Miracles of Ancient Wonder (RWBY/D&D Homebrew)

I mean Aes looks kinda suspicous, she has eldritch blast and some hellish magic, she might be a warlock with a Fiend pact. We should keep an eye on her. Also as a hawk faunus shouldnt she be able to fly?
 
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And the paragraphs aren't separated again.

So do we think there are kids in there that are still alive? Because that would affect how soon we want to tackle this place.
Fixed. And there might be, but it's been a couple days since the last disappearance, which you assume to mean he's either got a few extra to keep him supplied, or will be needing new material soon. It's a fifty fifty toss-up, as far as you know.
 
I mean Aes looks kinda suspicous, she has eldritch blast and some hellish magic, she might be a warlock with a Fiend pact. We should keep an eye on her. Also as a hawk faunus shouldnt she be able to fly?
Sorry, I forgot to add the flight. And remember, the arcane magics are all grouped together. I mostly just built Aes so she could blast undead really well, since, you know, that's the situation you're finding her in. She's also a street rat who understands the importance of having extreme firepower.
This should probably be Faunus/Hawk.
That it should. There was a point where I first planned for her to be a fox, but thought better of it. Let me go fix that.
 
[X] Bring Aes directly to Ozpin, and drag him out to deal with the necromancer as soon as possible. (Begins the assault ASAP, but Ozpin and Aes will have little time to interact)
 
[X] Bring Aes directly to Ozpin, and drag him out to deal with the necromancer as soon as possible. (Begins the assault ASAP, but Ozpin and Aes will have little time to interact)

Remember the necro's got captives. Clock's ticking
 
[X] Bring Aes directly to Ozpin, and drag him out to deal with the necromancer as soon as possible. (Begins the assault ASAP, but Ozpin and Aes will have little time to interact)

Ayy get them deader than dead.
 
Blood and Bone Part VII
[X] Bring Aes directly to Ozpin, and drag him out to deal with the necromancer as soon as possible. (Begins the assault ASAP, but Ozpin and Aes will have little time to interact)


There's no time for social niceties, you decide. It's taken far too long just finding the information you needed to move Ozpin to act, and every second you wait, more children could be suffering. With that thought in mind you don't hesitate to go directly to Ozpin, dragging Aes along with. The bullhead pilot meant to take you back looks like he wants to complain about the extra passenger, at first, but one look at your serious expression had him shaking his head and turning back to the controls. Ozpin, it seemed, understood you better than you thought. It certainly helped that the flight made better time than was strictly necessary.

"So you've found something worrisome, I take it." Ozpin said the moment you entered his office, already waiting in that strange steel chair of his and sipping a cup of coffee. For all the brevity his tone of voice carries, you can easily the the concern writ large across his features, a sharp frown firmly in place as he observed you carefully. Even Aes's entrance, the faunus girl lingering at the back of your group and almost hiding in Yang's shadow, earns a bare flicker of his attention before he returns his gaze to you.

"No kidding." Yang replies with a snort, thought she doesn't quite manage to pull off the same degree of levity as your mentor. When Ozpin raises a curious eyebrow, you waste no time explaining just what you've been up to the last few days, including a short description of your meetting with Aes--another glance passes, but Ozpin remains focused upon you. ONce you're done, he leans back in his chair, brow creasing.

"That is certainly a concern." Ozpin says finally, after several long moments of thought. "And you mean to assault this hideout immediately?"

"I do." You confirm, nodding sharply. "I know you're busy, but…" You begin to say, trying to find the right words for your request, but Ozpin preempts you.

"I will, of course, accompany you on this outing. Maintaining the peace of Vale is my responsibility as a Huntsmen, just as Beacon is as a Headmaster. You will need someone to take down these wards you mentioned if nothing else, and I doubt your new friend is quite capable enough as yet." Here he looks to Aes fully for the first time, a small smile twisting his lips for a brief moment before returning to their more serious position. "Now if you will excuse me, I must make the arrangements swiftly. Meet me at the bullhead docks in… oh, half an hour should do." And with that the silver-haired is up and moving, leaving you and your little party in the dust.

