve, but interestingly the slimes were able to dwell just fine within their guts and (as you had bidden them) never turned on the hosts since they continued to be fed.

Well anyway, you can venture over to Renee's book nook, that's about the closest thing to a mail service in this town, where she'll have your letter taken care of and sent. After that, nothing stopping you from leaving town then to go visit your barn which has come along quite nicely. It's a very strange sight indeed, a nice big barn pretty much right in the middle of the woods, but either way it's probably only about a day from completion according to the myconid foreman.

Good news after another it seems! So then, leaving them with thanks you stike out into the wild, your barn soon being lost through the trees. Just the direct path from there you eventually pass by the witch's gingerbread house, but this seems like a good divergent point.

>Assuming you're in an exploring mood then, which way are you keen on venturing? The forests are your dish at this point.
>>
>>2653991
I forget exactly where, but it was an OOC post by you. I want to say around where the guy with the magic armor showed up.

Towards the mountains a bit.
>>
ah shit, some stuff happened while I was gone. Geography stuff?
>>2653991
>>2654082
And sure, let's head towards the mountains.
Maybe we can find more info on slime goats, though that is a real unlikely scenario.

Also, fascinating. I didn't realize the slimes could live that long inside a thing without being dissolved by water or eating the thing.
>>
>>2655345
No kidding. That's...intriguing in several ways. Would be absolutely horrifying if it we couldn't control it.
>>
>>2655345
It may well be that some slimes did just get dissolved, and only a few cases stood out..

Anyway though, continuing for normal. To the nearest mountains, and so to the south you want to go. It's still a good ways but it's a direction at least. For how long do you want to travel then? And as usual, make a roll.
>>
>>2655754
Let's travel two or three days
>>
Rolled 71 (1d100)

>>2655754
Yeah, two days sounds alright. Although I wonder about the mage meeting still.
>>
Rolled 93 (1d100)

>>2655771
missed my roll.
>>2655785
that's why it's only two days. We'll be back by letter time.
>>
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>>2655801
>>2655785
>>2655771
>93

Two to three days seems like a good gauge so that you'll have enough time to return if there's any important news in regards to your letter or whatever else. Intrigued with the mountains to the southwest though, you may not reach them in such time but you can at least use that as heading.

Keeping a good pace then, within the first day even before leaving the forests of the area you encounter signs of passage and trails, before long some abandoned or ruined old hovels gathered amid a small clearing, and not too much farther than that the remains of an old watchtower through the trees and aside a long-neglected road. You'd think little of it, but the ruin appears inhabited by... less reputable types, the sounds of commotion and an occasional visitor to and fro. Chances are, the same brigands that probably drove out whomever had been in those low dwellings near to here. You consider passing altogether though, either in hostile approach or even peacefully (who knows, maybe you can interact with them without trouble), since you're not going to stop at every landmark along the way, right?
>>
>>2655972
hm.
Do we have any kind of map?
We should start making one. Knowing where some disreputable types camp out could be useful.

We'll come by here if we happen to need shelter for the night on the way back, though. I bet they could be obliging.
>>
>>2656026
You do still have that crude map belonging to the slavers, but it only details major roads and settlements, not ruins like this or old roads. You can mark this place out though easily enough if you need to return. Continue on then?
>>
>>2656137
I think so. This is interesting enough, but we'd like to make good time, and can hit it on the way back if we find nothing better.
>>
>>2656137
Yup, make a note of it and carry on.
>>
>>2656174
We might be able to even spend a night there on the way back without killing anybody.
Depends how the inhabitants play it.
>>
>>2656174
>>2656144
The location is duly noted, and on you resume. Within an hour or two you even leave the forest behind, back to the more familiar rolling greens of the countryside. In trying to keep to your goal of just heading in a particular direction, there's some incentive to avoid roads already traveled but it does mean cutting through hedgerows, over walls and sometimes even through people's land which gets you some ire and pitchforks.

But what do you care, you're on an aimless quest for discovery! It's several hours past with an invigorating and lovely trek through the countryside and others' property, after about midday when you reach a high hill and a little stone stack overlook of the fields and farms around, a young tree sprouting nearby. You climb up for a vantage point around, but spying a village a ways off, you feel a jab at your leg.

"Is that real jam? What's the flavor I wonder?"

A young guy dressed light for travel, lifting your dress enough to poke at your shin with a walking stick, accompanied by a large and lanky dog trying to stand up against the stone stack to see what the interest is. How did they sneak up on you like that? Though, you were looking around for a bit.

"So where you headed to? Have a destination in mind?"
>>
>>2656282
No, it's not jam. Don't eat it, it's very bad for you.
And no, not really. I'm just heading towards the mountains for a while.

I'm Sadie, what's your name?
>>
>>2656282
I would...strongly recommend you not try to eat me. I'm not jam, I'm...more gel-ish, I suppose. Certainly not slimeish.

As for my destination, I thought it'd be interesting to get a closer look at the mountains! I'm Sadie, pleasure to meet you. And your name?
>>
>>2656326
>>2656301

You caution against any eating of your highly tasty and nutritious jam, which he respects and lets off, though the dog is still curious and sniffs around your feet.

"So nowhere particular, just... the mountains? Hah, you know not many people wander about like that anymore!"

He seems to like your answer, a big smile as he rests his chin atop both hands propped up on his walking stick.

"My name? Ahh... mmm... Muh. Moh. Mah... Mark, that works! So... Sadie, you're going to have hard time reaching the mountains from here if you continue this way. You'll see what I mean. Ah, but I might know one way, if you're interested? A little... obstacle in the way but I'm sure a wanderer like you can handle it."

Talking not even nearly eye to eye is a little strange, but he offers a hand to help you down if you need it. You were probably just going to continue straight on, but if he knows some other way maybe it's worth it if he's familiar with the area.
>>
>>2656379
Sure, why not.
I am like 95% certain this is some kind of forest spirit.

Ask him where he's from, and make small talk on the way.
>>
>>2656379
Sounds interesting!

>>2656382
This, also what's the obstacle?
>>
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>>2656382
>>2656389
What's the worst that could happen? He seems like a nice guy, so you accept his offer. If of course he knows this area like he claims.

"Where I'm from? Ah, I can't remember. Some dreary little place around here, too boring. I left as soon as my legs could take me!"

You follow along then with Mark and his dog, leaving the stone stack hill behind and trekking down into the small valley between here and more fields. Never minding to hop a fence or wall, or cross cropland, the two of you make good pace and get along well enough as you go.

"Obstacle? Well if you'd continue on straight like you were, there's a river on ahead. You'd have to go half a day in either direction for a crossing, but there's some folks not too far from hereabouts, been trying to set up a bridge... well, trying to."

