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File: mice.jpg (150 KB, 1000x801)
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You are a group of 400 giant mice that have been cast out of your small kingdom. Long have you travelled the world in search of a place to settle, yet found little land not taken. At last, tired of running, you settled upon a foreign and mysterious land, perhaps not really suitable for your kind, but one you will claim for yourself.

You find yourselves in...
>-1 A jungle of dizzying heat, strangling anacondas and fertile land.
>-2 A desert oasis of enigmatic sphinxes, vast dunes and valuable trade routes.
>-3 A cavern system of dim light, valuable minerals and dark creatures.
>-4 The mana wastes of cruel witchwinds, wondrous ruins and strange beasts.
>-5 A large island off the mainland coast which was fertilized long ago by a sleeping volcano not!Sicily
>NO write-ins for this one

Pick a "curse":
>-1 Your group has few skilled healers, meaning field medicine and prevention of illness will be hard.
>-2 Your group has few skilled craftsmen, meaning mass manufacturing of goods will be difficult.
>-3 Your group has few soldiers, meaning you will have to rely upon diplomacy to protect yourselves initially.
>-4 Your group has few skilled farmers, meaning a larger portion of your population will be occupied in agriculture.
>-5 Your group has no mages at all, meaning creation of powerful artifacts and casting of spells is unavailable to you until you obtain a means of education in the arcane arts.
>Write-in

Pick a boon:
>-1 Be it through merchant past, industrial spirit or other, unsavoury means, your group has acquired for itself a large amount of wealth that you are yet to spend in full.
>-2 Either when you left or in the course of your journeys, you have obtained a small collection of powerful artifacts that make your soldiers truly fearsome even when few in numbers.
>-3 Your group has had to negotiate its way out of many troubles, and as such possesses an understanding of the customs of various lands and the tricks necessary to succeed in diplomacy.
>-4 Your group has some master builders, capable of constructing impressive structures. This will also aid in fortification.
>-5 Your group has tamed giant cats. These can be used as war beasts or for riding. Other applications may be found.
>Write-in

If you're not sure what to pick or just want to introduce chaos I have helpfully provided numbers with which you may roll for your choices.
>>
FAQ or something:
>Is this spammer quest
NO.
>How fast
If everything goes well then I start writing once 3 votes come in, if not then I'll try 1 post a day until thread ends.
>How it works
d100 for most things, I roll for many things including random events and encounters, also your starting position which may end up unfair. Higher is better. You CAN and probably WILL die. I'll keep you alive for the first few updates though through QM powers.
>How long
Oneshot.
>>
>>6054930
>4 The mana wastes of cruel witchwinds, wondrous ruins and strange beasts
>5 Your group has no mages at all, meaning creation of powerful artifacts and casting of spells is unavailable to you until you obtain a means of education in the arcane arts.
>2 Either when you left or in the course of your journeys, you have obtained a small collection of powerful artifacts that make your soldiers truly fearsome even when few in numbers.
>>
>>6054930
>-5 A large island off the mainland coast which was fertilized long ago by a sleeping volcano

>-5 Your group has no mages at all, meaning creation of powerful artifacts and casting of spells is unavailable to you until you obtain a means of education in the arcane arts.

>-5 Your group has tamed giant cats. These can be used as war beasts or for riding. Other applications may be found.
>>
>>6054930
>-4 The mana wastes of cruel witchwinds, wondrous ruins and strange beasts.
>-4 Your group has few skilled farmers, meaning a larger portion of your population will be occupied in agriculture.
>-2 Either when you left or in the course of your journeys, you have obtained a small collection of powerful artifacts that make your soldiers truly fearsome even when few in numbers.
>>
Think I'll let these first choices run for a day (or like 14-16 more hours) since it's what will set the tone for the entire first half of the quest, or even for the entirety of it, considering this is a oneshot. It is important. May help gauge interest in the idea as well.
>>
>>6054930
>>-4 The mana wastes of cruel witchwinds, wondrous ruins and strange beasts.
>-5 Your group has no mages at all, meaning creation of powerful artifacts and casting of spells is unavailable to you until you obtain a means of education in the arcane arts.
>-5 Your group has tamed giant cats. These can be used as war beasts or for riding. Other applications may be found.
>>
>>6054930
>-1 A jungle of dizzying heat, strangling anacondas and fertile land.
we smol, smol hide in jungle
>-1 Your group has few skilled healers, meaning field medicine and prevention of illness will be hard.
smol die before injury, breed to make new smo
>-5 Your group has tamed giant cats. These can be used as war beasts or for riding. Other applications may be found.
fuk cats
>>
>>6054930
>-3 A cavern system of dim light, valuable minerals and dark creatures.
We are mice after all.
>-5 Your group has no mages at all, meaning creation of powerful artifacts and casting of spells is unavailable to you until you obtain a means of education in the arcane arts.
>-5 Your group has tamed giant cats. These can be used as war beasts or for riding. Other applications may be found.
>>
>>6054930
>-5 A large island off the mainland coast which was fertilized long ago by a sleeping volcano not!Sicily

>-5 Your group has no mages at all, meaning creation of powerful artifacts and casting of spells is unavailable to you until you obtain a means of education in the arcane arts.

