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3 votes for our race, 3 votes for our place and let's get this going
>>
>>1917597
>civ quest
>starting with that pic
>>
>>1917612
I'm pretty new to civ quests, but don't worry about me jumping ship, I have a shitton of free time and half-decent writing skills that ought to be used
>>
>>1917617
Ok im biting

>Grippli
>Swamp
>>
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>>1917597
Rabbit people and swamp. If not then Grippli.
>>
>>1917597
human, plains
>>
>>1917700
How fun
>>
>>1917681
rabbits in a swamp?
Besides, i want boggard friendos
>>
>>1917597
You know what I've always wanted to see?

>Lizardfolk
>Island
>>
Exactly 30 minutes have passed and we have:
2 votes for Grippli, swamp (Sorry but I have no idea on how to write fluffy civ)
1.Vote for human, plains
1 Vote for Lizardfolk, Island
So since I don't wanna waste too much time we will go with Grippli in the swamps, I'm writing now
>>
>>1917737
Frogger bois incoming yussss
>>
>>1917681
>>1917631
The Misty Basin, a place long forgotten by city folk and dreaded by the locals is not a place one would choose to live in - The everlasting irritant fumes isolated the place from outside world, causing wondrous species of plants and animals to appear, one of them being the people of Grippli: Stealthy masters of ranged combat and alchemy that have taken hold of the northern bog
Choose one bonus:
>Ancient ruins: Where the Basin now lays, once stood many forts and villages, providing a source of resources and inspiration for your people
>Fauna center: Your people live in a place of high animal activity, giving them a species of obeying servants, but also making them more potent for animal attacks
>The tree village: your people have developed housebuilding skills, now they live on trees away from the dangerous ground
>>
>>1917805
>The tree village: your people have developed housebuilding skills, now they live on trees away from the dangerous ground
>>
>>1917811
same
>>
>>1917805
>Fauna center: Your people live in a place of high animal activity, giving them a species of obeying servants, but also making them more potent for animal attacks
>>
>>1917811
this
>>
>>1917811
>>1917814
The Slithercrawl tribe has been living a peaceful life, hiding in the trees and observing their surroundings, gatherers outnumbering the fighters many times simply because they weren't needed, over 100 years only one tribe has acknowledged your existence, the wise people of Gloomskin whose tradition reaches further than anyone can remember.
Your tribe is currently lead by a young alchemist named Keen Eyes, the successor of recently deceased previous leader Steady Fingers, the new leader's ideology being:
>Aggressive: Your people's skill at battle will sharpen, letting you hunt more efficiently, but also risking the discovery of your people
>Passive: Your people's culture will bloom faster, but your skill in battle will become blunt
>Balanced: Nothing changes, your people will continue their actions as they ever did, staying hidden but ready to strike
Your tribe's population:
>20 hunters
>30 alchemists and scientists
>50 gatherers
also
>Define your actions and roll a d100 for them
>>
Rolled 24 (1d100)

>>1917879
>Aggressive: Your people's skill at battle will sharpen, letting you hunt more efficiently, but also risking the discovery of your people

I also want to want to make some sort of early detection system so we could know when someone enters our domain
>>
Rolled 43 (1d100)

>>1917879
>Passive: Your people's culture will bloom faster, but your skill in battle will become blunt

-Alchemists and chemists will research active camoflague
>>
>>1917829
balanced
>>
Rolled 100 (1d100)

I'm gonna give it 10 more minutes and if it's still a tie then Im rolling a dice, also there's one thing I just came up with: the rolling will be done after we decide the action, and it will be the best out of three
>Rolling for random event
>>
>>1918018
>that 100 tho

were either dead or we all just became gods
>>
>>1918018

Gonna be one hell of an event.
>>
Rolled 1 (1d2)

1:>>1917925
2:>>1918016
>>1918041
This ain't the land of Oo, some great stuff is coming
>>
>>1917925
DC 50
Your people try to make an early detection system to know when any intruders are coming, but because of bad materials and lack of skill you only wasted time, that doesn't matter though, because a Legend tier event occurs!
Choose one:
>A species of giant carnivorous bird spots your people and starts coexisting with them, now you have the almighty Sky Terror species at your disposal!
>A new branch of alchemy is discovered, allowing you to create stews that alter the senses of one, helping them in their tasks
>Your people find an artifact of great force and take it as the center of their cult, granting you access to divine magic
>The trees you are living on turn out to be friendly ents of great wisdom and power
>>
>>1918143
>>The trees you are living on turn out to be friendly ents of great wisdom and power