Certainly cutting out half a day of your travel is appealing, considering it'd probably be nightfall by the time you actually do manage to cross. A shortcut, particularly when it comes to water for you, is preferential. And within an hour if that, keeping friendly as you travel together, in nearing a mill you do catch sight of a river. Not all that wide, but a bit deep by the look of it. It has a tremendous current though, rapids even, visible from your distance.

"Ah, that reminds me. I have to visit with Mrs. Lesene there, but it's right on past those trees there. I'll catch up before long!"

Seems like he's got something to pick up at the mill, but you didn't even really need his directions to see the rest of the way; right past a couple of willows you can see a small gathering of people and some gathered building materials and supplies by the look of it. Thanking Mark for his help thus far, you try to approach but nearly stumble into a right commotion.

"We've already got it half-made, we can't just up and move it!"

Arguing and confusion about, as the gathered folks chatter among themselves and try to assist some among them injured. You wonder the cause till you see a dwarf fellow stagger back from the riverside and collapse to his knees (some others pulling him the rest of the way for help), from some woman wading by the riverbank amid the water crashing about the obviously failing bridge project and eying the lot of people with visible enmity.

>How do you proceed?
>>
>>2656517
Huh.
I think we should see if we can start offering healing services to the injured people, and ask anybody who lets us for the skinny on the bridge.
Raw physical strength isn't our strong suit right now, so we need to help these guys get the bridge up if we wanna cross.

Either that, or just... go home and get our giant slime. But that would take too long.
>>
>>2656529
Second. At least offer our services as a healer.
>>
>>2656529
>>2656612
Normally people would be wary of you of course, but the suspicion fades to mere bafflement over your slimy nature, when you offer to help and heal anyone who needs it. This is much appreciated, considering how much trouble they're already having. Plus the chance for you to figure out what's going on.

"Well we were trying to set up a bridge, even just a wooden one. It would help tremendously with the mill. But Seleme has taken offense to it and impeded our progress... violently so."

"Wait, that Seleme? The one over there in the water, that's her?"

These farmers and carpenters must have suffered blows to the head, or been drinking too much. Why would Seleme, the goddess of rivers, be here of all places trying to prevent some commoners from crossing? Although uncommon you think, it's not impossible for the gods themselves to interact with the mortal world. Sometimes minor ones even can have quite an active presence or role in mortal affairs. But a deity of this standing, wouldn't she have... well, better things to do?

>How do you proceed?
>>
>>2656640
Is this some kin of super important river?
Have any of you asked?

Keep up the healing. If nobody's asked, then shit, after healing we'll have to go ask.
>>
>>2656646
Yeah, pretty much. Mostly requires discussion at the moment.
>>
>>2656646
>>2656667
Some of them have lived here all their lives, if the river were super important they are pretty sure they would know about it. There's been some attempts to communicate or even pray, make offerings but that just got things where they are now and must of offended her. You're welcome to try as far as any of them are concerned, and it doesn't take you much longer to heal everyone in need.

But if you want to get involved, or make an approach even, how do you do it?
>>
>>2656717
well, it would be insulting to send a slime mediary.
Should we just go and bow, and ask if there's anything we can do to help? Might work.
>>
>>2656733
I got nothin' else. Sure.
>>
>>2656774
If she gets pissed, we should probably high tail it.
Asking to help is literally the best we can do.
>>
>>2656799
>>2656774
>>2656733
Well with little else ado, you prepare yourself and let the other folks know of your intent. They wish you well but aren't hopeful, as you get to your feet and slowly approach the riverside. Closer you draw to the figure standing amid the rapids, some light and appropriately flowy clothes draped about her obviously wet, but strangely human appearance. Holding an ornate jug under one arm, she notices and eyes you with decidedly less fury than towards the others, though never a lessening to her immaculate and naturally divine appearance.

"Fellow daughter of Merevus, blessings be thine curse diminisheth not. Strange, hath such kin come to aid me in the struggle with these mortals, surely?"

Her voice like the song of a pristine stream, you feel strangely becalmed and awash in love right down to your very slime itself. Her naming of the god of oceans and water, well you suppose the two of you have some similarities there. More perhaps at least, than with the gathered folks behind. Maybe that's why she hasn't tried to drown you or swatted you aside. But depending on your response, for how much longer? If indeed you may have to pick sides.
>>
>>2656837
What -is- the problem with the mortals? I'm willing to give it my best shot.
>>
>>2656837
"My thanks, fair lady of the waters. for your welcome. I must confess, my presence here is but the whims of fate; I'd sought to witness more of these lands and so came across your self-said struggle. However, I sadly find myself perplexed as to the source of these troubles, so recent is my approaching the situation. If such is your desire, I would fain know more of the situation."

What the heck does she mean 'blessings be thine curse diminisheth not.' ? I know what's she saying, but not what it's in reference to.
>>
>>2656873
Also who's Merevus again? Just a god?
>>
>>2656837
"Alas, no, Maiden of the River. I have tasted enough conflict in my short life that I would not seek it out myself. However, these mortals have no understanding of why you have decreed their bridge an affront, and as a healer and wanderer, I only wish to find out so that no others are hurt."
>>
>>2656881
Oh, wait, I misread the post, Merevus is the god of oceans and water, got it.

Yikes, a double edged sword for us in terms of worship.
>>
>>2656885
Oh yeah.
Slimes should sacrifice MANY goods to the god of oceans and water.
Just, you know, as a matter of course.
>>
>>2656911
Que? Why?

Am I missing something? I meant as in water could help or hurt us.
>>
>>2656940
Because water kills slimes and also slimes require it.
It makes sense for water god to be important to slimes, and receive many sacrifices as such.
>>
>>2656883
>>2656885
>>2656911
>>2656873
>>2656881
Though you're not sure what she refers to, you speak to her as respectfully as you can. It would be yours, or even actual Sadie's first time meeting a deity and though you're a bit baffled by how... plain the meeting seems to be, you suppose a god can interact as they please. It could just as easily have been a conversation with a divine river fish, you suppose... though you still wonder to her appearance.

In any case a difficult conversation takes place where Seleme relates her ire towards the farmers and carpenters, and only too easy do you find that your own rage is stirred towards them like waters crashing. As much as you can try to figure it out, she's offended that already they take a toll on the river what with their use of it, to make a bridge across is not only that much more insulting but also a sign that they either don't trust or don't think the river is worthy enough to cross through directly. That her displeasure has gone unheeded thus far and to the point where the bridge is half-complete (and able to partially used if some logs are leaned to the other shore), is already enough a sleight that she's trying to destroy the bridge personally but seeks punishment still.

The whole time you can't help but wonder though, why this river?

"No river is more deserving than another."

You suppose that makes sense for a river goddess, however it seems to you like she more or less just randomly settled on this river at this time and is being rather petty. But You don't suppose, you'd say that to her? Or would you?

