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File: 61Mfmj4x4VL.jpg (96 KB, 1024x698)
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You name is Aratmek Kanu, and you are a dragon slayer.
Well, it's your official title, not that you slayed any dragons yet. But the good thing is, this problem should be solved before the end of the day.
Your master, the honorable master Kustagn Kanu, taught you everything related to the art of tracking and fighting the terrible monsters, in the training grounds of the Dragon Slayer guild.
Your mission? An easy one. Cleanup after a successful raid leaded by your master.

Some younglings escaped during a nest's cleansing. After losing their lead for half a year, news came about their whereabouts. Instead of splitting around, the treacherous magic snakes stayed as one single pack. And knowing the difficulties of facing one adult dragon, your guild can't let them grow. A young dragon should not be underestimated, either.
There was an attempt to attack the lair with a large force. That assault was a failure.
You are one of the few in the world to know the true threat dragons represent : corruption.
Their tongue allow to speak directly to the mind of mortals, gifting them a spark of their own power and wealth in exchange to loyalties. You've seen far too many Mayor, Governors, Thane, Jarl, Deputies, or other lords which where dragon slaves. And it seems one of those young dragon already found powerful lieges.
>>
So, why are you attacking, again?
According your recent informations, only two wyrmlings should delve in their lair for the moment : what your organization labels as a tunnel drake, expert in labyrinth, pits and earth magic, alongside to a river drake, waterbreathing creature.

Why not a full army? A small, discreet, assassin squad was deemed more fit by the strateges of the guild.

What is the plan? The lair the dragons have claimed is an ancient troglodyte settlement built upon a network of caves. Your team will enter the cave, kill both dragons, get out.
>>
You are yourself a dwarf adventurer (Rank 3)
You have a budget of 40 points.
Your team can be made of :

>Adventurers (Rank 3). Quality over quantity (Cost : 10 points/Adventurer, write-in about abilities, you can use following classes as a template)
>Spellcaster (Rank 2). People able to channel the winds of magics (7 points, choose a magical path. Examples : Water, Air, Fire, Earth, Creation, Destruction, Light, Shadow, essence, illusion)
>Soldiers (Rank 2). Good fighters, with weapons and armors (5 points/Soldier)
>Specialist (Rank 2). Less skilled at fighting, they each have an unique ability providing utility. (4 points/Specialist, you'll have to write-in their special ability. A Lumberjack can, for example, cut down trees to create wooden beam that a Miner can use to stabilize a dangerous part of the tunnels. Be creative.)
>Commoners. Strength in numbers (1 point for 5 first, then 2 points, then 3. You got it already.)

Regarding races :
Usual fantasy races allowed, although they might be adapted to the world. But a choice is to be made :
>Use people of various origins. An elven archer is more accurate than a dwarven. A dwarven guard would be sturdier than an halfling. However, they will prove more difficult to command
>You are a dwarf, student of a dwarf, from a dwarven order. Dragons are a bane of your race, and your race will deal with it. (Bonus to leadership and cohesion)
>>
>>5564819
>Adventurers (Rank 3)
1 combat engineer. Armed with a crossbow and a warpick. Knows how to build, dismantle and repair fortifications and traps on the fly.
>Spellcaster (Rank 2).
Light or Essence, whatever is the one that gets healing
>Soldiers (Rank 2).
3
>Specialist (Rank 2).
1 woodcutter to cut wood
1 miner to mine
>You are a dwarf, student of a dwarf, from a dwarven order. Dragons are a bane of your race, and your race will deal with it. (Bonus to leadership and cohesion)
>>
>>5564819
>>5564848
Supporting, except for the races.
Will go with
>Use people of various origins. An elven archer is more accurate than a dwarven. A dwarven guard would be sturdier than an halfling. However, they will prove more difficult to command
instead
>>
>>5564848
>Combat Engineer :
Accepting. He will get the skills "Engineering".
>Spellcaster :
Healing is under the path of either Creation, Light, Essence or, with enough bad faith, Water. Essence is the path of Nature and can, for example, temporally turn a stone elemental to a cold one so a fire spell deals more damages.

We are tied on race. Will wait for a tiebreak before proceeding.
>>
>>5564819
Dragon slayer? More like dragon layer. Let's go find some dragon pussy to smash.
>>
>>5565357
You know what? If you stick to the quest, that can be one of the ritual done to defile some of those wretched Roasties.
>>
>>5565050
+1
>>
>>5565362
Niiiiice. Gonna need some stamina potions, and a growth potion to be a larger size category, and maybe some armor to protect from scratches.
Gotta aim for the big prize: the MILF dragons, with WIDE hips.
I AM A DEGENERATE!
>>
>>5565364
Do you also have a preference for any elemental inclination of the spell caster?
>>
>>5565373
Healing or essense, maybe healing.
>>
Locking in the composition :

Combat Engineer :
>Grud'uk [Ork]
Spellcaster :
>Maëllyeva, Wood elf, path of Essence
Soldiers :
>Dimo (Human, Empire. Blunderbuss and Pavise)
>Urist (Dwarf, Heavy armor, Hammer and shield)
>Ervilan (High elf. Mirkwood Polearm)
Specialists :
>Smon, dwarven miner
>Jack, human (Equitaine) woodcutter

A team sent to slay a dragon is generously equipped. After all, the profits done by the guild ranging from selling the various reagents found in a dragon to magus, tough scales and claws to weapon makers, meat to gourmets and the rare sale of a dragon egg, the rare one of a live dragon to the men of the east gives ample supplies. And a team that fail? Next one will get their gear back - after all, dragons rarely do anything else from the gear than hoarding it.

