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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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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
>>
Rolled 76, 18, 36, 33, 42, 82, 63, 5, 18, 6, 40, 41, 87, 13, 25, 19, 56, 97 = 757 (18d100)

Rolling for some random events & some more civs...
>>
Rolled 53, 48, 77 = 178 (3d100)

And some more...
>>
>44

Cheesums, in spite of his aptitude for detection of food, doesn't manage to identify any useful herbs. Maybe his sense of smell is just not honed for medicine, or the land is too foreign for him to confidently say which grasses and bushes yield the necessary parts.

At the end of the day, around half of the cats succumb to illness. "We should've gone to the humans." Bluth thinks bitterly, but it is too late. Such is the risk of relying on your own power.

The remaining half of the cats recover, seemingly adapting to the hostile environment, but their contribution to your civilization is lower. [bonuses from cats temporarily lowered while they recover their population]

=====
>76

Bellafide's delegation goes better. The shrooms agree to a mutual protection treaty, evidently impressed by your giant cats. You've got 200 myconid warriors on your side should you ever get attacked. In the future, a closer agreement may be established.

=====

The berry plantations are set up. They yield juicy, light blue berries that are a mix of bitter, sour and a bit of sweet. They're an acquired taste, but quite nutritious for their size and may be used to make juice or jam.

Among the berry farmers is a hard-working mouse by the name of Stonkles. Maybe we will see more of her in the future...

=====
>>
A year and a half passes. The first berry and farm yield is harvested, and the population grows to 470 mice, in spite of strange illnesses that come with living in the mana wastes and tough weather.

You receive a caravan from a peoples to the east. Beyond the fungi, the land is sparsely populated, the only people living there being nomadic elves. They trade with the northern humans and the civilizations further east, beyond the mana wastes, for various oddities and valuables. The traders are clad in expensive, colourful robes etched with magical symbols, likely protecting them from the witchwinds. They offer you to purchase incense and dyes from the resource-rich areas of the mana wastes that the elves control. In exchange for their expensive goods, they request that you take part in a raid carried out by the elves against another civilization to the southeast. They require at least 70 warriors and some cats, which is almost all of your militia. You would be vulnerable for the duration of the raid, but the expensive goods could be traded with humans for more tools, which are starting to deplete, high quality weapons, or iron to make them instead. Purchase of other goods would also be possible.

The elves also offer another means for them to repay you: they may share one of the secrets of survival in the wastelands with you or provide you with a herd of hardy animals that may be used as food for cats or a source of milk and hides.

You will also receive 15% of the loot from the raid
>Agree to the elves' terms. If push comes to shove, the myconids will protect you from the western orcs.
>Reject the elves' offer. The lives of your warriors are too valuable to risk this venture.
>Try to negotiate a better offer [specify what you want to request. You have a feeling if you request too much, e.g. all of the offered options at once, they may outright reject you, but there is room for negotiation of a larger portion of the loot or an additional reward. Bellafide, being a mercenary captain, will aid your negotiation effort.]
>>
>>6059029
>>Agree to the elves' terms. If push comes to shove, the myconids will protect you from the western orcs.

Picking survival secrets help us survive better.
>>
>>6059029
>Try to negotiate a better offer [specify what you want to request. You have a feeling if you request too much, e.g. all of the offered options at once, they may outright reject you, but there is room for negotiation of a larger portion of the loot or an additional reward. Bellafide, being a mercenary captain, will aid your negotiation effort.]
Secret of survival & a herd of hardy animals.

My pappy always told me to never take the first offer. He’s been banned from the local Target.
>>
>>6059029
>Try to negotiate a better offer [specify what you want to request. You have a feeling if you request too much, e.g. all of the offered options at once, they may outright reject you, but there is room for negotiation of a larger portion of the loot or an additional reward. Bellafide, being a mercenary captain, will aid your negotiation effort.]
Get both the herd, the wasteland secret, and the 15% loot. But omit the expensive goods, since they won't accept everything.
>>
>>6059029
>Reject the elves' offer. The lives of your warriors are too valuable to risk this venture.
>>
>>6059218
>>6059221
+1

>>6059029
>>
>>6059029
>Reject the elves' offer. The lives of your warriors are too valuable to risk this venture.
>>
>>6059029
>>6059058
Switching, we are being too greedy with the deal I think it will fail.