>How do you proceed?
>>
>>2656978
The river is clearly too turbulent to ford here. Can't they put in a little shrine? They have to do a rite of appreciation before using the bridge?
>>
>>2656978
That's odd, I thought bridges were rather common.
Are you against bridges in general? I didn't realize rivers considered them a slight. Just an admission that the river is too large or strong for them.
>>
>>2657008
It's turbulent because she's making it so, in trying to destroy the bridge.
>>
>>2657036
Also that they are unable to get goods across properly.
Having your flour sacks fall in the river means they will immediately dissolve, after all.
>>
>>2657036
>>2657060
Bridges aren't too appealing for a river, no. Normally she wouldn't mind them though, in part because of another deity of crossings or another of construction, but also because the builders might have made some observances towards her. In this case they didn't and furthermore refused to pretty much up until her direct intervention. But by now the insult is great enough to her that making the proper observances, like putting up a shine say and such, won't be enough as far as she's concerned.
>>
>>2657142
What would be enough?
Mortals tend to be uneducated and without foresight, so it's inevitable they'd be unaware of how to treat rivers every so often. I mean, they're -always- dying, you know? So I figure this has to have come up before.
>>
>>2656978
1: Recall that this is a god. She likely can subtly influence your emotions. You're usually a lot more together than this, aren't you, Sadie?

>>2657151
This.
>>
>>2657151
She could request that one of the villagers could become a priest or priestess, so that they could be her representative for projects such as this in the local town. They could pray to you for rain for good crops and safe passage.
>>
>>2657171
It is a wise move to start up new cults here and there.
After all, they'll eventually die out, so long as they're run by mortals.
>>
>>2657171
>>2657178
>>2657160
>>2657151
Offer of a priest? What an excellent idea! What an undeniable honor that would be, surely you would never decline such a generous proposal? She agrees that you can be her local priestess here, and that will make things even. Otherwise she wants drownings.

And oh dear, you feel as though you so dearly want to be. A goddess, of a conceptually similar nature to your own, and she wants you to be her priestess? Well you may not have taken to the idea before you came here, but now you're feeling like it's your life's calling and nothing would make you happier!

At least, you feel that way.
>>
>>2657210
I'm not a local here, though, ma'am. I'm a wanderer. I don't mind spreading word of the water- after all, water's great, but you want a local priest, don't you?
>>
>>2657225
>>2657210
also thank goodness we have a rank of slime mind.
Imagine how strong this god stuff this would be if we didn't
>>
>>2657225
>>2657210
So, I guess we say we'd prefer to be a paladin than a priest?
>>
>>2657229
I dunno whether we're fighting for water or not, but I don't mind getting water god favor by spreading the word.
We'll have to learn the water god's religion though. How do we do that?
>>
>>2657226
>>2657225
>>2657229
She's well aware that you're not a local around here but that's no matter. The point is that *now* you have a reason to stay for sure, that you'd surely not decline, no? Whatever mundane life you were living before is no compare to the glory of a life now spent residing here and being a priestess!
>>
>>2657254
hm. That's no good. We have standing obligations to not be far from our beloved for long.
What are her scriptures? We can take them and study them, and get this religious infrastructure going for sure.

We'll train a replacement priestess too.
>>
>>2657267
Though, if it comes to it, we should admit we are sadly already claimed by love, and cannot be far from our beloved for long.
Gods understand that stuff. Though I really don't mind helping get this water cult started, at least.
>>
>>2657254
Goddamn it. It's three AM, I need to sleep, and I've got no idea of what to do.

Good luck coming up with something, guys. I'm crashing. Night...
>>
>>2657275
night. I also am floundering.
>>
>>2657277
>>2657275
You can figure something out in the meantime, when next we resume. Thanks all for playing!
>>
>>2657304
thanks for running.
How do you politely tell a goddess you have to get back to your loved ones, but quite appreciate and fear water?
>>
>>2657316
Easy we make a new Sadie who's OK with being a priestess and get some sort of divine blessing that stops water killing us into the bargain.
>>
>>2657325
I mean, it might have to be how we resolve this.
Divinity is forcing our hand, you know?
>>
>>2657327
If you don't want to do it you can refuse her. As divinely persuasive as she may be, she can't force you to do anything.
>>
>>2657360
I'd rather avoid celestial curses and drowning though.
I'll sleep on it, I guess.
>>
>>2657369
Depends on the nature of the deity in question, and their godly temperament.
>>
>>2657371
Maybe we could sort of put one on loan. Mention how we were hoping to make our own little kingdom in the future. If we can figure out a way to reproduce properly, we'd be more than happy with setting up a place of worship for her. Once we're settled that is.
>>
I'm getting quite bad thunder storms. I might cut out, so here are my preferences.

Preference A: Explain that we are in love, and cannot be seperated from them for long.

preference B: figure out a way to train a local priest

Preference C, last resort: Split another sadie to be priest sadie.
>>
>>2658802
>>2657471
Well whichever your choice, offer up what/how you'd say for it. You could roll if you like, but against a deity you may not like the odds.
>>
Rolled 40 (1d100)

>>2659034
well, here goes.

I apologize my lady, but I cannot leave my beloved for long. I am willing to take your word on my wanderings, but I can never stay away from him for long.


Hope that works. If she starts getting angry, we can try to push a local priest again. Failing that, we might have to try offering a sadie. To prevent drownings.
>>
Rolled 70 (1d100)

>>2659040
Might as well. Not much else I can think of either.
>>
Rolled 91 (1d100)

>>2659034
>>
>>2659040
>>2659055
>>2659144
>91

Well you don't do a very good job of convincing her, however you at least present a fair case. What could be more noble a reason than love? Though she wonders why you couldn't just bring him here to live as well.

She's still a little insulted but at least not furious as you may have feared. A compromise then, a local priest perhaps if you can convince the locals of it, and then just... three drownings. That seems fair, right? Better than all of them. If after all, her image is to be venerated here then it wouldn't do well to kill the entire flock but at least some examples must be made in order to put them into line.

What do you say?
>>
>>2659157
I don't know if they'll go with drownings, ma'am.
Humans don't fear and respect water as much as I do. I can relay your demands, however.

Once we get out of here, we have to learn what the fuck this lady's holy day is and sacrifice appropriately. Gods actually act on things, and we can't afford to have water pissed at us.
>>
>>2659163
Second. We'll bring the issue up. Also, the more I think of it, the more I kinda DO want to keep her on our good side and want to discuss matters of preaching.
>>
>>2659175
Like, not full zealot, but just kinda looking into worshipping practices and history and whatnot. Maybe some traveling ministry until we settle our own city-state?
>>
>>2659157
>"So, are the drownings BEFORE we find the prospective priest or AFTER?"
>"Any preference on who'd your ideal sacrifice would be? Would you also be interested in taking a consort as part of the package?"
>>
>>2659175
>>2659179
we might want to ask how we would find out more about her, yeah.
We've never run into a water priesthood. Or, really, any priesthoods that require human sacrifice.
>>
>>2659179
To be honest, I'd rather have Sadie try for Goddesshood rather then be beholden to one. We could have domain over Slimes, Healing, and Romance!
>>
>>2659163
>>2659175
>>2659180
She's not a fool as to expect they'll drown themselves willingly. She'll just drown them when they try to continue work on the bridge. As for who it will be, those three who directly insulted her. You mention a consort as well, but she wonders what you have in mind with that.