You are yourself suited with an incredibly expensive dragon scale armor...
>Scales of the bouncy and rarely met Rubber Dragon. Effect : immunity to bludgeoning damages.
>Plated scalemail of the BlackSteel dragon : Extremely durable, it hardens in reaction to localized impact. Immunity to piercing damages.
>Ring mail of the porcupine dragon : The porcupin dragon scales are long an thin, similar to hair. This specimen's barbs have been coiled into ring, weaven into each other to create this chainmail, protecting wearer from slashing damages.

Your old friend and companion Grud'uk is donned with...
>Write in a good item for Grud'uk. For example, a draconic-enhanced crossbow can shoot elemental attack, Orichalcum jewelry mess with spellcasting, boots made from scale of a wind dragon allow uncanny mobility...

>You can also have 3 minor draconic objects for your followers : The elven double-sword could be made of Fire dragon claws for example.
>You pack 2 potions : What are they? Healing, stamina, growth, invisibility, Explosion, Poison, Ice? Feel free to be creative and write-in.
>>
>>5565400
Rubber dragon armor

Grud'uk gets a tower shield from a recently killed golden dragon. How fancy!

Minor draconic items:
-shattered soul of of a golden dragon that had been crystallized as a focus, for Maëllyeva
-Urist gets a giant maul made from the very same golden dragon
-Ervilan gets a cape made from the wing membranes from the same golden dragon

1 polymorph potion to disguise yourself as the dead golden dragon, the shock value will give you the upper hand!
1 potion of dragons breath. Not all dragons are fire proof!

You all know who the gold dragon boy is. It's time for maximum suffering.
>>
>>5565441
I will allow max. 1 item coming from "a recently killed golden dragon"
>>
>>5565472
I'll take the soul foci then
>>
>>5565472
I got a question for you. did this golden dragon have and previous kids before his most recent four?
>>
>>5565493
You are dragon slayer, not dragon genealogist. A good dragon is a dead one, you don't track which rodent sire which other : upon information, you move and kill
>>
>>5565441
>>5565472
How about we give Urist a shield made from Rock dragon scales and boost Dino's blunderbuss with Fire dragon scales?
>>
>>5565400
>Plated scalemail of the BlackSteel dragon : Extremely durable, it hardens in reaction to localized impact. Immunity to piercing damages.

>Grud'uk gets googles of true vision made of the crystals of a crystal dragon, no traps or weak potions will escape his gaze

>A healing staff made from claw of a golden dragon for the elf
>A Rubber shield for Urist
>A Fire enchanted gun for Dimo

>1 Healing and 1 Stamina potions
>>
Regarding potions, Polymorph not allowed.

Locked :
>Urist Draconic Shield
>Dimo Fire Blunderbuss
>Golden dragon based elven foci

Will need a tiebreaker for
>Protag armor,

Will need at least one other input (support valid) for
>Grud'uk googles
>Potions
>>
>>5565769
The goggles and potion of dragonbreath are fine with me. As for the potion to replace polymorph: Potion of rubber legs You feel like you have springs in your feet! You can temporarily jump four times your normal jumping height made from rubber dragon bones
>>5565563
Seeing as I didn't vote for protag armor last time
Scales of the bouncy and rarely met Rubber Dragon. Effect : immunity to bludgeoning damages.
>>
>>5565657
I'm ok with whatever for the protag armor, I voted for that armor because of "Black Steel scale son, it hardens in response to physical trauma! You can't pierce me Lizard!"
>>
>Potion of dragonbreath locked
>rolling fo other potion.
1 : Healing
2 : Stamina
3 : Rubber leg
>>
Rolled 1 (1d3)

>>
File: TyreArmor.jpg (12 KB, 183x275)
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With your crew ready, you prepare to enter the dungeon.
"Maëllyeva, light."
The wooden elf humms, and her scepter buzz with energy. An handful of winged balls of light incarnate.
This is not as good as light provided by magus focused on the eponym path, but way better than smokespitting, eye-watering torches.
"Nice baby light. Should be convenient for comforting newborns and toddler
> - The woodland spirit are not mother replacement, you crass swine.
"You two, shut up and focus. Gruduk, what does your googles tell?
- I sense tunnels a bit less than fifty meters on our left. However, they span just a pair meter on our right.
- How large are the walls?
- Irregular. Forty centimeters to a meter and half, for the one I can see through.
- Allright team...

>Onward!
>We won't play by lizard rules. Let's make our own entrance!
>>
>>5565903
>We won't play by lizard rules. Let's make our own entrance!
I voted for the miner, engineer and woodcutter for a reason
>>
>>5565903
>We won't play by lizard rules. Let's make our own entrance!
>>
Rolled 3 (1d3)

Rollin'
>>
... We won't play by the rules. How many traps or monster are already waiting by the entrance. Get me Urist, tear down that Wall. Jack, get a tree down. We might need wood later.

>Introducing the system : d20
>Tier indicate the amount of dice rolled.
>Success threshold is usually 10, or determined by opposition rolls.

>1 anon roll 2d20 for Jack
>1 anon roll 2d20 for Urist [DC : 8 thanks to Grud'uk googles]
>>
Rolled 15, 12 = 27 (2d20)

>>5565951
For Jack
get chopping!
>>
Rolled 2, 10 = 12 (2d20)

>>5565951
Urist
>>
>>5565955
>Urist : 1 success
It take a bit of time, and makes noise, but in half an hour, a new entrance is breached in the mountain, almost at the limit of where the tunnels seems to span.
>Jack : 2 successes
Meanwhile, the taciturn peasant made ample use of his axe to get a tree down and prepare some wooden supports. His efficiency and mastered strikes impress you.

