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Who is this Sir Paragon?
A knight of honor, courage, and chivalry?
A man of God, willing to travel half the world in his name?
Or just an asshole, who likes to behead women and eat their children.
You decide
>>
The great empire is in turmoil: beasts ravage the land while bandits and brigands harass the countryside.
To the east there is talk of a great gathering of sand people, planning on taking the rich lands from the great kingdom.
Now is the time for great deeds, and valiant efforts
>>
>>3339777
Sir Paragon is a man of great courage and even greater faith, a man who believes that the guiding hand of the Lord leads him. He helps all whom he sees in need of aid, for he must be sent by the Lord to bring His shadow of mercy.
>>
>>3339782
With a sword at his side and Gods guiding hand, Sir Paragon:
>Leads a band of knights to find the greatest of treasures
>Goes on his own to get personal vengeance
>Or goes with other brave souls eastwards to deal with the Sand Peoples of the far south (Crusade)
>>
>>3339806
>Or goes with other brave souls eastwards to deal with the Sand Peoples of the far south (Crusade)
>>Leads a band of knights to find the greatest of treasures
Combine them. He saw a dream telling him that a holy relic was in the possession of the Sand Peoples and declared that he and his band of knights would join the Crusade of Red Sands.
>>
>>3339777
>A knight of honor, courage, and chivalry?
>A man of God, willing to travel half the world in his name?
both.
>>
>>3339813
>>3339821
The Sand Peoples have always threatened the Empire, but when their best thieves broke into the holy catacombs and took the first emperors sacred crown, it was the last straw.
There was no actual proof that the emperors crown was stolen by the enemy, but none was needed: God spoke to the high priest and told him to assemble the men and to break the will of the enemy.
It was at this time that Sir Paragon saw a vision in his dreams:

"A most wondrous treasure I did see, golden and gleaming, but in the hands of fell things. I kneweth then yond mine own path wast chosen by god, and I wouldst leadeth holy and richous knights to the dune lands of the foe. But who is't shalt cometh with me? I needeth but four champions"
>>
>>3339860
Pepe the envious, answers the call.
>>
>>3339866
>>3339866
>Ah, valiant knight of Kek! No greater friend, no worse enemy

That still leaves three to answer the call
>>
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>>3339866
The Angel of Mercy will grant divine protection to those answering God's call.
>>
>>3339896
>some thot is an "angel of mercy"
Superior Angel of Mercy right here
>>
>>3339896
>>3339910
Luckily, Sir Paragon has sworn an oath of chastity, so no Thot of Mercy can get between him and his destiny.
Also, shes probably one of Gods many wives and Sir Paragon believes in the ancient code of 'bros before hoes'.
>>
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A map of the empire
>>
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>>3339954
And we must not forget our last (but not least) brother: Ser Not-Appearing-In-This-Quest!

In any case, our course is clear: we must travel through Kekland, guided by Ser Pepe, and ford the river Rinek, emerging in the Desert of Blood -- from there we shall join the Crusade and make haste, retrieving the crown.
>>
>>3339979
So, with the Thot of Mercy protecting us, we travel through the empire's lands, eventually making our way to a rather bleak southern town called 'Dirtport'.
There are a few things that the knights can do:
>Go to the tavern and get smashed (possibly gain another companion)
>Go to see the ruler of the town to see if we can help out somehow (cause were such good guys and all)
>Or go to the market district to buy something worth buying
I'll roll a d20 for the chosen action, or the two members the party can split up, and two actions can be chosen (but with a debuff of -4 to the rolls).
>>
>>3340047
>Go to see the ruler of the town to see if we can help out somehow (cause were such good guys and all)
After we're done we'll go to the tavern.
What say you, Ser Pepe?
>>
>>3340051
This will be my last post before I need sleep

>Go to see the ruler of the town to see if we can help out
Rolled a 13 with 1d20 = Average reward and risk

You eventually gain admitance into the small castle on the top of the hill and introduced to its owner: Sir Vickred, Baron of Dritport. He accommodates you and brings you flasks of the best elven tequila.
Eventually, you get around to why you are in his town, "to seek companions and money for the long road to Kek-land". The Baron says that there is one way a knight could get some money in these parts easily: by doing one of his chores/quests
Either you could slay a particularly rambunxious beast that slumbers under the town, or kill some gnomish raiders that have set up camp in the nearby forest.

