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/tg/ - Traditional Games


Become The Dragon Quest 6

You are Kotijah, and you want to be a dragon. You have known since your birth that you wanted to be one of them, to be among your ancestors, a true dragon. Instead you have been confined to something less, something lacking the grace, ferocity and raw power that you deserve.

Last time you settled your debts with Kat by chugging some potions she made and developed a temporary fear of spiders, as well as having another vision of your ancestory, who gave you a name, Allegiset, as well as a quest, to see the Red Rose of Loti and the White Blade of Schimdi, which you later learned are spoken of in a children's fable that has several versions.

After recovering you spoke with Kat, who agreed to join you on your quest, and burned down her own shop for the sake of being dramatic. You acquired some horses, a cart and some other supplies and headed out of town to meet up with Gil and Sena, and set off down the road, having a brief encounter with a trio of wolves and finding a cabin on the first day. It's the second day of your five day trip to the next town, and the thread hit the bump limit while I was at work and resolving a combat, so let's dive right back in.

Character Sheet:
http://pastebin.com/yWRfEfZ8

Thread twitter:
@BecomeQM

Previous adventures at:
http://suptg.thisisnotatrueending.com/archive.html?tags=Become%20The%20Dragon%20Quest

The rules:
Best of three rolls, critical threat on a 20, confirmed if another roll is 20-modifier or higher. Modifier is Stat being rolled+Relevant skill. You can decide which skill to apply. If no one applies one, no skill will be added on. If you don't have a logical reason to apply a skill, don't do it.
Critical fails are at least two 1s on a roll. May expand this later to increase shenanigans.
Success is on a sliding scale and is situational. Some things are easier than others. Use your head.
>>
You dodge under the zombie's wild swing and move out of the way as it tries to run right over you. This thing is moving fast now, much faster than it should be able to, and even though you can see the rot and decay on it more clearly than the wolves, this zombie is obviously a lot fresher. You can see it set its sights on Kat.

-

>Switch from bow to claws
>Firesing
>Keep on shooting
>Other (write-in)
>>
>>42260662
>>Firesing
>Switch from bow to claws
>>
>>42260662
>Switch from bow to claws
>>
Looks like claws it is then. Make that attack roll. Keep in mind that you do have your sword on you this time.
>>
>>42260662
>fucking sing at it
>switch from a pussy ass bow to dragon claws
>>
Rolled 16 + 4 (1d20 + 4)

>>42260949
>>
Rolled 14 + 4 (1d20 + 4)

>>42260949
>>
Rolled 1 + 4 (1d20 + 4)

>>42260949
Fuckin walkers...
>>
>>42261096
...

Saw this coming. Yeeeup.
>>
You drop your bow and slam your claws into its back, but the blow isn't as solid as you'd like it to be. Kat panics with her vial and throws it at the zombie, hitting it squarely in the chest, setting it on fire, and it shrieks as Gil hammers an arrow into its skull and Sena whacks it with her staff. It stumbles a bit, taking a swing at Kat as it collapses, its dismembered arm missing her by inches. It starts to disintegrate, and Kat falls to her knees, panting quietly.

“That was... woah... I didn't think that it would... That thing was tough...”

Gil nods a little bit.

“Good thing that it was only one of them...”

The zombie doesn't have anything valuable on it, and the clothes are covered in black goo now, which as far as you're aware is just raw liquid blight. You decide to pack up and move on before you have any more trouble. After getting in the cart and carrying on down the road a little ways you come across an abandoned campsite. The fire has long since gone out, but there are some backpacks and supplies. You're starting to wonder if all along you've grown up just south of bandit country and zombie land, or if this is a recent development. If it it's gone on for ages, why did it never come to your village?

>Investigate the campsite
>Leave well enough alone
>Other (write-in)
>>
>>42261481

>Investigate the site

Whatever got them might be lurking for us.

