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File: civthread.png (7.24 MB, 1841x3681)
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Select race and location.
>>
>>6113034
Goblin City Ruins
>>
>>6113034
Qst Anons in the burned out husk of the server farm that hosted 4Chan before the end.
>>
>>6113034
Swamp halflings.
>>
>race
Formula 1
>location
Antarctica
>>
>>6113034
Anthropomorphic Automobiles (รก la Lightning McQueen)
Kingdom of Saudi Arabia, modern day
>>
File: goblins.png (1.05 MB, 960x554)
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You are the Goblins of Sukme, a ruined city with the territory of the halflings of Zakuracandor. A race of anthropomorphic 'automobiles' from the nearby machine kingdom of "Sodaraby" is currently enslaving them, forcing them to work on their mines instead of producing food. As a result, there is a great famine in the surrounding regions.

To the North, there is the Citadel Of Pain, led by a celestial and populated by Golems and Sentient Fungi. They are extremelly agressive.

To the South, there is the Sodaraby Fortress, a humongous machine city. Within, they have a bunch of enslaved Cyclops making more machines for them. They aren't very aggressive, but they are slavers.

To the West, there are the Ravagers, a group of Centaurs and Ratmen led by a demon called Paynuk. They are extremelly aggressive.

To the East, there is The Tranquil Plains, a massive grassland populated by Giants. Several races live there under the benevolent guidance of the Gentle Giantess, the storm giant queen. Working under her is Xora, a powerful pacifist lich who is into gentle femdom. He control armies of skeletons who do most of the work there.

You also heard around this region there are Mermaids, Harpies and Unseen somewhere, but you have no idea where.

You were living your life as usual, when a bunch of halfling rebels come to your settlement.

"Please, goblins, we are desperate! The machines are starving us! We need your help to free ourselves from them! We will give you food once we are free."

What do you do?
> Enslave the fleeing halflings
> Eat the fleeing halflings
> Help the dumb halflings
> Tell them to go away
> Write in

Also, create leader. He or she can have a character class and powers equivalent to up to a level 9 character in dnd.
>>
>>6113277
>Help the dumb halflings
>Leader Blommi
>Skilled in Transmutation spells
>>
>>6113277
> Help the dumb halflings
Food?

Leader: Big Chief
Fighter: Banneret
>>
Rolled 2 (1d2)

>>6113280
>>6113351


1 - transmutation wizard
2 - banneret knight
>>
File: banner.png (411 KB, 362x528)
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>>6113280
>>6113351
>>6113435

Big Chief ponders for a moment.

"hmm... food you say? Very well. We shall help you. You're now under my protection, little ones. We will bring your foes into submission."

Big Chief is a descendant of Gob, the Goblin King. Though the Goblin Kingdom has long since disappeared, the goblins themselves maintain the tradition of putting descendants of Gob into positions of leadership.

Your most prized possession is an Old Banner from the Goblin Kingdom. You have no idea what it means at all, in its tattered state is barely an old sackcloth. But it is Red and it is Awe Inspiring for the other goblins, makes something within them remember our past glories.

---

Your skills:

Inspiring Leader: your underlings withing earshot and/or line of sight fight 10% better. +20% if they are goblin. +20% if you're carrying the Old Banner (this bonus applies to goblins only).

Battle Roar: your enemies fight 10% worse and your troops fight 10% better. Lasts one minute. Once a day.

Fear Wave: your enemies fight 30% worse. Lasts thirty seconds. Once a day.

---

You get your strategists together to decide where to raid the halfling settlement. You've been living here for the longest, so you already scouted the region and have patrols all over the place.

There are five key locations you can strike.

> The Halfling Quarters: Where the machines keep the imprisoned halflings. It is a small farming turned into mining village. Not much to be had there other than the halflings themselves. Moderately guarded.

> The Mines: where the halflings slave away all day. There are plenty of minerals and some tools to be had there. Poorly guarded.

> The Control Center: Where the machine in charge of the slaver operation resides. Lots of resources to be had. Heavily guarded.

> Machine Barracks: Where the machine troops stay when not in patrol. Lots of weird weapons to be had. The machines don't believe anyone would be stupid enough to attack them here. Moderately guarded.

> Repair Aisle: A warehouse where broken machines are repaired. The machine version of a hospital. Poorly guarded.

The machines also have regular patrols. Their patrols are on wheels and move as fast as a horse. Their patrol size is about 5-10 machines.

---

Your troops:

47 Wolf riders

~500 gobling spearmen

~100 goblin archers

5 barrels of Explosives

20 war sleds (need at least 2 wolves each)

1 old balloon (disassembled)

---

you also have about a dozen humen wymen in your harem

they speak several different languages that your people don't speak

they have learned a little bit of goblin language as well

they are resentful from all the rape though

---

What will be your strategy?
>>
>>6113452
>> Repair Aisle: A warehouse where broken machines are repaired. The machine version of a hospital. Poorly guarded.
>>Strategy: send Big Chief, 420 spearmen and 69 archers to capture and loot the factory, bring 1 barrel of explosives "just in case"
>>
>>6113452
>> The Mines: where the halflings slave away all day. There are plenty of minerals and some tools to be had there. Poorly guarded.