HOLY SHIT WALKING HOME ENTS GIMME IT NAOOOO
>>
>>1918070
its three O's you ignorant swine
>>
>A species of giant carnivorous bird spots your people and starts coexisting with them, now you have the almighty Sky Terror species at your disposal!

because we went the aggro route

or, because we went the aggro route we should still be smart and gain knowledge also

>The trees you are living on turn out to be friendly ents of great wisdom and power
>>
>>1918174
It was Oo in my countries version (Or Im just plain retarded, sorry if that's the case)
>>
>>1918201
Oh, then many apologies great overseer for my ignorance in your countries customs
>>
>>1918156
THIS. FROG NINJA ARCHERS ON WALKING TREE FORTS FUCKYESSSSSS
>>
>>1918242
WERE GONNA RAMPAGE ON TOP OF GIANGT FUCKING TREE ENTS BOIIII
>>
>>1918242
when you say it like that i have to agree
>>
>>1918271
My eloquence is matched only by my HYPE.
>AIRHORNS.MP3
>>
The sun is long gone by now and I really want to sleep, see ya 9-10 hours later!
>>
>>1918295
where do you even live? the pacific ocean?
>>
Could you imagine if we got the birds aswell? Huge ass ents with frogs firing out of them , they also have raptor nests on their heads and guess what ninja frogs drop from them to raid your shitty little eveything. Fuck me this is going to be awesome
>>
>>1918353
now we just have to wait 9-10 hours
>>
Hello again!
>>1918325
I live in the southeastern Poland, pretty cool place if you ask me.

At the end of the day an earthshaking explosion took place, unfortunately caused by one of the younger alchemists who accidentaly mixed up two different stews, a mistake even a child knows not to do.
Normal event of such would end shortly, but the ground was shaking for good ten minutes by now and your worst fears were confirmed when your tree's bark started to tilt.
The Slithercrawl tribe scurried in panic, trying to avoid the fall, the tree tilting more and more with every moment, but once it almost touched the ground it jolted upright, started shaking, yawned and opened it's eyes!?
After talking with them your people acknowledged that they were a race of Ents, the ancient tree people that lived even longer than the Gloomskin tribe and they are willing to cooperate under one condition: your people stop hurting the trees.
>8 Ents joined your civ
>In order not to anger them your people can't cut down any new trees, but you still can use the dead ones
>Determine your actions
>>
>>1920936
Ask the ents for advice regarding alchemy
>>
>>1921270
Roll for it I guess
>>
Rolled 65 (1d100)

>>1921293
>>
Rolled 35 (1d100)

>>1921302
I'm gonna write it once I get back from horse contest my father insisted we go to, also
>Rolling for random event
>>
we cant hurt the trees but we live in treehouses so our houses will have to be living vines and branches growing into each other which would take quite while but, in the end look amazing.

Also bringing in a potted plant would be like having a tapeworm in a glass case to them, so no flowers
>>
>>1921338
we should build our houses to look and act like armor for the ents
>>
>>1921341
First things first, how big are they
>>
>>1921359
the ents are fucking huge and we are tiny frog people so that shouldnt be a problem
>>
>>1921365
like redwood huge?

and are we like halfling size?

if so one ent could support like 50 people easy
>>
>>1921375
actually like 100-200 people
>>
>>1921378
either way we have 8 of the fuckers so it dosent really matter
>>
Rolled 3 (1d100)

>>1921293

Rolling...
>>
>>1921390
nigga why
>>
>>1921393

Sorry pal. A gypsy cursed me. I can only free myself from this fate if I use my terrible rolls to ruin 100 quests...
>>
The contest has ended, now to avoid confusion about size: The ents are Redwood sized, your people are living on eight of them because the houses are small'n'stealthy so only ~10 people fit in (that can be changed though)
>>1921302
DC 20, third tier success
The alchemists are eager to learn from your new giant friends, and the Ents are eager to share their ancient knowledge.
As they are creatures of nature they easily indentify plants and their properties, the way they can be used most efficient and finally - How to prepare powerful stews out of them.
>Your alchemy skills were improved
You learned how to prepare:
>Wound-closing stew (Makes healing much faster
>Thistleleaf poison (Can be applied to weapons in order to cause nausea in your enemies)
>Corrosive goo (Can eat throught low quality materials, needs improvement to destroy an real armor)
The teaching was interrupted by noises of someone making his way throught the basin, judging by their loudness and lack of finesy they were made by Boggard scouts.
Not long after your people hid in their houses the strong fat bodies of the intruders came into view, their wart-covered skin was the color of mud, bulbous eyes yellow and hideous mouths always opened; they also wore straps of fabric around their genitals, signalizing they were from a poor tribe, maybe Rockbash or Ponddiver.
The fact they left their land was intriguing, as Boggards usually stayed away from the northern bog, fearing the unknown.
>Define your actions
>>
>>1921682