Or that zombie had been apart of the campers.
>>
>>42261481
>investigate campsite
>>
>>42261481
>Investigate the campsite
>>
Sleuth roll
>>
Rolled 19 (1d20)

>>42261622
Sleuthin'.
>>
Rolled 16 + 1 (1d20 + 1)

>>42261622
>>
Rolled 12 + 1 (1d20 + 1)

>>42261622
>>
Oh, hey, it's back. Feels like last thread caught us off guard.
>>
>>42261740
Yeah, I was out at work when the bump limit was reached and I didn't have everything on my phone for starting the next one. I'll fix that for next time. As it stands we'll finish day two and then do day three tomorrow since I have an early appointment tomorrow.
>>
File: 1400710906536.jpg (523 KB, 1000x727)
523 KB
523 KB JPG
You don't find anything that you were expecting. You were expecting blankets, tents, food and supplies, maybe some flint or tinder. The backpacks are full of rocks and plants. You have no idea why anyone would want anything there, so you ask Kat to take a look, and she starts doing an inspection of the stone and the plants. You can tell when she works it out by the way her ears perk up.

“Well, the rocks I can't help you with, but the plants are all fundamental alchemical supplies, locally grown stuff. Whoever was camping here was collecting stuff for someone and left in a hurry. I can use this stuff to restock my vials and try to switch things up a little more, and I can make some basic medical supplies too in case someone gets bitten. I've been researching the blight a bit, I might be able to come up with some countermeasures.”

-

Acquired two packs of alchemical supplies (12 doses worth of alchemical supplies)
Acquired two packs of strange stones

-

You continue on until sunset, making camp and getting ready for the night ahead. There's a lot about the world around you that you still don't know, like why zombies seem to be all over the place, why thieves never ventured south to your sleepy little village, and why the Church of the Sun and Moon is all over the kingdom but you've never heard of them until the other day. You spend most of your archery practice session mulling the questions over and can't find a good enough answer, short of “everyone was too afraid of me to try to attack us”, but that doesn't quite stick for you.
>>
You think back on the letter, about how the borders aren't secure anymore and how monsters might pour in at any time. You hope your parents will be safe. Your mom has stronger dragon blood than you do, but she's no fighter, and you can't imagine your dad as a warrior either. He always said swords were too dangerous, especially when you asked Mek the blacksmith to make you one when you were twelve. But you can't turn back now. They'll make it, somehow, you're sure of it.

-

Kat's progress on the damaged book: 50%
Sena has completed her staff!
Assign a new task to Sena or let her pick her own?
Gil has completed five arrows!
Assign a new task to Gil or let him pick his own?
>>
>>42262043
Sena and Gil pick.
>>
>>42262043
Have Sena train with her staff. Gil can pick what he does
>>
>>42262043
Assign Sena to staff training.

Gil needs some sword time. We should set that up.
>>
>>42262043
Let them decide what to do on their own time.
>>
>>42262043
Sena.staff.training
Gil sword.training
>>
File: sleep.jpg (138 KB, 568x512)
138 KB
138 KB JPG
You tell Sena and Gil to figure out what they want to do, encouraging them to pursue their own things. Sena opts to practice with her staff to be more useful during fights, and Gil says he'll keep making arrows for now since there's been so much fighting. You nod and turn in for the night, relaxing on your bedroll as Kat takes the first watch of the night.

-

End of Day 6

Kotijah
Level 1

Exp
9

Stats
Smarts - 0
Strength - 3
Speed - 2
Sleuth - 1
Sneak - 0
Schmooze - 1
Spirit - 2

Traits
Sharp Claws

General Skills
Singing 1
String Instruments 1
Focus 1
Self-Control 1

Combat Skills
Brawling 1
Grappling 1
Knife 1
Sword 2
Defense 1
Archery 1

Survival Skills
Cooking 1
Hunting 1
Skinning 1

Crafting Skills
Fletching 1
Alchemy 1


Current Possessions
1 Cart with two horses (Ro and Oro)
1 5-man tent
2 Barrels of water
2 Barrels of rations
4 Bed rolls with blankets
1 Pack containing 2 Ropes (1 slightly damaged), 3 Candles, 1 Match, 2 Flint and Steel, 3 Dice, 1 Letter, 1 Farmhand outfit
1 Pouch containing 3 Copper pieces (CP), 9 Silver pieces (SP), 5 Gold pieces (GP)
1 Deer hide, containing 1 Collection of assorted deer parts, 1 Collection of assorted rabbit parts, 3 Portions of uncooked rabbit meat
10 Jars of preserved fruit
5 Damaged books
1 Wineskin, full of water
1 Mercenary outfit
1 Set of mercenary armor
2 Pairs of heavy boots
2 Pairs of sturdy leather gloves
1 Carved dragon necklace
1 Sword
1 Bow
2 Packs of alchemical supplies
2 packs of odd stones

