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File: peaceful barn.jpg (12 KB, 400x235)
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It's dawn, wherever you are. You wake up in your bed, in your cozy cottage. Before getting up, you decide to take in your surroundings. Looking to your left you see an old rifle, a family heirloom. To your right is everything else, which includes an old table covered in letters and papers and a cooking pot. Still groggy from sleep, you wonder: where are you?

>Great Britain
>The Thirteen Colonies
>France
>The German States
>Write-in

My first /qst/ be gentle, OK senpai?
>>
>>85592

great britain of course
>>
>>85622
(Dubs have spoken)

You mentally hit yourself on the head,
How could you forget? You're in the Queens country, specifically the County of Suffolk, just near Haverhill. You pull yourself out of your comfy bed and stretch in the morning cold. Autumn was never your favorite. You look through a murky glass window, who do you see?

>A young and handsome male
>A young and handsome female
>An old grizzled veteran of life
>An old and withering crone
>>
>>85592
Great Britain or German States. Lets go on a fucking adventure.
>>
>>85748
Young and handsome female. Time to Julie d'Aubigney this shit up.
>>
>>85815

this
>>
>>85815
As you stare through the window, your reflection catches your eye. What you see is a mildly attractive young lady, not the handsomest, but sure not ugly, in fact, your mother looked just like you... and her mother, and hers, and so on. After clothing yourself, you don't know how to start your day.

>Do you read the letters and papers on your table
>Or do you make yourself some breakfast
>Or go outside for some fresh air?
>>
>>85941

>read the letters and papers on your table
>>
>>85941
Go outside for some fresh air, let's explore a bit
>>
>>85941

Lad needs breakfast, aye
>>
Read a little while making breakfast, eat, and then finish reading.
>>
>>86096
>>86098
Sorry lads, trips win.

>>86111
You stretch a bit and walk over to your cooking pot. Some cold and bland stew sits in the pot, murky and brown, it's better than nothing. You light up the fire under the pot and stir the soup, smelling the spices. After a while you start to eat (drink?) the soup, struggling to keep it down. After finishing a bowl, you put out the fire and continue towards the door. Them you remember the letters and papers.
Do you:

>Check on the papers?
>Go outside at last.
>>
>>86186
Check on the papers. I find it interesting that we're literate as well. Have we received any other education?
>>
>>86233
Our mother was literate, coming from a poor merchant knew how to read. She was a realist, never teaching us how to sew or be a 'proper' lady.
She knew we'd never marry someone who'd care about how we carried our self.

nice get
>>
>>86270

papers. check' em
>>
>>86270
Interesting. Do we speak and/or read any languages other than English?
>>
>>86270
Sweet, we get an education!
>>
>>86294
Before you go outside, you walk over to the desk and look at some of the papers. All of them stamped with the town sheriff. Skimming through all of them, the recurring theme is taxes and payments. Before you get too involved in accounting and hardcore finance, you walk out of the door. The sky is a beautiful light blue without a cloud in the sky. The trees are an explosion of red, orange, and yellow, your favorite colors. Looking around you see partially tilled soil, dry and withering.

It's been a terrible year for crops all over, but you've been hit hard. Before, paying the mayor was difficult enough but now it's clearly impossible. You weren't meant for farming, you were always an explorer, wanting to see new things. Faced with one of your hardest decisions, what do you do?

>Stay on the family farm and wait through this horrible season, maybe the mayor will go easy this year
>Grab your rifle and leave the farm, heading anywhere else but here
>Write-in


>>86295
>>86296
>>
>>86295
God no, we're just a farmer peasant girl.
>>
>>86407
Grab that rifle. We're going on an adventure.
>>
>>86407

All of England has been explored already, hasn't it? Maybe you can look for work?

(Is this a realistic england or some sort of AU?)
>>
>>86407
If we're at the point that we can't pay taxes we should sell the farm to pay them (really don't want to be a tax evading criminal), and then set out with our rifle and whatever money we have left.
>>
>>86453
She probably has never ventured further than her village.
>>86455
+1 for selling farm.
>>
>>86453
Realistic England, and by explore I mean just wander around looking for adventure.

>>86455
>>86426
>>86453
You decide what to do, it's going to be hard, and if your father or your mother were alive they would fight tooth and nail to keep it. Seeing as there's no other option than run from the law, you grab your rifle, powder horn, a few cartridges and set off for Haverville to sell your land to the mayor.
Roll a 1d20 for events on the trip there, since it's a good distance away on foot.
>>
Rolled 10 (1d20)

>>86491
Let's hope he's not a greedy man.
>>
Rolled 13 (1d20)

>>86491
Do we know what year it is exactly or are we keeping it vague for now?
>>
>>86515
Early 1700s, nothing specific. For sake of ease, we'll say it just turned 1700.
>>
>>86508

You're/we're a girl.
>>
>>86537
Ugh. Nevermind. Misread
>>
Rolled 14 (1d20)

>>86491
>>
>>86508
On your way there, nothing too eventful happens, until you run into the town watch as you reach the outskirts.

"Whas a pretty little lass like you doing 'ere?"
This one's breath smells like alcohol and pure shit, you mentally note him as 'Shitbreath'
The other one isn't so bad, but not better.
"Ya, wheredya get that rifle? 'Cus I want it."
>>
Rolled 7 (1d20)

>>86586
Flatter and soothe at first. Rolling for success
>>
>>86586

Run immediately. We don't need EXP.
>>
>>86586
We're on a business trip to see the mayor and expected to be there soon.

...It's not really quite a lie, we are expected to pay taxes or sell the land in a timely manner. Leave that out though.
>>
Rolled 4 (1d20)

>>86656
Rolling for if its needed.
>>
Rolled 19 (1d20)

>>86651
>>
>>86670
As the city watchman is standing there and is making a move for your arms, you turn around and speed away like a startled horse, putting as much as distance between you and them before you find yourself lost in the woods. Now what?

>Look for a way out of the forest, back to the city
>Just not pay your taxes
>Explore more in the forest
>>
>>86698
I say the first option. A town can't have just ONE entrance.
>>
Rolled 5 (1d20)

>>86698
Look for a way out, or at least signs of the person managing this section of forest. If we can find them ask for directions back to the city.
>>
Rolled 3 (1d20)

>>86717
>>
>>86717
>>86745
Escaping it is.