circle them, fire an arrow at their feet then ask why are they here.
>>
>>1921696
circle them fire arrows at their knees and interrogate them
>>
I'm just gonna combine these two, roll me a d100
>>
Rolled 38 (1d100)

>>1921746
>>
>>1921746
>>
Rolled 87 (1d100)

>>1921746
wait it didnt work
>>
>>1921763
DC 50, First tier success
Your people steadily circle the bulky Boggards and fire several arrows at their feet, utterly shocking the simple creatures.
"You better have a good reason to enter our land, or your head will be pierced" Your leader says, causing them to shake in terror.
While listening to a cascade of scared gurgles and stuttering your people make out, that they indeed were from the Rockbash tribe, and that they came here because an more influencial Smallwart tribe took their land, so they were searching for a new home.
While your people discusses about what to do with them they were quiet, but all of sudden the biggest one spoke.
"I know we don't have much, but if you help us get our land back, then we will be sure to repay in advance... "
>What will be your reply?
>>
>>1921888

" We will help you, with one condition, we take what we see fit, and you become our vassals, if we ever go to war you are obligated to help"
>>
>>1921901
add on 'rebel and you shall die' and maybe have them wear something specific to distinguish between ours and theirs or maybe war paint or something
>>
>>1921910
actually no dont add that on its a bit too much
>>
>>1921901
Roll D100
>>
Rolled 42 (1d100)

>>1921930
Give it to me bby
>>
Rolled 30 (1d100)

>>1921930
>>
>>1921945
lets swim in each others misery
>>
>>1921939
DC 45
" We will help you, with one condition, we take what we see fit, and you become our vassals, if we ever go to war you are obligated to help" Your leader says, but the Boggard isn't pleased with that
"I can't take such important choices without the approbation of our king" He won't change his mind about it, even though the proposition seems very alluring to him
>Try to compel him?
>Other?
>>
>>1921955
agreed you were very close
>>
>>1921964
If you have complaints speak them now"

also we only have like 80 members? we should fix that even at the cost of being more visible
>>
>>1921964

Very well, speak to your king, but a few of you will stay with us as leverage,so we know you are not going to attack, and i assure you our tree ent friends have come up with some really painful poisons
>>
>>1921971
also
"your king is in the same situation you are in, so it will not matter if you go bck to tell him because he will say yes"
give em a little glare
>>
>>1921980
We dont want to fuck with their politics, its their gain as much as ours this will delay the process only for a bit and we will show that we are going to be nice rulers who respect them somewhat
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>>1921989
true we dont want to come of as dictators.
'stern but gentle leaders' i guess
>>
>>1922003

The ents will appreciate us taking on their style of life
>>
>>1921967
>>1921971
>>1921979
"I can agree with that, then tell me, how can I speak with your king?"
"He should currently be in the camp with the most trusted tribesmen" He replies, happy that he could do something good for his people
"Then go and take him here, we will negotiate!" They're about to leave as your leader adds "But one of you stays as a leverage, so we're sure you don't betray us"
At first, they were hesitant, but after a short while they left the weakest one behind for you to hold, then hopped away to their settlements.
>How will you prepare for the king's arrival?
>>
>>1922011