"Surely no less than thine beloved, be he worthy enough to decline mine own favor."

All you have to do is convince the locals towards a priest. From what you've seen already though, they won't be too keen on that idea so you may need to come up with a convincing point to make and possibly roll... obviously this roll easier.

>>2659182
She's not requiring human sacrifice from a religious standpoint, she just wants a sleight dealt with in kind. An assault on her divinity demands retribution.
>>
>>2659195
bitch I will cut you if you try to take carter.
Don't say that.

And assure her you will work to get a priest set up around here. What sacrifices and rites does she specifically enjoy? And festivals that should be observed?

See if you can get her to talk shop about godhood. It might distract from her indignation.
>>
Rolled 27 (1d100)

>>2659243
forgot me roll
>>
Rolled 88 (1d100)

>>2659243
Second again. As for making a point...
"Have you consider just all of what you use the rivers for? For trade, for cleaning, for food? That's a lot that you're asking of the river. I don't think it would be too much in order to give something back a bit. She wants you to respect what the river and other waters, and all that they've done for you. Imagine if someone used a cart of yours and never even said thank you- just used it as they pleased. You don't think you'd be a bit miffed?"
>>
Rolled 20 (1d100)

>>2659195
What the guy above me said.
>>
>>2659243
>>2659251
>>2659259
>88

A fair bit of convincing on your part, but you can eventually try to hammer some logic into these here farmers and carpenters. Though, none of them are particular on becoming a priest, they'll just have the closest thing to a local priest double up on duties here for the bridge and river as well. After all it's what he already handles and relying on them, when they've got other livelihoods like farming, is a bit too much.

Though you can kind of understand then, when Seleme may want some of them punished. Well you tried and somewhat succeeded, you can't do better than that. You consider talking to her, but given your handling of the situation... well she's not angry with you, but neither is she particularly keen on sticking around to have a chat.

There could well be an incentive for it, but you'd need to present a reason for. Or maybe, what you could offer for. Particularly when, as far as anyone is concerned, if the hostilities are over then they're going to get right back to building the bridge or shortly so.
>>
>>2659308
Oh jeez, there are going to be drownings.
I don't really think we can stop the gods, though. Especially not water gods. I mean, we MIGHT be able to fight a god of meat. Maybe.

I'm in favor of heading back now. We learned scary things about the nature of reality, and need to learn how water worship works.
Also I don't think we can rescue people from drowning.
>>
>>2659312
Yeeeeah let's move on right quick.
>>
>>2659308
Yeah, it's time to go. Wish the folks good luck, and maybe keep an eye out for someone who could fit the priest role, but let's put some ground between us and that goddess before she sends a storm after us.
>>
>>2659335
>>2659328
>>2659312
Eh, you're not sure that you could prevent such ill fates and you're not certain it's even worth a try. If you can make it out without being cursed you think that a good day. There's the idea to maybe somehow intervene, and for sure Seleme looks real enough that you might just grab her if she was close enough. But how well might that go then? Again your logic wins over your hunger so you take your chance to leave when you can.

Hearing though that you resolved the situation, and the deity is departing from here now (clear to see as the waters of the river start to calm and she begins to wander off along the bank her own way to who knows where) the gathered folks celebrate your success and are deeply grateful. They want to thank you and surely there must be some way? Anything they could do, not just for your mediating of the situation but also of your healing work too.

Though maybe you'd rather just refuse everything about this situation?
>>
>>2659393
Don't thank me, the river god still seems angry, and might try something else. Be careful from here on out.

Best we can give 'em.
>>
>>2659414
Well you warn them in any case and if you want you can even warn the specific three the goddess wanted punished. It's not like she'll find out if they play it safe and never give her the chance to retaliate against them.

For this, even though you don't want any thanks, now they definitely want to thank you even more. They trust you enough that as far as they're concerned, assuming you wanted to tell them, you'd be responsible for saving three lives. That kind of a debt, you'd be hard-pressed to find something they wouldn't give.
>>
>>2659602
I don't want to get any more embroiled in this than we already are. They got their mysterious and cryptic warning from a strange outsider, that is exactly enough for this kind of story.

Just don't get mad at us if anything goes wrong, okay?
>>
>>2659619
maybe mention they shouldn't insult the river any more, too.
She doesn't like those that did.
>>
>>2659619
>>2659658
>>
So are we going back or forward?
>>
>>2662447
bridge is out, we can't continue here.

What's our timeline like? We might want to be heading back, maybe visit the bandit(?) tower.
>>
Apologies for missing yesterday, there was an outage here. But we'll be resuming as normal today.

>>2662469
The bridge isn't complete but crossing it isn't a problem, especially with the torrential goddess having departed.

>>2662447
Your call, you've only been out for a little over half a day.
>>
>>2662743
oh, it's been only half a day?
Okay, I'm up for continuing. But how are we crossing the river?
Is there a fallen tree somewhere?
>>
>>2662743
Let's keep moving onwards! (And avoid this place later.)
>>
Going to be resuming in just a bit here.

>>2663588
The bridge is half done, and they have some full length logs to drop across for when they've needed to get across.
>>
>>2663831
Hmm. I really don't want to be around here when the unpleasantness starts, but if we want to continue on, I guess we have to.
Hang around until it's complete enough to cross, and then make a break for it. If any villagers ask, we're free to heal anybody until that time.

I don't think we can heal drowning though
>>
>>2663588
You spent the morning on the way here, and reached this crossing a bit after noon.

>>2663870
>>2663668
While you're not too keen on crossing the bridge, especially with the trouble you know is bound to happen now, you also don't want to turn back just yet. So you wait around with the hope that the bridge can be made ready to cross at least, and though the gathered folks weren't going to resume right away in celebration of your dealing with the problem, once they understand that you're basically waiting on them they get back to work.

Doesn't take all that long after that, they basically go about repairing the damage done already, while some others hoist along a few logs to lower over the side. Crossing one log may be too risky for your preference, despite that you can cling to surfaces, but even for their own purposes they have three to set across so it's pretty safe as long as you aren't clumsy. The whole time though you wince and wait for the inevitable terrible accident and drowning, but strangely it doesn't come. Must be, not yet.

Oh well, you thank them for the hasty work but they're all the more indebted to you. The main concern of yours however is just clearing out of here before things get bad. So after reaching the other side, you merely get your bearings again and then start heading off in the same direction, soon leaving the few buildings on the other side of the river behind. Back to rolling hills before long, in fact, and farmland. Hopping your first wall though, you nearly trip over Mark again, that friendly fellow from before.