>No scout nor cartographer : you will have to make your own map based on text description

The granite gives way to organically dig corridor, likely eaten out by some chaos worm which inflates and deflates before making abrupt turns. On your left, a dead end two meters away. On your right, a six-meter long tunnel follows the cliff before turning left. In front of you, two meter tunnel turning left

>Go right
>Go forward
>Chicken out and go home
>>
>>5565973
>>Go right
Time to get lost
>>
>>5565979
After walking 6 meter, you turn left and proceed for 4 meter. Left, 2 meters. Left, two more meters. Right, 4 more meter, and you meet a cross. On your left, a two meter corridor turns left. On your right, a two meter corridor turns also left.

"Someone should... Get notes about it? How big is that thing?"

>Go left
>Go right
>>
>>5566403
>Go right
>>
>I need 3d20 for Grud'uk. DC : 8
So one anon roll 1d20, double rolled allowed after 15 minutes.
>>
>>5566474
Damn, these guys got it easy
>>
Rolled 7 (1d20)

>>5566474
Woops, forgot my dice.
>>
>>5566495
Opposable thumb and mirror neuron do it for you
>>
>>5566500
So you're saying is that, if a dragon had opposable thumbs or could cast telekinesis at will, they too would also have lower DC's?
>>
>>5566503
Traits are not out of the table, but different quest means slightly different systems. Adventurers are supposed to be expert after all
>>
Rolled 20 (1d20)

>>5566506
Fuck em
>>
Rolled 10 (1d20)

Rollin' to churn out one more update
>>
>>5566497
>>5566521
>>5566538
>>5566538
At the cross, you advance two meter, you turn left.
Two meter, a right turn. Two more meter, another turn...
"Stop."
Grud'uk, leading the party, call for an halt.
"Tripwire. Big rock in a net."
>Get everybody to avoid the wire
>Disarm the trap using part of your ample wood supply
>Trigger the trap. Hold the stone, protected by the Rubber Armor. Let your party pass, close the way behind you. Sucks to be potential trackers, right?
>>
>>5566540
>Get everybody to avoid the wire
>>
>>5566540
>Disarm the trap using part of your ample wood supply
>>
>>5566540
>Get everybody to avoid the wire
>>
>>5566548
>>5566559
>>5566570
"Watch your steps."
>No dumb fuck commoners among the party : auto success
The group proceeds to walks in the corridors. The Trapped corridor is a three-meter long section (so 2-meters from last turn), turning left. A cross section follows, with a two-meter dead end on one side, a six meter long one on your right.
You proceed on the right, turn left in a two meter corridor.
>Magic googles :
"Aratmek, The wall on our right is the one we breached a few meter behind to get in"
You turn left on a corridor that finish in a dead end on its left.

You take a couple seconds to think...

>Quest Quick Time Event!
How far is the last corridor from the entrance?
>>
Expected answer is the amount of meter (on the right when facing the breach in the wall) is the dead end. That mean, how many meters right you should had dug to start where you are
>>
>>5566599
Oh no, my shitty notes are at home
>>
Here's all the things:
>On your right, a six-meter long tunnel follows the cliff before turning left
>After walking 6 meter, you turn left and proceed for 4 meter. Left, 2 meters. Left, two more meters. Right, 4 more meter, and you meet a cross
>At the cross, you advance two meter, you turn left.
Two meter, a right turn. Two more meter, another turn...
>The Trapped corridor is a three-meter long section (so 2-meters from last turn), turning left. A cross section follows, with a two-meter dead end on one side, a six meter long one on your right.
You proceed on the right, turn left in a two meter corridor.
Could someone not on a phone do a quick map?
>>
>>5566599
Lmao who cares? Just break down more walls.
>>
File: TotallyAcurateMap.png (11 KB, 500x500)
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You have a global understanding of the situation.
You have two possibilities : Go back on your step, carefully avoiding the tripwire again, and trying out another path. Or just tearing down another wall.
>Backtrace
>Fuck up a wall (Number 1? Number 2?)
>>
>>5566779
>Fuck up a wall number 1
>>
>>5566779
>Fuck up a wall number 2
>>
QM, does the
> In front of you, two meter tunnel turning left
Means that it was a curved tunnels going left, or a a straight tunnel that then went left?
And did we go up or down during the big turning? Because I'm making a map, and the cross might lead straight back to the entrance depending on the answer
>>
>>5566540
>two more meter, another turn...
Was this another right turn?
>>
>>5566779
I see a problem with that map, you said that we turned left 3 times after the cliff before taking a right turn, but in that it is marked we took left only 2 before the right turn.
That's why mine made a loop and that one didn't
>>
Here's all the information
a bit less than fifty meters on our left.
they span just a pair meter on our right.

On your left, a dead end two meters away.
In front of you, two meter tunnel turning left [does that mean it's curved tunnel?]
On your right, a six-meter long tunnel follows the cliff before turning left.
>Go right : After walking 6 meter,
you turn left and proceed for 4 meter.
Left, 2 meters.
Left, two more meters.
Right, 4 more meter, and you meet a cross.
On your left, a two meter corridor turns left.
On your right, a two meter corridor turns also left.
>Go right : At the cross, you advance two meter
you turn left. Two meter,
a right turn. Two more meter,
another turn... "Stop." The Trapped corridor is a three-meter long section (so 2-meters from last turn) [WTF does that mean? That the trap is 1 meter in?], turning left [does that mean it's a curved tunnel?]
A cross section follows a two-meter dead end on one side [which one, left or straight?]
a six meter long one on your right. You proceed on the right
turn left in a two meter corridor.
You turn left on a corridor that finish in a dead end on its left. [How long was this one?]
>>
File: trap left.png (25 KB, 1830x1846)
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>>5566828
Anyway, here's my attempts at making this map following these instructions
>>
File: trap right.png (19 KB, 1239x1265)
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>>5566863
And the other one.
I'm not trying anymore, this way lies madness
>>5566779
>Fuck up a wall (Number 1)
>>
File: ClarificationMap.png (34 KB, 1009x1009)
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>>5566807
Another right turn indeed
Let me clarify the way I count with Picrel.
Also, there was no Loop, and "totallyAcurateMap" have a correct overall layout
>>
>Fuck up a wall

