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A tribal sci-fi quest
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Welcome to Medicine Man, a quest based in the setting of Rimworld. You will take the role of the tribal Cheetah in his search for the "Red Jewel"
Before we start, please select 3 skills Cheetah has from the list below:

Melee - Despite your smallish frame you're deceptively vicious fighter. You're dangerous with melee weapons and your bare hands.

Shooting - You're a good shot with pretty much anything. From a bow and arrow to a pulse rifle aiming is quick and easy.

Sprinting - Like your namesake the cheetah, you are an extremely fast runner. You can also run for a very long time without needing to rest.

Technology - Unlike the rest of your neolithic tribe, you don't shun or fear advanced technology, but are facinated by it. You are skilled at operating and understanding technology from industrial to spacer tech level.

Stealth and Stealing - You're excellent at sneaking around without making any noise and stealing things without anyone noticing. You're also pretty lucky when if comes to sneaking past people at just the right moment.

Social - People are often swayed by your words and usually end up emphasizing with your point of view. You're good at persuading, seducing, and manipulating people.

Herbalist - You're an expert at identifying and utilizing all sorts of wild plants. Finding food or herbal medicine is easy for you as long as you're in a vegetated area.

Psychic Adaptation - When baleful psychic drones or psychic weapons attack your senses, your brain rapidly tunes them out as if you were psychically deaf. When a pleasant psychic soothe occurs, your brain turns up its sensitivity to maximize the neurobiological benefits.

Acting and Disguise - You're very good at pretending to be someone you're not. With the right clothes you could blend in pretty well with even hostile factions. Watch out for the tribal tattoos on your left shoulder though.

Craftsmanship - You can make your own tribal gear from the resources in the wilderness. You can make new tribal wear, neolithic weapons even a new bow without any facilities.

Toughness - You can take a large amount of punishment before you go down. You heal pretty fast as well.

Bargaining and Evaluation - You get the best trade deals, and you're excellent at appraising the value of merchandise. It's very difficult for someone to swindle you.

Gambling and Cheating - You're good at all sorts of games, especially games of chance. You have familiarity with many "technologically advanced" games like chess and poker. You have a pretty good sleight of hand, and are generally good at cheating without getting caught.

>
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>>4150639
>Shooting - You're a good shot with pretty much anything. From a bow and arrow to a pulse rifle aiming is quick and easy.

>Stealth and Stealing - You're excellent at sneaking around without making any noise and stealing things without anyone noticing. You're also pretty lucky when if comes to sneaking past people at just the right moment.

>Gambling and Cheating - You're good at all sorts of games, especially games of chance. You have familiarity with many "technologically advanced" games like chess and poker. You have a pretty good sleight of hand, and are generally good at cheating without getting caught.
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>>4150639

>>4150653
Seconding this
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>>4150639
>>4150639
Social
Melee
Sprinting
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>>4150639
>Shooting - You're a good shot with pretty much anything. From a bow and arrow to a pulse rifle aiming is quick and easy.

Technology - Unlike the rest of your neolithic tribe, you don't shun or fear advanced technology, but are facinated by it. You are skilled at operating and understanding technology from industrial to spacer tech level.

Herbalist - You're an expert at identifying and utilizing all sorts of wild plants. Finding food or herbal medicine is easy for you as long as you're in a vegetated area.
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>>4150639
Melee
Stealth and stealing
Herbalist
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>>4150639

> Herbalist
> Psychic Adaptation
> Technology
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>>4150639

Melee
Stealth and stealing
Herbalist
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Okay, looks like the most popular choices are Stealth/Stealing and Herbalist