>Reject the elves' offer. The lives of your warriors are too valuable to risk this venture.
>>
>>6059029
>Try to negotiate a better offer [Renegotiate. Ask if they'd be okay with us leveraging our defensive pact with the myconids to provide half of the requested manpower instead. This would require negotiations on our part to come to an agreement with them, as our pact isn't a full military alliance, but this could be a vital first step towards that. A delay to the raid is to be expected. We'd want survival secrets in exchange.]

My reasoning is that this may be a trap. Lure our forces away, then the real elven raid (or an unknown affiliated ally of them) comes to strike us instead. Or they ambush the militia we send, then attack us once we are vulnerable. Even if that doesn't happen, the risk of being attacked once our entire military is away is too high. We need at least some guards of our own. We cannot rely on our untested allies just yet, especially not by showing ourselves to be idiots who leave themselves vulnerable on a whim and rely entirely on their allies for protection, it just makes us look like parasites on the mushroom people. The shrooms may just decide to annex us entirely instead of playing mercenary, once they see how dumb we are.

Not to mention the myconids may not even arrive in time to help with a raid if we don't have any local defenders of our own. They are in the opposite direction of the orcs after all.
>>
>>6059870
Changing to this.
>>
>>6059029
>Try to negotiate a better offer [specify what you want to request. You have a feeling if you request too much, e.g. all of the offered options at once, they may outright reject you, but there is room for negotiation of a larger portion of the loot or an additional reward. Bellafide, being a mercenary captain, will aid your negotiation effort.]
>>
>>6059870
I don't think QM would do something that diabolical and trick us like that.
>>
>>6060598
I think it is still worth doing, so as to be more secure against the orc raids.
>>
>>6060616
At least negotiate you expect them to give you the same deal for half the men.
>>
>>6060687
Maybe I just wrote it out poorly, but you're misunderstanding. I'm not saying to get the same deal for half the men. I'm saying ask them to wait while we negotiate with the myconids to temporarily upgrade our defensive pact to a military alliance/hire them out to acquire 35 troops or half the required men for the raid.

That way both the myconids and us each contribute half the asked for troops. We can split the loot or whatever. The point of this is so that we have some local troops left to defend ourselves until the myconids can arrive to reinforce us if we get raided by the greenskins. Again, basic geometry, the greenskins are to the west, the mushrooms are to the east, ergo if we are attacked it will take some time for our backup to arrive or be informed of our need for help. We cannot rely purely on our allies for defence.
>>
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Anons, sorry for the radio silence, running 2 quests at once burned me out somewhat, my brain is fried, but I'll try to write an update tomorrow. I appreciate you all playing so far.
>>
>>6060750
Then negotiate with the myconids and the elfs. What are you paying the myconids? What rewards do you want to receive from the elfs? Are you giving up loot and goods for the secret?
>>
>>6060763
All good, take your time.
>>
>>6060764
This is what I was trying to say in my original post. As for what what I'd want from the elves and to give to the myconids, I've literally already laid that out in the posts you are replying to. We'd receive the survival secrets and would split half the loot/goods with the myconids.
>>
>>6059029
>Reject the elves' offer. The lives of your warriors are too valuable to risk this venture.
If we start raiding others we should expect to get raided back, I don't think we want that (for now).

>>6055697
Still allowed?
>>
>>6060789
Just make a clear deal. Instead of whatever. Myconids are stronger than us make it a little sweeter than splitting the loot.
>>
>>6059058
>>6059218
>>6059221
>>6059346
>>6059362
>>6059410
>>6059825
>>6059870
>>6059953
>>6059985
>Reject the elves' offer. The lives of your warriors are too valuable to risk this venture.

Alright, locking this in and writing.

>Still allowed? RE: NPC introduction
yes. But please wait until after the update that will come now.
>>
File: orc_raid.jpg (590 KB, 1920x1080)
590 KB
590 KB JPG
You deliberate upon the possibility of a raid, but ultimately say no to the traders. They seem disappointed, but accept your decision with peace. You trade some of your other goods with them and turn a profit, obtaining some tools and useful materials, but nothing special and not in amounts that will let you leverage it in further trades. You part on a cordial note.

=====

Rigby's expedition into the hermit's cave has earned him some renown. He is no longer called Rigby the Shy, but is known as Rigby the Brave among the boys. Time passes, he grows up a bit, and becomes a good part of the company. He doesn't forget about the hermit, but the memory of their meeting slowly loses vividness as he plays among mice instead of returning. The hermit himself is occupied with his life and communication with the official delegations. Maybe he will meet Rigby again, but not today...