>2 anon roll for Miner Boy
>>
>>5566896
I see, so when you wrote left 2 meters twice it was a mistake?
>>
>>5566898
d20 or d100?
>>
Rolled 6 (1d20)

>>5566900
Anyway, I'm not remaking that shit.
Not worthy it if one can make everything go wrong. Specially for a spin-off quest
>>5566898
>>
File: Sumimasen.png (48 KB, 1009x1009)
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>>5566904
Indeed, I forgot one right turn.
Here is the real map to make up for it
>>
>>5566903
d20
>>
Rolled 18 (1d20)

>>5566909
Alrighty
>>
>>5566904
One mistake.
And even if I fixed it for only 2 left turns, there would still be overlaps later anyway.
So it seems that there are other wrong directions given here as well
>>5566828
>>
>>5566907
Oh that right turn after the trapped corridor fixes everything
Thanks QM, I feel closure
>>
>>5566913
Right turn after the worm, not the corridor.
After the corridor is a two meter left turn (don't remember when that was written, was it the turning left without the amount of meters?)
>>
File: UpdatedMap.png (52 KB, 1009x1009)
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>>5566911
>>5566904
>18 : success
Your miner quickly destroy the offending section. On your right, a two meter section turning right further. Onward, a five meter corridor turning right.
>Go right
>Go onward
>>
>>5566915
>>Go onward
>>
>>5566915
>Go onward
Kind want to destroy that cliff wall so we can backtrack faster, but adventure waits
>>
You walk toward the end of the corridor.
2 meters right, 2 meters right again.
4 meter left, 4 meter left.
>3 anon roll 1d20, DC 12
>>
Rolled 5 (1d20)

>>5566930
>>
Rolled 16 (1d20)

>>5566930
>>
Rolled 12 (1d20)

>>5566930
Cum!
>>
>>5566940
>>5566963
>>5567108
>Success
"Everybody, get away from left wall!"
You all comply, and immediately three spears jumps from slits. Some moved forward, other got back, but no more harm than a couple grazes.
"Mechanical?
- No, I see some... Humanoids I'll say... holding the spears from the other side

>Ask Grud-uk to 360-no-scope them through the spear slits
>Ask Dimo to burn them with his gun
>Ask Maëllyeva to crush them with a spell
>Leave them be and move forward.
>>
>>5567400
>Leave them be and move forward.
>call them faggots
https://youtu.be/eapeSY6FyX4
Use your dwarven charisma to insult then to death
>>
>>5567400
>Ask Dimo to burn them with his gun
>>
>>5567400
>Ask Grud-uk to 360-no-scope them through the spear slits
>>
>>5567400
>>5567452
Support.
>>
File: Faggot.jpg (124 KB, 640x640)
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>>5567452
>>5567514
>>5567605
>>5567614
" Don't forget the mightiest faggot is as strong as its weakest twig. We'll move on and fight them on our terms."

2 meter right, 2 meter right.
2 meter left, 2 meter left.

2 meter right, 2 meter left, 2 meter right and a new cross.
On your right, a 6 meter corridor turning right
On your left, a two meter corridor turning left.
>Go right
>Go left
>Fuck up the wall in front of you, enough turns.
>Go left
>>
>>5567627
>Fuck up the wall in front of you, enough turns.
FUCK YOU WALL
>>
>>5567627
>Go right
Then another left, then another right, then another left...
>>
>>5567632
Crazy, it's like you're in a dungeon labyrinth delve quest.
>>
as we're waitin' for tiebreak, anybody wants to lose sanity by drawing the map?
>>
>>5567664
It gave me a headache yesterday, so I'll pass
>>
>>5567671
Did I... inflicted IRL psychological damages?
>>
>>5567675
I got dizzy and had to take an aspirin, so maybe? Might just have been a cold though
>>
>>5567627
>Fuck up the wall in front of you, enough turns.
>>
>>5567630
>>5567791
>2 anons roll 1d20 mining
>>
Rolled 4 (1d20)

>>5567801
>>
Rolled 16 (1d20)

>>5567801
>>
>>5567806
>>5567829
"Careful, Aratmek. That section looks unstable..."
Good thing you have an ample supply of wood. A couple pillars makes it safer.
You breached a long corridor. On your right, a 8 meter long corridor turning left. On your left, a 2 meter long corridor turning right.
>Turn right
>Turn left
>>
>>5567837
>Turn left
>>
>>5567837
>Turn left
>>
>>5567839
>>5567862
You go to the end of the corridor on your left. Then you turn right (2 meter), right (4 meter), and left.
In front of you, a 4 meter corridor. One branch is two meter away on your left, another one is at then end of the tunnel, also left.

>"Any idea where we exactly are?
- Haven't seen the cliff not a full wall for a good while..."
Your party is getting a bit wary
"Are we... Lost?
- Coward imperian.
- Like you're not concerned. I'm seeing hearing you mumbling at the back of our little queue.
- Only waiting to find the spear-wealders, so I can tear this grudge instead of burdening my Thane with it."