If any companions want to join be my guest
>>
>>3340051
Ay, tis a noble thing indeed. Let us remove the wicked beast, for I have not the stomach for slaying manlets.
>>
>>3340167
>slay a particularly rambunxious beast that slumbers under the town
>>
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>>3340184
>>3340232
The Baron says that the beast resides within a complex of sewers that flow out to the ocean under the town. He believes it to have swum in somehow and made a nest in the sewers.
"A great beast, easily double the height of a man. It makes sounds all day and annoys the shit out of the citizens. Whenever we send a soldier down there to deal with it, he never returns."

Your passage down to the sewers was easy, only being challenged by the stench of the place. Eventually, you reach where you believe the beast's lair to be, with bones of fallen men around it.
You only had to wait a short while before the creature returned. It was huge and bloated, with long legs for jumping: a giant Blobfrog. It belches and croaks.

Your party can either:
>Cut thine beast in twain.
>Try diplomacy or taming of the beast.
>Or try to hide from the beast for the time being.

I'll roll a d20 to see how successful you are.
>>
Rolled 13 (1d20)

>>3341827
>Try diplomacy or taming of the beast.
I feel that Ser Pepe would be most aggrieved were I to slay the beast.
>>
dice+1d20 in the name field
>>
>>3342168
options field* oops
>>
Rolled 5 (1d20)

>>3342168
>>3342172
Cheers
>>3342071

Now checking for diplomacy
>>
Im going to bed but I would have pepe the envious step In and take the blow for our hero should the need arise. "for my brothers, I shall take a hundred blows upon my body, let god bare witness to my penitence"
>>
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>>3342173
>>3342217
Sir Paragon and his crew waited for the giant Blobfish to see them, then he dropped his sword and slowly approached the creature with an outstretched open hand, continually saying "hey buddy, no one's gonna hurt you, it's alright". Eventually, he got close enough to the creature to be able to touch it on its forehead.

Unfortunately, this is not a DreamWorks film made for kids, and the Blobfish is most definitely not a dragon.
The creature proceeded to open its toothless maw, swallowing Sir Paragon whole. Quickly drawing his morningstar, sir Pepe the Envious proceeded to beat the ever loving shit out of the beast until there was no beast left: just a pile of guts and blubber.
Sifting through the entrails, Pepe eventually found a disheartened Sir Paragon lying in the filth, "Feels bad man."

The knights eventually reached the baron, who gave just enough gold to repair the slightly digested armor of Sir Paragon. "You see, even the baron of Dirtport is poor." Though he did give you permission for free drinks and beds at 'The Gawking Goblin.'

Do you want to:
>Go to The Gawking Goblin for a few pints, games and sleep
>Look around the market
>Or you could see what's up with those gnomish raiders
>>
>>3342219
>thot of mercy whores herself out for free as thanks and from pity to these poor people
>>
>>3342219
>Or you could see what's up with those gnomish raiders
>>
>>3342229
As the Thot of Mercy descends down to earth to give herself to the downtrodden heroes, the chaste Sir Paragon, even in his time of weakness said to the holy angel "Begon THOT," Sir Paragon believing that she was sent as a test from God to see if he was pure and unwavering, even when in defeat. She re-ascends muttering "well I never."
Sir Paragon: Truly the embodiment of all that is pure and just.
>>
>>3342241
First I think we'll roll for how good the stay at 'The Gawking Goblin' is.
>>
>>3342256
The thot decides to pleasure Sir Pepe of Kekistan instead
>>
Rolled 10 (1d20)

>>
>>3342289
Sir Pepe on the other hand never took an oath of chastity, and gladly accepts her gift.