=====

Your intuition and reasoning prove correct! The greenskins attack shortly after, your furthest sentries reporting a raiding party arriving from the west. You send a messenger bird to the myconids immediately - a great means of communication that you developed together for situations such as these. You can only hope they arrive in time...

Roll 1d100 Bo3 for defence against the raid
>>
Rolled 12 (1d100)

>>6062105
>>
Rolled 9 (1d100)

>>6062105
>>
Rolled 32 (1d100)

>>6062105
Here goes nothing... Eesh.
>>
>>6062135
>>6062201
>>6062217
>32
>bonuses to greenskins from size, but low mil power, bonuses to you from fungi allies and cats

There is a tense anticipation as your militia prepares for defending the settlement. The palisade and defences you set up are not as great as could have been with proper investment into fortification, but they will make defending easier. At last, the greenskin war party appears on the horizon. They approach swiftly and stop just short of arrowshot to consider how to storm your positions.

Ultimately, they start sending hails of arrows lit with fire into your palisade and gates, making them go up in flames. Your warriors retaliate with fire of their own, but due to the size of your people, your bows are not as powerful as the greenskins'! The villagers begin carrying buckets of water from the river to the walls, trying to put out the flames, but by the time they finish their work, the damage is done, and the charred remnants of fortifications cannot stop the orc attacks.

Still, even with your stature and the defences reduced to uselessness, you have on your side a powerful advantage: giant cats. Even with their reduced numbers, they tip the scales in your favour somewhat. It makes sense to let the riders attack in the open, where the cats may leverage as much of their destructive power and agility as possible, rather than wait behind a ruined palisade and let them fight constrained between housing.

And so your warriors ride out and engage in battle for their lives and home with the vile greenskins. Bluth, the greatest of cat tamers and riders, is at the forefront of the attack, his mighty cat tearing apart foes limb from limb and biting off orcs' heads. Bellafide, the experienced mercenary, is here too, ready to protect both his wife and home, and help his warmice stand their ground.

Yet the battle with the greenskins is hard: their power, low for a province-level state, is still considerable in comparison with your settlement. They also possess a mage that has done his share of damage before he was killed. Slowly, but surely, you are tired out and pushed back, and many mice fall to greenskin weaponry.

It is when all hope seems lost and the greenskins have started setting fire to your fields that your allies, the fungi, emerge out of the forest that separates your land from theirs. They immediately charge the greenskins' force, and with this addition to your forces, the battle is won and the orcs and goblins soon run.

You give pursuit, aided by your cats, and soon capture about 30 greenskin warriors and 5 war wolves. You also obtain a good amount of weaponry and armour as loot. In the mean time, the villagers extinguish the fire in the fields. The damage is done, but you will simply have to subside on rations for the duration of the farms and berry plantations' recovery.
(1/2)
>>
Of more concern is the fact that 70 mice, which is much of your militia - able-bodied, healthy mice men - are dead from the battle, the families mourning their loss. At least the giant can population is mostly preserved, being one of the key factors in holding back the greenskins long enough.

Overall, this was a tough battle, but you will live. With no threats in the immediate vicinity besides the greenskins, whom were crippled with this loss, you should have ample time to recover.

The myconids, however, are concerned regarding the viability of your alliance. The expectation is that you will help protect them in turn, and they tell of an aggressive orc city-state near them, but with your numbers, they doubt your usefulness in battle in the coming years, if not decades.

Still, they will not break the pact and stand by your side - you don't become known for your solid deals unless you uphold your end of the bargain.

What happens now? (pick 2)
>Rigby, devastated by the loss of his father, starts going to the hermit again. Perhaps the half-giant can teach the small mouse his wisdom? [magic??..]
>Fortifications are set up to ensure this doesn't happen again.
>Ruins are explored.
>Bluth investigates other sources of giant cats to replenish their population. Perhaps the humans know something, sitting on a major trade route and all?
>Deeper bonds with the fungi are pursued. Would they be willing to be your guardians in exchange for supplying them with workforce?
>Trade with the humans for something? [specify]
>Write-in

What should be done about the loot?
>The weapons obtained from the orc raid are remade with the northern humans' help (for a fee) to fit your warriors' stature.
>The weapons and armour are simply sold for wealth.
>Write-in