>Take first left
>Take second left
>>
>>5567875
>Take first left
>>
>>5567875
>Take first left
>>
Rolled 1 (1d20)

>>
>>5567897
>>5567933
You engage in the corridor when you heard a "bonk" behind you.
"A goblin tried to shoot at me, but its crappy bow exploded in his hands... What should we do?"
>Go back and pursue the goblin
>Kek, loser is no threat, move on
>>
>>5567940
>Go back and pursue the goblin
>>
>>5567940
>Kek, loser is no threat, move on
Probably a trap
>>
>>5567940
>>Go back and pursue the goblin
>>
>>5567940
>Kek, loser is no threat, move on
Stupid idiot goblin baby
>>
>>5567965
>>5567989
>>5568237
>>5568253
Either someone break the tie or I'll roll for it
>>
>>5568546
>Kek, loser is no threat, movrs8skne on
>>
You ignore the useless greenskin and proceed in a 4 meter corridor.
Right, two meters. Left, four meters. Another left...

And you can't see anything. Dense and compact sandstorm is cutting visibility.
"Gruduk? Seeing anything?
- It looks like when you sleep on your arm with the glasses... A snowstorm of small dots. Makes my head hurt.

>Proceed in the sandstorm
>Try another way [write in what/where]
>>
>>5568557
>proceed
It's just a little sand, right?
>>
>>5568557
>Proceed in the sandstorm
>>
>>5568557
>Try another way [write in what/where]
>Break through a wall.
I don't like sand. It's coarse and rough and irritating, and it gets everywhere.
>>
Rolled 6, 3, 6, 16, 5 = 36 (5d20)

>>5568630
>>5568721
>>5568730
You, the orc, the wood elf, two on the guardian dwarf
>>
File: Snapshot.png (29 KB, 500x500)
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>Just realized I consistently called Smon Urist
you try to feel your way across the sandstorm zone.
Until you feel a slit under your fingers.
"Away from the wall!
- Aoutch! Goblins behind! the bastard hit me while I took the corner!
>16 : Urist suffered one wound
>6,3,6 : You easily avoid the spears

You emerge out of the sanstorm zone.
You yell a couple order
>Write in strategy : Group, rush through the spear trap or dig at a safe spot
>Urist, kill the goblin, or just hold back
>>
>>5568769
>dig at a safe spot
Dig a shortcut too
KILL URIST, KILL!
>>
>>5568781
Draw on the snapshot the tile you want to dig.
Surprises might await
>>
>>5568788
Between High and Orc.
>>
>>5568790
Here's a draaing of the two places to dig
>>
>>5568769
>Write in strategy : Group, rush through the spear trap or dig at a safe spot
Have Urist attack, then cycle to the person behind him. Do this while digging a hole like >>5568792 suggested.
>>
>>5568794
>Cycle
Basically the formation is supposed to allow the pole-arm high elf to hit from second rank. This is disallowed by the sandstorm's poor visibility
>>
Similarly, in correct conditions, Dimo could shoot at the goblin closer to Urist.
>>
Rolled 2, 13 = 15 (2d20)

>2 anon roll 1d20 for Urist

Contest time.
Urist, being a sturdy dwarf equipped with a draconic minor shield, has a total bonus of +2 to his d20 rolls
>>
Rolled 15 (1d20)

>>5568797
>>5568798
Alright, in that case just supporting the digging while defending.

>>5568799
rollin
>>
>>5568799
Also, Urist being in high armor + shield, he can try to save around wounds upon it at 15+ on a 2d20
>>
Rolled 2 (1d20)

>>5568799
>>
>>5568802
>>5568808
>2 success : 2 goblins krumped
>Urist attempt to dug : roll 2d20
>>
Rolled 4, 16 = 20 (2d20)

>>5568848
>>
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>Success
The mining of Smon oppened up the possibility for your group to proceed while avoiding the spears.
It unsurprisingly gives way to another corridor. 8 meter long, turning right, with another right exit at 4 meters
>Take first exit
>Take second exit
>>
>>5568978
>Take first exit
>>
>>5568978
>Take second exit
>>
>>5568978
Take first. RIP I how Chad and the aspiring dancer is okay.
>>
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You take the first exit. (Right, 2 meter)
then, 2 meter left, right 2 meter, left four meter, right.
And two strange things...
One of the wall section have been walled of by bricks.
An orange light bar through the corridor.

>What do?
>>
>>5569198
>Examine the bricks, see if you can break through them.
>>
>>5569198
>Examine the bricks, see if you can break through them.
>>
>>5569198
Break through the bricks
>>
>>5569198
>Examine the bricks, see if you can break through them.
>>
Rolled 12, 4, 12, 5, 16 = 49 (5d20)

"Grud'uk, seeing anything?
- Looks like a walled-of corridor... Small wall... There's a waist-sized something behind, a couple meter away.
- Smon, tear that wall down.

Three eager pick strike later, the wall give way to a torrent of brick-laced water.

>3 anon roll 1d20 to resit water and adventurer pushing you toward the orange thing

Rolling for Smon, Wood elf, Orc, Jack, Dimo that take the brunt of the current and each other. High roll mean wound.
>>
Rolled 12 (1d20)

>>5569962
>>
Rolled 1 (1d20)

>>5569962
>>
Rolled 6 (1d20)

>>5569962
>>
>>5569980
>>5569989
>>5570057
12 vs 12, 12 : Failure...
>Rubber armor
if it wasn't for your equipment.
Your group is battered and pushed around. The magician, then the miner ram you. Clenching your muscular thighs, you hold on.
"Is everyone... holding on? Grud'uk, why no warning?
- The glasses don't indicate water, poisonous glass, or nomal air, Aratmek
- Jack, are you alright?"
The woodcutter had a nasty fall. His head slammed on the wall when water sapped his footing.