>>3342290
That night at the tavern was full of hard liquor, feats of strength and drunk riddles, though Sir Paragon and Pepe the Envious suffered a great hangover the next day.

When the next day came along, the knights were woken up to a gathering of townsfolk around them, with the Baron at their head, "Good sir knight, those gnomish raiders broke into my manor and stole my beloved wife. Save her, and we shall give you our harvest earnings."
"We gave our knights to the crusade to the east. There are no noblemen that we can call upon, apart from you brave men."
A tantalizing offer.
>Help the town by getting back the Baroness
>Go on your way, no need to get yourselves killed
>Or write your own option
>>
>>3342464
>Help the town by getting back the Baroness
>>
>>3342464
>Help the town by getting back the Baroness
>>
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>>3342467
>>3342483
Before you leave a man dressed in knightly gear runs up, sword in hand. He exclaims that he is the baron's son and that he wants to aid you on your quest to save his mother (His father didn't want to risk his heir dying).

+NPC added to party: Sir Dickred son of Vickred+

Eventually, you reach the location of the gnome camp.

Sir Paragons stats (Once the stat is 5/10 and onwards a modifier is added)
-Chivalry: 4/10
-Piety: 5/10
-Strategy: 2/10
-Dread: 1/10

>Sneak into the camp at night and rescue the Baroness (No gnome loot, but possibly no dead gnomes): Strategy
>Ambush the gnomes and sack their camp (-4 modifier but lots of loot): Dread
>Set up some sort of elaborate trap system, home alone style (-2 modifier to roll and small amount of loot): Strategy
>Ransom the Baroness (Lose money): Chivalry
>Challenge the gnome leader to a duel, where only God can decide who lives and who dies (Possible ally). Piety +1 modifier
>>
>>3342524
>Ambush the gnomes and sack their camp (-4 modifier but lots of loot): Dread
>>
>>3342524
>Challenge the gnome leader to a duel, where only God can decide who lives and who dies (Possible ally). Piety +1 modifier
GOD DECIDES.
>>
>>3342561
This, but pepe the envious saves the baroness while everyone is distracted.
>>
Rolled 20 + 1 (1d20 + 1)

>>3342561
>>3343582
Rolling for Piety: 15 or over upgrade the stat, while 5 or under downgrades the stat
>>
>>3344393
Now thats some piety if I ever saw it.
>>
also, what are pepe's and Sir Paragon's stats?
>>
>>3344539
You can make Sir Pepe's stats based on Sir Paragons. For example, he could have a lot more dread than Paragon. Don't min-max
>>
>>3344564
-Chivalry: 3/10
-Piety: 3/10
-Strategy: 6/10
-Dread: 0/10
>>
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>>3344393
>>3344538
Sir Paragon walked up to where the camp was and shouted aloud, "If the gnomes are a threat to be taken seriously, then they shall be, for I, knight of knights, challenge their best warrior to a duel. If I win, then you have to disband and give the Baroness back to Dirtport." The gnomes all chuckle at this request "looks like we've got new meat for Grug."
As Sir Paragon and Sir Dickred are led into the camp, they see tents, weapons and armor all made for tiny people, along the borders are set spikes and trenches. "for years we have been laughed at," the head gnome said while walking "no one took us seriously, well now under the guidance of our new leader, we will be ridiculed no longer." Eventually, Sir Paragon and Dickred were lead to the center of the camp, with which they saw a spiked fighting pit, and next to it a large (for gnome standards) tent. Out of the tent, a rather large and fierce gnome exited, leading a small guard of gnomes, "so this is our response from Dirtport, a duel." The gnome turned to where a gathering of his kin had formed, "Then so be it!"