"Whew there you are, glad I caught up with you! I was beginning to think you'd turned around after all that trouble at the crossing, you wouldn't be the first!"

Using his walking stick to push himself off the ground to standing, his dog snuffles about, glad to see you again.

"So, off towards the mountains again?"

>How do you proceed?
>>
>>2663911
Huh. He fucking watsoned ahead of us. Fucking forest spirits.

Yes mark, we still have another day or so before we've got to turn back. Did you pick up that thing you needed?
>>
>>2663926
Also, did he know about that kerfuffle with the river?
I've got a bad feeling about it.
>>
>>2663911
Yup, still mountainwards. And really, a little trouble like that wouldn't stop us.
>>
>>2663931
>>2663926
>>2663938
You're surprised by his presence but you can't say you're surprised to see him again.

"Yes in fact I did pick up that thing I needed, want some?"

He draws out some crumpled paper to show a sliced little cake. Some sweet bread and bits of fruit in, simple but nice on the go.

"I'm glad you were able to settle that little dispute though, you have my thanks. I know Seleme can be... difficult at times, but I had a good feeling about you!"

Hmm, suspicious indeed. You'd had feelings about him but it seems his guiding you was intentional. Maybe he's just from that little hamlet and caught up to thank you? The cake does look good, even if you can't really digest it, but can still taste it just fine.
>>
>>2663997
Oh, I don't think it's settled at all. More put off for a while. I didn't realize rivers took such umbrage to people doing their thing.
And sure, we'll take a slice. It's sort of like chewing gum for us.

Anyway, continue traveling with him. Maybe ask what he's doing out here? He knows why we are.
>>
>>2664017
You're fine to take a slice of the cake and shove if in your slimy maw. It's not animal matter so you can't benefit from it, but you can definitely enjoy the taste while continuing along with Mark.

"You know I'm going for the mountains, but why are you out here?"

"Well I'm out here for you! I mean, me and Bredo here are always out and about, but you were wandering around and I do like wanderers. You even passed a test and helped me out, so it's only right for me to come looking for you again..."

While trapsing through someone's field edge, he stops you for a moment, lowering to a knee and searching about. You've no clue what he's after, till with his stick he swipes away some overgrown grass to reveal a trail, with a smile.

"Even better, that you didn't let it stop you, and you kept on wandering even after. That's just my kind of traveler!"

>How do you proceed?
>>
>>2664083
Hey, it almost did. Water's basically the edges of where I can roam, you know? That, and travel time from home.

How bout you, you got any limits on your wanderings?

It's neat to have a traveling partner, strange as it is. So I guess we're going on odd shortcuts led by a stranger. Try to keep aware of your surroundings, in case any weird shit happens.
>>
>>2664083
Fascinating. Although, out here for me is quite the whimsical way of putting it! Aha, but, no matter- although knowing it was a test is a bit troubling, I'll have to just be happy I passed it. Seeing new things is fascinating, although I think perhaps for different reasons than you. Then again, I suppose I find many things fascinating these days, for a certain usage of the word.
>>
>>2664141
>>2664108
You've little trouble getting along with Mark as you follow him down the little overgrown path and continue on together, his dog alternating between stalking on ahead and lagging behind. You didn't expect a traveling partner in him or any other really but it's actually pretty nice.

"Ah, no such limits as water for me but I just go wherever I feel like, or others feel like... like you! That's rare these days you know, what with all those roads and big cities. People don't just get lost anymore!"

A carefree life of a drifter you suppose, is the way for Mark. You could never imagine such a thing for yourself (though you are certainly biased from your own background), but to those who can swing it, good for them. Must be hard though...

"That's why when someone like you does start to wander, well it makes me glad indeed and I try to help them if I can. One traveler to another, I suppose..."

Following the little trail, together you passed through some uneven hedges at the border of some farmland. Offering to take your hand so you don't get swiped by some branches or leaves (he's got his walking stick for himself), Mark leads you through and out again from the little overgrown portion of trail.

"Brava! Some view, no?"

You must have received a smack to the eyes while traipsing through the hedge, for although you get more of the same impression for vast swathes of land ahead, a rise is umistakable and extending on to many tens of miles to the distance and above is a mountain range stretching either way to the east and west.

>How do you proceed?
>>
>>2664373
Man, we're actually making really good time to the mountains. Are we marking this weird ass forest path we've taken?
Start looking for valleys leading to the mountains. We're specifically looking for waterfalls, so finding as many types of river as possible heading that way would help.

Also, ask mark if he's ever seen a cave filled with slime goats.
>>
>>2664373
My my. It's a bit intimidating, honestly...but I'm still interested. I wonder if there's any folk living in the shade of those mountains. Do you know?
>>
>>2664381
>>2664380
Very good time in fact, considering it should have taken you at least five days travel or more to reach the mountains from where you started, not to mention that before entering that hedgerow there was no sign of the mountains anywhere...

You can see dots of habitation up the rise of the mountains here and there, they're tall by your standards but not the terribly steep type, more a steady but lower rise. Nothing like the sheer mountains back home of northern Vianese. Valleys too, and water to boot here and there from whence springs issue forth you can imagine. But you're after something particular.

"Slime goats? Maybe, but I wouldn't remember. It's unfortunate, but I can never remember anywhere I've been. I need folks to help me remember, and the reason I wander around so much."

Unfortunately it seems Mark can't be of much specific help there. However you at least have an idea of what you're looking for. Though based on the journal, if anything you recall the supposed story about the slime goat came from the Hestania side of the mountains, the other side of the range you're seeing now.

>How do you proceed?
>>
>>2664392
Huh. Is that some kind of curse? Not remembering things?
Also, how did you get us out here so quick? It'll take me forever to get back home.

Also, here's where we have two investigation paths. We could try to ask around the local villages for legends or rumors of strange goats, we could go up the mountain and try to find waterfalls on this or the other side of the range, or we could ask the locals on the other side of the range.

How long would it take us to get past those mountains, do you figure? We don't have to go over the highest part, hopefully there's a pass.

I'm thinking we try to make it through the mountains, and then go waterfall hunting.
>>
>>2664392
Hmmm. We'll definitely have to plan a longer sojourn out here. Kinda wonder if we can make it to those villages and back in a day.

Then again it's clear this guy is letting us skip a lot of ground and obviously he won't be around forever. I don't want us to go TOO far so that when he eventually bails to do his own thing we won't be stuck days out in the middle of nowhere.
>>
>>2664400
True. I hope he'll at least help us get back some.
It'll take a while to get home like this.
>>
>>2664398
>>2664400
>>2664408
It's quite impressive no doubt, though you can't help sympathize a little (despite marveling at the vista ahead) because you know what it's like to have memory problems.

"Cursed to wander because of it, I suppose. Getting here though isn't that hard when you know the ways, I always remember those at least. Seleme has her way with rivers, I have mine with trails."