>Loss are a part of the dungeon dive gamble. Leave him.
>You won't let goblin fester on one of you. get [write in who] to carry him.
>You have one potion of healing, this is for healing people.
>You specifically requested a healer, use some magic to help him
>>
>>5570225
>>You specifically requested a healer, use some magic to help him
>>
>>5570225
>You specifically requested a healer, use some magic to help him
>>
>>5570225
>You specifically requested a healer, use some magic to help him
>>
>2 anon roll 1d20
>>
Rolled 20 (1d20)

>>5570356
>>
Rolled 11 (1d20)

>>5570356
>>
>>5570357
Damn hes good, real good.
>>
>>5570547
I think our wood elf healer is a chick
>>
>>5570554
Chicks with dicks? I dunno man all elves look the same. Some the females have bigger dicks than the males or something?
>>
>>5570596
Well, QM did introduce Maëllyeva by saying that her scepter was buzzing with energy, but I don't think it was that kind of wand he was talking about
>>
>>5570596
>>5570611
Futanari are Cibaresh spawn. So careful if you want to go that lane.
>>
>>5570663
Don't worry, I don't want anything with that.
I think anon is referencing an old meme that I see on /tg/
>>
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>>5570676
Found the screencap
Turns out it's not as old as I remember, but I'm sure that the phrase has been used before. Or I have finally gone senile
>>
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"Maëllyeva, time to shine."
>>5570357
>>5570370
>Crit
The elf immediately stomp her staff on the ground, which holds still with projection of golden roots. She humms, the spirit around you regroups, and the nasty head bleeding stops.
Using her handkerchief, she tenderly wiped out dried blood using sprite-purified water, holding the head of the strong lumberjack on her knee, which slowly get back to consciousness.
It's the first time you hear the bass, gruff voice of the lumberjack.
"Are you one of the Mother's maiden?"
> - Drop it. It's me.
- What... Happened?
> - A water-propelled brick tesson hit nastily in your temple. Your brain actually suffered, but I was able to mend it immediately.
>You're lucky, brain injury are usually the hardest. Two more seconds, and you'd have been gone.
- Thanks."

While they're discussing, you see behind the walled section a dead end, and a orange cristal glowing of the same light than the tunnel's strange barrier. You smash it, and both the crystal's shards and light vanish.

You proceed in the trapped corridor (6 meter), turn left (2 meter) then right (2 meter) and reach a cross. On your right, a two-meter corridor turning left. On your left, 6 meter ending on a T cross, with two goblins fleeing toward the left turn.
>Pursue goblins
>Follow cautiously same path than goblin
>Forget goblins, turn right
>Forget goblins, turn left then right
>>
>>5571227
>Follow cautiously same path than goblin
They're going to keep harassing us until we deal with them, aren't they?
>>
>>5571282
You have no idea how many hit and run attempt your decision avoided so far
>>
>>5571227
>Pursue goblins
Come here you little shits
>>
>>5571227
>Follow cautiously same path than goblin
>>
>>5571227
>Follow cautiously same path than goblin
Goblin Vietnam
>>
>>5571282
>>5571309
>>5571328
>>5571348
>3 anon roll 1d20, dc 13
>>
Rolled 14 (1d20)

>>5571354
Rolling
>>
Rolled 17 (1d20)

>>5571354
>>
Rolled 1 (1d20)

>>5571354
>>
>>5571358
>>5571385
>>5571437
>17 : success :
"Careful, trip wire around the corner.
- Thanks. "

Another tripwire, another net of rocks.
>Get everybody to avoid the wire
>Disarm the trap using part of your still comfortable wood supply
>Trigger the trap. Hold the stone, protected by the Rubber Armor. Let your party pass, close the way behind you. Sucks to be potential trackers, right?
>>
>>5571471
>Get everybody to avoid the wire

I means last time this was an auto success.
>>
>>5571471
>Get everybody to avoid the wire
>>
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Rolled 18, 19 = 37 (2d20)

>>5571473
>>5571477
>>
>>5571483
That's good. So, bad.

>Roll 2d20 Dex save
>>
Rolled 18, 5 = 23 (2d20)

>>5571484
>>
>>5571488
I know I should have typed "2 anon roll 1d20".
Anyway.


You cross the trap effortlessly. Grud'uk follows. And you see them picking their ugly head at the end of the corridor. You watch uselessly as a stone fly in the air
>18 vs 18 : success of the highest tier individual
"Watch out"
Your old friend pushes the frail spellcaster out of arm way before rushing over the trapped zone.
>19 vs 5 : power word - rock in the face
The second goblin, seeing the successful shot of his comrade, redirect his own toward the best target. Seeing your armor, he elect to throw it at your orc companion. He meets it head first, in an organic sickening crackle.
As the stone activates the trap, and a good metric ton of rock collapse behind you, you can only discern the wood elf pulled out of harm's way by the lumberjack.
" Are ya okay?
-I've seen worst"
Yes, he had.
>Pursue the little fuckers. They'll have to pay.
>stand your ground while your comrades unblock the way
>Write-in
>>
>>5571494
>stand your ground while your comrades unblock the way
>>
>>5571494
>Pursue the little fuckers. They'll have to pay.
>>
>>5571494
>stand your ground while your comrades unblock the way
>>
>>5571494
>stand your ground while your comrades unblock the way
>>
>>5571494
>>stand your ground while your comrades unblock the way
>>
Rolled 12, 15, 5, 19, 13 = 64 (5d20)

>>5571522
>>5571577
>>5571583
Roll 3d20 (you have +2 thanks to your armor)
>>
Rolled 10 (1d20)

>>5571739
3 1d20 or 1 3d20?
>>
>>5571747
3 times 1d20 to let the more player having fun
>>
>>5571739
>Goblins keep rollin over 15
We all know who are involved.
>>
Rolled 20 (1d20)

>>5571739
>>
Rolled 10 (1d20)

>>5571739
>>
Rolled 6 (1d20)

>>5571739
>>5571767
Looks like Tucker is no match for us
>>
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>>5571739
>>5571767
>>5571814
>>5572362

>20 vs 19 :
the goblins keep up poking there head, throwing stone at you and retreating. However, they stopped at the moment you bashed one head by returning the gifted rock with sufficient velocity.

it took another fair amount of time to collapse that wall, but your group is whole one again.