After a while, Sir Paragon was lead to the fighting pit where he was forced to crawl into its muddy bottom for the duel, while Sir Dickred stood among the gnomes waiting for a sign to pull the knight out. Then he heard it: a great "WAAAGH!" that made the small crowd go silent, a beast, no an Orc. the creature was huge and ugly, with a grin that would make your skin crawl. The crowd started chanting in a slow droning manner "Grug, Grug, Grug, Grug..."
>>
>>3344630
Interrupted only by the creature itself raising its spiked club towards Sir Paragon, "Grug smash puny knight, and Grug make da little men happy. Grug da best!" All the gnomes cheered as Grug jumped into the pit, club in hand.
The first few strikes from the Orc were like getting hit by a small car, but after several minutes of blocking and parrying Sir Paragon saw his weakness: Grug doesn't think, he just attacks, always overextending himself. "Grug finish fight now" The Orc yelled as he went for a huge swing of his great club, getting the thing stuck in the side of the pit. Sir Paragon knew that this was his chance, and he went for a strike to the head, lodging his sword in the skull (that would have gone straight through a normal man's skull). The crowd gasped as Grug turned around with the sword still in his head, "that the best attack you do? shiny weapon too weak for Grug's head." And with that Grug pulled out the sword and leaped at Paragon, grappling him like that mirror monster in 'Conan the Destroyer.' As Grug crushed the knight in his grip Sir Dickred threw him his sword, which Sir Paragon used to break the monster's clutch and force him into submission. The duel was won, but technically through foul play. "Sir Paragon cheated in the duel, get 'em boys," said the gnome leader

The next few minutes were spent fighting off gnomes and running like hell. Once they got out of harm's way by zigzagging through the nearby forest, they waited for Sir Pepe's return at the set rendezvous point. After about half an hour they saw him, with the tied up baroness on his shoulder, "Glad we had a backup plan." The knight of Kek jested.
You returned to the village and received lots of praise and admiration. The Baron and his citizens offer you their harvest money

>Take only a portion of the money
>Take all the offered money
>Take no money
Also, do you:
>Keep Dickred by your side (What Dickred wants)
>Or give him back to the Baron (What the Baron wants)
>>
>>3344634
>Take only a portion of the money
As much as needed for our journey to the Desert, and a little extra for an inn there.
>Ask the Baron for his permission to take Dickred
>>
>>3344634
>Take all the offered money
>Or give him back to the Baron (What the Baron wants)

im holding out for better companions.

>>3344648
"I understand your chivalrous nature brother, but a knights provisions do not come cheap and our quest is long."
>>
>>3344654
Pros and cons to having Dickred:
Pros:
>Good to have some cannon fodder
>Usefull as a pack mule (Like in Monty Python)
>Has money

Cons:
>Has no inner dialogue
>Has no stats
>And baron could give you something for his son

Oh and Sir Paragon gets +1 to piety (6/10) for the nat 20
>>
>>3344743
alright, but he better not limit the character pool
>>
>>3344749
Ah, it's always better to have more Brothers for the Crusade.
Also, I have a good feeling about the boy. I can feel it in the back of my head, he has potential.
>>
>>3344648
>>3344654
>>3344749
>>3344867

Sir Paragon takes only the wealthy citizens money, enough to get to Kek-land at least. As the knights give the Baroness back to the village, Vickred realizes his son is amongst the soldiers, "Son, you are my heir, to let you go on the crusade could destroy my line." With this Dickred exclaims "I was born to kill sand people dad! I'm literally shaking." The Baroness then decides to pipe in "it's his destiny Vickred." The Baron eventually gave the knights his permission to take his son, and with that, the party leaves, giving all their camping gear, money, equipment, and armor to the new recruit (to carry in his pack).