What should be done about the captives?
>They are too dangerous to be slaves, especially with the weakness of your kind. Sell them to the humans for a profit.
>Make them into slaves. They are strong and tough, well-suited for hard physical work, even if many guards are needed. But what use will they have besides working in the fields?..
>Kill them. The mice who lost their fathers, brothers and sons all clamour for their blood in retribution. This will raise the morale of your people.
>Write-in

What should be done about the war wolves? They seem fairly violent and tough to control, but Bluth can probably think of something.
>Give them to Bluth and the tamers for taming. They are loyal to their former masters, but it's nothing a few weeks of training can't fix.
>Sell them to the humans in exchange for wealth or a favour.
>Write-in
(2/2)
>>
>>6062485
>Rigby, devastated by the loss of his father, starts going to the hermit again. Perhaps the half-giant can teach the small mouse his wisdom? [magic??..]

>Ruins are explored.

Powerful boons could be found.

>Make them into slaves. They are strong and tough, well-suited for hard physical work, even if many guards are needed. But what use will they have besides working in the fields?..

Turn them into an exploration squad to explore ruins. They can work for their freedom and have it in a few years. Let them have their weapons and armor during exploration. No ranged weapons or polearms/anti-cat weapons.

>Sell them to the humans in exchange for wealth or a favor.

Too dangerous to have both the orcs and wolfs together. Stonkles and Bluth take the wolfs to the trading outpost looking for deals.
>>
>>6062485
>Rigby, devastated by the loss of his father, starts going to the hermit again. Perhaps the half-giant can teach the small mouse his wisdom? [magic??..]
>Fortifications are set up to ensure this doesn't happen again.

>The weapons obtained from the orc raid are remade with the northern humans' help (for a fee) to fit your warriors' stature.

>They are too dangerous to be slaves, especially with the weakness of your kind. Sell them to the humans for a profit.
If the humans are going to be reforging weapons for us we'll need a source of income to pay for it, and I don't want to have to deal with orc slave rebellions or do hardworking mice out honest jobs.

>Give them to Bluth and the tamers for taming. They are loyal to their former masters, but it's nothing a few weeks of training can't fix.
If we sell the Orcs to the Humans, we can train the wolves for ourselves with less worry.
>>
>>6062485
>Rigby, devastated by the loss of his father, starts going to the hermit again. Perhaps the half-giant can teach the small mouse his wisdom? [magic??..]
>Fortifications are set up to ensure this doesn't happen again.

>The weapons obtained from the orc raid are remade with the northern humans' help (for a fee) to fit your warriors' stature.
Use the money from selling the captives to pay for it.

>They are too dangerous to be slaves, especially with the weakness of your kind. Sell them to the humans for a profit.

>Give them to Bluth and the tamers for taming. They are loyal to their former masters, but it's nothing a few weeks of training can't fix.
>>
>>6062485
>Deeper bonds with the fungi are pursued. Would they be willing to be your guardians in exchange for supplying them with workforce?
>Bluth investigates other sources of giant cats to replenish their population. Perhaps the humans know something, sitting on a major trade route and all?

>The weapons and armour are gifted to the Myconids for their assistance in our defense, in an attempt to help boost relations.

>They are too dangerous to be slaves, especially with the weakness of your kind. Sell them to the humans for a profit.

>Give them to Bluth and the tamers for taming. They are loyal to their former masters, but it's nothing a few weeks of training can't fix.

>>6062084
>NPC: Vivy, merchant adventuresses who rides a desert lizard. Offering her services aslong as the settlement can provide a place to stay for her. Able to travel long distances fast to buy or sell certain goods if needed.
>>
>>6062485
>Rigby, devastated by the loss of his father, starts going to the hermit again. Perhaps the half-giant can teach the small mouse his wisdom? [magic??..]
>Deeper bonds with the fungi are pursued. Would they be willing to be your guardians in exchange for supplying them with workforce?

We probably have some time before the next raid, now that we've shown off the strength of our alliance. Maintaining that alliance is key though.

>The weapons obtained from the orc raid are remade with the northern humans' help (for a fee) to fit your warriors' stature.

We need arms, this is a harsh place.

>They are too dangerous to be slaves, especially with the weakness of your kind. Sell them to the humans for a profit.
>Sell them to the humans in exchange for wealth or a favour.

Pay for the refitting with these. A favour or wealth for trade in the future would also be useful.
>>
>>6062485
>Bluth investigates other sources of giant cats to replenish their population. Perhaps the humans know something, sitting on a major trade route and all?
Replenishing our cats sounds important.
>Deeper bonds with the fungi are pursued. Would they be willing to be your guardians in exchange for supplying them with workforce?
Since they're starting to become concerned about the pact.