>-5 Your group has tamed giant cats. These can be used as war beasts or for riding. Other applications may be found.
>>
>>6054945
>>6054966
>>6054982
>>6055028
>>6055049
>>6055078
>>6055331
Ok I'm late but I'm here and working on
>-4 The mana wastes of cruel witchwinds, wondrous ruins and strange beasts.
>-5 Your group has no mages at all, meaning creation of powerful artifacts and casting of spells is unavailable to you until you obtain a means of education in the arcane arts.
>-5 Your group has tamed giant cats. These can be used as war beasts or for riding. Other applications may be found.
Will roll and write shortly.
>>
Rolled 73, 75, 3, 32, 8, 82, 71, 27, 15, 40, 88, 48, 59, 38, 88, 80, 11, 92, 7, 92 = 1029 (20d100)

Rolling your surroundings...
>>
Rolled 76, 89, 37, 58, 34, 18, 42, 93, 46, 24 = 517 (10d100)

Some more...
>>
You have journeyed far, very far indeed. So far that you ended up in mana wastes, where cruel witchwinds howl and strange beasts prowl the landscape. Little grows here, but you will have to make do, for you have decided to risk settling this land.

You have brought tools and whatnot with you, but they will not last you long if you are to use them extensively, and there is little wood and no iron in the vicinity to make more. There is a river from where you may take water, as is required of any proper settlement, and the soil bears plants, however little.

In the area you inhabit, there lives a hermit, an ancient half-giant that has been outcast from his tribe to the south. He speaks a foreign language and has demonstrated a surprising capacity for survival in these harsh lands.

There are also unknown ruins nearby. You're not certain ruins of what structure they are, further investigation will reveal their secrets.

To the west, there is a tribe of greenskin raiders - orcs and goblins. They seem to have taken a sizeable area the size of a province, but not quite a kingdom. Luckily, for their size they seem absolutely destitute and their military power is quite low. Still, due to the sheer size of the land they control they may pose a threat to us.

To the north, a province of humans sits on a valuable trade route - you journeyed through their lands to get where you are now. They seem fairly weak both in wealth and military in spite of possessing a trading outpost. There seems to be an ancient temple in their lands. The humans seem amicable enough, but you wouldn't call them allies.

To the east stands a small settlement of mycelids, fungus people. They appear to be blades-for-hire - this must have been what allowed them to amass a moderate amount of wealth and enough fungi to project some power..

To the south is the half-giant tribe from which the hermit half-giant was exiled. They are incredibly wealthy, but very few in number, around 50 or so. The half-giants have rejected any attempts at contact, so you're not sure what allowed them to accumulate that wealth.

Setting up a settlement with housing and whatever farms may be available is already underway. You should have enough food to last you until the next meagre harvest, but you will likely have to either live on rations until you obtain more fertile land or trade with humans to the north for food. There is also the problem of the orcs and goblins to the west.

What will the Leader decree first?
>Set up a hunting operation using the cats to obtain exotic animal parts for trade with humans.
>Begin exploration of the ruins.
>Establish contact with the half-giant hermit for his wisdom.
>Write-in
>>
You may also introduce NPCs if you'd like and I'll fit them in the story, heroic characters may convey bonuses. (holy shit maybe this is multiplayer rp? nah I don't think full implementation of that is a good idea since it'd make the game depend on single anons' participation heavily. I get the final say on matters of character actions I think) This will likely be a theatre of life thing where years pass and characters change. Mice live for around 40-50 years, their lives are short. Or leave the characters completely to me. At the very least
>Name the Leader.
>>
>>6055696
>Set up a hunting operation using the cats to obtain exotic animal parts for trade with humans.

>>6055697
>Leader's Name: Frisby

>NPC: Bluth, our finest tamer and rider of cats
>>
>>6055696
>Establish contact with the half-giant hermit for his wisdom.
>>
>>6055696
>Establish contact with the half-giant hermit for his wisdom.