Current Party
Sena the Thief
Gil the Thief
Kat the Alchemist

Main Quest
Seek the Red Rose of Loti and the White Blade of Schimdi

Current Quest
Head North and seek the City of Glass for answers
>>
That's it for tonight. If you guys wanna make the Encounter, Event and Luck rolls now then go right ahead. And feel free to discuss further plans for what to do while traveling or theorycraft about the world. I love hearing what you guys have to say about what you think is going on.
>>
Rolled 12 (1d20)

>>42262395
>>
Rolled 15 (1d20)

>>42262395
>>
Rolled 4 (1d20)

>>42262395
>>
bump
>>
>>42266304
Dragon bump
>>
Bump
>>
Painting a house with Habitat For Humanity today, break time means post time.

-

Your trip down the road is largely uneventful today. You pass by a large pond and spot some fish that Kat asks you to catch for her, before realizing something and frantically mixing up something that she chugs as you ride away. Sena seems to be getting the hang of her staff, and as the afternoon continues things seem to be looking up.

You reach another river crossing, but this one is guarded. They look like knights; real ones. You slow your cart as you draw near, and one of the knights approaches you.

"State your business. The south is under threat and anyone coming or going along this road is to be checked, by order of the king, to ensure that the necromancer responsible for these attacks is caught."

You could try to blow past him and the other guards, or talk your way through. They seem very suspicious, but you're not an evil necromancer.

>Talk it out
>We ride
>Other (write-in)
>>
>>42269703
>>Talk it out
>>
>>42269703
Tell them about the three separate zombie attacks. Also tell them we know the south is now unguarded and unless something is done, necromancy and banditry will spread.
>>
>>42269703
>>42269858
I like this. They might know something about it.
>>
Schmooze roll
>>
Rolled 18 (1d20)

>>42271283
>>
Rolled 14 + 1 (1d20 + 1)

>>42271283
>>
Rolled 12 + 1 (1d20 + 1)

>>42271283
>>
You decide not to whip out your letter to show the knight in case that would end badly, but you do get down from the cart to speak with him face to face.

“The borders to the south are unprotected, the Duke has failed. We've been attacked three times on the road by the undead, twice by wolves with blight and once by the shambling corpse of a man. There are signs of bandit activity as well. I know these roads aren't safe. I have seen it for myself.”

The knight gives a solemn nod.

“Will you consent to use checking your cart regardless? We need to be sure that you're not carrying anything suspicious. We can assure you safe passage to the town ahead. While I can't escort you personally, you have my word that north of here is free of the terrors you've seen to the south.”

>Allow the search, you have nothing to hide
>Refuse the search on principle, plus Gil is a wanted man
>Other (write-in)
>>
>>42271557
>Allow the search, you have nothing to hide
>>
>>42271557
Alright.

Hopefully those rocks we picked up aren't necromancy related.

Gil doesn't have wanted posters right? No one witnessed his crime to ID him?
>>
>>42271557
>Allow the search, you have nothing to hide
I see no danger in it.
>>
>>42271557
Quick Kat! Eat all the drugs!

>snozz berries taste like snozz berries mrow.
>>
You let the others know that you're going to cooperate, and stand aside to let the knights search the cart. They pay Gil no mind at all, though he seems quite nervous. As they get close to the back of the cart you let a knight know that you found a few bags beside the road and picked them up, and you're not sure what the rocks they contained were for. He nods slightly and passes the information along to the others. When they get to the packs, one of the knights jumps off the cart and draws his sword.

“Arrest them all! These are Null Stones!”

Kat's eyes widen, and she whispers to you.

“Null Stones are used in manufacturing antimagic weaponry... With the kingdom so dependent on magic further north, they were outlawed a long time ago... I didn't think any were left...”

The knights advance on you.

“I'll take your story into consideration during your trial. But right now? You're coming with us.”

>Fight time
>Relent and let them do their job
>Run for it
>Other (write-in)
>>
>>42271883
How many knights?
>>
>>42271883
>"But I've got a letter to deliver! Can't you just take the stones and move on? We've had enough to deal with."
>>
>>42271883
Relent.
The ol' 'oh these aren't mine' story never works.
'We found these stones in an abandoned campsite. We can show you were on our map. If we knew what they were would we have let you search us?'
>>
>>42271883
>Fight time
A dragon is allways free, and we can't let them confirm who Gil is.
>>
>>42271931
Four of them, armed and in better armor than you have. They're also likely well trained and tough.
>>
>>42271883
You can take the fucking stones, we found them in an encampment not far from here. I am NOT going to jail over some dumb fucking rocks I picked up in a deserted camp.
>>
>>42271883
>>Fight time
As much as I don't want to we have to fight, if they find out who Gil is we are so boned.
>>
An escort to the city by highly trained guards? Alright! But we go freely, not in chains.

