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In the vast caverns of the upperdark was a great kingdom by the name of Drakka. Built in the skeleton of the last of the dragons, the city teemed with kobolds going about their daily lives until one day it was raided by a Chitine war brigade. The spider people razed the great city, leaving nothing but ruin as refugees fled in all directions across the caves.

You have survived with a small group of settlers and made it to a particularly spacious cavern far away from the carnage. These people need a leader, and you know that you are the one that can bring back the former glory of the kobolds. What will your first action be?

A) Take inventory
B) Take a census of the survivors
C) Check your surroundings
D) Other [write in]
>>
>A.
Have to figure out where our priorities lie.
>>
How long will a head count take. What are we working with approx? 10's or 100's
>>
>>7233
If possible I would like to do A & B. It will be good to know who and what we have.

From there we can look for a place to camp and get what we need.
>>
Rolled 2 (1d3)

>>7233
>Want to do all three
I'll roll for it.
>>
Rolled 2 (1d2)

>>7283
We're looking at 10's. No specific timing, just a round if that makes sense. I'll wait a couple more minutes to see if there's a tie breaker, if not I'll go with the roll
>>
>>7308
B then A
>>
>>7233
Civ's aren't banned on /tg/ by the way.

Neither are quests for that matter
>>
Four votes for B. Typing it up now.
>>
>>7320
Maybe he wants to do one on the board made for it.
>>
>>7320
So? I think /QSt/ is a good idea
>>
You realize you don't exactly know what numbers you are working with for your new city so you look around to count up your group. You have:

8 green kobolds, good at working with nature
4 red kobolds, larger and talented with fire magic and combat
3 blue kobolds, their scales allow them to easily move in water
2 white kobolds, blind and well adjusted to the caves
4 black kobolds, blend in with the darkness and slimmer to move more quickly

I need one vote for each of the following:
A) one of the above colors for main character
B) main character's name
C) main character's previous profession

>>7320
Hadn't realized that. Oh well people are interested here, thanks though.
>>
>>7345
A) Red Kobold!
B) Goldemarr
C) Blacksmith
>>
>>7345
They aren't really interested sorry to say, it's new board smell and faggots desperately trying to keep this abortion here.

Good luck any though
>>
>>7345
>A) one of the above colors for main character
Black
>C) main character's previous profession
Trinket maker. You made windup toys and shit.
>>
>>7359
...Just delete that any
>>
>>7345
>A
I like the idea of being a Black kobold. We could try learning shadow magic and cover areas in darkness to get out of hard spots.

>B
Criproghad

>C
>>7364 I will back the Trinket maker.
>>
>>7356
I second this post.
>>
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>>7356
>>7364
>>7375

Looking around, you realize you don't recognize any of the kobolds in the group, save one one of the red kobolds. He was a blacksmith by the name of Goldemarr but you only knew him in passing. You were fairly well known and a few of the kobolds seem to know you as you made many trinkets that allowed their daily lives to be much easier. What is your next plan of action?

A) Take inventory
B) Check your surroundings
C) Speak with kobolds [group or kobold]
D) Other [write in]
>>
>>7394
>Take inventory
>>
A
>>
>>7394
>A
>>
>>7394
B
>>
>>7394
>A) Take inventory
>>
>>7394
>A) Take inventory
>>
>>7399
>>7409
>>7412
>>7418
>>7420

You gather up your population to see what all you managed to escape with. The following are the main items of note:

+3 shortswords
+4 leather armor
+8 spears
+7 turns food
+1 mining pick
+2 handaxes

A) Check your surroundings
B) Other [write in]
>>
>>7430
>A
>>
>>7430
A
>>
>>7430
Check our surroundings
>>
>>7430
>A) Check your surroundings
Hoping to find a cave to hold up in. We got fire and people who can hide in the darkness. It would be a good fit.
>>
>>7430
A

>make sure to look up high for ledges and such among the stalactites
>>
You have settled in a dark cavern further down into the the Upperdark than Drakka was. The cavern has a large ledge going along the cliff face to the South and East, and an opening to a smaller cavern below it. Water can be heard in that direction.