You walk through the forest until you spy a little log cabin across a stream. As you saunter towards it, you slip on a rock and twist your ankle, badly. You cry out in pain and fall to your hands. It felt like you broke something. You spend a few minutes just catching your breathe, until you finally get up and limp and hop over to the cabin. It seems empty, but an axe is embedded in the wood besides it, so it's a loggers cabin. Do you:

>Look inside the window for any sign of life
>Just open the door looking for help
>Try to find somewhere else to get help

1s, 6s, and 5s win
>>
Rolled 11 (1d20)

>>86816
Open door
>>
>>86816


>Look inside the window for any sign of life

Can't just walk in.
>>
>>86833
Backing this.
>>
>>86816
>Knock on the door
>>
>>86833
You slowly open the door, trying to not startle anyone there. Once you open it, the light floods in. Moss covers the walls and from what you can see, cracks in the log walls let very little light in. The house seems abandoned, cobwebs and leaves and dirt strew the ground. You can't see much, but you can barely make out a chest in the corner of the room, next to the bed. Roll for quality of treasure.
>>
Rolled 2 (1d20)

>>87005
Hope for a god-damn splint.
>>
Rolled 11 (1d20)

>>87005
>>
Rolled 19 (1d20)

>>87005
10.000 quid
>>
>>87045
wew lad

You pull the chest into the light of the doorway, and open it. From the sound of the hinges and how hard it was to pull out the latch, it must've been there for ages. You stare in disbelief. Inside is not only a large sack of what you can assume is money, there's also two pistols, with holster, a shortsword and some books. What do you check out first?

>The money
>The flintlocks
>The sword
>The books

(from now on, 1s, 5s, and 9s win the choice, unless it's a tie, then we roll to break it)
>>
>>87102
Books. We might be able to find out who owned the house.
>>
>>87102
The books

Knowledge is power
>>
Rolled 2 (1d20)

>>87102
We're hurt but...money.
>>
>>87135
You pick up the book, blowing dust off of it. You get some sort of premonition that doing this will be featured in some sort of story about an adventurer. Opening it, you stare down at the yellow pages. It's a fairly long book, but skimming through it you can guesstimate that this was the diary of an adventurer from a while back, possibly before your mother was born. You don't feel the need to sit there reading all day, so you put the books in your bag.

All that's left to see are the
>Pistols
>Sword
>Sack of Money
>>
>>87173
Hey newfriend, when I mean '1s, 5s, and 9s' i mean the last digit of your post.
>>
>>87240

Oh okay!
>>
>>87211
Pistols, check if they still have flint and aren't rusted to hell and back.

We should just go pistols>sword>money.
>>
>>87271
agreed.
>>
>>87211
Same as>>87271
>>
>>87271
Alright, just to speed things up

You delicately and slowly pick up the pistols. They're absolutely beautiful, seeming to be in better condition than you'd expect. Made out of beautiful mahogany and silver, one can only assume a master artisan made them. While you don't see any cartridges for them, you feel as if you have plenty on your own. After putting them in the holster and strapping that on, you examine the sword, an exquisite piece of steel. It reminds you of the tapestries that your mother told you adorned the halls of kings. A oak hilt wrapped in smooth leather, and a blade as sharp as hell, you take a practice swing, and it feels beautifully balanced. Finally, the coup de grace, the sack of money. Untying it and looking inside, it seems to be nearly 1,000 quid, enough to buy a house and food for a lifetime. Ecstatic at your find, you put all of it in your bag, and with no where to put the sword, you just wrap it up in bedrolls and put it in your bag, and decide to keep moving.
>Do you go back to town to sell the farm
>Or use your new money to pay off your taxes and keep the farm?
>Perhaps you just run from the law with your new gear
>>
>>87366
Go back.
>>
>>87366
>Go back to town to sell the farm

Use the loot and money to buy some new land, like a large estate or Iceland.
>>
>>87396
>>87383
Will write, but I'm going to have to leave for a little bit in like half an hour, so just as a warning. OP won't die, and I hope the thread won't die.
>>
>>87366
Go back and still sell the farm. Clearly this is a sign from God that we were meant to be an adventurer. And get a fucking splint on our foot, and see a doctor once we get into town.
>>
>>87418
The thread won't die. I've been neglecting my own quest for the last eight hours and it's only a few pages in. The top of the board moves quickly and the rest stagnates.

Also, really enjoying the quest.
>>
>>87418
Ok then, I'll wait.
>>
>>87453
What quest are you doing?
>>
>>87383
>>87396
>>87432
Hobbling along the road back to the town, but away from wherever those sleazy watchmen were, you make your way into Haverhill. It's nothing special, just your average village. You try to make it seem like your leg isn't flaring in pain, but you eventually do make it to the mayor's house, which more like a large house. You make your way to his little office and begin to barter with him on the price of your land.
Roll for your epic shekel acquiring skills.
>>
Rolled 14 (1d20)

>>87505
We have merchant blood in us, we just have to channel our inner ultra-jew.
>>
Rolled 14 (1d20)

>>87505
shekels, checked
>>
Rolled 4 (1d20)

>>87505
Jew him out of all his money
>>
>>87531
You manage to work out a pretty favorable deal ending up with about 10% more than you should have, you even manage to get him to buy it for what a good farm would be, not the barren wasteland yours is. With about 1,250 quid, some weapons and a ton of knawledge, you set out to a doctor to fix your leg. Once there, you pay a small fee, and the doctor fixes you a basic splint, which should be sufficient to let your leg heal. He suggests buying a horse, so you're able to keep pressure off of the foot.
Do we go buy a horse?
>>
Rolled 19 (1d20)

>>87505
Refuse his offer for your land. Then walk slowly over to the door. Then look back at him. It's as silly as it sounds.
>>
>>87601
Holy shit, sorry man you're just a bit too late.
>>
>>87587
We go buy a horse
>>
>>87587
No, buy a ship and sail to Denmark. Once there, petition the king to buy Iceland and Greenland.
>>
>>87696
Are you telling me Iceland and Greenland is worth like 1,803 US Dollars?
Then again, inflation might make it thirty billion dollars in todays money.
>>
>>87587
Buy a horse and see if there are any people in town (merchants, passing clergy, etc) we can travel with.
>>
>>87696
This actually gives me an idea. We could buy ourselves a large dinghy and try to sail around.
>>
Sorry anons, I'll be gone for a half an hour or so (no promises) keep the thread alive with ideas godspeed.
>>
>>87738
Building a pirate kingdom is also an idea.
>>87713
In those times, yes. Iceland was dirt poor and Greenland was just a couple of trading posts. Being a Queen would be worth it though.
>>
Okay guys, so here's what's going down in the world in 1700.

