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File: civ thread.png (3.77 MB, 859x2947)
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Pick race and location
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>>6323590


LORE:


The Ancient Solaris Empire fell not too long ago, after a long decline where its currency was devalued by mixing the gold and silver with less valuable copper, until the currency became worthless - unless you can prove it is ancient enough to be solid gold or solid silver, all Solaris Empire currency from the past few decades are basically considered fancy looking copper coins now that the empire fell.

Amidst the ashes of the empire, monsters and barbarians thrive, occupying cities that were once bastions of civilization, to ransack, rape and pillage.

Very few civilized races still hold any amount of land, mostly deep inland where sea monsters and barbarian warships can't reach.

The barbarian humans are unable to form a politically united front and the various tribes continue to wage war against each other.

One can no longer concern oneself with matters of imperial scale, at least not until smaller units of government can be secured and organized.

We will start at this local level, organizing at most a handful cities or so, to try and beat the odds.

Your choice of race and location will determine how our gameplay will look like.
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>>6323590
>>6323593
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>>6323593

The old borders in your region look like this:

ZRAK encompass a large swamp and an island. It also has some moutains. It had a couple big cities north and south of the swamp by the river mouths, but no more.

TARIK has a big forest. No big cities.

MIRNVAL has a forest and some moutains. There were some mining towns around.

VORAK was largely desolated plainlands, with only a bunch of herders living there.

These borders don't mean much anymore, though.

This was a fairly isolated province.
>>
>>6323594

If you don't wanna play don't play.
>>
>>6323597


If you want you can choose a location on the map to start.


Some factions known to exist in the region (you can be one of them if you want, or any other newcomer):


Ironfang Gnolls. Somewhere in one of the forests.

The Keepers. There was once a lighthouse on that small island. It was probably raided. Maybe someone still lives there.

Lizardmen. In the swamp there is a tribe of lizardmen.

Abandoned Dwarvish Fortress. There was a dwarvish fortress in the mountains. It is probably abandoned by now.

Cattle Herders. They have some horses and might be able to defend their lands.

A Druid named Bearcaller. A druid that just loves bears.
>>
>>6323600


In the ruins of the northern city there are a bunch of undeads. The city was called Zrakopolis.

The southern town was ransacked and burned by barbarians. Something might have survived the blaze, but other than occasional scavengers, no one lives there.

There are vast cave networks all over the place. Some house creatures that fear the light.
>>
Alright, now I need a point of view to continue the story. Please select a race and location already.
>>
Whew lads, no takers?
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>>6323600
MIRNVAL has a forest and some moutains. There were some mining towns around.
Trolls
>>
>>6323748


Gruk sniffs the air for the twentieth time that day.

"I smell elves, boss!"

"For the twentieth time, Gruk, there are no elves round here. If you tell me about elves again I'm gonna fix your nose!", you say, raising your fist, to what Gruk flinches. "Concentrate on finding food, you worthless sack of shit."

You really hate it how some trolls are born with special abilities. Gruk's thing is his big nose, he can smell better than a dog. He smells worse than a dog, though.

"Alright, boss! Ignoring the elves. There's a bunch of deer in the forest and some mountain goats on the opposite direcion. There's also an el... I mean, nuffing sir. Just plain ol food."

"Well, let's go catch some deer."

You have nine trolls with you, counting Gruk, although he's pretty much worthless in combat. The others are merely decent.

As for you, your thing is you get Really Big. Like, incredibly huge. You're almost twice the size of the average troll, and trolls are already quite big.

Problem is you have to eat a lot. And your trolls are incompetent. Too incompetent to bring you enough food. So to not starve, you need to keep hunting.

Eight trolls stand in ambush. Then you and Gruk come running from the opposite directiona and scare the deer.

As they bolt past your troll, they manage to snag a few of them.

"Uhuhuu! We ain't starving tonight, boys! Remember to bring some of the kill home, the girls are probably starving too."

Despite the voracious hunger, the trolls control themselves to not eat all the food. They bring about half back to the settlement.

It was enough food to stave off starvation. But far from enough to make you really satisfied. The next day you're back hunting.

"We gotta find more food, Gruk. Tribe be growing, yung uns be roaming and finding nuthin. Do we need to pack our shit and move again?"