To the North, the cavern slopes down and it is discernably warmer in that direction. A system of tunnels branch off from there and mushrooms grow on the cave walls.

Small tunnels that White and Red kobolds won’t be able to fit into branch off of the cave wall in the West, and there is stone tiling set into the walls that paves the way into them.

A large ridge stands in the middle of the cavern, and a crater is beyond it. Climbing down it reveals it is a fallen false floor forming a hard-to-see crater that would make a good place to begin building. After getting your kobolds settled in, your refugees look to you for further guidance.


Population: 21 (8 green, 4 red, 4 black, 3 blue, 2 white)

Pick two:
A) Explore [direction]
B) Build homes [roll d4+1]
C) Try to hunt or gather food [which kobolds]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6]
F) Other [write in]
>>
>>7499
>B) Build homes [roll d4+1]
>>
Rolled 3 + 1 (1d4 + 1)

>>7499
B) Build Homes
C) Send the white kobolds to fish in the water
>>
>>7504
>>
Rolled 2 + 1 (1d4 + 1)

>>7499
>B) Build Homes
>C) Send 6 Greens to the Mushrooms in the North
>>
Rolled 4 + 1 (1d4 + 1)

>>7517
>>7504
God, I'm stupid.
>>7499
>C) Try to hunt or gather food [which kobolds]
Grab some of those mushrooms, Reddies.
>>
Rolled 1 + 1 (1d4 + 1)

>>7499
>A) Explore [direction]
North. Maybe we can get wood to make good homes as well.

B) Build homes [roll d4+1]
>>
6 of the green kobolds and 2 of the blue ones set to work with the pick and heaps of rubble to construct some basic huts for your people to live in. The construction will be ready in 3 rounds.


(combining the hunting and fishing) Your white kobolds set out to swim in a small pond found in the Eastern tunnels. Using echolocation, they pick out some pale sightless cave eels and catch a few each. Unfortunately, they can’t swim very well and many slip from their grasp.
Meanwhile, the red kobolds venture to the South tunnels to gather mushrooms, and find them to have a rich taste to them. The heat here is tolerable to other kobolds, though your red ones can venture further. They return with reports of voices from one of the Southern tunnels.

Population: 21 (8 green, 4 red, 4 black, 3 blue, 2 white)
Food: 9 turns

Pick one:
A) Explore [direction]
B) Build homes [roll d4+1] (locked; 3 rounds)
C) Try to hunt or gather food [which kobolds]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6]
F) Other [write in]
>>
Rolled 4, 2 = 6 (2d6)

>>7564
>E) Research [topic] [roll 2d6]
Net Traps for gathering new food.
>>
>>7564
F

>send black kobolds to scout the southern tunnels
>>
>>7564
>E) Research [topic] [roll 2d6]
Can Criproghad do some personal research?
The others never took his machines seriously, they were considered children's toys, even!
But you know. You know that they have potential.
>>
Rolled 2, 2 = 4 (2d6)

>>7564
Research Tools
>>
>>7564
Explore [west]
>>
>>7578
I second this
>>
Thinking of the previous days’ fishing trip, you realize how ill-equipped your kobolds are for survival at the moment. You gather up the blue kobolds, who were all fisherman of the caves of Drakka and they explain to you the methods of creating nets. They used spider silk before, however in its absence, they could use scraps of clothing for the ropes.

Looking at the bustling camp that is now getting on its feet here in the caves, your mind wanders back to the creations you had back in the home cavern. The mechanisms you had begun to create there will be of great benefit to your new followers, you know it! With some resources you may be able to get back to tinkering.
Interrupting your train of thought, two kobolds approach, one of them the red kobold blacksmith Goldemaar, and the other a black kobold you recognize as being the fleetest of your citizens.