>Leader's Name: Frisby
Good Secret of NIHM reference to that other anon.

>NPC: Bellafide, a charismatic mercenary leader and grieving father.
Now this reference I doubt any would know or remember.
>>
>>6055696
>Establish contact with the half-giant hermit for his wisdom.

>Leader's Name: Elsweyr

>NPC: Cheesums, big-nosed mouse that can smell food from a mile away.
>>
>>6055696
>Establish contact with the half-giant hermit for his wisdom.

Rigby The Shy is dared by a group of boys to touch the giant.

>>6055757
Supporting name.
>>
>>6055696
>Establish contact with the half-giant hermit for his wisdom.
Frisby.
>>
File: collapse.jpg (89 KB, 624x658)
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89 KB JPG
Vote will be open for the night if anyone's wondering if it's closed, wanted to make another update today but post for my other quest took a lot of time & mental effort so I sleep now, will write in the morning. Maybe running 2 quests at once was a terrible idea, but w/e, just fuck my shit up.
>>
>>6055757
>>6055793
>>6055799
>>6055818
>>6055819
>>6055929
>Establish contact with the half-giant hermit for his wisdom.
>Leader's Name: Frisby
>NPC: Bluth, our finest tamer and rider of cats
>NPC: Bellafide, a charismatic mercenary leader and grieving father.
>NPC: Cheesums, big-nosed mouse that can smell food from a mile away.
>Rigby The Shy is dared by a group of boys to touch the giant.

Locking this in, will roll and write shortly.
>>
Rolled 11, 87, 18, 100, 92 = 308 (5d100)

Rolling for events...
>>
Months pass. The settlement is set up and growing still. New mice are born, and your population grows to 420. In the farms, the seeds you brought with you have sprouted and grown.

As preparations for contacting the giant are underway, a small mouse boy named Rigby is dared by other boys to touch the half-giant hermit. In spite of fear, he hesitantly goes towards the cave where the strange hermit resides. Sneaking in, he sees the half-giant by the fire. In spite of his efforts to remain hidden, he has been detected. Yet the hermit simply looks at the small mouse, wordless. Overcome with fear, but thinking "No going back now", Rigby runs up to the half-giant and places his hand upon his massive foot. The difference in height is striking as the small mouse is not even shoulder-height to the sitting hermit.

The half-giant looks at Rigby quizzically. He says something in his strange voice and swiftly picks up the small mouse in his huge hands. Rigby squeaks in surprise and fear and tries to wrestle free, but it is hopeless. His mind races, wondering what the hermit will do. Will he eat him? Throw him into the fire and cook him? Do giants eat mice!? Once he stops struggling and accepts his fate, the half-giant gently sets him down and pats his head. He says something again. Rigby is confused, but suddenly feels at ease. It doesn't seem like the hermit wants to harm him. Slowly, the small mouse backs away, then breaks into a full scurry towards the exit. Looking back at the entrance of the cave, he says "I will come again!". The half-giant smiles and waves. Rigby leaves a few moments later. He gets scolded by his mother for going alone into dangerous wilderness, but the story he will tell the boys is worth it. And perhaps of more worth is the possible beginning of a friendship between a small mouse and a strange hermit...

=====

The half-giant seems to be accepting of delegations, though he dismisses them after a short time to request solitude, so progress in language understanding is slow. Still, after a few months of work with pictures in the dirt, a basic vocabulary is worked out to begin communication.

The half-giants name is Mobur. When asked to share his wisdom and why he lives alone, he tells you that he used to live in the village of half-giants to the south, which is called Ordruka, but got banished for some crime, you're not yet sure what that may be. He lives by feeding upon condensed mana crystals growing in the wastes, absorbing their energy. This is of interest to you, since food is scarce here, and this way of sustaining yourselves would be useful. However, you have no mages to learn the spells, so working out the method will be tough.
>>
Bluth, the head catmaster and rider, is worried. The cats have been feeling ill since the arrival of the mice to the mana wastes, and over time, the illness worsens. Many a beast is stuck resting for most of the day, and their movements are lethargic and uncertain. He racks his head, trying to come up with a method to solve the issue, but usual remedies don't work. The help of a mage or radical methods are needed if the cats are to survive.
>Take some of the cats to humans to see if their healers can treat them. You'll owe the humans, but it's worth preserving the lives of the animals.
>Bluth enlists the help of Cheesums, the big-nosed mouse, by asking him to smell out unknown local herbs that may be beneficial to the cats' health. Though the success of this solution is uncertain... [roll]
>Write-in

=====

Bellafide, the mercenary captain, is hesitant. Having lost his son in battle when the mercenaries were fighting for coin back in northern lands, he is not sure if proposing an idea of negotiating a partnership with the fungi mercenaries is good. Indeed, he is hesitant to even continue being a captain ever since then. But the mice warriors look up to him, and he is one of the few commanders among the group that not only protect it, but also bring it money through their work. The agreement with the fungi may be beneficial for protection from the greenskins, but he doesn't know what they will ask in return. His charisma may win the day, but the myconids aren't that simple either...