The Great Northern war just started, piracy is in its golden age, and Spain is about to explode into a massive clusterfuck. America is also open, of course, but kinda boring.

We'll of course need to gain knowledge of this stuff IC, and I'm sure some will be changed to keep us on our toes, but I think we should try Sweden first.
>>
>>87835
Great northern war=Denmark needs money for the war effort. Buy Iceland and Greenland OP.
>>
>>87861
Fuck it, why not? We're going to need a lot more money though, which means more adventure. Retiring in a more civilized Iceland (that we will build) actually sounds quite nice.
>>
>>88153
Buy a horse and rob the next carriage with your pistols.
>>
>>88340
Jesus fuck, no. Save open robbery for warzones, and probably not even then. Plenty of honest loot to be had, we have no reason to kill merchants.

We just, uh, kill the people who killed merchants. And then don't give their family the goods back.

And I'm pretty sure we don't know how to fence, shoot while riding, or any other of a number of things needed to fight properly.
>>
>>88381
Find out what merchant-murderers are in the area and track them down.
>>
Anons, OP has returned, albeit late. The consensus is to buy a horse?
>>
>>88708
I vote we buy a small ship.
>>
>>88949
I'll go back and look for the earliest winning vote.

Turns out that yes, we're buying a boat.
>>
>>88996
You decide to fuck with the doctor.
Instead of easily buying a horse, you go straight to the nearest dock town and buy a dinghy. You have no idea how to sail, and where anywhere is, but you believe in the heart of the die. Roll for the journey to Scandinavia.
>>
>>89030
We hire a few sailors to help, we shouldn't mess up our foot. Preferably ones that can speak Swedish or something.
>>
Rolled 8 (1d20)

>>89077
Forgot to roll.
>>
>>89077
Dubs have clearly spoken. You decide to spend forever looking for sailors that can speak Swedish. You hire about two. A piece of man-candy, Johansson, and his sister, Anaya, although they are mighty expensive due to your exquisite needs. You lose about 250 quid, basically negating the sale of your farm.

Where do you sail?

>Germany to rest and pick up supplies and maybe more money
>Directly for Sweden, through the treacherous North Sea.
>>
>>89118
Sweden, bring some weapons, gunpowder and other military supplies. They're at war and you should get a good price for them.
>>
Rolled 5 (1d20)

>>89154
This, and we should sail straight on. Too much could go wrong in Germany, it's no safer than risking the storms.
>>
>>89154
What if Sweden seizes our ship and cargo, though?
>>
>>89206
...I'm gonna hope that this roll doesn't count because it was too early or something.
>>
>>89206
Alright, we sail for Sweden.

You push off from the dock, not feeling any regret. Johansson and Anaya whisper to each other in Swedish, so you're completely oblivious to what they plan to do, if they even do anything. The North Sea is a horribly treacherous place. Every night you go to bed, terrified of the fact that the amount of gunpowder you've purchased to sell in Sweden, could go off at any minute, and your story would end there. On your fifth day of sailing, you enter the Baltic, and that's when things go wrong. A smallish boat pulls up next to yours, and you are unawares until you hear the sound of grappling hooks hitting the side of your boat. Three pirates have boarded, all armed with swords. Johansonn and Anaya have no weapons, so it's up to you.
Roll for your combat powah.

(Should we go into deeper character customization so the character is easier to picture?)
>>
Rolled 6 (1d20)

>>89224
Tell them you can give them more supplies if they pay you and let you go. King Karl XII is a smart man and will see the benefit in that.
>>89206
Rolling for this
>>
Rolled 15 (1d20)

>>89270
Grab your silver pistols and shoot the two meanest-looking ones.
>>
>>89282
This, they're not the captain now.
>>
Hey guys, I left about two hours ago. Any one care to catch me up after we met with the doctor? The last choice I remember is buying a horse or not.
>>
Rolled 9 (1d20)

>>89270
Seconding >>89282.

>>89337
We bought a boat instead; now we're trying to sail to Sweden.
>>
>>89337
We bought a boat, some war supplies, and are sailing to Sweden with some Swedish sailors to make a name for ourselves in the great northern war. Currently we're being attacked by pirates and kicking their ass.
>>
Rolled 18 (1d20)

>>89381
Damn, cultivated a bad-ass alright! We should do more character building.
>>
>>89337
We're going to Sweden to sell military supplies in hope to be able to buy Iceland.
>>
>>89403
That's a strong plan.
>>
>>89282
>>89402
You must be Buffalo Bill or Revolver ocelot, because your skills pistols are unmatched. Not only did you manage to kill two pirates, the other one fell back in fear and hit his head on the side of the boat, knocking himself unconscious.

What do we do with this new addition to the crew, and the boat that's hooked up to our boat.
>>
>>89429
Interrogate and scour boat for supplies before burning it. Shouldn't carry around what we don't need.
>>
>>89429
If possible, tie him up. As for the pirate ship, lower the mast and tow it behind us.
>>
>>89429
Ask Anaya and Johan if it's too risky to take their boat as well. If you can take it then do, if you can't then take anything useful (including unconscious dude, who may have a bounty) and sail on.
>>
>>89429
Take everything from their boat and tie the pirate up. The Swedes might be interested in them.
>>
>>89468
>>89466
You ask Anaya and Johan if we can take the pirate boat and sell it for some money. They reach an agreement and begin preparations to tow the ship from the back. Meanwhile you approach the remaining pirate and tie him to the mast, waiting for him to regain consciousness.
>>
>>89523
Toss water on his dumb pirate ass.
>>
>>89523
Sail to Götenburg, there should be some people willing to buy your new ship there.
>>
>>89551
Seconding this.
>>
>>89551
If anything Stockholm is the richest city in the Baltic as of right now.
>>
>>89607
Oh yeah, we´re in the Baltic. Move to Stockholm instead.
>>
>>89635
Shit, forgot that as well. Stockholm it is!
>>
>>89635
If it's 1700 we're about 20 years away from that being the opposite...
>>
>>89551
You ask Anaya and Johan where the best place to sell all of your wares is. They suggest Gotenburg, as it's nearby and farther from danger. Before you return to your journey, you have two choices;

>Ask Johan and Anaya to teach you basic Swedish, it's gonna be a long ride
>Keep to yourself the rest of the trip, read some of the books you found\