It takes most of the thirty minutes allotted to convince your Father to allow you to go out again; a confirmation that yes, Ozpin knows what you're doing, and yes, he is in fact going with you, is needed, but eventually the man succumbs. He almost came with himself, but with his own piles of paperwork for the next day's classes--which he couldn't simply foist off onto someone else as easily as Ozpin--and your insistence that too large a group would only make things more difficult to coordinate, you argued him down. For all that you loved your father, and trusted him to protect you, it had been a long time since he truly fought, and magic was dangerous for those unprepared to face it. He did, however, insist that Yang go with you. She, at least, had some experience dealing with these sorts of monsters, and he wanted you to have as much protection as possible.

When you got to the bullhead, just a minute short of the time limit, you were surprised to find that there was no pilot on duty. Instead, Ozpin himself was sitting it the controls, already going through a pre-flight checklist.

"Time for a pop quiz, Miss Rose." He said as the three of you--four, counting Lily--boarded. "I will be guiding you through this conflict, but if you want to continue handling magical threats on a regular basis--and I have no doubt you will--then you must have the necessary skills. I will not be there to help you forever. So, how do you wish to handle this?"


[ ] Loud and Hard: This monster has been kidnapping children and experimenting on them, if nothing else. Go in loud, go in hard, and bring down the wrath of the Choir upon him. (zero subtlety route. Crash the wards, walk in the front door, and fight your way through whatever defences have been set to bring your target to justice)


[ ] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)


[ ] Clever and Cunning: It worked for the devils, it should work here. Purposefully trip the wards and put on an act to fool the necromancer into coming out himself. There's a risk he might send his undead servants instead, but if it works, you will have solved this mess much quicker. (exactly what it says on the tin. Best chance of avoiding the mansion entirely and going straight for your target, but you might still have clean-up to deal with, if it even works)

XXX

OOC: I am sort of regretting even making the Ruby path an option right now. It's really difficult to find a valid reason for Taiyang to not just Papa Bear everything--even with the rolls supporting it--but with Ozpin as a chaperone and your previous efforts getting him off your back, I think it should be okay. Hopefully that doesn't break anyone's SOD too much.
 
[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)

Best method to avoiding a gauntlet run to the boss. Save our energy for the main threat.
 
[X] Clever and Cunning: It worked for the devils, it should work here. Purposefully trip the wards and put on an act to fool the necromancer into coming out himself. There's a risk he might send his undead servants instead, but if it works, you will have solved this mess much quicker. (exactly what it says on the tin. Best chance of avoiding the mansion entirely and going straight for your target, but you might still have clean-up to deal with, if it even works)
 
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[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)
 
[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)
 
[X] Clever and Cunning: It worked for the devils, it should work here. Purposefully trip the wards and put on an act to fool the necromancer into coming out himself. There's a risk he might send his undead servants instead, but if it works, you will have solved this mess much quicker. (exactly what it says on the tin. Best chance of avoiding the mansion entirely and going straight for your target, but you might still have clean-up to deal with, if it even works)

My problem with the sneaking option is that this is a necromancer we're dealing with. Once we confront him he'll just summon all those undead monsters we snuck past to hit us from the rear.
 
[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)
 
[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)

The only time you should pick a fight with a necromancer is when they have no time to prepare. Otherwise you'll get bogged down in traps and minions, giving them time to buff up and summon even more minions, escape, or finish whatever foul ritual they're in the middle of. None of those options are good.

OOC: I am sort of regretting even making the Ruby path an option right now. It's really difficult to find a valid reason for Taiyang to not just Papa Bear everything--even with the rolls supporting it--but with Ozpin as a chaperone and your previous efforts getting him off your back, I think it should be okay. Hopefully that doesn't break anyone's SOD too much.
Don't worry about it. Seriously. Even by Canon Taiyang wasn't too pushy about protecting Ruby when she wanted to train to be a Hunter. As long as there's the Ozpin excuse while Ruby is young, and the 'Hunter-in-training' excuse later on, it doesn't really break with his character. Yes, he's concerned and worried, but risking life and limb to protect others is what his entire awkward family does. He might make Papa Bear noises in the distance, but I personally think it's not out of character for him to not just rush everything himself.
 
