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File: 85685.jpg (120 KB, 1749x980)
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Pick Location
>Riverlands: Many hills between them are rivers many tribes and clans try to lay claim to this area as the rivers provide many benefits. Raids are commonplace.

>Fertile plains: Flat land as far as the eye can see. Rain is very common allowing crops to flourish. A great lake is at the center of the plains. Lack of materials and terrain make it hard to build structures.

>Rocky Mountains: Harsh steep environment filled with strong beasts. Very defensible locations but there is a lack of easy food.


Pick Race
>Human: Balanced and adaptable have no problems with affinity in most skills. Major diplomacy bonus with other neutral humans.

>Orc: Orcs live to fight; they raid for their most technology -5 to research rolls. One extra army action per turn.

>Troll: Ugly tuff beasts with strong regeneration. They fear fire as it stops their regeneration. They excel at charging tolls especially at bridges.

Pick Trait
>For the Clan: Your people's bond is deep betrayal never happens and corruption is very low. Deaths have less effect on moral as it's seen as sacrifice for the clan.

>Survivalists: Your people are great foragers and hunters increasing food production by how much territory they control. Also gain a free scout action per turn.

>Champion: Start with a champion bless by a god or with great skill.

>Write in


Your clan by default has 2 actions 1 for village and 1 for the army by default. Research is passive 1d20 for progress.
>>
>>6391112
>Rocky Mountains: Harsh steep environment filled with strong beasts. Very defensible locations but there is a lack of easy food.
>Human: Balanced and adaptable have no problems with affinity in most skills. Major diplomacy bonus with other neutral humans.
>Survivalists: Your people are great foragers and hunters increasing food production by how much territory they control. Also gain a free scout action per turn.
>>
>>6391112
>Riverlands: Many hills between them are rivers many tribes and clans try to lay claim to this area as the rivers provide many benefits. Raids are commonplace.
>Orc: Orcs live to fight; they raid for their most technology -5 to research rolls. One extra army action per turn.
>For the Clan: Your people's bond is deep betrayal never happens and corruption is very low. Deaths have less effect on moral as it's seen as sacrifice for the clan.
River pirate orcs could be fun.
>>
>>6391122
+1
>>
>>6391112
>Rocky Mountains: Harsh steep environment filled with strong beasts. Very defensible locations but there is a lack of easy food.
>Human: Balanced and adaptable have no problems with affinity in most skills. Major diplomacy bonus with other neutral humans.
>Champion: Start with a champion bless by a god or with great skill.
>>
Rolled 19 (1d20)

>>6391116
>>6391122
>>6391233

War has driven your people from their home a group of red orcs are responsible it seems they were blessed by an unknown god that enhanced them. Your clan fought well but the red orcs began too slowly win the battle of attrition. A surprise attack was the final blow that drove your people from their home. After a year of wandering, they found a great place to settle again. In the Riverlands they built homes of timber and farm the riverside for wheat and fish. You've seen boats past by barges made of logs mostly being steered by humans, but you have seen frogmen and lizardmen at times. They look at your people curiously.

After the harvest your people have their basic needs met. A forge for basic iron tools, spears and axes. Iron supply is low no mine can last a few years. A granary for storage. Your 1000 strong with 300 spearmen their back up weapon being axes. You could probably have half your population be in the army if they could secure more food with raids. But you haven't scouted out any settlements besides a human village upstream past by on your journey it's not too far off. You copied the barges that passed your village having ten ready to go it takes some effort to go upstream but cruise nicely downstream.

Army Actions Pick 2 can pick the same action twice.
>Train
>Scout
>Raid
>Demand tolls for passage
>Write in

Pick Village Action Pick 1
>Build Temple
>Build Training Grounds
>Build Feast Hall
>Expand Farmland
>Prospect
>Write in

Pick a leader. You can also name the leader and clan if you want.
>Warlord: Start with a level 10 spearmen. Warriors start at level 2 and can be trained to level 5 without the need of successful rolls. Chance to get an extra Army Action per turn.
>Shamen: Easier to gain favor with spirits. Start with 1 basic magic out of earth, air, fire or water.
>Write in

Start research.
>Iron Hardening 80
>Improved Agriculture 50
>Sails 100
>Improved Woodworking

Also, if picking Demand tolls how large of a tax will you charge?
>>
>>6391327
>Scout
>Raid
>Build Training Grounds
>Warlord: Start with a level 10 spearmen. Warriors start at level 2 and can be trained to level 5 without the need of successful rolls. Chance to get an extra Army Action per turn.
>Urt'gal
>Iron Hardening 80
>Not a vote for demand toll, but 5%.
>>
Rolled 55, 71, 43 = 169 (3d100)

Forgot to ask for rolls I'll do it this time.
>>
Rolled 87 (1d100)




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