After some walking you come to a crossroad with a sign on it, you can either >take a shortcut through the black forest, stopping at the town of Nilbog.
>Or go the long way, north of the forest and up to the city of Hammerhat.
>>
>>3344879
Pepe: "The black forest is Known to be full of witches and goblins, let us make marry along ye Olde route to hammerhat. My cousin balin will give us a royal welcome"
>>
>>3344887
In this situation, I must agree with Ser Pepe. Filthy forests are no place for a dewey-eyed youth like Dickred.
>>
>>3344887
>>3344893
As you travel north of the black forest, following the well-trod path between Dirtport and Hammerhat, Dickred spots a large humanoid shadowing your party. Your group decides that next time they camp, they'll set a trap for the creature. After a good day of walking and chatting with peasants and traders, you set up a nice campfire not too far from the road, having someone stay awake and within arms reach of the others if there is trouble.
Sir Paragon and Dickred are awoken by a nudge from Sir Pepe, "It's here" Pepe whispers while pointing to a dark figure in the near the camp. As they large humanoid walked closer the knights pounced on it, takling it to the ground. It was revealed to them, by the embers of the fire the identity of the figure: Grug the Orc. "Grug not know how talk to knights, Grug watch, Grug wait till knights asleep, then Grug sleep next to knights."
The large Orc stood up, now clearly taller than all the knights. "Grug escape little men after they chase knight. Grug beat leader little man into ground. Grug want be knight and kill sand people. Grug want join quest."
>The Orc could be a powerful asset in combat and intimidation
>He's too stupid, his brain will let us down

It would be good if someone role-played as Grug
>>
>>3344979
>The Orc could be a powerful asset in combat and intimidation
And if he truly and sincerely wishes to be a knight and act as the Lord's blade and shield, then we cannot deny him. It must be God's will that we have come by him.
>>
>>3344979
>>3344985
+1
>>
>>3344979
Pepe: *in hushed whispers*: "I must advise against this action, you have a noble heart indeed but it betrays your logic. Bring green is my thing"
>>
>>3344985
>>3345012
>>3345035

Sir Paragon listens to his companions, eventually making the call. "We will take you in for now, if we are to head north, than we can stop by the orc fortress of 'Mozzkaba'.

+Grug the Orc joins the party+
-Chivalry: 4/10 (Orc warrior code)
-Piety: 2/10 (Prays to Ukramm: God of orcs before going into battle)
-Strategy: 0/10
-Dread: 6/10

The knights eventually reach a rather small town, with a market and un-named tavern, which you stay the night in. The next day you are about to leave the town before a dwarf stops you, "You look like a brave lads, wanna come 'elp the boys by slaying a beast?" The dwarf is eagerly waiting a reply, and strokes his long braided beard. "Oh, come on, the wee inhabitants of this town have given their men to the eastern cause, and the best dwarven soilders of Hammerhat have gone north to retake a mountain fortress."
>Let the dwarf escort you to Hammerhat, lets see what the beast problem is all about.
>Only if we get lots of rewards, and upfront
>We don't want trouble. We just want to go crusading
>>
>>3345062
>>Let the dwarf escort you to Hammerhat, lets see what the beast problem is all about.
pepe was raised by dwarves
>>
>>3345062
>>Let the dwarf escort you to Hammerhat, lets see what the beast problem is all about.
>>
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>>3345222
>>3345284
1: Bleakhurst
2: Dirtport
3: Nilbog
4: Hammerhat
5: Mozzkaba
6: Squalor's-End
7: Kekstantinople
8: Tripolioch
9: The holy city of 100 names

The knights agree, letting the dwarf escort them through the countryside. Nothing much happens, apart from learning a few things about the dwarf history, "We dwarves at Hammerhat are known as the fair-haired clan (because we're usually blonde or ginger), and our fortresses and hillocks span the whole of the 'mountains of metal.' As the name implies, the mountains are full of precious metals, used to fuel the empires war machine. We came here after the Orcs of iron pass destroyed our lands to the north, where we sought a new mountain home. Luckily, the generous emperor granted us his mountains, only if we give him discounts and all that." The dwarf's tone changed at that point.
"Recently, the empire has been getting weak, and we have had to deal with the Orcs all on our own. We sent our best dwarves to retake one of the dwarven fortresses, which left our glorious city as easy prey." Now the dwarf was in deep contemplation.
"We dug too deep and awoke something evil in those depths. We barred all entrances and exits to the lower level (where all the good metals are), but we think the beast is in hibernation." The dwarf stopped at this, turning to the party,, "that's where you lads come into play. We think the creature rests, a perfect time for a few good men to slay it."
Before the knights could respond, they saw the it, just beyond the rise, the city of Hammerhat. Only the fortifications were visible from where they were: huge walls that joined to the side of the mountain, with a steel reinforced draw bridge at the center, only Pepe the Envious had seen this level of architecture before.