"I smell... cave... mushrooms... spiders... bats... lotsa food boss! Underground!"

"Underground? Hmmm.... lotsa food you say? Let's check it."

You find a cave entrance that is barely big enough to fit you. Inside, you find a treasure trove of edible mushrooms. They make your tummy feel funny, and your vision a bit blurry. Other races would probably consider them poisonous, but they are edible enough for you.

After shoving many a mouthful of mushrooms into your big mouth, you remember the girls.

"Quick, someone bring the girls and the yung uns here."

Half your trolls depart, and within a day your tribe has relocated to the cave.

"We have a good thing here, boss. We can expand the shrooms. Farm them. Enough food to feed dozens of trolls."

"Dozens you say... hmmm.... then we stay."

You still go out hunting every damn day, but at least the yung uns have something to munch while you don't bring back the meat.

Then one night a dark elf simply pops up from a hole. You try to grab it but it makes some acrobatics and lands far away.

"Come here elf! I promise not to eat you alive!"
>>
Rolled 41, 26, 18, 70, 11, 79, 88, 84, 7, 70, 10, 37 = 541 (12d100)

>>6323754
The elf says, in a broken Giant dialect - the language the trolls share with the big giants:

"I've been banished from my home. If you allow, I will help you find food. Otherwise I will have to challenge you to a duel for the leadership of the tribe."

Duel? This elf is out of its mind! Still... the old chief said anyone can challenge the chief for leadership. That was pretty much the only rule. It is to ensure the very strongest will rule always. And strength always fades, sooner or later. Is your strength fading?

"Don't make me laugh, you flimsy thing. If you can find food, then help Gruk. If you don't bring me food, then you will be the meal."

The elf brings lots of animals to you everyday. The food is clearly poisoned, but your stomach doesn't care. Food is food. So you don't eat the elf, for now.

"Boss, I've found three tribes nearby.", says the elf, "some dwarves, some humans and some forest elves."

"Elves? In my forest? I can't allow it. Prepare for war, we will kill them all."

"I hate the elves as much as anyone else,", says the elf, "but they have longbows. We better prepare for a tough fight."

"There is not much preparing to do, elf. We just charge them and eat them."

"But what if we could send other tribe to attack them first? Or murder their leader with poison?"

"Hmmm... you think too much, elf... but maybe..."

> Try to pit the dwarves against the elves
> Try to pit the humans against the elves
> Try to get the elf leader poisoned
> Just charge the elves, don't think too much
> Write in


In any case roll 12d100.
>>
COMBAT RULES:

Each side Rolls 12d100. We run up to three combat turns with each roll.

First 3d100 are your to hit chance. It is usually DC 70, but can have modifiers. Each success enables one damage dice. Critical hits (100) double the damage. (+1 to hit gives +10 bonus to reach the attack DC).

Second 3d100 are your damage dealt. Varies according to unit. It is a percentage of their maximum damage, rounded UP. Ex. Swordsmen have 3 damage and you roll 66. It is rounded to 2 damage.

Third 3d100 are your defense rolls. It is usually DC 70, but can have modifiers. Each success means you defended one hit. If that particular hit you defended was a miss, it carries over to another hit.

Last 3d100 are your defense effectiveness. It is a percentage of your maximum defense, rounded UP. Example swordsmen have 4 defense against arrows and roll 74. It is rounded to 3 defense.

Combat is treated as simultaneous, unless you have an ability that makes you strike first, like First Strike or Firebreath.

============

Your current troops:

Boss Troll: Melee 10, Defense 3, Hit Points 15, Regenerates 1 HP per combat turn.

(8) Troll Spearmen: Melee 4 Defense 3, Hit Points 4, Regenerates 1 HP per combat turn.

Gruk: Melee 1 Defense 2, Hit Points 3. Regenerates 1 HP per combat turn. Special Ability: Supersense: Smell

Elf: Melee 4 Ranged 8, Hit Points 6. Magic Points 15. +1 to hit. Spell Known: Life Drain (cost 5, base strength 5, +1 per 2 mana spent, damage dealt regenerates elf)
>>
Rolled 41, 40, 1, 79, 17, 77, 88, 3, 94, 73, 3, 28 = 544 (12d100)

>>6323755
>> Try to pit the humans against the elves



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