Which should we go with between melee and shooting?
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>>4150730
melee
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>>4150730
I can change to melee, let's do it
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ok then, Cheetah's skills will be
Melee
Stealth/Stealing
Herbalist
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At sunrise, you double check your supplies and get out your map. It only shows a small portion of the local area, but its the only source of information you have for planning your search for the sacred jewel.
To the west is the great stone road, which stretches far into the north and south. Basilisk tells you that Outlanders with advanced technology live far down the road.
To the west is also the territory of the White Dog of Aloamb, a fierce tribe (green). Your tribe has a history of war with them although you're not currently at war you're not certain how friendly they would be to you.
To the south are the White Porpoise Hills, there is another village there that's part of your
tribe. They will definitely be hospitable to a fellow tribesman. However the area to the south is also the territory of the wicked Covenant of Breixo, savage cannibals who have been enemies of your tribe for generations.
The ocean is to the south, beyond the White Porpoise Hills.

Where should you travel first?

>The great stone road
>The White Dog of Aloamb village (green)
>The Union of Comba village (yellow)
>write in
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>>4150774
>The Union of Comba village (yellow)

let's see if our sister tribe has any clues as to where the jewel is
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>>4150774
gotta start somewhere
>>4150799
is a good place
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Your sister tribe is probably the safest bet. Even if you risk passing by the dreaded Covenant of Breixo. Having already said your goodbyes, and with all your preparations made you set out on your own into the world with your Ikwa and backpack.

Roll 1d100 for encounter

Covenant of Breixo 1-30
Psychic Anomaly 31-40
Outlander 40-55
Union of Comba 56-80
Drop Pods 81-100
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Rolled 81 (1d100)

>>4150884
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A thundering noise from the sky! You look up to see one of those metal container things that fall from the sky sometimes, looks like it's coming straight for you! You rush to a nearby rock face and hug the wall as it lands, and brace yourself for the crash.
It lands on the ground softly and opens itself up like a blooming flower. Typical outlander sorcery. Although you're normally wary of machines, when it comes to these things its just free stuff. You hurry over to see what was inside...

Inside the shell of the machine lie a few vessels of liquid, they're made of a see-through malleable green material. They also come with a few of those injection needle things that Basilisk has in his "special" medicine. The containers are covered in writing. You understand the concept of written language but you don't know how to read. You unscrew the top and taste a drop. It has a nasty chemical taste with a hint of psychite. Some sort of drug? You take all 5 of the cannisters.

The rest of the day is uneventful, you find some ruins and set up your bedroll there. The sun is setting.

>Meditate
>Inject the strange drug!
>Brew Psychite Tea
>Practice with the Ikwa
>write in
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>Rimworld quest
>with randy fucking random at the helm
i can't wait to die by a bucket of milk falling from the sky via a drop pod. Well, at least phoebe isn't at the helm.

>>4150929
>Practice with the Ikwa
>>
You twirl your spear around for a while (haha)
A warrior must be prepared for battle at any time!
The evil Covenant and Breixo, The dreaded Black Samurai, even the horrendous great blood machines can threaten at any time.
An hour of practice does you good, your footwork and your form are on point.
Soon after you're fast asleep in your bedroll under the open sky.

The next day you begin your journey again. At midday you spot a lone tribal. Based on his tattoos he is clearly a Breixo. He looks lost.

>Sneak
>Attack
>Challenge
>Rob
>Talk
>write in
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>>4151027
>Attack
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>>4151027
Attack
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>>4151027
>Sneak
He also has a knife. even if we win this won't end well for us.
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>>4151027
>Sneak
stealh is our speciality, and he has a weapon too
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>>4151074
+1
I hope we learn to make poison for our spear soon
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>>4151052
>>4151074
>>4151077

Damn it I was almost finished with the attack update!
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>>4151074
+1 sneeki breeki
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Rolled 27 (1d60)

He doesn't look like he has anything worth stealing or looting.
You decide it would be best to simply sneak past him. He looks like nothing more than a lost Breixo pup, but looks can be deceiving. There isn't a lot of cover around so this will take some luck.

roll 1d100, the average of the first 3 rolls must exceed the roll of this post
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Rolled 46 (1d100)