“Chief Criproghad, this sneak here says he found some crates in the tunnels to the North where the mushrooms are, and they’re left unguarded. I figure we need some more supplies, but ultimately it’s up to you.”

Population: 21 (8 green, 4 red, 4 black, 3 blue, 2 white)
Food: 8 turns

Pick one:
A) Explore [direction]
B) Build homes [roll d4+1] (locked; 2 rounds)
C) Try to hunt or gather food [which kobolds]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6] (locked; 4 rounds) ]/red]
F) Other [write in]
>>
>>7660
A

>explore the north, look for the crates but bring some muscle (red kobolds pref)
>>
>>7660
>F
Set up some people to watch the area. There could be someone coming back for them and it would be good to know who.
>>
>>7685
Second.
>>
>>7660
>C) Try to hunt or gather food [which kobolds]
Send Reds to Hunt and Green to gather
>>
>>7685
>>7695
Third.
>>
>>7660

>F) Other
Send the fleetest to grab some other fast citizens and have him investigate the crates.
>>
>>7584

they'll come to understand our genius
>>
>>7705
What if...
WHAT IF
You skipped the mainspring and key, instead using steam to move your machines?
Maybe...
>>
>>7705
That will come later friend, for now we need to secure a base with defenses and steady supplies
>>
>>>>7660
Steal the crates but try to hide the path to our settlement
>>
>>7705
baby steps baby steps. First establish town then take over the world.
>>
>>7685
>>7693
>>7702
>>7703

writing
>>
Why did nobody suggest a wizard kobold as leader in the beginning?
>>
>>7769
We are scientist kobold! Even better!
Even if our people don't yet recognize our genius.
>>
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Goldemaar has a point, you need supplies to get this camp up and running, so you give him permission to explore into the crate matter.

Switching to Goldemaar:
They were unguarded, but it’s better to be safe than sorry. You take one of the other red kobolds, Blade and the four black kobolds to explore the crate issue. The other two red kobolds are left to guard Crater.

You arm the red kobolds with shortswords and hide armor, the black kobolds with spears; making your way to the tunnels, you can see the crates from a bit away, partially because they are sitting in the open but mostly because there is light from that direction now. Three chitine stand around a pair of crates, one holding a torch. On top of the crates lie 2 green kobolds and a white kobold all injured and bound at the hands. The chitine appear to be discussing something.

A) Charge in
B) Proceed forward slowly
C) Head back home
>>
>>7799
>B) Proceed forward slowly
Sneaky blacks get behind them, while reds get as close as they can without being seen.
>>
>>7799
>A We must save our brethren!

Get the blacks to throw a few spears and then rush the bastards
>>
>>7799
D) other

>send 2 black kobolds to the left and 2 to the right down adjacent tunnels to flank
>>
>>7799
Proceed slowly, try to separate them before attacking
>>
>>7810
>>7811
>>7826
>>7834

I need a d20 roll and I'll get to writing
>>
>>7841
>>
>>7846
Oops
>>
Rolled 18 (1d20)

>>7841
>>
>>7861
How the fuck do you roll dice?
>>
Rolled 8 (1d20)

>>7834
>>7841
>>
Sending two black kobolds to the left of the cave, you head down the right with the other two and the red kobold. Waiting behind a large boulder you catch some of their conversation:

“What you think we do with the lizards?”
“Eat them now! Eat them now!”
“No we take them to the masterses! He know what to do with the lil’ snakes.”
“Eat! Eat! E-”

His voice is cut off by a spear flying through his esophagus. Recognizing the signal, you let out a shout, and more spears fly, one going through the first chitine’s chest, and another one sticking in a second one’s stomach. He falls to the ground in agony as Blade’s shortsword sends one of its arms tumbling across the floor. You charge into the last one, and lock swords with it. Through brute force, you push it back in time for an arrow to stick into its head. The source was two green kobolds with bows that were lurking in the shadows.