Ask the one who was left behind how their kind prepare for these kind of events.
>>
>>1922011
ask the weakest one about customs and fashion some rudimentary chairs and tables out of stuff nearby or go japanese and have soft stuff on the floor for you to sit on and like a rock or something as a table but make sure to keep the archers ready
>>
>>1922026
>>1922027
The weak Boggard provides you with the information, that during important political debates they prepare big amounts of clean water and the leaders pour it over their bodies as they negotiate, or even (when it comes to the richest tribes) they prepare a pool full of it.
Your alchemists use their knowledge to clean the water, later they pour it into big tubs and the setup is ready.
When the night comes the king arrives, you can distinguish him by a wooden crown on his head and best armor of them all, made from the hide of a Crackledile.
He greets your leader and wants to know why was he called upon, so you head to the tubs and say it straight - you want to trade your help for their obedience.
At first, he didn't want to hear about it, but after you showed him what your alchemists could do, and the great ents that you lived on he agreed, now the time came for evaluation of his battle forces
>30 Rangers
>20 Melee Warriors
>20 Foragers
Special items:
>Broken spear that makes everything in the radius of 5 meters ultra fragile
>What now?
>>
>>1922119
are their rangers better than ours?
>>
>>1922133
No, but they are much more tanky
>>
>>1922137
right, well we should buil houses for them on the ground (with their assistance of course) and we can teach their archers so wecan shoot from the trees white they melee on the ground because we suck at melee and if there are any exceptonally smart ones we can teach them alchemy
>>
>>1922119
A quarter of your forces will stay with us, the rest of them will be called upon only at war. In times of low food we will pool our resources, you will not make any decision of great importance without our consent.
>>
>>1922147
also our gatherers should make one big group with their foragers for + food

also our hunters should always go with some boggards so we can kill bigger prey and bring it back
>>
Rolled 28 (1d100)

>>1922146
>>1922147
>>1922156
Roll 2d100 (Quality of their houses and the efficiency of their training)
>>
grippli are tree frogs and boggards are toads can we interbreed to get the best of both species?

also speaking of breeding we should try and + our population because we have eight fuckhuge ents and 70 stronk boggarts so we can become more visible and not have to worry
>>
Rolled 11, 29 = 40 (2d100)

>>1922170
will this be we take the best of both rolls or what
>>
>>1922178
ouch
>>
>>1922178
oof
>>
>>1922175
We can't thought they probably could fuck if it was an Erp kinda quest (But it isn't, I'm not fueling anybody's fetish)
>>1922178
Yeah, the best of both
>>
Rolled 56, 98 = 154 (2d100)

>>1922170

Is ent bark extra strong ? if so we should ask them if we can make armor out of thier bark
>>
>>1922196
thats like saying "hey gime ur callouses"
>>
>>1922196
DC 30 and 40, second and third tier success
You quickly build settlements around the nearby ponds, using bushes and dead trees, now all the Boggards are housed in cozy huts after that the time for training comes - They are very fast learners and so their archery skills sharpen quickly, their techniques being combined with yours
>The archery skill of both has greatly increased
Meanwhile a big group of Jester bats started to swarm around your village, causing risk of many diseases
>What now?
>>
>>1922236
have our archers shoot them down and our alchemists burn them so we dont spread disease
Also asks the ents if they know where more of their kind will be
>>
>>1922253
same, also we should make an area for our alchemists to do experiments that wont result in a dead ent
>>
Roll 2d100
>>
Rolled 47, 81 = 128 (2d100)

>>1922327
>>
Rolled 94, 10 = 104 (2d100)

>>1922327
>>
>>1922391
aw man thats 91, 81 less gooooooo
>>
even tho my quest is dead at least i have this
>>
nice
>>
>>1922327
where aaaaare youuuu
>>
Last post for today, gotta get some sleep before monday
>>1922398
DC 60, 45 Double tier two success
Your freshly trained archcers use the Jester Bats as moving practice target, killing them off before anything bad happens, then the alchemists collect their bodies and burn them in a place away from the village, and while they do so an idea comes to them: Why not build a lab there?
>Safety has been increased
>Due to relief after the bat swarm was killed 10 new Gribbli and 10 Buggards were born
>You are running low on food
>Define your actions
>>
>>1922538
HUN TING PAR TY
HUN TING PAR TY

also bring some buggards to drag bak the bigger carcasses
>>
>>1922547
Agreed
>>
>>1922547
this but make it look like we are celebrating our new Slaves vassals.