>>4151085
call when we can no longer vote, or give us a time to vote from the moment you post
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Rolled 34 (1d100)

>>4151091
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Rolled 76 (1d100)

>>4151091
SHTABBY SHTAB
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You avoid him easily. Dimwit Breixos are so easily fooled!
Soon after you reach the White Porpoise hills. According to the land marks the village shouldn't be too far off.
Something catches your eye, a wall of steel half buried in the hillside. Looks like the remains of an ancient structure.
Basilisk says to never open these things because sometimes they have blood machines inside, but if you want to find the sacred red jewel you're probably going to have to search the dark hidden places of the world.
You find a weak spot and peel open the wall and squirm in.

You land on metal tiles that chill your bare feet. No blood machines in here, just a metal sarcophagus. Although, this one appears to have a mechanical on/off switch. What does it mean to "activate" a coffin? Technology as always is inexplicable. You don't really have any qualms about disrepecting dead people. The corpse might have something worth stealing, although the coffin lid wont budge at all.

>Smash it open
>Activate it
>harvest parts
>leave it alone
>write in
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>>4151116
>check your surroundings
Tombs like this one usually have loot.
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>>4151116
>>Smash it open
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>>4151117
+1 search for stuff first
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You decide to give the place a more thorough search. Wouldn't want to miss out on anything. Try to peel out the opening a bit more to let in more sunlight and begin combing the dark corners of the room on your hands and knees, looking out for even very small objects.
Eventually you do find something caked in dust just lying on the floor. You bring it into the light and dust it off a bit.
It looks the same as Basilisk's "special" medicine, he only ever uses this stuff in extreme emergencies but when he does its insane. It's like herbal medicine but a thousand times stronger. Basilisk probably already tried using one of these to wake up the chief. Still it might come in handy, otherwise you could just give it to 'Lisk for a sweet reward~

After taking the medicine you decide to open the coffin by force and start bashing it with a rock. After a few good hits the rectangle on top of it lights up red and it starts making a nasty beeping noise. Vapour starts seeping out the gaps in the door and the vents.

>Get ready to fight
>Hide
>Flee
>write in
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>>4151151
>>Hide
>>
>>4151151
>Hide
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>>4151151
>Hide
>>
You quickly conceal yourself in one of the dark corners of the room. The mist dissapates and the coffin's lid creaks open.
Alarmingly the man inside awakens! He stands on his two feet and steps out of the receptacle. Has he come back to life? This room has obviously been undisturbed for years. Too long for someone to live inside some metal box.
His movements a lethargic, but he slowly starts speeding up. The man is dressed in complex clothing, he looks a little bit like an outlander. He starts hyperventilating and twitching like a rabid animal, it looks like he's having a berserk mental break!
He starts making guttural growling noises and starts searching his pockets, the coffin and then he removes his footwear and starts aggressively searching through his shoes and socks growling the whole time. He angrily tosses his shoe to the floor and starts looking around the room. Not good, at this rate he will definitely find you.
He's got no visible weapon, but he could have one hidden in his clothes.

>Calm him
>Sneak Attack
>Sneak Out
>write in
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>>4151199
>Calm him
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You try to snap him out of it by talking to him.
"Hey" you say softly. The man LEAPS when he hears you and snaps around. Breathing hoarsely.
"Just calm down friend, it's gonna be okay."
You slowly approach him, making sure not to make any sudden moves. He grabs you by the upper arms and stares down at you with crazy eyes. He pulls his head in so close you can feel his breath of your face. "ah, Arrrgh, Luciferium, I NEED it. Do you have any!?"
You've never heard of "Luciferium" in your life. He looks like he would fight a Sycther bare handed for it.