Rescue the little shits from the mine. They are stronger from hard labor. Bring a group with a focus on stealth. We could mimic halflings slaves with the rebels. Then when we are in free slaves and cave the mine in with explosives.
>>
Rolled 1 (1d2)

>>6113457
>>6113525

1 - repair aisle
2 - mines
>>
>>6113457
>>6113525
>>6113942


Under cover of night, you skulk about into the factory, a horde of 420 spearmen and 69 archers in your stead. You also bring 1 barrel of explosives "just in case".

Your scouts report 5 Karrs at the entrance of the factory. They have weird guns that shoot farther than a longbow, and faster. They are also fast as a goddamn horse. They also have powerful lanterns that illuminate the area in front of them.

You suspect they can only see things illuminated by their lanterns at night.

> Rush them
> Dig a ditch and try to ambush them
> Crawl towards them and attack once you are upon them
> Sneakily set off the explosive amidst them
> Demand to speak to them
> Write in
>>
>>6113945
> Sneakily set off the explosive amidst them
Seem tuff.
>>
>>6113945
>Demand to speak to them
Oi! We'z da mekkanikz you wuz waitin for, let us in!
>>
>>6114034
Switching to this.
>>
>>6114010
>>6114034
>>6114075

you pretend to be the mechanics!

1 - trick works
2 - trick fails
>>
Rolled 2 (1d2)

>>6115462


fuck forgot the dice
>>
>>6115462
>>6115463

"Oi! We'z da mekkanikz you wuz waitin for, let us in!"

The Karrs open fire as soon as you finish talking!

> Rush them
> Run away
> Detonate explosives
> Write in
>>
>>6115464
>Detonate explosives
>>
Rolled 265 + 99 (1d320 + 99)

>>6115475


You detonate the explosives!

All the Karrs are dead, and so are a random number of your own people
>>
>>6115891


The Karrs are destroyed, but you're down to 56 men.

The Repair Aisle is on fire. You see a bunch of broken Karrs trying to crawl out.

The explosion was huge and it is likely other Karrs are incoming soon.

What do you do?

> Loot the Karr parts and run away
> Enter the Repair Aisle and look for good loot
> Retrieve as many corpses of the fallen as you can
> Bail while you can, this was a fumble
> Write in
>>
>>6115895
>Tell our archers to fire upon the Karrs
>>
>>6115915

your archers fire upon the karrs

there is a karrnage!

the creatures are destroyed by your powerful volleys

but all this drew a lot of attention

you start hearing the sound of approaching Karrs

what will you do?

> Hide and attempt to ambush the incoming Karrs
> Capture an agonizing but still alive Karr
> Grab some loot and escape
> Parlay with the Karrs
> Write in
>>
>>6116780
>> Capture an agonizing but still alive Karr
>>
>>6116853

your goblins capture an agonizing but still alive karr

they take the creature back to your camp

> torture the karr for pleasure
> rape the karr to make offspring
> force the karr teach its language to your kids and harem
> write in
>>
>>6117402
>rape the karr to make offspring
Naturally
>>
>>6117431

You rape the karrs to make goblin-karr hybrids!

>Name the new species of goblin karr hybrids

Now, for a little breeding minigame!

Your troops have been almost erradicated. You need to breed to replenish your numbers!

You have 12 human females, a bunch of goblin females (100 or so) and 1 karr (you think they are hermaphrodite, you're not sure).

Breeding with goblin females causes inbreeding and at least half of the offsprings are deformed and retarded, the rest being just a little mentally impaired.

Your direct offprings are stronger and smarter, but the other goblins get angry if you're the only one raping everyone and might murder you.

It takes 20 days for a goblin to be born!

If you sacrifice 100 goblins, you can pray to Gob the Goblin God for a Goblin Shaman. You can only have one shaman for every 1000 goblins. Shamans take 40 days to be born.

Currently, you can feed up to 1000 goblins, but you could expand your hunter gathering area.

How long will you breed and with whom?
> Breed for 1 year (about 1000 goblins expected)
> Breed for 6 months (about 500 goblins expected)
> Breed for 3 months (about 200 goblins expected)
> Breed for 1 month (about 50 goblins expected)
> Write in

Roll 1d20 for each month. On a 1, the karrs attack!
>>
Rolled 10, 7, 20, 10, 7, 5, 7, 20, 9, 18, 8, 3 = 124 (12d20)

>>6118245
>>Species name: Turbo-Haitians
>>Breed for 1 year (about 1000 goblins expected)
>>
>>6118357

You replenish your numbers!

now you have about

1000 goblins

100 archers

10 Turbo-Haitians

The Turbo-Haitians look like shiny goblins and their skin is resistant to many different things, but particularly fire, you killed a few testing it.

A Turbo-Haitian can hold an ember for several minutes before its skin begins to break down, and can walk amidst flames (though the smoke still harms it).

What will you do next?

> Send a diplomat to the Karrs
> Raid the Karrs again (select target and troop amount)
> Contact someone else
> Explore (pick direction)
> Breed (select direction to expand territory and how long you wanna breed, roll 1d20 for each month)
> Train Special Troops (turn regular goblins into something else, like archers or whatever, takes several months)
> Go on a quest (defeat creatures to acquire treasures)
> Write in
>>
>>6120063
>Explore the Mines



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