As you enter the above level part of the city, large marble statues of dwarves slaying Orcs and creating artifacts were visible all over the bailey. "We use the above level area for trading (The dwarves don't make food and wine, they buy it), accommodating visitors and garrisoning our men. The below level city houses the mountain forges, the housing of citizens and the vault." The dwarf looks to a large castle that jutted out of the mountain rock, "You lads do what you want for now, I'll go get the boss."
>Go to 'The Angry Badger' (Local tavern/inn)
>Go to the dwarven markets
>Or just walk around till something happens
>>
>>3347242
Also, roll 1d20 for your desired option
>>
Rolled 13 (1d20)

>>3347242
>Go to 'The Angry Badger' (Local tavern/inn)
We should find room and board before we do any business here.
>>We came here after the Orcs of iron pass destroyed our lands to the north
...And perhaps we should tell Grug to mind his manners.
>>
Rolled 9 (1d20)

>>3347820
supporting.
>>
>>3347820
This.

Perfect, now we have a reason for pepe not to like the orc. Its all so seamless.
>>
>>3347820
>>3347852
I'll take the higher roll

The tavern was full to the brim with caravan guards, adventurers, and pilgrims from the empire. Every chair was full, and the space around those chairs too. Clearly 'The Angry Badger' was the place to be. You tell Grug to wait outside: an angry drunk dwarf is something to avoid when seen as their enemy.

Over on the far side of the inn, you spot a bard playing a lament, 'That one time a famous dwarf killed a famous Orc' was the general theme. After the bard finished his second verse, all the drunk visitors joined in, making the song incomprehensible over their drunk mumbling.
The song finished with a hurrah from the listeners, and the bard beckoned the nights to where he had reserved three seats. The bard got the tavern keeper to pour his best dwarvish wine into three large mugs, and before the knights could protest the kind offer, the bard started playing his next song: 'of cheese and mice.' The next half an hour was spent talking, drinking and singing, until suddenly Dickred stood up, spilling Pepe's drink and pushing the chair from the table, "we forgot about Grug."

The Knights stumbled outside, calling out to the big green galumph, only to be met with the loud sounds of bartering and drunken singing.

>Check the market square
>Check the castle
>Go to the lower city
>Split to do all three
>Write in
>>
Rolled 3 (1d20)

>>3347918
>Split to do all three
There is no time to be lost! If Grug is found alone by the dwarves, they shall have him in a noose by the morrow!
>>
Rolled 14 (1d20)

>>3347918
>>Check the market square
>>
Rolled 9 (1d20)

>Write in
Pepe: "Leave him, it was a mistake to take a orc with us in the first place. They know not but war"
>pepe returns to the tavern and doesn't join the search
>>
After this I'm going to sleep

>>3347924
>>3347944
>>3347971
+Sir Dickred will remember that+

Sir Paragon will search the castle while Sir Dickred searches the market (I'll use the 3 for the castle and the 14 for the market).

When Sir Paragon got the large castles outer gate, he was confronted with four heavily armed guards. Before he was asked to state his business, the dwarf from earlier ordered the men to open the gate. The dwarf was accompanied by a rather chubby dwarf dressed in many ornate crafts. "Have you seen Grug? the Orc has disappeared." The dwarves looked at each other, and then back to Sir Paragon, "we've been spending the last half-hour at the castle, and no Orc has come in that we are aware of."
The knight was out of breath at this point. "Then we must make haste! If you are the lord of Hammerhat, then you can dissuade any dwarf in here from harming our companion."