Also discuss a war plan so we can get them their lands back
>>
Rolled 49 (1d100)

Roll me a d100 boysss
>>
Rolled 17 (1d100)

>>1925212

Rolling...
>>
Rolled 47 (1d100)

>>1925212
>>
Rolled 59 (1d100)

>>1925212
>>
>>1925308
My electricity was out for last 2 hours, but now It's all cool and dandy.
DC 30, first tier success
The best of both tribes hunters go into the wild to feed the village, ready to kill anything that they find useful.
As they traverse the treacherous bog they kill a few small birds, only finding tracks of a big animal after many hours.
They follow them, estimating their own forces as great enough to take on the vicious predator that the Wyrmfly is, and after another hour they find it - a majestic animal for sure, it's armor glittering in the dull sun and the giant wings causing trees to bend.
After an exhausting fight, you kill it, losing small number of archers
>The forces of both tribes were minorly weakened
>You now have the giant corpse at your disposal, it will feed your people for a good period of time
While dragging it back to your village you have also found something that looked like castle ruins.
>Define your actions
>>
>>1925395
Aw crap, didn't see your post, I'm gonna give the next roll a bonus as a repayment
>>
>>1925399
send boggards forward and have a few camoed grippli around them in case we encounter anything
>>
>>1925399
Leave the corpse at the village then come back and send a few buggards into the ruins
>>
Rolled 43 (1d100)

>>1925409
>>1925406
I guess those two can be combined, roll a d100
>>
Rolled 83 (1d100)

>>1925441
badda bim badda boom
>>
Rolled 54 (1d100)

>>1925441
>>
>>1925454
DC 35, +10 to the post, Third tier success
You send out fast troops to the ruins and let the boggards come inside first.
The ruins seem to be abandoned when you glance at them, but after a closer inspection you see there are some inhabitants, and they surely are strange, for they are enormous bats that approach you rather carefully, they aren't aggressive or scared thought.
Deeper inside the first floor you see some closed chests the Boggards are eager to take with them.
>You gain 3 closed Ancient Chests
>You discovered a new species of bats that still needs naming
>Define your actions
>>
>>1925472
offer a bit of our food to them and try to domesticate them, also ask the ents about the chests
>>
>>1925473
Roll for domestication
>>
Rolled 14 (1d100)

>>1925484
gimme bat archers baby
>>
>>1925487
FUUUUUUUUUCK
>>
Rolled 67 (1d100)

>>1925484
>>
>>1925497
DC 70
While Boggards carry the chests away you try to feed something to the bats, but it seems you were moving too fast for them to be comfortable: They took the food but flew away and now are swarming in the trees, they won't come down in some time, so your people come back to the village, now all of them are grouped up around the chests.
>What now?
>>
Also sorry for shit quality of last posts, I had to text with someone while writing them so I couldn't 100% focus on writing)
>>
>>1925517
Ask the ents about the chests
Also keep trying with the bats
>>
>>1925524
The ents do know something about the chests and their previous owners, according to them many years ago, longer than any mortal being can remember, a kingdom lay in this place, their culture, and craftsmanship vastly greater than any achieved through eons of this planet's existence, but their great power was also the reason for their fall - After they discovered magic they wanted to stretch its powers beyond human possibilities, and so the buildings fell apart, flesh and bones turned to dust and poisonous fog covered their land, creating the place we know as the Misty Basin.
>the bats won't come down until the next turn, choose another action
>>
>>1925535
VERY CAREFULLY try to open the chests far away from the ents
Also talk to the boggard king and ask about how to go about taking his lands back
>>
>>1925539
Roll dice
>>
Rolled 42 (1d100)

>>1925563
>>
Rolled 57 (1d100)

>>1925563
>>
Rolled 68 (1d100)

>>1925570
Despite attempts to remove the chests lock or outright destroy it, it didn't moved even for a tiny bit, it seems you will need better tools or a key.
Your leader has asked the Boggard king about his plans to retake his land, acknowledging that he doesn't feel our armies aren't enough to retake it now
>The kids have grown up and are halfway to being adults
>The bats came back, roll a dice for domestication
>Define your actions
>>
Rolled 65 (1d100)

>>1925588
search the ruin again for a key
>>
Rolled 14 (1d100)

>>1925617
Agreed
>>
>>1925617
Roll me a second dice
>>
Rolled 41 (1d100)