>The weapons obtained from the orc raid are remade with the northern humans' help (for a fee) to fit your warriors' stature.

>Kill them. The mice who lost their fathers, brothers and sons all clamour for their blood in retribution. This will raise the morale of your people.
Morale is important.

>Sell them to the humans in exchange for wealth or a favour.
>>
>Bellafide loses his son
>Rigby loses his father
Sounds like one of those poetic coincidences in sagas. Maybe we can do something with this?
>>
>>6062518
>>6062974
Switching to this. Just hang em if we're not doing anything interesting with them. For morale.
>>
>>6062485
>Rigby, devastated by the loss of his father, starts going to the hermit again. Perhaps the half-giant can teach the small mouse his wisdom? [magic??..]
>Deeper bonds with the fungi are pursued. Would they be willing to be your guardians in exchange for supplying them with workforce?

>The weapons and armour are simply sold for wealth.

>They are too dangerous to be slaves, especially with the weakness of your kind. Sell them to the humans for a profit.

>Give them to Bluth and the tamers for taming. They are loyal to their former masters, but it's nothing a few weeks of training can't fix.
>>
Rolled 14, 23, 66, 82, 6, 90, 53, 100, 54, 69, 93, 61, 17 = 728 (13d100)

>>6062518
>>6062568
>>6062606
>>6062793
>>6062840
>>6062974
>>6063357
>>6063553
>Rigby-Mobur friendship
>fungi relations
>remake weapons and armour
>sell slaves
>give the wolves to Bluth

Rolling for random events and more...
>>
The orc slaves are sold for a profit, and the wealth obtained from this deal is used to pay for services of human blacksmiths. Soon enough, you've got a grand collection of good quality weaponry ready to slash, crush and pierce your foes. If only there were enough mighty warriors to wield it...

=====

Devastated by the loss of his father, Rigby goes to the half-giant again. Perhaps Mobur's wisdom will help the small mouse overcome his grief?

Rigby finds Mobur sitting inside his cave, as before. The half-giant doesn't seem to recognize the small mouse until Rigby speaks up.
"Ah. You friend from before? Come. Sit by fire."

Rigby sits beside Mobur and slowly begins telling about the great battle and himself finding out about his father's death. He couldn't believe it at first, and cried a lot together with his mother. He has taken up his father's mantle as an apprentice woodworker, but everything reminds him of his dad still.

The half-giant remains silent for a while.
"I lost everything in past. I killed chief of Ordruka because he judged me unfairly. I was angry. They exiled me. But you learn accept things with time. Time heals everything. I learned live in wasteland. Alone. I am fine. You will be fine too."
Rigby hesitates for a moment.
"Can you teach me your ways? I'm not sure I can remain at home anymore."

The half-giant scratches his chin.
"It hard train from nothing. Training harsh. You ready?"
"Yes."
"...Good. Tell your family you will leave. Family important."

So began Rigby's journey in understanding the half-giant's way of life. His family was shocked to hear him depart and berated him for leaving them alone, but he was confident in his decision.

Over time, in spite of the language barrier, the half-giant and the boy seemed to establish understanding with one another. Mobur taught Rigby his way of meditation and subsisting on crystals, and soon enough, the small mouse started grasping combat magic for defence against creatures of the wastes...

=====

The taming of the wolves goes on as well, Bluth and the other tamers (or whatever is left of their corps after the greenskin battle) are working hard on training them to be loyal and receptive to commands.

Bellafide's delegation to the mushrooms departs. You can only hope the talks of tighter integration between your two societies succeed...

Roll 2d100 Bo3 for the taming of wolves and Bellafide's negotiations.
>>
Rolled 100, 18 = 118 (2d100)

>>6064805
>>
Rolled 89 (1d100)

>>6064805
>>6064819
epic
>>
Rolled 91 (1d100)

>>6064829
whoops
>>
Rolled 66, 53 = 119 (2d100)

>>6064805
we already rolled high, but here's the last 2 rolls
>>
>>6064819
>>6064829
>>6064831
>>6064838
Nearly destroyed, our culture recovers and evolves to better suit the wastes! Beautiful stuff.
>>
Got no access to pc from this past Wednesday to Sunday, will try to update on Monday and speed up afterwards. Stellar rolls, anons, already got an idea for the crit bonus.



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