(OK Anons, time to design the character tho. Try to be in-depth, remember, this might come important. Don't forget we're a "handsome female")
>>
>>89655
Define "handsome" like...Brienne of Tarth handsome or Glenn Close handsome?
>>
>>89655
If we're gonna be dealing with The Great Northern War, I think our character wanting to be an adventurer now would want to learn how to speak Swedish. She doesn't seem quiet or mistrusting.
>>
>>89683
Think of Arya. Not as plain as Brienne, but no Margaery Tyrell.
>>
Rolled 16 (1d20)

Rolling for wavy red hair
>>
>>89655
I agree with >>89698 , let's learn Swedish. Our character should be of middling height, a bit malnourished due to former poverty, and with long dirty blonde hair and green eyes. Her arms should have some muscle as well, due to years of farm work.
>>
>>89726
Sure, roll.
Item Get: Factory-new Wavy Red Hair
>>
>>89734
Congratulations, you have beautiful emerald green eyes, and are thin, but with lean muscles, I bet we do pilates. I assume we're a bit on the lower spectrum of bust due to our thinness/muscularity.
>>
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>>89738
Notice me senpai...
>>
Voting for learning Swedish.

And the appreance stuff seems to be agreed on, I was going to say the same things.
>>
I also think that if we toiled the soil most of her life and grew up in a village, she shouldn't necessarily be brash and crude but definitely should NOT be demure and reserved. Kinda can talk to men and women alike.
>>
>>89738
>>89761
>Red hair
>Muscular
>Going to Sweden

We have become Pippi Longstockings
>>
>>89787
Due to a majority vote, we sit with Johan and Anaya and learn some basic Swedish, just enough to hold a basic conversation of our own. Eventually the pirate wakes up, and continuously pleads for mercy, always saying the same sad sad story on why he became a pirate. Do we believe him or do we sell him to a prison warden?
>>
>>89816
Sell him, we can't trust him after we plugged his companions and he tried to, y'know, steal all our shit.
>>
>>89816
Just a poor boy? From a poor family?
Well, he probably took enjoyment from attempting to steal our shit, so prison warden.
>>
>>89816
>Sell him to a prison warden
>>
>>89816
Sell him to the warden, then find someone to buy our army supplies.
>>
>>89858
>>89844
>>89843
Y'all are cold, but a vote is a vote.

Soon, in the distance you can see the city of Gotenburg, bustling with merchants selling all sorts of weapons and goods. The man resorts to offering to work for you for his freedom. From the look of him, he was the captain of that pirate boat, and you have to admit he looks pretty handy. We can't count on Johan and Anaya sticking around with us when we land, and we clearly can't work a sloop.

We consult the voices in our head, for answers.
>>
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>>89894
As long as I can tell him to swab the poop-deck constantly, I am cool with indentured servitude.
>>
>>89894
He can work for us for free, but only if we can refer to him always as Captain Questhook.
>>
>>89937
Capn' Shabby
>>
>>89894
Accept his offer, and ask him if he knows his way around the city. We have some army supplies and a pirate ship to sell.
>>
>>89894
Fine, we'll keep him. We need to learn better Swedish anyways, and if we treat him well we might get some good old fashioned Stockholm syndrome going.
>>
>>89916
The six wins out. We agree to untie him. He's English, so that's easier than Anaya and Johan, at least. We playfully refer to him as 'Captain Shabby' which he hates. We make port in Gotenburg and begin to unload some cargo. While Shabby and the Swedish Power Duo do that, we need to look for a merchant that can buy our goods. Roll for if we find a merchant and how good he is if we do.
>>
Rolled 2 (1d20)

>>89969
Art of the Deal time.
>>
Rolled 9 (1d20)

>>89969
Before I leave, I tell Shabby to drop everything he's doing and swab the poop-deck. Then, I begin my search for a portly shipwright by the name of Hans Farthinder
>>
Rolled 2 (1d20)

>>89969
>>
Rolled 7 (1d20)

>>89969
Find someone in the merchants' district to buy our pirate ship.
>>
Rolled 13 (1d20)

>>89969
>>
>>90061
You look all day, but can barely find anyone. Eventually you just go straight to the shipwright and sell it there, but for a much worse price than selling it to a needy merchant.

You do sell your weapons of war for a little more than you bought them for. In the end, you end up with about 2,205 quid. What do you do now?
>>
>>90225
I guess...go find some work? Bulletin board anywhere? Barkeep with some news?
>>
>>90225
Buy another boat, buy spiced alcohol such as akvavit and sail somewhere else, like France or Flanders.
>>
>>90225
Find somewhere that teaches how to fence and train so we can git gud. Then hit up the bulletin boards for merc work.
>>
>>90225
Try to find some exotic cargo from the swedish empire to sell at a profit in England/France. Failing that, try to find some merc work.
>>
>>90304
Actually I'd like to change my vote to more merchant stuff like the others are suggesting. More cash is a good idea.
>>
>>90240
>>90304
After searching for a bit, and saying your goobyes to Johan and Anaya, you find a mercenary guild who needs some more mercenaries.

After doing some paperwork, you're ready for your first contract, which is an actually contract. What's your name? You need it to sign.
>>
>>90455
Pippi Longstockings
>>
>>90455
Abigail Barret.
>>
>>90455
Punished "Venom" Snake
>>
>>90455
Mercedes Langley
>>
Rolled 4 (1d4)

>>90559
>>90520
>>90515
>>90466
I'mma roll a D4, see who gets it.
>>
>>90570
We sign the papers 'Mercedes Langely' and we are now an official mercenary of Sweden. Our first contract is to hunt down a poacher that's been killing precious cattle up north.

Before we leave Gotenburg, is there something you'd like to do?
>>
>>90581
Get a traveling companion. We need to keep practicing our swedish and there is safety in numbers, and if they can help us learn to fence then that is even better!
>>
>>90596
This, also look out for valuable wares on the way. What's cheap in north Sweden could be worth a fortune in France (Fur, Moose antlers etc.)
>>
>>90596
Before you set out, you decide to give Cap'n Shabby your boat, as long as he swears he won't use it for piracy. You travel to a pub to see if anyone here can teach you swordplay and Swedish. Two men look interesting. One seems like a grizzled war veteran, the other a local nobles son who is tired of the rich life.