On the matter of the way forwad, you consider your options, all choices tempered by the need to stay with Mark in case he ditches you like he seems to often do without muc warning, like back at the river crossing. As far as you can tell, you could probably reach one of the various settlements visible from here by this night or tomorrow morning at the latest. To actually cross the mountain range though, over and on to Hestania, would take several days at least. In part because of the difficult terrain, but also because you don't know any clear way. You could get lucky and find directions to a pass, but again that's still several days worth at least, before you could then start randomly looking about for any waterfalls potentially along the entire mountain range. Really the only Hestanian location you have for sure, is the supposed place the slime goat itself was found as a pet, but no assurance where it came from there or if it even could still be there.

>How do you proceed?
>>
>>2664446
Ah, maybe he's some kind of wander spirit.

okay, let's head to a local village and ask around.
Maybe the ol' rumor mill has caught a whiff of our search. Or knows anything about slimes in general.
Also, we can ask them for directions for our next outing here. Where ARE the mountain passes around here?
>>
>>2664455
Local villages would take some time to get to. If he doesn't take us back we're looking at a week's travel time minimum to get back home.
>>
>>2664461
we'd get there by tonight or tomorrow morning, goopy said.
Best case scenario, we get our info and can head back in the same two day timeframe.
Worst case, we lose a day getting there, get ditched, and then have to spend five more days getting back. We'd be a bit late, but nothing disastrous.

I think it's worth it, yeah?
>>
>>2664469
I suppose. At least I'd HOPE it's nothing disastrous.
>>
>>2664471
Well, we might be in slimecam range by that time, so at least adriana can tell people we're all right.
>>
>>2664455
>>2664461
If you want to venture forth to the nearest sizeable settlement in the highlands here then, make a roll for the travel!
>>
Rolled 87 (1d100)

>>2664477
let's see how we make our impressions!
>>
Rolled 21 (1d100)

>>2664477
Well, off to see what's to see.
>>
Rolled 100 (1d100)

>>2664477
>>
>>2664485
>100
>>
>>2664485
Welp.

Goodnight, everybody!
>>
>>2664485
...Okay!

So, now what?
>>
>>2664497
I guess we get there really well?
>>
>>2664485
>>2664479
>>2664481
>100

Well with that 100, you can imagine what could be the most fantastically, impossibly perfect outcome, to suggest, and that's likely what will happen. Otherwise I'll do what happens as usual, but I'd like to see suggestions first, since I could end incorporating elements of them.

Think of this as like an event blessed by the gods!
>>
>>2664504
Well, since we've recently become able to reach enlightenment, and that we've apparently been walking around with a human avatar of the God of Travel and visited a river goddess, I guess he tells us that we're actually partially divine in nature, and thus have the potential to become the slime goddess. The whole "traveling with us" thing was sort of a job interview/test to see if we'd be a good fit for the vacated position, and we passed.

How's that sound, guys?
>>
>>2664528
Eh, seems a bit too easy, and I'm not really one interested in being a goddess myself. I'll have to veto the idea.
>>
>>2664536
Oh same dude as before. Different post.
>>
>>2664536
>>2664528
what DO we want though? I always feel weird with these 100 rolls. Maybe a festival is going down in town?
Or we find some bodies along the way?
>>
>>2664541
>>2664528
and some kind of reward for his 'tests' would be neat.
>>
>>2664536
Fair enough. How about the traveler reveals that he's a god of travel, and he tells us what he knows about the previous slime god, and the relics that he left behind.
>>
>>2664541
I like the idea of a festival. Even if it's something simple like a Harvest Festival or the sort. Something that we can build a lot of goodwill with.

...and maybe whatever will let us figure out that damn spawning trick.
>>
>>2664558
In a vague way, perhaps. We still have to do the leg work ourselves, but he would point us in a general direction, as he said that he doesn't know the details in particular.
>>
>>2664561
>>2664558
these are both fair. Hints are nice.
>>
>>2664528
>>2664536
>>2664541
>>2664558
>>2664566
>>2664567
>100

So you set off, aiming for the highlands of the mountain rise here on the border mountains between the two countries, with hope in your heart and good company at your side. Very good company it seems, as you find out and guessed correctly, Mark is indeed the god of journies, wanderers, and less-traveled roads. Not a very flattering divine name but he can't remember what his real name is so Mark, made up on the spot, will have to do. He's not even secretive about it, all it takes is you merely asking him (with your suspicions rising) which he plainly confirms just as if you'd asked him the weather or something akin.

Of course you attracted him with your own (relatively) aimless path, but as is the nature of the gods, he killed two birds with one stone by steering you towards another nearby goddess in order to both settle a dispute and also lead to the completion of the bridge, to serve as another traveled path he so favors. And all of this without him needing to get involved, since gods at odds is good for no one!

Really though you can't help but be a bit taken aback of course. Two gods in one day, considering you've never met one before even that's something altogether new. Though to be fair, Mark is a very minor god so the chance of running into those isn't so great (it's just that usually people never realize they were in fact dealing with a deity, often in disguise), and he actively steered you towards Seleme. Without him, you'd have never met her.

Now at least that you're both honest with each other, he can bring up the matter of reward; as thanks for dealing with the bridge situation so well, he's willing to grant you a blessing if it is within his power to give, that you might be interested. Something either pertaining to his divine focus of journies and wandering, or simply the divine nature of his physical being. A dark, hungry part of you considers eating him and wondering what consuming a divine body would grant you, but surely you won't follow through with that?

Ah but in the here and now at least, there's no travel quite like having the travel god as your travel buddy. It takes you quite awhile to realize in fact, to notice, but even the land itself bends and twists to accomodate you, paths and trails open up and steer their way to you, everything possible to aid your travel and even speed it unnaturally so. Even just the experience is wonderful, as nature and the elements seem to hail and complement your path with lovely weather, bountiful scenery and pleasant interactions. Eventually you'll reach a settlement in no time, but the trip to it, is a lovely one indeed.
>>
>>2664614
nah, no eating the friendly travel god, he'll turn us into a pile of snakes or something.
A travel blessing would be nice, though. We're always wandering around, and speeding it up in any way would help.

And now we're here. Get to questioning the locals and/or enjoying festivals.
>>
>>2664614
Nah, no eating Mark. For his blessing, how about his walking stick? We can open a portal to anywhere we've been to before, including other planes, so long as we've visited the place. It works once per day, only works with the places slime Sadie has been to, and can be used as a quarterstaff.
>>
>>2664627
that'd also be a handy blessing.
Really, anything to help with getting around.
>>
>>2664627
>>2664629
His walking stick is fine by him. The actual blessing is yours to choose though. You can either use it to locate his less-traveled paths through the world, thereby massively expediting travel (like how you jaunted from the river to the mountains in little time and distance), or you can use it to teleport to any place you personally have been but only where you've been.

