[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: Warships.jpg (5.16 MB, 5317x3048)
5.16 MB
5.16 MB JPG
Welcome to Corsair Quest, where the high seas pillaging is more legal than not. Usually.
Dice rules for basic skill checks are a standard best of three. Ship-to-ship combat is also uses best of three, but uses two dice for firing success and accuracy.
Twitter: https://twitter.com/Picturelessque

You are Darmund Hosplitar, a cleric graduate, Ocean-Wanderer, and, as of this afternoon, the House Sword of the Azala city state. However, with your great accomplishments come a plethora of new threats to your home, not to mention your honor. You are under pain of death if you cannot prove yourself as a captain, and with these mysterious sorcerer-pirates plaguing the routes between Mala and the Hassern Empire, there is certainly a hell of a lot to prove.

You've taken command of a Seventy-Gun behemoth named The Windswept. However, the ship needs a crew, and it can't come from the navy itself. You opted to return to what was once your home in search of fresh Clerics who you can enlist as officers. The monastery hovers above you, built into the side of the same mountain that the upper parts of the city occupy. It's an enormous black-brick fortress, with spires tall enough to look like peaks themselves. A plateau at the apex of the mountain is marked with lush green, where clerics like yourself trained.
>>
>>44291928
There's no way this is here, christ alive it's been months.
>>
Almost all of the Naval officers come from the monastery. It's the only real academic institution that Azalans can use. Each city state on Mala has at least one, each with slight stylistic differences in the way they use the Kain; the embodiment of natural aspects of life. Your training was heavily influenced by the empire. They taught forms of Imperial Swordsmanship, and graduates were even taught to duel in Hassern manner.

As you begin the trek out of the city, a thought occurs to you. You're still wearing the plain clothes that were left for you at the hotel. Perhaps it's simply vanity, but you don't feel like you command the presence of a captains in this. Also, considering your Kain uses decay, these won't last too long.

> The local tailor has heavy materials that can stand up to the wear you'll produce. And you did always want a cape when you were younger...
> The monastery has fabrics woven with Kain in a way that can conduct the energies of the Cycle. Maybe you can convince the Master to weave up some robes.
>>
>>44291979
Back at last. My apologies for the several month interval. The story of why is long and fairly uninteresting.
>>
>>44292034
>> The monastery has fabrics woven with Kain in a way that can conduct the energies of the Cycle. Maybe you can convince the Master to weave up some robes.
>>
>>44292197
Alright, robes it is. Writing now.
>>
Since you're already heading to the monastery, it's worth waiting to see if the Master Priest can be convinced to fabricate some robes. While not as lavish as the smooth satin and wool coats typical of a sea captain, the Clerical robes have plenty of practical benefits.

With the matter of attire settled, you make for the long stone path on the outskirts of town. There is a another reason why you are heading to the monastery first. Your powers have been in disuse for a long time. Without the proper potions and meditation, the energies of decay will begin feasting upon your flesh. The Master Priest is the only one with the authority to distribute the necessary brews.

Within an hour you've ascended to the massive wooden gates of this two century old castle. Rows of Clerics practice their arts in a hypnotic unison, drawing arcs of thin lightning with their Kain branch: Storm. The doors part, as a telekinetic force pushes them out, and you are drawn into the darkness of the main hall.

>cont.
>>
>>44292941

Dim torches line the walls in diagonal patterns, reaching nearly four hundred paces down to a massive black staircase. A blond trainee standing before you gives you a curt nod, waiting for your acknowledgment before approaching.

“Welcome home, 'Sword of the House'. He waits in his chambers. His mood is....less than patient.”

You follow the short Cleric up several stairways, being delivered before an open room. The walls are lined with various texts from the farthest reaches of the ocean. A massive window illuminates an equally massive man beneath it. Your master.

“Sir.” You say, standing at attention.

His gaze strikes you like a riptide. The doors snap shut in the trainee's face, and you are left alone before this giant hooded man, who chooses to blow smoke from his pipe rather than greet you.

“Tharsung was a good man. Slaughtered many pirates.” He finally grunts, taking his seat on the windowsill, “you on the other hand, are his shadow. Exemplary only in your inheritance.”

>“Watch your damned tone elder.”
>Say nothing.
>other

Will leave for a few and see if anyone else arrives.
>>
>>44293397
>Say nothing.
>>
>>44293397
>>Say nothing.
>>
>>44293672
>>44293699
Writing.
>>
>>44293820
You stay silent. It seems the only appropriate choice. You honestly can't decide if he is testing you or simply belittling you. The master stares at you expectantly, continuing to smoke. Eventually he rises, placing his pipe on the desk.

“Is that defeat? Not even a word of defense? Do you think your modesty qualifies you more than defiance, perhaps?” He shakes his head, turning from the desk to the window.

Before you even realize it, you are sent flying. The psychic energies blast open the doors and hurtle you down the hall, extinguishing every candle you pass. You hands crackle with the stinging static of the psychokinetic blast. You look to the doorway. The master has tossed off his robes, and assumes a fighting stance. Held firmly in his right hand is a silver saber.

As you rise to your feet, you see him launch towards you with blade retracted.

>Check the halls for an improvised weapon. (d10)
>Call up your Kain and return with an augmented punch against his bare skin. (d10)
> Just dodge and come up with something better. (d10)
>>
Rolled 2 (1d10)

>>44294246
>Call up your Kain and return with an augmented punch against his bare skin. (d10)
Jesus, It's been so long I almost completely forgot about this.
>>
Rolled 6 (1d10)

>>44294246
>>Call up your Kain and return with an augmented punch against his bare skin. (d10)
>>
>>44294286
>>44294344
Writing for the punch.
>>
>>44294286
>>44294344
Mustering the caustic power in your hands, you prepare to evade the sword. You sidestep the blade as it swings in from the right, and make a swift reprise with the Kain simmering in your fist. It connects, but not with the master's throat like you planned. He clutches your fist with his off hand, and even as his palm begins to burn away, he manages to hold you in place. He strikes you hard in the jaw with the metal guard of the saber. As you stumble backwards, you decide the weapon is not normal. The metal is likely tempered in the monastery's forge, a process which can render metal impervious to the effects of Kain.

>Continue dodging back until an opportunity presents itself (d10)
> Grab something off the walls to guard with (d10)
>>
Sorry these updates are slow as balls
>>
Rolled 3 (1d10)

>>44294641
>> Grab something off the walls to guard with (d10)
>>
Rolled 10 (1d10)

>>44294641
>> Grab something off the walls to guard with (d10)
>>
>>44294793
>>44295010
You quickly glance behind you before returning your focus to the vicious blade slicing towards you. A torch on the wall remains your sole choice of weapon. You kick off on the next dodge, backing away and swiping one of the half meter torches from it's metal holder. You don't get moment to prepare, immediately you are forced to parry an incoming attack. The wooden rod snaps in the middle and the blade is diverted, barely saving your forearm from being detached.

But, as the splintered rob leaves your hands, something catches your eye on the other side of the wall. Hanging about three meters up is a ceremonial rapier hanging from the straps of an old circular shield. The Master Priest performs an incredible high kick, powered by his own psychic energy. However, he ends up sailing over your head as you slide underneath. Running with all your strength, you jump up and snag the short sword from it's place.

Weapon in hand you turn to meet your master with renewed vigor. This fight is not lost.

End of tale 4

Thank you all for playing. 4.5 will be up in a couple days.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.