Do you pursue:
>The grizzled veteran
>The local nobility
>>
>>90668
Local nobility will have a higher quality of training to draw on, and he looks cute. I'm sure he could teach us to fence well!
>>
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>>90668
>Grizzled Veteran

Fuck nobles.
>>
>>90668
Local noble, he should know how to make money.
>>
>>90668
>The grizzled veteran
>>
>>90700
>>90682
You approach the noble. From what you can tell, he's Swedish who hid in England while his father was tried for treason. Eventually his father was acquitted and he returned. Not only that, but his skill with a sword is nearly unmatched in this part of Sweden, you seemed to have scored big! H-he's also.. kinda cute. He's decided to join with you for free, so that's not bad at all. Now that you've got your partner, you look down and see that you're still wearing peasant clothes... what do we do about that?
>>
>>90805
Go buy some clothes at the tailor's. Ask the noble if he knows any good places.
>>
>>90805
Get a suit; nothing too fancy or expensive.
>>
>>90817
This, but don't get anything too fancy. We need to look good but not like we're rolling in cash. It's not like we want our companion to notice us or anything!

Jokes aside, what's his name?
>>
>>90866
Oh, and we should totally read those books while we travel. He might find them interesting too.
>>
>>90866
Sven Eriksen
>>
>>90874
>>90866
Mercy (That'll be her nickname) decides to go purchase some better clothes. Nothing special, a small crimson red waistcoat, some boots and off-white pants and a scabbard and hilt for her sword, so she has a place to put it. Afterwards, they decide to travel north to where the poacher was last know to do his deed.

Roll for the quality of the travel.

>>90874
Let's pick a name for him.
>>
Rolled 13 (1d20)

>>90899
Let's try to become good friends while we travel.

I'm fine with his name being Sven, but you should probably pick his surname OP.
>>
>>90942
Sven is happy to become your friend, and it's great that you picked him, who knows what that old guy would have been like. You ask for his last name, and he replies: Wittelsbach. You have no idea how Swedish Royalty works, so you just keep on trucking. Every time you stop for camp, you practice fencing and sword fighting, and you're getting pretty good at it, too. You read your book before you sleep, which is also pretty helpful. You're becoming one smart and feisty redhead. Eventually, the forests become thicker, the roads smaller and bumpier and the towns more distant. You're so far north you swore you saw a moose every half foot. Until you come along a dead moose, just dead. Looking it over you see a bullet hole, freshly killed too. The poacher must be nearby, until you hear the crack of a rifle in the distance, how do you proceed? Towards the gunshot or do you set up a trap for the poacher?
>>
>>91015
Set up a trap. He'll need to get his kill, and we can confront him then. Make sure Sven understands that you'll need to just shoot the poacher if he still has his rifle or another firearm ready - you can't take a chance of either of you getting shot by a moose killing rifle in the middle of nowhere.
>>
>>90899
Sven of house Staël von Holstein, cousin to the Baron of Gammelby.
>>
>>91048
Shit, commented too late.
>>91015
Being a Wittelsbach means he is related to the King. See if you can use that to your advantage.
>>
>>91063
We will absolutely not manipulate Sven for personal gain. He's our friend, not a tool.
>>
>>91063
that was the point, what a clever goyim u are
>>
>>91089
Ask him if he can get us some fur for cheap up north. People in Poland, Germany and Holland would buy that for a good price.
>>91081
Of course he's a friend. And maybe he'll do the friendly thing and help us get some money.
>>
13 colonies
>>
>>91118
No! Absolutely not. If business happens naturally then we'll go with it, but we aren't using him for money. He tried to get away from all of that, what would he think of us if we tried to use him to get into it?

Lets just have a cute best friend and see where things take us.
>>
>>91118
You decide the reasonable thing is to hide in the bushes and wait for the poacher to come get his moose. Sven is a bit sketchy of the 'killing the poacher with a rifle powerful enough to slaughter a moose in one hit' but generally he's OK with it. While you're waiting you whisper over to Sven

"How can I get furs? They're always super expensive back in Haverhill."
>"Just find some beavers and kill them, and skin them if you know how, it's not hard."

Hours pass, and smalltalk with Sven is getting ever so boring. The poacher hasn't shown up yet, so something must be wrong, right?

>>91122
damn you're late... like... wow
seven hours late... jesus.
>>
>>91166
The patient careful hunter gets their prey, keep on the lookout but stay put.
>>
Rolled 9 (1d20)

>>91242
Rolling, if it matters.
>>
>>91498
>>91242
You wait forever, and the poacher fails to appear. It gets close to night time and then you roll out the food. You and sven share some warm water and some bread. Eventually you end up sleeping.

(this is going to be it for the night, tomorrow morning I'll resume)
>>
Rolled 18 (1d20)

>>91602
Sounds good, really enjoying the quest OP.

I'll throw in my vote for more active pursuit of the poacher tomorrow. And another roll, because why not?
>>
>>86668
swiggity swag that's a nice satan
>>
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Bumping with a map of our travels
>>
>>93186
Nifty. Once we buy Iceland we're going to turn it into our Mother Base, right?
>>
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>>93612
Yeah, and we´re buying Greenland too. We should own the cyan areas.
>>
>>93186
fuckin' beautiful. also op is back.
>>
Rolled 6 (1d20)

>>93796
Go look for the poacher

Rolling to find him
>>
I was reading this when I began, and abandoned it. Now I come back and y'all are buying countriess.
>>
>>91638
>>93806
You wake up. The floor of a forest isn't the most comfortable place, but you manage. You look to your left and Sven is still asleep. Frickin' adorable, he even speaks Swedish while he sleeps. You decide to leave him alone and go actively pursue the poacher. As you make your way through the woods, you're mystified by the natural beauty. You sit down on a log for what seems like half an hour before you snap out of it and keep 'er goin'. A little later you come across what seems like a duck blind on top of a hill. You can smell the powder and just barely see traces of smoke. The poacher has been here recently. What do you do?

>Stand in the open and wait for the poacher to come to you
>Hide in the bushes
>Continue to hunt the poacher
>>
>>93817
Go queen or go home, right?
>>93822
>Hide in the bushes
>>
>>93822
Sven is such a cutie.

Continue to hunt the poacher, active pursuit seems to work better.
>>
>>93844
...Actually bushes may work out better. Hide, and then pursue if it takes too long.
>>
>>93857
>>93836
You decide it wouldn't hurt to wait in the bushes some more. You backtrack a couple of feet and make a right, walking so that you can clearly see the way in and out. You wait for a while, and were about to fall asleep, until you hear rustling in the bushes only a few feet away from you. A man walks past carrying a hefty rifle, and a large sack of what you can assume is furs and antlers. You gasp; finally you've caught the poacher, sweet Christ it's taken forever. The poacher seems oblivious to anyone nearby, and he starts to organize his bounty. Wat do?