The downhill run to the market was quick, and Sir Paragon saw a gathering of merchant dwarves on the far side. When they got there they heard a loud dwarven voice say "this dumb brute tried to steal the armor I was selling."
Sir Dickred stood between an angry mob of merchants and Grug, "what the stunnties on about, I gave Grugs clothes, that good trade!" The merchant dwarf scoffed at this, "A fair trade! this is the finest armor that you have, or will ever see. A dirty animal pelt hardly suffices." The dwarves were clearly out for blood.
Then the dwarf lord walked out in front of the mob, "now I hate a greenskin just as much as the next dwarf, but he has a strong arm and a mind of war. The beast in our caverns does not care whether you're an Orc or a mermaid, it'll only care if you can pose a threat to it or not, and this Orc certainly can. There's no point in senseless bickering, that is not the dwarven way." The market and even the tavern were silent.
"I'll pay for the Orcs armor, and a replaced weapon too." The Lord said as he brought out a large bag of gold, with the merchant, half in embarrassment and half in admiration to his lord, gave the equipment free of charge.

Once the orc was suited up, the party was debriefed on the beast situation. There are a few different options on how to attack the menace:

>We lead a full assault on the creature with our men, while you knights attack it on its flank (Sir Paragon's idea) Strategy
>We use one man as bait (Preferebly Grug) and attack the beast from above while its guard is lowered. (Sir Pepe's idea) Strategy
>Grug scare beast with big club (Pretty obvious whose plan this is) Dread
>>
>>3348144
>>We lead a full assault on the creature with our men, while you knights attack it on its flank (Sir Paragon's idea) Strategy
>>
>>3348144
>>3348392
Roll 1d20 for your desired option
>>
Rolled 6 (1d20)

>>3349855
>>
>>3349879
Are you supporting Pepe's idea or
>>3348392
>>
>>3348392
>>3349902
>>
I thought it was a roll for success honestly, I dont want to vote for pepes plan because I dont think he would be that malicious to grug.
>>
Rolled 16 (1d20)

>>3348144
>We use one man as bait (Preferebly Grug) and attack the beast from above while its guard is lowered. (Sir Pepe's idea) Strategy
>Grug scare beast with big club (Pretty obvious whose plan this is) Dread
I shall go out myself as the bait, and distract the beast, while Ser Pepe and Grug attack from above and cripple or slay it in a single decisive strike.
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>>3350004
>>3349985
Understandable
>>3348392
>>3349879
The 16 will be the trapping of the beast, the 6 is the outcome of the trap.
+Plus 1 to strategy for Pepe+

You let the dwarf militia of 30 aid you.
After some planning, the group decides to do a simple flanking maneuver: having the dwarf militia baiting and holding the beast at bay while the knights attack from behind. Sir Paragon volunteers to draw the beast in by finding it and delivering it to the desired location.
"The creature isn't a dragon, but it can belch balls of liquid stone." The dwarf captain said,
"How are we supposed to avoid that?" The question had Sir Paragon stumped, then Sir Pepe said "does it do something before belching? does it rear up?"
The dwarf nodded "it jerks it's head up and the hot lava is visible in its throat. Sir Pepe smiled at this, "do have some sort of ballistae?" The dwarf nodded, "then that's what we use to stop it, right at the point that it jerks its head up."