=====

With the help of Cheesums, the big-nosed mouse, progress is being made in determining which of the strange magical berries and fruit that grow in these lands are suitable to be consumed as food. Some turn out poisonous, and some mice fall ill, one even dies, but with the collection efforts underway, the strict rationing could ease up.

What happens next? (pick 2)
>New berry plantations are created to provide more food with Cheesums' assistance.
>The hermit's secrets are starting to get studied. Perhaps there is more to his magic than simple sustenance even!
>Bellafide overcomes his grief to propose himself as a delegate to negotiate mutual protection with the shrooms.
>Ruins are explored.
>Fortifications are set up to protect the mice from the potential orc and goblin attacks.
>The hermit becomes friends with Rigby and becomes more open to contact. [more progress with hermit in the future]
>Write-in
>>
>>6056446
>Take some of the cats to humans to see if their healers can treat them. You'll owe the humans, but it's worth preserving the lives of the animals.

>Bellafide overcomes his grief to propose himself as a delegate to negotiate mutual protection with the shrooms.

>New berry plantations are created to provide more food with Cheesums' assistance.
>>
>>6056446
>Bluth enlists the help of Cheesums, the big-nosed mouse, by asking him to smell out unknown local herbs that may be beneficial to the cats' health. Though the success of this solution is uncertain... [roll]

>New berry plantations are created to provide more food with Cheesums' assistance.
>Fortifications are set up to protect the mice from the potential orc and goblin attacks.
>>
>>6056446
>Take some of the cats to humans to see if their healers can treat them. You'll owe the humans, but it's worth preserving the lives of the animals.

>New berry plantations are created to provide more food with Cheesums' assistance.
>Bellafide overcomes his grief to propose himself as a delegate to negotiate mutual protection with the shrooms.
>>
>>6056446
>Bluth enlists the help of Cheesums, the big-nosed mouse, by asking him to smell out unknown local herbs that may be beneficial to the cats' health. Though the success of this solution is uncertain... [roll]
Do your magic, Cheesums.

>Bellafide overcomes his grief to propose himself as a delegate to negotiate mutual protection with the shrooms.
>Fortifications are set up to protect the mice from the potential orc and goblin attacks.
>>
>>6056446
>>Bluth enlists the help of Cheesums, the big-nosed mouse, by asking him to smell out unknown local herbs that may be beneficial to the cats' health. Though the success of this solution is uncertain... [roll]


>The hermit becomes friends with Rigby and becomes more open to contact. [more progress with hermit in the future]

>New berry plantations are created to provide more food with Cheesums' assistance.
>>
Hello anons, felt ill so I took today to rest and regain energy, update will come tomorrow. Also holy sheit, I am reading the last posts and noticing all the mistakes and poor writing fml I will need to check extra carefully in the future.
>>
>>6056446
>Bluth enlists the help of Cheesums, the big-nosed mouse, by asking him to smell out unknown local herbs that may be beneficial to the cats' health. Though the success of this solution is uncertain... [roll]

>The hermit becomes friends with Rigby and becomes more open to contact. [more progress with hermit in the future]
>The hermit's secrets are starting to get studied. Perhaps there is more to his magic than simple sustenance even!
>>
>>6056466
>>6056488
>>6056539
>>6056564
>>6056641
>>6057147
>>6057635
FUCK I lied. I am not ded though. Locking in
>Bluth enlists the help of Cheesums, the big-nosed mouse, by asking him to smell out unknown local herbs that may be beneficial to the cats' health. Though the success of this solution is uncertain... [roll]
>Bellafide overcomes his grief to propose himself as a delegate to negotiate mutual protection with the shrooms.
>New berry plantations are created to provide more food with Cheesums' assistance.

Please roll 2d100 Bo3 for the herbal treatment of cats with Cheesums and Bluth, and for the success of Bellafide's delegation.
>>
Rolled 14, 73 = 87 (2d100)

>>6058577
>>
Rolled 8, 76 = 84 (2d100)

>>6058577
>>
Rolled 44, 23 = 67 (2d100)

>>6058577



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