>Confront the hunter
>Take a shot from the bushes
>Silently sneak up behind him and threaten him
>Write-in
>>
Rolled 7 (1d20)

>>93896
>Take a shot from the bushes

Rolling for accuracy
>>
Rolled 6 (1d20)

>>93896
Shoot him.
>>
>>93926
Oh, and if we miss make sure to have the follow up shots with the pistols ready.
>>
>>93926
>>93902
What happened? We were so good on the boat.
You take a shot with your rifle, but it misses him by a mile. You're a bit embarrassed, but he's so confused he stands there in disbelief. You still have your two pistols AND your sword.

You have the perfect opportunity to shoot him with a pistol, take him captive, with a pistol, or run at him highlander style with your sword.
>>
>>93970
Take him captive. As a foreigner, murdering a Swedish citizen might not be the best idea, and we could try to get him to help us.
>>
>>93991
Take him captive. We, uh, fired a warning shot to prove that we mean business. Have a pistol and the sword at the ready.
>>
>>94011
>>93991
You jump out of the bushes, sword and pistol ready, in what we can agree is a pretty epic pose. The poacher is still standing there dumbstruck. You look to see if he has any other weapons on him. Then you see his face. He's also pretty cute. The realization hits that if you keep collecting all of these people you're gonna start a Swedish harem. Shaking that thought out of your head, you have to quickly make up a speech to keep him dumbstruck, roll for effectiveness!
>>
Rolled 1 (1d20)

>>94049
You're pretty cute! And also I'm here to capture you!
>>
Rolled 14 (1d20)

>>94049
Stop! Put your hands up and drop your weapons.
>>
>>94072
>>94057

"Stop! Put you're hands up!" You shout at the guy,
"A-also you're.. pretty cute." you mumble under your breath.

The poacher seems to understand and drops his gun and his harvest. You've successfully captured the Poacher. A hefty reward awaits you. All you have to do is deliver the poacher to the local town mayor and get your dosh... right?
>>
>>94108
Bring him back to Sven and discuss what to do.
>>
>>94108
Interrogat him on the way to the town, handily "lose" the pelts and gun a few miles outside of town.
>>
>>94119
You walk up to the poacher and you grab him by his shoulder and haul him all the way back to the woods to find Sven reading some of your books.

You and Sven discuss what to do with the poacher. Your plan so far seems pretty great, if you do say so yourself.... except for the fact that you forgot to tie up the Poacher and he's now halfway down the road... away from where you want him to be....

What do you do?
>Pick up a rock and nail him in the back of the head
>Chase after him and tackle him
>Write-in
>>
>>94174
>Chase after him and tackle him

He can´t talk when he´s unconscious.
>>
>>94196
You begin to take off, hoping you still have that speed you did when you ran from those town watchmen. You begin to close in on the poacher and prepare to jump after him and grab his legs.

Roll for your NFL style moves.
>>
Rolled 9 (1d20)

>>94512
Rollling for leg grab
>>
>>94568
This is OP, I'll be gone for a little bit, maybe back in a few hours.
>>
>>94653
K
>>
Rolled 10 (1d20)

>>94512
GOTCHA, BITCH!
>>
>>94568
>>95246
OP IS BACK!
You dive for his legs, but hot pursuit was never your strong-suit. You just barely miss his ankles, but do manage to stumble him, just enough for Sven to dive over you and take him down.

This time you make sure to tie up the poacher and drag him along with you. Dead weight adds more travel time, but it's not too bad.

Roll for more stuff happening on your way back to Gotenburg.
>>
Rolled 14 (1d20)

>>95420
Time for more friendship!
>>
>>95496
You an Sven hit it off on the way back, you two are becoming bestest friends. Every once in a while you try to socialize with the poacher, but to no avail. On the way back, you eventually finish your sword-fighting training with Sven. Add +1 to any roll involving armed melee combat.

Eventually you get back into Gotenburg and hand the poacher into the mercenary company. The pelts and antlers the poacher lost just happened to disappear when you were bringing him in. Someone must have stole them.

You and Sven have plenty of time before a new contract, so what do you do?
>>
>>95669
Investigate the disappearances of the pelts and antlers
>>
>>95669
Sven knows how to dance, right? We should learn to dance. We need to get more familiar with swedish culture in general really. And good places to see around the town?
>>
>>95711
Dibbity-dubs.

You ask Sven if anywhere around town is a good place to visit for the night. He suggets a local bar, The Moose's Knuckle. Once you arrive, it's your average pub/bar set up. Everyone is shifty, drunk, and angry. You sit down at the bar and don't know what to do.

>Slam back a few drinks
>Stay sober for now
>Buy a room and go straight to bed
>>
>>95758
Slam back a few drinks
>>
>>95758
Drink a bit and be talkative, maybe we can make some new friends. See if we can get another traveling companion or two. Don't get anywhere close to being drunk though, we need to kee our wits about us.
>>
>>95835
Keep* Totally not a drunk typo.
>>
>>95826
>>95835
You decide to order a few drinks, what's the harm? As soon as you finish your first drink you already feel lightheaded. Nordic liquor is strong... especially for your first drink. Eventually you stumble up to a room and pass out.

You sleep soundly, but something wakes you up in the middle of the night... moving closer to you.

Roll for awareness and reaction
>>
Rolled 3 (1d20)

>>95964
Is it Sven? I wouldn't mind if it's Sven.
>>
Rolled 12 (1d20)

>>95964
>>
Rolled 19 (1d20)

>>95964
Rolling
>>
>>96116
Truly we are an early incarnation of the Boss.
>>
>>96138
You could say I'm

on a roll
>>
>>96026
You're so inebriated you just can't move. The shuffling of footsteps gets closer and you feel the covers pulled away. You curl up to stay warm. You open your eyes and look up. It's Sven. You smile. He smiles. It's no longer sven, it's the inside of a cloth bag.
congratulations, you played yourself
>>
>>96370
Stretch inside the bag to get your arms in the right place, then burst out.
>>
>>96403
This.
>>
>>96422
>>96403
You struggle against the thick cloth but you fail. Thoughts race through your head and you can't figure anything out. You eventually are too scared and too intoxicated and pass out. You wake up in the back of a cart with shackles around your wrists and ankles. You survey the occupants of the cart. Sven is sitting up in the front, talking with the driver of the cart. Someone else, who you can assume is a guard due to his fancy outfit and sword sits grimly staring at you, making sure you aren't doing anything.