Hopefully our stuff doesn't get impounded...
>>
>>42271978
>>42272099
Noooope.

We will get slaughtered.

To bad Kat can't claim their apart of alchemy research into stopping null stones from effecting magic...
>>
>>42272144
I mean it's either they take us in and find out all our bad shit, like the letter, and Gill, or we try and stop them now.
>>
>>42272144
I honestly think this is the best we can do righ now and just hope we get lucky, if we give up there is a large risk they notice Gil and then he's basically dead.
>>
So the general idea I'm seeing here is tell them they can take the stones and try to talk your way out of being arrested. Are you going to say they were for Kat or that you didn't know what they were? Also, Schmooze roll.
>>
>>42272185
>>42272198
We also become fugitives for attacking guards, we won't ever make it to the glass city and our dream as a dragon will take much longer.
>>
>>42272268
Ignorance! I retract my clause about Kat. No one is taking the fall.
>>
Rolled 16 + 1 (1d20 + 1)

>>42272268
>>
Rolled 9 (1d20)

>>42272268
>>
Rolled 8 (1d20)

>>42272268
>>
Rolled 17 + 1 (1d20 + 1)

>>42272268
No just we had no bloody idea and that was an abandoned camp we found them in, We thought they might be valuable, but we really had no idea what they were.
>>
>>42272268
We had no idea what they were. If asked why we thought a box of rocks might be valuable, say, "Well, they might have been part of a geological survey. Or they might have been hunks of ore. If someone thought they were worth the effort of collecting, we figured they might be worth the effort of selling. We had no idea what they were, though."
>>
So.

With the south no longer protected by a noble interested in better products, necromancy on the rise, and now someone is leaving null stones what do you think this all means?

Could they be connected?
>>
>>42272782
Clearly the nullstones were located all over the place as part of a network, lessening the impact of magic in the area. They've all been collected and brought in to the noble, who wanted to expand the magical empire southwards, but with the lack of null stones the various necromancers and witches hiding in caves suddenly found their rituals worked. Some of them really, really fucking well. Now Dark Magic is on the rise in the wake of Null Stones, which is giving this Noble all the more reason to prep for a conquest southwards, though it won't be the easy steamrolling that he'd imagined it would be when he first had the stones collected.
>>
>>42272852
I like this.

I also like the whole Dragon vs Undead thing we're setting up.

Hopefully dearest dragon dad is not revived as a dragon lich...
>>
You preface your story to the knights by explaining that if you knew what the stones were, you wouldn't have stopped for them at all. You then explain that you don't want to go to jail, and explain how you found the stones before letting them know you will gladly hand them over if they let you go. Most of the knights seem convinced enough to give you the benefit of the doubt, but one stands firm.

"We have no proof one way or the other. The court magicians can determine your guilt or innocence, if you comply willingly. Resist, and our orders are to take you by force as suspicious characters and potential conspirators against the crown."

Well, technically you are, on both counts, but no need to mention that now. Make or break time.

-

Schmooze roll
>>
Rolled 3 + 1 (1d20 + 1)

>>42273029
Look we can show you the camp site where we found em if you want.
>>
Rolled 15 + 1 (1d20 + 1)

>>42273029
>>
Rolled 5 + 1 (1d20 + 1)

>>42273029
>>
Rolled 6 + 1 (1d20 + 1)

>>42273029
Oh what a fair society we live in...
>>
If we make it out of this....

I say guard training could be cool.
If we're in the city for awhile. Get to know the ins and outs.

Or a fighters guild.
>>
>>42273214
Rather take the fighter's guild then, more freedom and time to do our other things
>>
>>42273029
Let's just go, whatever.
>>
>>42273214
I think we should explore first
A Dragon should know her domain inside and out.
>>
>>42273214
>guard training
I say we gather a bunch of valuables
then sleep on them
>>
>>42275790
Now that's the right way of thinking, dragon training!
>>
File: HolyDragon.jpg (72 KB, 640x761)
72 KB
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You open your mouth to speak and the knight immediately rests a hand on his sword.