While you ponder the offer, the pair of you reach the settlement you'd picked out, to find something of a festival going on. The little village is not that large itself, no more than a dozen or so buildings with more on the outskirts, but you're welcomed in by the locals whom are glad this day to see travelers and mistake you for a couple. They give you woolen hats and scarfs as you find it's a big sheep and goat-oriented day, their two main staple livestock of this region. Lots of shearing, contests, herding displays, feasting, and all. Surely you could find some information here, but the festival itself is rather inviting. Mark in particular is eager to get involved and make his mark, no pun intended, since it's how he's able to travel around and retrace his steps; connections and exchanges made with people.

>How do you proceed?
>>
>>2664645
Hang out at the festival, see about joining the pie eating contest, get our portrait taken with Mark and the prizewinning goat in the goat show.

Going to head off to bed now guys. Best wishes, and enjoy the rest of the game.
>>
>>2664645
I would prefer the less traveled paths, I think. Teleportation is super handy for getting from A to B, but this is much more a wide ranging blessing.

Enjoy the festival, find out the history of it, ask about goats, and like
>>2664662
says, enjoy all the bits.
>>
>>2664672
>>2664662
Make a roll, for when we resume next, in relation to both how well you can take a swing at the festival and balance it with seeking useful info. In the meantime, thanks all for playing!

And good job on that 100, you actually guessed correctly about Mark though I had assumed it would have happened sooner.
>>
Rolled 21 (1d100)

>>2664740
Well, I figured he was some kind of spirit, not a god.
>>
>>2664745
Well, minor god.
>>
Rolled 73 (1d100)

>>2664740
>>
Rolled 24 (1d100)

>>2664740
>>
Overall, not baaaaaaad.


Hahahaha I'll leave.
>>
>>2665833
Nani the meme? Also resuming shortly.
>>
>>2664877
>>2664841
>>2664745
>73

So a jam lady and a minor god walk into a sheep festival...

The two of you have a pretty decent time, as friendly enough as the folks here are. You're able to participate in different events, contests and the like. No portrait to be taken, this isn't a gnome town, but you can get a woodcut sure. The chance to see some skillful displays as well and even dance a little. You even manage to come in second place at the pie eating contest, only having to stop when you risk pretty much bursting through your clothes... and also you're full of pie.

You also try to find out whatever info you can here and there, see if there's any relation to the thing you're seeking. Unfortunately no one's heard of any slime goat before, but there's strange things back and forth across the border all the time. As for the festival itself, it was begun many decades ago when a dire ram routed some brigands and so already the people in these parts having a lot to do with herding and livestock, it was a no brainer to hold the festival in honor.

In any case a nice time all things considered, though you do get asked about being made of jam often, and even one very strange conversation with a local dwarf woman who asks after that dwarven friend of yours with interest. You've no idea who she's talking about and it takes several very confused minutes of back and forth and much annoyance till you realize she's talking about Mark. Seems she sees him as a young dwarf fellow, while you see him as a young man. You reckon that makes sense, he isn't a racial god, so it's not like you'd expect a shrine to him in say an orcish settlement to appear as a human. You wonder if that's why the river goddess just the same, looked like a human to you...

Ah, but you didn't come here to consider theological questions, you're here to celebrate! If the pie eating contest wasn't enough there's also a goat milk drinking contest, and Mark just discovered they actually do have booze, you just need to ask.

>How long are you interested in participating and sticking around?
>>
>>2665958
Who the fuck took first place in the pie eating contest?
What kind of OGRE is this?

And stay here for an afternoon or a morning, depending on what time it is. We've found out there's no info here enjoy the festival as you can, then make your way home.

We'll be able to get out here quick next time. Either with shortcuts or with teleportation.
>>
>>2665976
Same.
>>
>>2665979
yeah, we had a good time.
I do want to investigate the winner of the pie eating contest a little, but mostly because jesus christ you beat a SLIME at EATING.
>>
>>2665976
>>2665979
>>2665986
The first place winner is a half-giant. I may even have been possible that you could have beaten her, but you didn't want to make a scene by basically turning into a disgusting pie-filled slime blob monster to make more room.

It's late afternoon so night in a few hours. You could try to head back once you've had your fill of celebrating, or you could spend the night here. You'll need to seek out accomodation though, unless you want to just sleep in the open under the stars like Mark apparently prefers.
>>
>>2666017
That makes sense.
Let's spend the night and test out our new blessings getting home. Maybe they have an inn here or something. Mark, you're staying in an inn tonight. We'll get two rooms.
>>
Rolled 74 (1d100)

>>2666031
Perhaps an inn, yes.
>>
>>2666088
There is in fact a small tavern which has a spare room or two for travelers. Mark is none too happy about having to sleep in a room but you can drag him along by the ear and force it. How then to spend your evening after as cheery a day as that?
>>
>>2666103
I'm up for just resting and continuing back home in the morning.
We mapped the area good, we've got some hax blessings, and we forced the god of travel to enjoy a bed for once. I say that's a profitable trip.

And we'll get to talk to bandits on the way back.
>>
>>2666103
Pretty much >>2666108. Tell him where our place is, in case he'd like to visit (or tell us that we're a slime goddess, whatever comes first), and that we won't forget his company.
>>
Oh, yeah, was there a prize for second place for the pie eating contest? Like a ribbon, or free pie whenever we come back?
>>
>>2666108
>>2666118
After the day that was the festival, you'd prefer to just keep it simple and rest for the night. Mark is less than pleased by this but it's not like it will kill him.

Come the next morning then you can depart for back home. If you're not wandering anymore, then you'll have to part ways with your travel companion. You can say your goodbyes though, as he hands you his walking staff in thanks for dealing with the problem a the river. If you'd any other business with him, now would be the time since once you part ways you'll likely not see him again. Even if you offer him to visit you and tell where you live, the cheeky bastard claims he won't be able to remember without something to remember by; a kiss. Of course you won't, so indeed this may be the last time you see one another.

>>2666140
Second place prize was actually a rather nice and well-made goat horn container, for drinks or whatever else on the go.
>>
>>2666156
ah, I've got something for him to remember us by.
Give him a slime-cam rock in a jar.
We now can tell whenever the wandering god is nearby, super handy.

See you next time you're within a couple dozen miles of us, wandering god. And thanks for the walking stick.

I hope we can use it.
>>
>>2666156
Well, then, no kisses, but take a bit of slime (hand over small jar of slime). If you ever wonder how you got it, I'm sure you'll find a way to my clinic.
>>
>>2666171
I'm glad we figured out slimification of rocks.
Seems perfect for this shit.
>>
>>2666172
>>2666171
>>2666165
You can offer a slime, but as far as he's concerned that's just a pale imitaiton. Besides, it's just extra carry weight, which you know he has no near enough no belongings besides the clothes on his back.