>>1925659
>>
>>1925617
DC 60 and 50, first tier success and failure
Another trip to the ruins was an overall success - while you didn't find the key, the bats have become more acustomated to your people and won't try to fly away, in fact they started following them around ruins!
This time the Slithercrawl tribe leader went with you, and he was the one to notice a hidden switch on the floor that opened an entrance to what looked like a hidden library filled with well preserved antic books and scrolls.
>You now are in a possesion of manu undefined tomes
Meanwhile in your village both tribes became used to each other, their bonds strenghtening and cultures mixing, much to Ents satisfaction.
>Define your actions
Also I'd want to give a nice tip: You only seem to give tasks to one or two groups of individuals, but the rest (like ents, foragers and alchemists) remain without an action, changing that would bring in some action, amirite?
>>
>>1925723
Give a bat to an alchemist and see what happens
Send out foragers to scout further
>>
>>1925799
We need to befriend the bata nota experiment in them they are just bats.
>>
>>1925723
Have the ents lead us where we can find more of their kind If not let them help with the tomes . Have the alchimists make sine sort of frog Viagra so we can grow our numbers.make small patrols of 1 boggard and 3 grippli and have them scout for roads that humans may use,time to raid some more gear
>>
>>1925813
>>1925830
I agree
>>
is op ded?
>>
>>1928140
Nah, just got back from school and gonna go to the church in ~50 minutes, I'll update when it's over
>>
Rolled 42 (1d100)

>>1925830
You ask the ents about the whereabouts of their kind, but sadly they were one of the first to fall asleep when they sensed a magical disaster was coming, so they have no idea if there were any other survivors.
You hand the books over to them, much to their interest, they begin working on them
>The ents will be translating the books for next 2 turns
>Roll for scouting and Frog Viagraâ„¢
>>
Rolled 56, 28 = 84 (2d100)

>>1928377
Ofc we got the pussy ents
>>
>>1928395
The question is, will you get the ent pussy?
>>
Rolled 48, 28 = 76 (2d100)

>>1928377
>>
>>1928407
It would be extremely painful
>>
>>1928395
DC was 50 and 40,first tier success and failure.
You send out groups of scouts to search for tracks that travelers may use, after a day of heavy searching they manage to find two paths that look frequently used, they come back at the days end to inform the other tribesmen. I'll do a map in some time if I don't turn out a lazy bum
Meanwhile the alchemists and scientists were trying their best to improve fertility of your people, they came to the conclusion an elixir that increases sex drive would be the best, but they fail to do brew one, the result only causing tingling in the Grippli "rod"...
In the meantime a small species of fish appeared in a few of Boggard inhabited ponds
>Define your action
>>
>>1928561
But imagine the satisfaction when you say "Yeah, I screwed a tree giant 15 times my size"
>>
>>1928597
bring the fish to the a;chemists and see if they can make them bigger so we can grow them for food.Also have the alchemists try again with the viagra. Have our hunters practice alone.
>>
>>1928604
The alchemist don't have enough experience to do that, choose an other action and roll for them
>>
Rolled 94, 87 = 181 (2d100)

>>1928648
just the viagra then
>>
>>1928653
DC 30, 10 Third and Eight tier success
Wewz lad, that sure is a big roll.
Your alchemists have an another take on the sex drive increaser, they change proportions and ingredients based on the first try and there it is! The medicament works great and in addition is pernament, it will surely enlarge your population
>25 Grippli and 20 Boggards have been born
>The breeding of both have been raised to exceptional
The archers went to practice shooting and yet again there was a great improvement, they made up new techniques and formations, giving them huge advantage in battle, a thing that's very important now that the Boggards are growing angry of sharing their houses with fishes, their lust for homeland increasing even more
>If you don't attack soon the Boggards might rebel against you
>Define your actions
>>
>>1928722
send camoed scouts to see what are the numbers of the enemy. Have our alchemists try to improve our camo. Have the boggards ready for war.
>>
Rolled 74 (1d100)

>>1928736
Roll 2d100, once the lookout ends you can set up a battle strat
>>
The lurker roll
>>
Rolled 3, 83 = 86 (2d100)

Noob mistake
>>
Rolled 98, 56 = 154 (2d100)

>>1928785
>>
>>1929064
DC 30, 40 third and second tier success.
Before your scouts set out to spy on the Smallwart tribe they must do some preparations, fortunately a new camo was researched by alchemists, while it required rare materials to use it provided stealth abilities that were previously beyond your grasp.
>Tree-morph camo: When your people wear it they are almost indistinguishable from tree branches, the effect wears of after one use and needs to be built again.
With this new technology they travel to lands once held by Rockbash people to see a small village... or so it seemed at first.
The orange skin of Smallwart Boggards was smooth and slippery, their green eyes had H shaped irises and their bodies smelled a foul odour of rotting fish.
Despite the fact only a small number of them was on the surface, you could see them swarming in the ponds, also the guards you saw were well-equipped, they probably found their weapons in ruins
>Their forces count ~160 warriors and archers
>The terrain is good for both sides, there won't be terrain disadvantages
The ents have translated all books, however they are only willing to give you a small number of them, claiming the rest to be too dangerous, luckily for you the tomes they gave you were about ancient technology and architecture, they will provide a help in traversing ruins, but more importantly you now can open the chests!
>You only have time to open one before you set out for the battle, which one it'll be?
>The one with two circles on it
>The one with multiple lightnings on it
>The one with a cat-like animal on it
Roll a dice for it's contents and once you get them strat time will come
>>
Rolled 89 (1d100)

