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File: undeadislandquest.png (865 KB, 856x462)
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You're the leader of a barbarian tribe that recently found a new continent full of ancient catacombs filled with loot. Though there is some weak undead in there, it has been a breeze to acquire the loot, it is just that there is an awful lot of it.

But on your third trip to the island to grab loot, you find a bunch of wizards snooping around. You promptly attack them, but the damn wizards are crafty, they use their ranged spells to murder many men ten times better than them with their cowardly witchcraft.

You cannot allow those wizards to keep breathing, you must put an end to their magic. Worse still, some useless trinkets from the ruins seem to empower greatly the wizards, making them even more dangerous.

One of your men discovers that if we break the artifacts, crush them to powder and snort the powder, we gain a temporary powerful boost in battle!

So now we have a good reason to collect all those trinkets!

You have two boats, 40 men on the island and 200 food (each 1 food is food for one man for one day).

The trip between your home and the island takes 1 week, so if you send for reinforcements, they will take at least 14 days to arrive.

What do you do?

> Gather food
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Write in

You estimate there are still over 1,000 catacombs unexplored in the island.

You can divide your men and send them to do different tasks.

Roll 3d100 for each group doing a task.

Name leader and select if male or female.
>>
Rolled 69, 18, 43, 70, 21, 8, 72, 10, 80 = 391 (9d100)

>>6168460
>Raid a catacomb for loot
15 men.
>Raid a catacomb for magic trinkets
15 men.
>Gather food
10 men.
Name: Brendan Donnchadh (male).
>>
>>6168460
>>6168473
Agree
>>
>>6168473

The catacomb raid for loot turns out alright. Amidst a bunch of trah, you find:

3 valuable gemstones (one red, one blue, one yellow)
1 magic potion (you have no idea what it does though)

The raid for magical trinkets doesn't go too well though. One man gets bitten by a particularly nasty undead and becomes sick.

The men foraging for food return with 160 food,

You end the day eating and being merry, though you mourn for your sick comrade.

320 food
40 men (1 sick)

You men catch sight of some lowlife wizards skulking around.

What do you do for day 2?
> Gather food
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Write in
>>
>>6168489
>Search for the wizards to put an end to their misery
28 men.
>Raid a catacomb for loot
5 men.
>Raid a catacomb for magic trinkets
5 men.
The sick man stays behind as well as someone to keep an eye on him.
>>
>>6168583

please roll the dice
>>
Rolled 97, 97, 15, 94, 87, 10, 49, 67, 70 = 586 (9d100)

>>6168584
My fault.
>>
>>6168617


Your men murder 5 wizards and steal:

Over 20 gems
A gold chalice
Fine learther coinpurses
2,070 gold
An engraved wooden scepter

A couple magic rods.

Break the rods and make snuff?
> Roll 6d100
> Not right now
> Write in

You raid a catacomb for loot.

You find 300 gold inside after a quick battle.

You raid a catacomb for magic trinkets.

You find a potion inside (no idea what it does).

280 food
40 men (1 sick)

A giant skeleton is seen wandering through the forest! He carries a massive club.

What do you do for day 2?
> Gather food
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Write in
>>
>>6168634

day 3 rather
>>
>>6168634
>Roll 6d100

>Gather food
8 men.
>Raid a catacomb for loot
10 men.
>Raid a catacomb for magic trinkets
10 men.
>Search for the wizards to put an end to their misery
10 men.

Once again, sick man stays behind + 1 other to watch over him.
>>
Rolled 76, 76, 84, 48, 89, 81 = 454 (6d100)

>>6168658
Forgot the rolls again. 1/2.
>>
Rolled 36, 57, 100, 65, 78, 13, 100, 7, 30, 13, 51, 94 = 644 (12d100)

>>6168660
2/2.
>>
Rolled 4 (1d4)

>>6168658
>>6168660
>>6168663


You make 42 units of Mana Snuff. Each unit is enough for one warrior for one battle.

You gather 220 food.

You raid a catacomb for loot and find 1,000 gold.