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Typos.
For all the brevity his tone of voice carries, you can easily see the concern writ large across his features, a sharp frown firmly in place as he observed you carefully. Even Aes' entrance, the faunus girl lingering at the back of your group and almost hiding in Yang's shadow, earns a bare flicker of his attention before he returns his gaze to you.

"No kidding." Yang replies with a snort, though she doesn't quite manage to pull off the same degree of levity as your mentor.
Once you're done, he leans back in his chair, brow creasing.
"I will, of course, accompany you on this outing. Maintaining the peace of Vale is my responsibility as a Huntsman, just as Beacon is as a Headmaster.

[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)
 
[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)

Best for the victims not to be used as hostages I think
 
[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)
 
[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)
 
Blood and Bone Part VIII
[X] Quiet and Careful: You've read enough stories to know what comes of those who tread boldly into the monster's lair. With Ozpin's knowledge and skill, you should easily be capable of slipping past the wards and finding your way through the mansion without setting off alarms. (Fully subtle, fool the wards and sneak around while engaging only when necessary)


"Can you trick the Wards?" You ask after a moment's thought, the beginnings of a plan starting to form in your mind. Ozpin glances your way, before nodding sharply.

"Unless this necromancer is far more skilled than you have suggested, that should be easy enough. A stealth mission, I take it?" You smile in response to the question, nodding yourself.

"Yep. There's probably all sorts of traps and monsters just waiting to attack anybody who intrudes. After all, a necromancer would want to build his army of undead, right?" Ozpin nods, turning back to the controls.

"An astute assessment, Miss Rose, and my thoughts exactly," The headmaster commends, warmth in his voice. "Let us be away then." And so you are, the five of you falling into a contemplative silence as the bullhead rose into the air. This would be your second encounter with the supernatural, third if you counted the Grimm, though you weren't entirely sure you could.Hopefully it went as well as the others.


XXX


After a short trip, you find yourself walking the streets of Vale with your companions, eyes peeled for any sort of danger. You make a motley crew, three children, an aged man, and a fairy hidden in the folds of your crimson cloak as you wandered. It was almost midnight by now, so thankfully there weren't many people out and about, but you can still feel a few strange looks being passed your way before your group finally approach the mansion. It looks much the same as before, standing against a backdrop of pale light from the moon, for once complete in its pattern of shattering.

There is a short pause, in which Ozpin himself observes the wards set upon your destination, before his lips quirk and he waves an almost negligent hand. Your own magic sight provides only a slight wavering in the lines of magic, before they settled once again, seemingly unaffected.

"We are free to pass." The headmaster then said, to your surprise, passing a hand briefly through to prove his point. Your eyes widen in awe, but you remain silent as he speaks again. "Now then, entering through the front door would rather defeat the purpose of stealth, so we will require another entrance. Does anybody have a suggestion?"

"We could break a window." Yang spoke up first, gesturing at one of the wide-paned glass barriers that line the building. "If we're careful it won't be too loud."

"I think we should find a backdoor or something." Aes rebutted, shaking her head. "This is no time to be taking chances."

"There is the chimney," Lily offers from his place on your shoulder. "Ruby and I can fly ourselves, and I presume the headmaster is capable of providing for the rest. If I scout ahead, we should know when it's safe." The little fairy looks pointedly at Ozpin, who nods in answer.

How do you enter the mansion?


[ ] Through the chimney


[ ] Break a window


[ ] Try to find a backdoor


[ ] Something else (Write-in)


OOC: Sorry for the long wait, I've been rather distracted recently, watching a let's play of Persona 5, since I'm too poor and lazy to get it myself. That is a ridiculously long game.

On to other news, feel free to ask about the layout of the mansion if you have any unique ideas. I'll answer what I can.
 
[X] Through the chimney
- [J] Disguise self as fat white man in red suit
-- [J] Smash everything you see with Bag of Holding filled to capacity with dumbbells

Persona 5 is roughly 80-110 hours on a playthrough done properly, so it's understandable. Persona games tend to be very, very long.
 
We have mage hand. Why can't we use it to unlock a window from the inside? Then just lift it open ourselves.

It's quiet, and doesn't risk falling into a hot pot, should the necro be brewing something.
 
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