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Galtia, your homeland, is famed for its knights and paladins, heroes all. The division between peasant and noble is a strict one, but through sufficient valor at arms, even the lowliest beggar can earn a knighthood, however unlikely it may be. The military doctrine of your people largely focuses on lines of men at arms with shields and spears, given ranged support by peasant archers, and horseback knight charges into the enemy rear. You are a leader of men, defending your nation's borders during their current war against:

>1: fiend-serving cultists that rampaged through the neighbouring kingdom of Sanidia, summoning demons and undead.
>2: the nearby kingdom of Zulzaria waged war against orcs for many years, the orcs have chosen to seek easier prey: Galtia.
>3: Regelia, a country your equal in strength, skill and honor, their tactics mirror yours, and your people have fought theirs many times before.

And what is your station? You are a knight, but what tier of society did you originate in?

>By default you start at level 3, 1000 experience, a 5E fighter. All ability scores at 14, with Human Determination and four proficiencies of your choosing.

https://dnd5e.wikidot.com/

>1: Hardmode, a lowly beggar turned soldier, nobles look on you with contempt and could rip your command away with little effort if given the excuse. (Optional: start as a rogue instead of a fighter)
>2: Lowborn, you had to fight and claw your way to the top, but your combat success was so obvious that your being knighted was equally an obvious outcome. (Start with two extra levels, 7000 experience, class/es of your choice, gain an ASI at level 4 regardless of class)
>3: Knight, you were born into a military family, trained hard, and were knighted on the field of battle. (Start with one extra level, 4000 experience, class of your choice, and one extra feat. Gain an ASI regardless of class)
>4: Royalty, you're a young lord, baron or prince, raised in duty and wealth with the finest tutors and sparring partners, to rule and lead. (Start with two extra feats, and the benefits of high birth. Start with an equally skilled companion of your level with an equal number of feats, be it a wife, friend, court mage, sparring partner or all of the above.)

And how old are you?

>1: Fifteen, bright eyed and bushy tailed, but new to the world of adult responsibility. Gain three out of Savage Attacker, Athlete, Mobile and Lucky for free. Can't start with a wife if Royal, can have a betrothed. You are 5'4. We book Robb Stark now.
>2: Twenty, young and fresh, but inexperienced. Gain 1000 experience, and two out of Inspiring Leader, Lucky and Mobile. Gain 1 companion of equal level in a class of your choice.
>3: Thirty, in your prime, youthful and well prepared, the start of your prime. Gain 3000 extra experience, and gain Inspiring Leader or Tough, as well as Alert or Observant. Gain 2 companions of matching level, but no higher than level 5.
>(CONT 1/2)
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>>6375579
>4: Forty, now is the time for adventure! Old enough to have adult children to leave in charge of things at home, seasoned, experienced, wise, but still in your prime, gain 8000 extra experience, Inspiring Leader and Tough, or Alert and Observant. (Optional: get a free wife and 1d6 children, 1d4 of whom are adults, the youngest is level one, each of their elders is one level higher than the last.)
>5: Fifty, the giddiness of youth has well and truly passed, but you still have more than enough wisdom and strength for another great adventure, and now you have the experience to avoid past mistakes. Gain 15,000 extra experience. Gain Alert and Observant. Gain 5 companions of matching level, but no higher than level 6. (Optional: gain a wife and 1d8 kids, 1d6 of whom are adults, the youngest is level 1, each of their elders is one level higher than the last.)
>6: Sixty, you're starting the last five years of being middle aged, your hair is grey but your mind is still clear. Gain 30,000 extra experience. Gain Observant and Alert. Gain 10 companions of no higher than level 7. You are now voiced by Brian Blessed. You once punched a polar bear. You can use slurs and people won't want to start a fight by correcting you. (Optional: gain a wife and 1d12 kids, 1d12 of which are adults. The youngest is level one, each of the others are one level higher than the last, this means it's possible to have children who surpassed you. Optional Optional: Roll 1d20 for grandkids.)
>>
>>6375588
>Edit: Forgot one detail, at 60 you also gain Disadvantage for all rolls in one Ability Score of your choosing.
>>
>>6375579
>1: fiend-serving cultists that rampaged through the neighbouring kingdom of Sanidia, summoning demons and undead.
>4: Royalty, you're a young lord, baron or prince, raised in duty and wealth with the finest tutors and sparring partners, to rule and lead. (Start with two extra feats, and the benefits of high birth. Start with an equally skilled companion of your level with an equal number of feats, be it a wife, friend, court mage, sparring partner or all of the above.)
>3: Thirty, in your prime, youthful and well prepared, the start of your prime. Gain 3000 extra experience, and gain Inspiring Leader or Tough, as well as Alert or Observant. Gain 2 companions of matching level, but no higher than level 5.
>>
>>6375579
>1: fiend-serving cultists that rampaged through the neighbouring kingdom of Sanidia, summoning demons and undead.
>4: Royalty, you're a young lord, baron or prince, raised in duty and wealth with the finest tutors and sparring partners, to rule and lead. (Start with two extra feats, and the benefits of high birth. Start with an equally skilled companion of your level with an equal number of feats, be it a wife, friend, court mage, sparring partner or all of the above.)
Equally skilled companion: Barnum, the awakened beta fish wizard, who travels inside Percival, his water elemental familiar. He serves our noble house in return for patronage which funds his magical research. If he sees other sea creatures he does have a compulsive need to bludgeon them to death with Percival or destroy them with spells.
>5: Fifty, the giddiness of youth has well and truly passed, but you still have more than enough wisdom and strength for another great adventure, and now you have the experience to avoid past mistakes. Gain 15,000 extra experience. Gain Alert and Observant. Gain 5 companions of matching level, but no higher than level 6. (Optional: gain a wife and 1d8 kids, 1d6 of whom are adults, the youngest is level 1, each of their elders is one level higher than the last.)
We have been a rogue and duelist for our whole life, impressing crowds at tournaments and trouncing local thugs in (entirely avoidable) tavern brawls. We need to do something epic to finally leave our mark on the world, to leave a real legacy behind, and to have something new to brag about to the rest of the family.



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