You raid a catacomb for trinkets. One man is killed by an undead that took him by surprise and bit him in the neck, which is then dispatched by the rest of the men. The man unfortunately bled to death before we could help him.
You find 3 gems and a scroll in there.

You search for the wizards to put an end to their misery! You find a small group of wizards studying some mushrooms. You kill one of them and the rest turn to smoke and escape.

With the deceased one you find:
16 gems
1 scroll

1 magic ring

Do you want to break the ring to make snuff?
> Yes. (Roll 3d100)
> Not yet
> Write in

The sick man has seizures!
1 - he just dies
2 - he becomes a weak undead
3 - he becomes a powerful undead
4 - he recovers miraculously

The giant skeleton bashes one of our men by surprise with his giant club and he breaks his arm. He then runs away, the coward.

500 food
38 men (1 with broken arm)

A mermaid is sighted by the beach!

What do you do for day 4?
> Gather food
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Write in
>>
>>6168887
>Not yet
>Raid a catacomb for loot
10 men.
>Raid a catacomb for magic trinkets
10 men.
>Search for the wizards to put an end to their misery
16 men.
Man with broken arm and one other stays behind.
>>
>>6168959

Roll the dice please.
>>
Rolled 36, 74, 100, 30, 71, 24, 95, 62, 16 = 508 (9d100)

>>6168977
>>
>>6168991


Looting catacombs you find 15 gems, 2 scrolls, a cloth tabbard, a copper cup, an obsidian plate, gloves stitched with electrum wire, a highly elaborate wooden scepter lacking a gemstone and 2,000 gold.

Looting for magical trinkets, you find: a magic spear, a magic wooden shield and a magic mirror.

Break the spear, the shield and the mirror to make snuff?
> Yes. (Roll 9d100)
> Not right now
> Write in

Searching the wizards to put an end to their misery, you find a large group of them. An ambush! You kill one wizard, but they manage to kill 4 of your men with their powerful area spells. You are forced to retreat, but now you know where their camp is!

The men who stayed behind report that the mermaid lured them with her voice. The one with the broken arm sunk and was devoured. The other one had a knife and wounded the mermaid, which fled, so he could escape to safety.

460 food
34 men

You think you saw some natives in the woods, but you're not sure.

What do you do for day 4?
> Gather food
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Raid the wizard camp (warning! difficult!)
> Write in
>>
>>6169028


damn, forgot to fix the day again. Day 5.

Also you have 42 mana snuff.
>>
Rolled 85, 6, 10 = 101 (3d100)

>>6169028
>Not right now
>Raid the wizard camp (warning! difficult!)
Every single man. It’s either the wizards are wiped out or we are.
>>
Rolled 73, 1, 76 = 150 (3d100)

>>6169066


You rush towards the wizards with all you got!

It's a massacre! They use all kinds of terrain manipulation spells to funnel your men through where they want you to go and then use their powerful area spells again and again against you.

Though your barbarians are strong, and naturally resistant to magic, they still are worn down by such a relentless magical assault!

17 men perish in the failed attack, and only 2 wizards are killed (by lucky strikes with thrown weapons), you men never managed to get up close and personal with the wizards.

Demoralized, you're forced to escape.

But when you return to your ships, you find a large mob of natives plundering it!

You have to fight for your hoard of loot!

Roll 3d100 against the natives and choose how you want to fight:
> Murder as many as possible
> Drive them away
> Capture them alive (difficult)
> Skirmish (reduce casualties amongst your men, but is less effective overall)
> Write in
>>
Rolled 12, 60, 16 = 88 (3d100)

>>6169077
> Drive them away
>>
>>6169139

Drained from the fight and unwilling to wantomly murder the natives, you try to drive them away with minimal violence. Still, they steal a lot of our stuff, mainly almost all of our food. They didn't touch the mana snuff though, they might not know what it is.

20 food

17 men

42 mana snuff


Some wizards are sighted skulking about. They might be planning to strike us soon!