Do you:
>Question the cart driver
>Question Sven
>Question the guard
>Struggle against your chains
>>
>>96546
>Question Sven

He must know what's going on.
>>
>>96563
This.
>>
>>96563
>>96589
You think about your words and shout at Sven, questions, insults and a myriad of other things.
This prompts the guard to respond for Sven with the back of his hand. Seems like you can't ask questions.
>>
>>96883
Ask the guard what is going on. People don´t backhand royalty without a good reason.
>>
>>96883
Struggle against the chains. Sven is not our friend.
>>
>>96930
You begin to twist and pull at your chains, but they're bolted to the floor of the cart. You're once again hit my the guard. It's gonna be a long and quiet ride.
>>
Rolled 5 (1d20)

>>97401
Seduce the guard to get you out of the chains. rolling for seduction
>>
Rolled 1 (1d20)

>>97429
Rollin for this
>>
>>97401
Just wait out the ride. I think there's more to this than we understand and escape attempts aren't going to help us.

Rolling to maintain composure.
>>
Rolled 9 (1d20)

>>98189
Forgot to roll.
>>
Rolled 11 (1d20)

>>98189
Seconding.
>>
>>98189
She probably shot some people while intoxicated and Sven is coming with her to try and bail her out.
>>97401
OP please update
>>
>>98189
>>98204
>>98258
Seconding
>>
>>98266
>>98258
>>98204
OP IS NOT DEAD!

You decide to wait in submission to see what happens. After a while you're brought eastwards, away from Gotenburg. Occasionally, the cart stops, and the others set up camp. They leave you alone in the cart, but cover you with thin blanket at least. One day, they don't wake up immediately and your shackles are feeling particularly loose do to a recent rainstorm.
>>
>>98813
Free yourself and try to wake up Sven quietly.
>>
>>98841
This.
>>
>>98841
>>98868
You pull with all of your might and rip the rings holding your shackles from the rotted wood. Your legs and arms are free, and you sneak your way into the camp to find Sven. Sneaking up into one of the three tents, you take a discreet peak inside, looking for Sven. This one is the guard. Do you try to steal his sword, which is right next to him?
>>
>>98981
No. We don't want to risk getting caught.
>>
>>98981
No, we're only looking for Sven.
>>
>>99015
>>99005
Deciding against it, you try the next tent, and it's Sven, fast asleep in a bedroll. Your pistols, sword, and a key lies to his side in a reachable bag. Do you really want to wake him, or do you try to get the bag and free your arms and legs first?
>>
>>99050
Aren't our arms and legs already free? I suggest we take the stuff first, then awake Sven in case he calls on the guards.Something tells me Sven used us if he has the stuff.
>>
>>99089
We had shackles around our arms and legs attached to the floor of the cart.
>>
>>99095
Oh ok. Makes little sense but ok.
>>
>>99089
Got to agree with this. I'm still hoping he's on our side and we don't understand the situation but we should be wary.
>>
>>99050
Try to take the bag
>>
>>99105
It's so that we can't roll out of the cart and shuffle our escape. We'd be stuck to the cart, but the wood was wet and rotted from rain.
>>
>>99116
>>99089
You cautiously reach for the bag next to Sven. Slowly lifting it away from him you quietly remove your shackles, slide the sword into your belt and put the pistols back in the bag. Your hilt and holsters are gone. Your money must be somewhere else. Sven is still asleep. Do you steal away into the morning darkness or do you try to find your money?
>>
>>99118
Ah ok. I thought by the shackles being loose meant the shackes were lubricated and we slipped our hands and legs out.
>>
>>99143
Money isn't important right now. Running away won't help. We should try to wake up Sven first and foremost.
>>
>>99158
This. We need to figure out what the hell is going on.
>>
>>99158
>>99220
You poke Sven with the end of your sword and he wakes up slowly. Once he's awoken and looks at you, his eyes widen with fear. He begins shouting for the others, and you realize your mistake. You leg it to the edge of the forest and duck under a tree. Soon you hear the shouts and the sound of the guard running after you.
>>
>>99262
Run deeper into the forest until you find the nearest village. Orientate yourself and go fetch the pelts.
>>
>>99262
Make a run for it. If a guard attacks, defend yourself.
>>
>>99315
>>99354
These. Don't attack unless we absolutely have to.

We're outnumbered so we'll probably lose very badly and hurting or killing swedes will do nothing to help our situation.
>>
>>99354
>>99315
You make a mental note to find an exit to this forest. You make it a few kilometers in before you run out of breath, but the pursuing guard doesn't. You hide under a fallen tree while the guard runs past you. Now's your chance, roll for surprise attack.
>>
Rolled 13 (1d20)

>>99391
Rolling for sword
>>
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Rolled 20 (1d20)

>>99391
Murder time.
>>
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>>99419
>Natural 20
>>
>>99419
Mercedes "Merc with no Mercy" Langley.
>>
>>99419
The guard is completely unaware as you silently spring forward and stab him through the chest. He grabs at his now gaping chest and looks back at you with fear in his eyes, falling to his knees. You stand there, bloody sword in hand. You've just killed a man... with a sword... your eyes begin to tear... you've never killed a man face to face... you shot those pirates, you never saw them die, you just saw them fall... Your knees feel weak, but you have to keep going. Eventually you make it out of the forest and into the barren tundra of however far north you are. There's not a town in sight. You're shit out of luck.
>>
>>99462
Go west, it's your best bet.
>>
Rolled 14 (1d20)

>>99483
We're up shit creek already so why not?
Seconding this.
>>
Is there space for a member of the Kings court at Versaille?
>>
>>99462
OP can I be a French Nobleman as an Ambassador from Louis XIV's court
>>
>>99535
We're all controlling one character, we don't have our own.
>>
>>99535
>>99510
This is a single character thread, sorry buddy. All the anons are making some decisions. I can sure include your character as an NPC sometime.
>>
>>99558
if you let me play as an NPC that would be great
>>
>>99568
Sorry maaaaaaaaannnnnnnngggggggg but that's still a no. Only one actual player character.
>>
So are we trying to escape or fight?
>>
Yo we really need our money back. We have to find Sven, preferably capturing him. Weve come so far and we cant start over with 0 cash
>>
>>101937
True. Find Sven, capture him and have a chat.
>>
>>101937
We've already killed the guard, they were not expecting that. I say we go back with one of the guard's possessions as a token of his defeat.
>>
>>101937
>>102005
Backing return and fight/capture. We need our stuff or we're as good as dead, and we need answers.
>>
>>102059
>>102104
We should conduct a stealth mission. If only one guard with Sven, assassinate guard and tie up Sven. Else we will just find the gold and get out. We also dont want to conduct a suicide mission
>>
>>102220
This. We've evened the odds considerably and we didn't alert them by using a gun. They won't expect a woman (prejudice is on our side!) to have been able to kill a trained guard without using a gun.