The dwarves set themselves up in a bottleneck in the lower caverns so that the beast was forced to expose its flanks. The knights waited behind some particularly large stalagmites. The trap was set, and the dice were cast. After several tense hours of waiting, the men could hear the beast echoing through the endless passages, stomping closer to the spot. The only one who was not tense at this point was the Orc. Then Sir Paragon, yelling "get into positions," ran into the hiding place of the dwarves, settling in amongst the soldiers.
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>>3350049
For something so large, the monster was certainly fast, running into the bottleneck, that was only about double its width. It was a huge salamander, covered in ash and fire. The creature used the glow of its body to illuminate its surrounding. The salamander suddenly stopped, smelling creatures all around it. This was it, Sir Paragon yelled to the dwarves "Attack!" and charged headfirst into the creature.
The Orc was ready to attack, but Pepe stopped him, waiting for the creature to try to use its lava. The dwarves were equipped with maces and axes, though none of the weapons pierced the thick hide of the monster. "The underbelly!" Sir Paragon yelled as he thrust his sword in one of the creatures beady eyes, crippling it. The dwarves followed suit, stabbing at the underbelly with all their weapons. The salamander was in full panic mode and started to rear up, its red throat gleaming with molten rock. "Now" Sir Paragon yelled. From behind some stalagmites the ballistae shot at the beast, missing it and hitting the nearby wall.

Just as the salamander was about to belch at Sir Paragon and the dwarves, Grug let out his "waaaahg" and let his great club smash against the back of the beast, stunning it and making it miss the dwarves. Sir Pepe and Dickred then followed Grugs example.
The salamander could not turn its body towards the flanking knights, forcing it to use it's tail and back legs to try and shoo them off.
After a few minutes of brawling the beast prepared another volley towards the dwarves. But this time the ballistae hit its mark, severely hurting the beast. It could handle injury longer, and broke through the dwarvish line, fleeing back to its lair.
There were now only 14 dwarves left.

>Track the creature to its lair while the trail is still hot.
>Help the dwarves back to the city.
>Write in.
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>>3350051
Also, roll 1d20
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Rolled 12 (1d20)

>>3350216
>Track the creature to its lair while the trail is still hot.
DEUS VULT
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>>3350231
The knights pursue the beast, tracking it to its lair. Inside you see it, nursing its wounds. The beast is cradling a small pond, which you see large amphibious eggs inside. As you get closer to the salamander, you realize that it can only put up a meager defense, lifting its tail to only let it drop back down. Sir Paragon ends the beasts misery, stopping it from being in pain any longer. The party looks to the eggs, "Grug eat tasty eggs. Caviar tastes good."

>Let Grug eat the eggs
>Take them with you
>Leave them there
>Give them to the dwarves
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>>3350321
>Inform Grug that Guant Salamander eggs are not, in fact, caviar
>Give them to the dwarves
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>>3350332
>Guant
*Giant
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>>3350321
>>Take them with you
We could try to keep the eggs alive and let them hatch. Giant salamanders would be awesome beasts of war for the crusade!
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>>3350321
Let's make omletts for us and the dwarf millita.
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>>3350332
>>3350353
>>3350533
If the decision remains indecisive, I'll roll a dice
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>>3352862
I suppose I'll switch from >>3350332 (You) to >>3350353. However, we should still tell Grug not to eat them.
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>>3352887
>>3350353
As Grug lept down into the small pond, he pulled out five fist-sized eggs, "Grug make snack, and eat caviar." Sir Pepe looked down at the pitifully stupid Orc, "that, my friend, is not caviar." The party decides to take the eggs with them and use them for the war effort, putting them in a large water skin that was added to Dickred's pack.
As the party reached the surface, they were met with huge applause, and dwarves cheering their names from all over the city. The mines were reopened and the party was given enough money to do a multitude of things: Pick two
>Buy horses
>Buy a mercenary (NPC)
>Buy a magical item
>Buy that bard
>Buy a round for everyone
>Save the money
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>>3352938
>Buy horses
>Buy that bard
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>>3352938
>>Buy horses
>>Buy a magical item

What is a Knight without a steed and a magic sword?
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>>3352946
>>3353180
If there is no censuses, then I’ll roll a dice
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>>3353180
Supporting, the craftsmenship of the dwarves is unmatched
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>>3353501
Looks like the magic sword wins after >>3353594, so feel free to go ahead with that.
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>>3353180
>>3353594
>>3353763

Writing...
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New thread here >>3356193

This thread is archived here: http://suptg.thisisnotatrueending.com/qstarchive/3339777/
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Last post lol.

HAH Got'em



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