>The one with multiple lightnings on it
>>
>>1930490
The chest opens with a crack, revealing long tubes made of glass with lightnings, there are 8 in total, all emiting heat&light.
And now onto the battle prep!
>You can choose one last action
>Pick your battle formation:
>Agressive
>Defensive
>Balanced
>Write out your battle strat(example:Ents and Boggards try to break enemy lines, Grippli provide support)
>>
>>1930533

> Loose formation

> Aggressive

> Swarm then hit them until they die!
>>
>>1930539
we cant swarm we dont have the numbers. besides grippli are shit weak.
>>
>>1930533
Use their lack of knowledge about us to our advantage, have the ents charge in and shit on their morale, the boggards come second, and our grippli stay camoed in the trees above until the charge is over,then open fire .
This should be everything we need to scare the shit out of them and make them surrender.
>>
>>1930533
Also ask the ents about the tubes
>>
It's still a tie, should I just roll?
>>
>>1930859
ye
>>
Rolled 2 (1d2)

1. Swarm
2. Ent charge
>>
Then it's settled, roll me a d100 for the first charge
>>
Rolled 46 (1d100)

>>1930885
>>
>>1930888
DC was 40, first tier success
The giant offense begins, the Ents are ordered to charge and unleash their fury at the greedy Boggards, so they march through the swamp, trees dancing out of their way, planting fear in the Smallwart people hearts.
First hits of giant wooden fists wrecks havoc in their settlements, even their soldiers running forever in panic, which your people found pathetic - if one can't accept death then him surviving is unacceptable.
Eventually, their army groups up, shooting and hacking at your ents with their weapons, while dealing minor damage they are relentless in their push, targeting the roots most of the time
>Your moves?
>>
Rolled 57 (1d100)

>>1930885
>>
>>1930950
have the boggards move in and our gippli start firing at their backline from the trees
>>
>>1930957
Roll a d100
>>
Rolled 13 (1d100)

>>1930995
>>
>>1931009
Ouch
DC 60
The Boggards rush with aid, but they aren't too well equipped, enemies with better training and equipment completely destroy them.
When the Grippli see this they start shooting, but they arrows miss they target some even hitting your allies
>Lost half of the Boggards
>Define your actions
>>
>>1931047
Retreat
>>
>>1931047
have the alchemists firebomb the fuckers
>>
>>1931187
changing to this
>>
Roll a d100
>>
Rolled 76 (1d100)

>>1932863
>>
Rolled 94 (1d100)

>>1932863
>>
>>1932901
were having boggard tonight boys!
>>
>>1932905
DC 50, second tier success
Seeing the damage done to allied Boggards your alchemists join the battle and start throwing giant fireballs - a move the enemy certainly didn't expect.
The coward Smallwarts panic again, letting their battle formation crumble and their comrades die.
After a short period of time, none but a few of them are alive, you have taken them hostage
>You won the battle!
>You send the Rockbash tribe to their promised land and made them your vassals, they are at your disposal
>Your forces as of now: 25 Boggard soldiers, 50 Grippli archers, alchemists and scientists
>Define your actions
>>
>>1933205
Raid nearby roads with our archers.open the rest of the chests, and also ask the ents what the things we find are
>>
>>1933205
Explore until we find another civ
>>
>>1933205
Help the boggards interrogate the hostages to learn of their intentions, a small group should be enough
Have the alchemist and scientist research ad identify the small fish that were growing up in the boggards houses
Open one of the chests
Have the rest of our archers guarding our settlement
>>
>>1933205
Celebrate victory with frog viagra to increment populace
Open the chests
Task the alchemists with upgrading our arrows
Select the best archers and train them into elite archers (snipers), final goal is to have 1 smiper for each hunting squad
>>
>>1933205
>>1939263
Changing to this
>>
Sorry for basically abandoning this quest for 2 days, had some issues because of whose I couldn't access the internet, anyway here is the new thread: >>1940359




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