>Tell him you don't have any
>Offer him the special medicine
>Offer him the green drug
>Sucker Punch
>Lie
>write in
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No more updates today. I'll run another session in a week. Thanks for playing and stuff.
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>>4151228
>>Sucker Punch
>>
>>4151228

>Tell him you don't have any
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This seems nice
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>>4151228
>>Sucker Punch
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>>4151228
>Lie, Tell him your caravan outside has some.
He is on luci boys, we need to get him away and run
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>>4151228
>write in
>Tell him you don't know that name, show him the medicines you have and ask if either of them is that.
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>>4151228
>Tell him you don't have any
>Ask him if he would like to get back in his casket and sleep
if he doesn't respond well run like hell
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>>4151228
>sucker punch then aim your ikwa at his face
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This guy is twisted up inside. He's got evil spirits in his head. You need to get out of here ASAP
"I'm sorry I don't know that name... Maybe my caravan outside has some."
The man twists around to see the opening to the outside. As soon as he takes his eyes off you you deliver a punch as hard as you can into his soft underbelly. His shirt tenses up and goes from soft fabric to steel like hardness, sorcery! It's like punching a stone wall. Fortunately the punch still did its job, he gets winded and collapses to one knee.

>Run away
>Knock out
>Threaten him with the ikwa
>write in
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>>4162718
wrong trip lol
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>>4162718
>Knock out
Well that would be a pretty handy shirt to have.
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>>4162718
>Knock out
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>>4162718
"It's like punching a stone wall."
Yeah I'd like to live please.
>Get your ass out of there, ASAP.
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His shirt is tougher than hard leather, but his head is unprotected. From your experience these outlander types usually lack grit. One strong blow to the head should be all you need to shut him down. While he's still bent over clutching his belly from your sucker punch you rear back your arm to punch his lights out.

>roll 1d100
>You need a 45 or higher
>only the first roll counts
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>>4164349
emperor protect us
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Rolled 17 (1d100)

>>4164393
the irony, he kind of did. here we go again
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Your punch connects with his face but it's a pretty weak hit. He Shrugs it off easily and manages smash his fist right into your chest. His movements are disorderly like a drunk man. But he's ferocious, he keeps hitting you wildly with everything he's got. He slips fully into his psychotic rage and starts snarling and gnashing his teeth. You return as many blows as you can but his shirt softens many of them. One final blow to your cheek knocks you down. You lose conciousness.

You awaken in what could be hours later. The man is gone. You pick up your bruised and aching body and walk to the exit, your pack and all of your items have been taken, your food, your map, even your ikwa, all you have left is the Tribal Wear you're wearing.

You clench your fists in anger, that Luciferium man robbed you blind! The scum. Never trust an outlander! Stepping out into evening light you see he's left bootprints. It seems like he doesn't even think about the concept of tracking when he moves. You don't have the map anymore but you can get to the Union of Comba village from memory. The luciferium man has travelled using your map, he's probably heading to the stone road, or possibly even your home village.

>[Herbalist] forage herbal medicine and food
>Continue on to the Comba village
>Track down the Luciferium man
>write in
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>>4164426
>Track down the Luciferium man
double down
>>
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A shame the quest dwindled to 1 reply. I had higher hopes with what it started with.
I'll try to continue running a new thread on the weekend earlier in the day. If it gets no anons I'll just try a new quest.
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>>4166451
Well dolo it might have helped if you didn't leave it in the dark taking 7 days to update in that instance
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>>4166453
I guess I should've tried to communicate that better. Ah well

>>4151248
>No more updates today. I'll run another session in a week. Thanks for playing and stuff.
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>>4166457
Oh. I didn't see that one. Why did you need a week though?
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>>4166462
I wanted to run in a multi-update session format rather than a 1 update per day format
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>>4164426
you have no weapon to fight him with so
>forage for food
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>>4166463
*sniff* you had good intentions but 7 days is too long *cough
>>4166462
>>4163332
>Mon
>>4163190
>>4162719
>>4162718
>>4152309
>>
new thread here

>>4175866
>>4175866
>>4175866



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