You proceed in the corridor, and several weird things happen.
First, only dead ends and a missin goblin.
Second, when you step in the last dead end, you hear a rumble...
>Reaction?
>>
>>5572881
Form up to prepare for an attack while backtracking. Remember to put some soldiers on the back and middle
The worm is probably digging for an attack, so we need to be ready to defend from any direction.
>>
>>5572881
>>5572885
+1
>>
>>5572885
Support
>>
>2 anon roll 1d20
>>
Rolled 7 (1d20)

>>5573713
>>
Rolled 17 (1d20)

>>5573713
>>
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>>5573721
>>5573775

"Form up to prepare for an attack while backtracking. Remember to put some soldiers on the back and middle
The worm is probably digging for an attack, so we need to be ready to defend from any direction."


Your group is reforming, putting Ervilan in the middle of the formation to protect the specialists.
The rumble intensifies.
>Jack : success
"Not wyrm! Collapse!"
He quickly put a few wooden pillars, saving the precious seconds necessary for your group to backtrack. Or at least, you think that's what you've seen : you and Grud'uk are separated from the other by an huge stone chunk, until the tunnel collapses completely.
"You're fine?
- By some sort of miracle, yes.
- Any way to signal Smon to dig ?
- - Afraid not. Can't see through, there is at the very least three meter between us, more reasonably five.

>Take the first right
>Take the left at the end of corridor
>>
>>5573802
>Take the first right
>>
>>5573802
>Take the left at the end of corridor
>>
Don't hesitate to motivate your choices, argue, or whatever
>>
>>5573820
I'm for taking the first right because it's closer and to make sure nothing comes after us from there.
>>
>>5573802
>Take the first right
>>
>>5573806
>>5573812
>>5573948
A 2-meter corridor, turning right.
>3 anon roll 1d20, DC 15
>>
Rolled 11 (1d20)

>>5573954
>>
Rolled 2 (1d20)

>>5573954
>>
Rolled 17, 5, 20 = 42 (3d20)

>>5573954
>>
>>5574083
Taking only the first roll.

>>5573977
>>5573988

>17 : success
" Friend, take care. See that wall? Pretty sure it's openable.
- We don't have a miner anymore.
- That one is different. I think there was something similar in the crumbled dead end... This might be how the goblin come and go without leaving trace...

>Attempt to find the opening of the secret door
>Forget it and proceed
>>
>>5574111
>Attempt to find the opening of the secret door
>>
>>5574111
>Attempt to find the opening of the secret door
>>
>>5574111
>Attempt to find the opening of the secret door
>>
>>5574118
>>5574147
>>5574150
"Upon close examination, here's the mechanism trigger..."
>Auto-success thanks to glasses

(You) open the passageway which opens a new section. The corridor is longer than your lightless sight.
You hear a rumble.
>What do?
>>
>>5574172
Again, everyone together and aware. It could be another collapse, or it could be an ambush.
Let's see if we can find a way get closer to the place Smon was separate from us
>>
>>5574172
Send someone ahead to scout
>>
>>5574178
>Everyone

>you and Grud'uk are separated from the other by an huge stone chunk, until the tunnel collapses completely.

Your goup have been splitted
>>
>>5574206
That only makes getting reunited even more important
>>
>>5574178
>>5574189
>>5574206

A few gravels start to fell.
"'Nother collapse ! run ! "
>3 anon roll 1d20 for Aratmek (DC : 10 thanks to armor)
>2 anon roll 1d20 for Grud'uk (DC : ???)
>>
Rolled 3 (1d20)

>>5574635
Rolling for dorf
>>
Rolled 6 (1d20)

>>5574635
>>
Rolled 1 (1d20)

>>5574635
for Aratmek
>>
Rolled 9 (1d20)

>>5574635
>>
missing one dice
>>
Rolled 1 (1d10)

>>5574635
>>5575237
>>
>>5575245
>>5574655
Two crit fails. This ought to be good.
>>
>>5575249
You both run in the collapsing corridor to avoid impending doom.
>Crit fail
A sharp stone fell directly on your right feet. The piercing pain and the impact makes you lose balance, and fell.
>Double-crit fail
Grud'Uk, sprinting, lacked the awareness to avoid you, stumble on the prone you. You pick yourself up, ready to give him an hand, when bigger rocks start to fell. You see a barrel-sized boulder falling on your friend, followed by smaller, fist-sized rocks. More rubble comes down as you crawl toward the end of the corridor, alone.
>Rubber armor : you survived it
>You have no illusion whatsoever about Grud'uk's fate though.

On your left, a two meter corridor turning left. Forward, a two meter corridor turning right.
>Take left
>Take right
Also, you're hurt.
>Pop down healing potion
>Keep it for now.
>>
>>5575292
>Take left
Poor Grud'Uk.
How hurt are we?
>>
>>5575295
On a scale of 3 to zero, with 3 being full health and zero meaning Grud'Uk, you're at 2.
However, the foot injury might prevent your ability to run if you need it.
>>
>>5575292
>Take left
>Pop down healing potion
We are going to walk too slowly with our feet obliterated
>>
>>5575292
>Pop down healing potion
>>
>>5575292
>Take left
>Pop down healing potion
>>
>>5575295
>>5575313
>>5575337
>>5575385
You uncork your potion of healing with a teeth, pull and gulp it down. You can feel the sparkling, red, ham-flavored liquid going down your throat, your stomach. You then feel a pulsation, starting from your solar plexus to the tip of your toes. Every bruise and woe you suffer dissipate when the pulsation comes back, from your shatter bones in the feet to the nail that starts to ingrow, the minor bruises from the several rockfall you didn't even knew you suffered and the slight lumbar pain you get from your repeated nights on the naked ground.