So then, homeward? Did you settle on which of the two blessings you wanted?
>>
>>2666181
Both are real good blessings, I wouldn't mind either.
I slightly prefer the shortcuts one rather than the portals one, myself, but we never settled.
>>
>>2666210
and yeah, homeward. We've hit time constraints.
>>
>>2666181
>>2666210
Yeah, let's do shortcut magic.

And let's head on home. Maybe make a little shrine to Mark somewhere on the way home as thanks.
>>
>>2666218
we've got a little shrine to mark as thanks, a little shrine to the river god out of terror, and maybe some kind of nebulous slime shrine?
>>
>>2666181
actually, fuck it, we gave a farmhand a cheek kiss, we can give a god a cheek kiss.
>>
>>2666218
I like this idea.
>>
>>2666227
A cheek kiss is acceptable.
>>
>>2666218
>>2666210
If you are relying on shortcuts then, you can use it but you have to make a roll to find the trail.

And sure you can set up a shrine somewhere you suppose, but you're not really sure what a shrine to a traveling god would entail and if he would even benefit from it.
>>
Rolled 27 (1d100)

>>2666272
Shortcut roll!

And we'll have to make something up.
Maybe a little dude with a hobo bindle and some candles in front of it.
>>
Rolled 77 (1d100)

>>2666272
Rolls.
>>
>>2666300
>>2666274
>77

It definitely takes some getting used to since you're using the thing without experience or training, and you almost give up a few times. But eventually after a couple hours in the morning after you leave the village, you wander about searching with the stick and indeed find a hidden trail that you think can take you home. Only question now is then, how far do you want to follow it?
>>
>>2666317
Let's give this dang ol' thing a shot.
Let's follow until we're home, or until scary shit starts happening. I wanted to stop at the bandit place, but testing powers is much more important.
>>
>>2666325
Basically.
>>
>>2666317
Long enough to determine the general direction it goes.
>>
Going to be resuming in a bit, just a heads up.
>>
>>2666325
>>2666541
>>2667428
So you traipse along this strange and dreamlike otherworld that is the traveler's path, an altogether place not radically different from the normal world but everything heightened. From the physical aspect of the trail, plants and even occasional animal, to merely just the senses about the place like the light and sounds, it feels like navigating a vivid dream.

It doesn't seem to be as easy as just willing yourself somewhere you want to go however, like home. You find out the hard way that by following the trail to it's full length, you go until there's no path left and you find yourself emerged on a beach. Considering you went north from the mountains as to get back home, it seems you may have reached the complete other side of the country in just a matter of hours travel. So searching for another trail going back south, this time you take it a bit more carefully and every half hour or so leave the trail behind to search the real world area around where you were, sometimes needing to travel a bit to find habitation that you can ask people of where you are.

All in all, it takes by the next day, to finally navigate your way back to the forested region where the outcast village is. Probably longer than if you'd just have walked, at least from the river, however it's more experience and more getting used to using the walking staff so next time you use it, it should be much easier or at least less time-consuming. Either way, you wander around for a bit and begin to recognize familiar landmarks, that you're about an hour's walk from town if that. The witch's gingerbread house, you can find without trouble for example.

>How do you proceed?
>>
>>2668347
Sweet, We've got a fancy new stick to show off to our gaggle of assorted friends back home.
Did we get any response yet from the lake mage guild? We might have to just go and talk to them at the lake city after all.

Also, I think now that we have this staff, we can finally give up our prized elephant. So everybody say your goodbyes and enjoy having them around for a bit longer, as this weekend it's going off to live in a fancy elephant enclosure where it isn't poked by goblins all day.
>>
>>2668347
Let's tell Adriana about our adventure, and get some rest. Also, see if there's any new books at the Book Nook.

>>2668364
>I think now that we have this staff, we can finally give up our prized elephant.
We already have, anon.
>>
>>2668412
I thought we haven't given the elephant over yet? Our wagon plans were only mostly completed.
>>
>>2668429
Nope, Domra's in one of Maribelle's enclosures, livin' life and fuckin' elephant bitches like a king.
>>
>>2668347
Let's take a breather. What's the eta on our barn base? And maybe tomorrow we can take a looksee at that bandit hideout of sorts.
>>
>>2668412
>>2668429
Really? I know it was a plan but I could have sworn that it hadn't actually been done yet. If so though that's fine.

In any case you can return home now after your trip with some pretty hefty stories to share with Adriana and the others. You also ponder the mage guild offer, for which a return letter did arrive and they are open to a chosen location outside the town to meet... however with the walking staff now you consider just going there directly in person.

Also consideration about the bookstore, if you want to go and check it out with a roll.

>>2668523
By now the barn will have been completed, Adriana even informs you as much. You may still want to haul the cauldron out there but the building itself is complete.
>>
>>2668536
I also could have sworn we hadn't actually given him away yet.

Also, I guess it's time for hauling. Gotta get that cauldron out of our cramped ass house.
>>
Rolled 71 (1d100)

>>2668536
Sure, let's see if there's any romance novels that came in. Any other books you guys want?
>>
>>2668536
Ah. Alright, let's get the cauldron out there...and yeah, we could probably just go there (to the Mage's Guild) now.
>>
Rolled 87 (1d100)

>>2668550
as always, magic books, slime books, and monster books.
>>
>>2668564
oh, and medical. Any of those.
>>
>>2668552
Wait, before we head out, how many days does the orc ninja have before she's done with her job? We need to be there to hear her report and pay her.
>>
>>2668583
her job was open ended and without time limit.
She'll take as long as she takes. She only has reason to come back if she finds something.
>>
>>2668583
There was never any indication on how long she would take, you just set her on it until she got results.

>>2668568
>>2668564
>>2668550
>87

You can make a stop by the little bookstore easily enough and see what's new. In particular because you haven't been by here recently for the purpose of buying the books themselves. As such you asking after certain categories does amount to something, and you care to pick either two categories of average quality, or one category of high quality, in terms of the books available you can go ahead. Categories in this case, like as described here >>2668564


>>2668552
After moving the cauldron then, you want to depart? No time at all back home really, though not like there's anything wrong with that either, if you want to keep active of course.
>>
>>2668614
I don't have many chores at home, though it WOULD be nice to get a couple days of healing in for the experience. Adrianna is probably WAY better than us by now. Though that would mostly be a couple day timeskip.

Then we gotta visit OUR academy for the weekly visit, then we can hit the other academy after that on the same trip. Sound good?

And I think medical and magical are good book picks.
>>
>>2668614
>>2668634

Actually, yeah. We've not really healed for a while. Let's chill for a bit.
>>
>>2668634
>>2668637
Well it's only about the 4th day into the week, so would you prefer to just spend those getting used to being back home and helping out with the healing workload? As well of course, as taking care of other bits of business like moving the cauldron to the barn and such. Then it's the weekly visit followed by seeing about this other meeting with the guild.
>>
>>2669118
yeah, that sounds like a good schedule.




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