"Are you resisting or not?"

You sigh softly. He's a lost cause, so you start directing your words to the other knights instead.

"We're heading to the capitol for our own purposes. We'll gladly submit to a court mage there. If you want to escort us, fine. If you want the stones, fine. But we won't go in chains. Our cooperation ends when the shackles come out. Do you really want to have to tell your captain that you killed three women and a coward for trying to cross the river?"

Gil doesn't argue the point, but he also doesn't look pleased about you throwing him under the bus. The knights look back and forth between each other before one steps forward.

"I'll go with you to the capitol. You'll follow my orders along the way to ensure that you're being completely honest with us. You'll leave the stones here for us to transport safely ourselves. Or we can arrest you, and take you to a holding cell for interrogation."

The knight who had been accusing you looks furious but says nothing, glaring at the other knight.

>Accept the offer
>Chains are in this season
>Other (write-in)
>>
>>42276482
>A.
>>
>>42276482
>Accept the offer
>>
>>42276482
>Accept the offer
Ask the knights their names.
>>
>>42276482

>Accept the offer
>>
>>42276482
>>Accept the offer

Why did we throw Gil under the bus? I didn't want to throw him under the bus.
>>
>>42276712
I think he just didn't like being called a coward.

Oh well. That's for all the shit he gave us about our bow.
>>
>>42276712
It made him seem like less of an appealing target. Calling him a coward makes attacking him even less noble, especially if he doesn't put up a fight.
>>
>>42276712
Dragon's have no equals, only lackeys and people we insult.
>>
i think we're acting too smart for a character with 0 intelligence
>>
Mr Knight is one of those temporary party member.

Maybe he'll warm up to us and teach us things.
>>
File: PR.SANDDRAG_07.jpg (51 KB, 635x299)
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You accept the offer and head back to your cart, asking the knight for his name and the name of his fellow knights. He bows low and smiles.

"I'm Sir Taret Black. These fine fellows are Sir Amorick, Sir Eruff, and the frowning one is Sir Lecia."

Sir Lecia continues to frown as Taret climbs onto the cart beside you and takes the reins. Taret waves to his fellow knights and gets the horses moving.

"We'll be heading north a little ways and using the Royal Gate to reach the city. We'll be there within two days time, and then you can prove your innocence."

>Ask about the Royal Gate
>Ask about Taret
>Ask about Sir Lecia
>Other (write-in)
>>
>>42277536
Ask about Black

Then why Lecia was such a douche.

And why is he sooooo dreamy?
>>
>>42277536
>>Other (write-in)
Inquire about the necromancer issue.

That's going on our to-do list.
>>
>>42277536
>other (write-in)
Inquire about what he knows or thinks about dragons. We'll need this kind of info if we plan to spread out our scales a bit mire.
>>
>>42277536
>Ask about the Royal Gate.
>Ask if that many Null Stones in one place is common.
>>
>>42277536
>Ask about Taret
>Ask about Sir Lecia
>>
>>42277615
>>42277707
Both of these
>>
>>42277591
This. Black seems a decent enough sort, Lecia has no stick but rather a whole fucking trunk up his ass.
>>
>>42277536
>Ask about Taret
>Ask about Sir Lecia
>Inquire about the necromancer issue
>Inquire about what he knows or thinks about dragons
>Ask about the Royal Gate
>Ask if that many Null Stones in one place is common
>>
>>42278369
That list will have to wait til I get home to properly explore. For now, make the Schmooze roll.
>>
Rolled 8 + 1 (1d20 + 1)

>>42278672
>>
Rolled 16 + 1 (1d20 + 1)

>>42278672
>>
Rolled 10 + 1 (1d20 + 1)

>>42278672
>>
Boss asked me to stay late, will be slightly delayed. My apologies.
>>
>>42279689
np brah
>>
>>42279689
>A.Tell your boss that he is a wonderful person
>B. Tell your boss to fuck off, I got dragon lady's to make
>C. Train in a skill set. To usurp your bosses power.
>D. Write in

Roll me a 1d20 for success!
>>
>>42279689
You coming back tonight?
>>
>>42279689
Quit dragon your feet qm.
>>
>>42282714
Kek.
Working late sucks.
This quest likes to run odd hours so its cool.



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