What do you do for day 6?
> Gather food
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Raid the wizard camp (warning! difficult!)
> Write in
>>
>>6169152
>Gather food
7 men.
>Raid a catacomb for loot
5 men.
>Raid a catacomb for magic trinkets
5 men.
What a mess.
>>
>>6169197

Please roll the dice.
>>
Rolled 80, 27, 87, 11, 57, 60, 66, 23, 13 = 424 (9d100)

>>6169214
>>
>>6169230


You gather 120 food.

You get 7 gems and 700 gold from a catacomb.

You find one magical staff.

Will you break the staff into snuff right now?
> Yes (roll 3d100)
> Not yet

When you return to your ship it is destroyed! The wizards set it on fire with spells while you were away!


You could build a new ship, but it would require at least 1,500 lumber, then you'd need to spend some time building it - at least 20 days, probably a month.
120 food

17 men

42 mana snuff

The natives are skulking around lately.

What do you do for day 7?
> Gather food
> Gather lumber to build a ship
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Raid the wizard camp (warning! difficult!)
> Write in
>>
Rolled 24, 51, 54 = 129 (3d100)

>>6169687
>Not yet
>Gather lumber to build a ship
All 17 men. The sooner that ship’s built the better.
>>
Rolled 33, 55, 53 = 141 (3d100)

>>6169717


You gather 200 lumber!

While you're gathering lumber, the natives become bolder and attack you!

Their sole advantage is very large numbers, they aren't skilled warriors.

Roll 3d100 to defeat them and choose how you want to fight:
> Murder as many as possible
> Drive them away
> Capture them alive (difficult)
> Skirmish (reduce casualties amongst your men, but is less effective overall)
> Write in
>>
Rolled 63, 12, 42 = 117 (3d100)

>>6169734
>Murder as many as possible
This island is hell.
>>
>>6169736


At first you make an endless carnage, but the waves of natives coming your way tire you up.

Two men end up dead under the relentless bludgeoning of the natives, who fight with clubs and sometimes even rocks.

At some point the natives figure they had enough deaths and flee though.

200 lumber

100 food

15 men

42 mana snuff

You see one old native sage wandering alone near your settlement. He's observing you from afar.

What do you do for day 8?
> Gather food
> Gather lumber to build a ship
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Raid the wizard camp (warning! difficult!)
> Write in
>>
>>6169749
> Gather lumber to build a ship
All 15 men.
>>
Rolled 3, 43, 46 = 92 (3d100)

>>6169767
>>
>>6169767
>>6169768


You gather 120 lumber.

The old sage approaches your men, he seems to have no ill intention. He is carrying a big gem, like the ones found in the catacombs.

He motions for you to pay attention.

He drops the gem in the ground and starts chanting something or another in his language.

Suddenly, something weird like a smoke but odorless comes out of the gem. The weird cloud of smoke wanders about. It moves towards the sage. The sage says some imprecations and it moves away from him. It then moves towards your men, but the sage gets between the thing and you and say more imprecations.

It then enters a tree.

The tree becomes animated! The sage runs away.

Your men make short work of the animated tree. When you look at the gem, it is cracked and turned into a fine powder. When you try to recover the powder, a sinister wind washes it away and it disappears.

So that is why the natives keep making these catacombs! This whole island is cursed with countless evil spirits! They wander about possessing people and things, and the only way to keep them from doing so is trapping them in gems and buring them with funerary rites!

You make sure to burn down that log the spirit possessed for good measure. You wouldn't want cursed lumber in your ship.

320 lumber

85 food

15 men

42 mana snuff

Your people notice the wizards wandering about nearby. Are they looking for us?

What do you do for day 9?
> Gather food
> Gather lumber to build a ship
> Raid a catacomb for loot
> Raid a catacomb for magic trinkets
> Search for the wizards to put an end to their misery
> Raid the wizard camp (warning! difficult!)
> Write in
>>
Rolled 28, 16, 78, 38, 53, 11 = 224 (6d100)

>>6169772
>Gather lumber to build a ship
5 men.
>Search for the wizards to put an end to their misery
10 men.



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