I mean those fencing lessons were basically just sword based flirting, right? No way Sven expects us to go full ninja on them.
>>
OP please respond
>>
OP respond now
>>
>>102986
>>102547
>>102238
>>102220
>>102104
>>102059
ob is nawt ded. just biddy

You decide before moving on, you really need your money, and maybe some answers. You swing around left and cut through the forest on a different route, to see if you can get to them silently. That's when you look through the tree-line and find them sitting at camp, distressed. The girl is holding your family rifle tightly. They're perfectly open to you, do you go for the kill with pistols?
>>
Rolled 6 (1d20)

Go for the kill
>>
>>103448
Fuck

We have already been betrayed once. If we kill her and take him prisoner, what could possibly lead us to regret our decision? I'm leaning towards going in for the kill. Need more opinions
>>
>>103468
>>103460
You pull one of your pistols out and fire! You miss by a mile, damn you're not doing so well this past week. Luckily you have ANOTHER pistol and aim and fire, hitting the lady square in the noggin, blowing her face to bits. Sven falls back in terror and crawls back as you menacingly walk up to him, bloody sword in hand.

>Terrify Sven into submission
>Kill Sven
>Leave, then and there
>Tie up Sven, then leave.
>>
>>103586
Tie him up, and ask him if he has anything to say. Then find our stuff and get the fuck out of here, leaving him tied to die
>>
>>103586
Kill the cutie. What a shame, but there are millions more in the world.
>>
>>103629
Amending this to questioning him first (tie him up I guess), and then we'll probably kill him.
>>
>>103636
"Why?", wait for his response, kill him either way. Hide the bodies, collect the weapons and money and then onwards.
>>
>>103636
>>103629
>>103620
You tie Sven up by his hands to a stake in the ground. After staring into his teary eyes for a second, you eventually stab the point of your sword through his neck. For a few seconds he squirms and spits blood, but it eventually subsides. You clean your sword, find your money and torch the camp. You take the cart and set it out to the nearest city.

You're a changed woman. You're too busy thinking about Sven and how he died, that woman and how she died, that guard and how he died. You spend the rest of the trip with your eyes down.
>>
>>103789
Oh come on, no answers?

At least there were no survivors or witnesses, onwards to glory!
>>
>>103789
We grew up really quickly. Just a week ago we were a lowly farmer's daughter. But now we harbor a taste for vengeance. The sweeds are apparently not to be trusted. Justice must be served.
>>
>>103789
Sven and his companions might have been family, probably were good people inside. Oh well, they played a dangerous game, and lost. Perhaps we should head back to Gotenburg
>>
We should probably swear off heavy drinking entirely, we could've avoided this whole mess if we stayed on our guard.

I'm still up for getting traveling companions though, we'll obviously need to be more careful going forward but we need extra hands and companionship.
>>
Maybe travel to somewhere where there are slave auctions and buy a slave if you treat him well he won't rebel and it's not like he could do much even if he rebelled
>>
Is Mercy catholic or protestant? We may want to repent for our deeds at some point.
>>
>>103897
Why would we ever repent for something we never did...?
>>
>>103952
God sees everything, Anon.
>>
>>103969
So we go to confession, all's forgiven.
>103807
Yes, glorying! And riches!
>>
>>103789
Head to Gotenburg, find your furs, and sail for Germany or Poland as quick as possible. Once they found out you killed Swedish royalty, Sweden is not a safe place for you anymore.
>>
>>104482
This. Let's go for Poland since they (and Great Britain) are allies with Russia against Sweden.
>>
>>104029
Yep, confession time!
>we devout catholic crusader naow
REMOVE PROTESTANT
>>
>>104495
A small merchanting class (in the polish cities, at least) is also handy since it means less competition.
>>
So we're catholic and heading for Poland? It was proven today that Protestants cannot be trusted. We must fight along side our polish allies and secure their future and the future of our faith (and immense wealth for ourselves).

Clearly the events up until now have been God guiding us to our true path.
>>
Well, taxes were probably increased due to catholic discrimination in Britannia, so I think it would be rational if we didn't like our government, but loved our country.
>>
>>104694
Agreed, we love England and we'll never fight against our countrymen voluntarily. Shame about the whole Anglicanism thing though, would be a perfect place without it.
>>
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Bumping with a shitty map of our journey in Sweden
>>
>>104959
Cyka blyat great map Anon.

Last update 4 the nite.

You stay at few bars on your trip back south, but you eventually pick up that some tart in Prussia declared himself King and is generally fighting the Swedes. This piques your interest and you inquire about a trip to Berlin. The man who you're talking to will give you passage for a cheaper fee than what a regular ferryman would charge, and you're not as trusting as you once were, you seem prepare to accept.
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>>105509
Take a regular ferry across, we've got the money and I'd rather not get bludgeoned in the head and hauled off to God only knows where again. Stay on guard throughout the journey.

If Frederick I is already doing his Prussia shenanigans then that means we're going to have a shitload of available work, and plenty of English mercs to work with.
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>>105509
What happened to our ship? It's a perfectly fine vessel, and could carry some more cargo to sell.
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>>106128
We sold it when we went inland.
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>>107526
We sold the pirate ship.
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>>107559
After looking back through the thread we gave our boat to the pirate we captured.
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>>107645
Fuck. In that case, take the ride and take your pelts with you. They´ll fetch a pretty penny in Prussia.
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OP is dead
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>>108849
Stop fucking assuming I'm dead.
This thread will be autosaged in a few hour so I'm preparing for the second thread for the /qst/. It's really rude when you keep saying I'm dead, which drives away potential anons.
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>>109131
You were gone for almost two days..... you died
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New bread when?
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>>113678
How do I archive a thread? I'm trying to make a new one but I got three active already that are being autosaged.
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>>115064
http://suptg.thisisnotatrueending.com/qstarchive/85592/

Archived it on suptg.



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