You step forward. The 8-meter corridor has a right exit at 6 meter, and another one at the end, where rocks turns into sand. Sandpit? The lair of the earth dragon?
For now, you're glad of the exactitude of information.

You step in the sand, that shifts under your weight. You have to be ready and not stay as a sitting duck at the end of the tunnel.

You get away in a sandstone cave. You're really glad you're coming from a Nyctalopian race.

The wyrm is waiting for you, in company of... a kidnapped dwarf and a small greenskin?

" Step aside from now, time for my fun "

>3 anon roll 1d20 CQC
>>
Rolled 7 (1d20)

>>5575507
Time for this dwarf to die to Vert
>>
Rolled 17 (1d20)

>>5575507

Just to allow rhis to finish faster nlw that i habe actually read this.

But this poor dwarf seriously forgot the first lesson of Dungeoneering. Well not that he had much choice in the matter.
>>
>>5575545
(What first lesson of dungeoneering?)
>>
>>5575578
https://www.youtube.com/watch?v=PUMCIn2swTU&ab_channel=WinglessArchangelStudios

This Lesson.
>>
Rolled 2 (1d20)

>>5575507
>>
>>5575519
>>5575545
>>5575607

You run forward, axe in hand. Tremor and stalagmites rise around you. One is perfectly aim at your throat, but you make a spin-jump to position your rubber armor against it. Using the momentum, your axe slashes the wyrm around its paws.

>3 anon roll 1d20 CQC
>17,7,2 vs 17,8,1 : 1 success for Aratmek thanks to rubber armor
>>
Rolled 13 (1d20)

>>5576562
>>
Rolled 9 (1d20)

>>5576562
>>
Rolled 1 (1d20)

>>5576562
>>
>>5576573
>>5576578
>>5576593

Your axe just tasted the blood of the scaled monster, and won't stop there. The beast is limping, having definitely felt the hit. You decide to capitalize on the wound, turning around the beast with hindered mobility
>13 vs 20
You fell right into the beast's trap. You rushed at the opening, to be swept by its tail, a spike concentrating enough impact to touch you through the rubber
That... broke a couple ribs.
>Consumed health potion less than one minute ago
Good thing you still have some heal energy in your bloodstream. Your ribs are fine, after all.

>3 anon roll 1d20 CQC
>>
Rolled 15 (1d20)

>>5579957
>>
Rolled 9 (1d20)

>>5579957
>>
Rolled 15 (1d20)

>>5579957
>>
>>5579963
>>5579973
>>5579978
(You) rush toward the beast, which anticipated your move and catch you with a cone of breath. The thing exhale sharp wind energy, in a thousand blade way. The wind slashes through the rubber, leaving a thousand of small cuts.

You have to snap out of it. Granted, you're alone. But you're a dragon slayer. Not a dragon meal. Your glory awaits.
>Determination trigger : +1dice CQC

Clenching your teeth, you charge the dragon. You have to cut out its options, force it to fight under your conditions.

>4 anon roll 1d20 CQC
>>
Rolled 13 (1d20)

>>5581181
>>
Rolled 14 (1d20)

>>5581181
>>
Rolled 51 (1d100)

>>5581181
>>
Rolled 16 (1d20)

>>5581181
>>
Rolled 14 (1d20)

>>5581181
>>
>>5581194
>>5581271
>>5581310
>>5581418
>16 vs 18 :
Turns out your conditions are not as advantageous as you thought.
>Aratmek suffered one wound
Is it the end to you? Losing a duel with a newly hatched dragon? Things would have been so different with Grud'uk on your side, ready to stuff wooden bolt on the monster...
>4 anon roll 1d20
>>
Rolled 17 (1d20)

>>5582533
>>
Rolled 14 (1d20)

>>5582533
>>
Rolled 3 (1d20)

>>5582533
>>
Rolled 10 (1d20)

>>5582533
>>
>>5582539
>>5582541
>>5582546
>>5582588

The monster is toying with you, believing it has already won. You play its game, slowing down, panting exageretly
>17!
And you smack its ugly face with your axe. However, the monster turns a golden hue, making your attack bounce.
>14 vs 12
You use the momentum to strike the chest of the dragon. Take that on your ribs.

It's not over. You're on your last leg, but another couple strike will fell the beast.

>4 anon roll 1d20
>>
Rolled 10 (1d20)

>>5582745
>>
Rolled 11 (1d20)

>>5582745
>>
Rolled 7 (1d20)

>>5582745
>>
Rolled 1 (1d20)

I play both sides so I always come out on top!
>>
>>5582769
>>5582786
>>5582795
>>5583162

The beast is fleeing? Victory?
>1 :
A sharp pain between shoulders. Aratmek falls forward. It is over.
>>
Allright, this is the end of that quest.

It was a way for me to attempt building a nice fight for the dragons, I hope you had fun.
I think the final fight was too much of a grind (the fact I got sick last week didn't helped much my writing), monitoring the dungeon delve was pleasant.

Did you liked the game? Any feedback or ideas?
>>
>>5583356
Thanks for the quest, qm.
>>
I feel our overall terrible luck at/near the end made this less climatic then it should of been but I enjoyed the quest overall and always love the concept of tying two different quests together even if it's a bit of a pain to pull off in practice you did a good job of it though.
>>
>>5583356
It was interesting
>>
>>5583356
I feel like there wasn't enough of a drive (like a backstory or some quirks that'll make sympathize more with them) for us to care about who the Dragon Hunters are to make us care if they lived or not. Otherwise it was still pretty fun.
>>
>>5583633
I agree with this anon it's kind of hard to care if the mcs are gonna succeed or die when they have so little characterization



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