There are two crates, two chitine corpses, one unconscious chitine, three bound kobolds, and two kobold archers you don’t recognize.

What’s next?

>>7876
In the options field enter dx + y, where x is the die amount and y is the amount to add, if any
>>
>>7931
Capture the last Chitine, he'll tell us about this """Master,""" take the crates, and talk with the other kobolds.
>>
>>7931
Take the corpses and hostages back, but check what is in the crate before any of it
>>
>>7931
Take crates back to camp with the unconscious one as a prisoner

>search corpses
>assume green kobolds are also refuges and offer them to join you
>>
>>7931
carry the corpses back to camp. Unbind the Kobolds and bind the other chitine. Ask the new kobolds if they know of any other survivors and inform them of base camp.

we may need to move farther away as well. If the Chitine were this close we need to have our base camp further or well hidden.
>>
>>7980
Well, we live in caves. So we just put doors everywhere! Huge, hard to move ones. We already have the doorframes, the cave walls!
>>
Part one:

In the crates you find eight quantities of iron ore with the pick that harvested them (1 quantity is a medium or small weapon, 2 quantities will make you a suit of armor or large weapon; you’ll need to build a forge first though). You also find 80 quartz pieces, 45 amythest pieces, and 16 topaz pieces (currency of the Upperdark) and some stone figurines carved in the shapes of kobolds. The chitine corpses are looted to find 4 usable sets of hide armor (they are larger than kobolds), a shortsword, and two wooden shields.
Examining the bodies, you grab a broken mandible and one touch from the venom on them is enough to make your hand go numb for a moment. You realize you might be able to use these as effective weapons using your blacksmithing tools and some research.

Binding the unconscious chitine with the rope from the captured kobolds, you speak with your new allies. It appears they were a group of hunters that were out of the city when it was besieged. They saw the chitine carrying the crates through the tunnels and they had stopped to break here, so the hunters decided to distract them and steal the contents, but three were captured.

Writing the second part now
>>
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Part 2
As Criproghad:

It has been too much time, and you are beginning to worry about the soldiers and the crates. Maybe you shouldn’t have sent them after all, these caves are dangerous. A kobold approaches you to announce they carved stone homes into the sides of the crater, forming a nice community in the stone walls.
While you are admiring their handiwork and the ability to rest your head, you hear cheers from outside and rush out to see the scouting party return with new additions! You announce that a feast will be held in celebration and they tell tales around a fire you make using some wood from the crates.

Population: 26 (12 green, 4 red, 4 black, 3 blue, 3 white)
Food: 6 turns

Pick two:
A) Explore [direction]
B) Build homes [roll d4+1]
C) Try to hunt or gather food [which kobolds]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6] (locked; 2 rounds)
F) Other [write in]
>>
>>8078
Can we butcher the spiderdudes for their chitin? we could possibly use it as extra armour or shields, not to mention the venom.
>>
>>8078
>F) Other [write in]
Assign a certain kobold to the acquiring of information via unwilling guest.
Get that one crazy dude to torture the chitine about his master and shit.
It's not pretty, you don't like it, but they're no other way to get him to talk.
>>
>>8083
Second this

>also send 2g and 2black hunters out
>>
>>8083

You may butcher them, but they have skin like a human. The kobolds have no problem eating them savages and you can get their mandibles from it though.
>>
>>8078

I say we use this moment to consult all the kobolds, maybe assign specific roles/jobs to Kobolds. Ask if any have notable skills?
>>
>>8103
Darn, if we'd gone to battle against 'em wearing their own external skeletons, that sure would have spooked them silly
>>
>>8125
Cover one set of leather armor in their skin.
>>
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Never resting, Goldemaar closes his door, dragging in corpses of chitine and setting it up as a temporary workshop. He claims the red from earlier as his temporary assistant, he excitedly sets to work on a new idea.

Sending your hunters out to find some more food, you turn to the chitine prisoner. His eyes are now open, and flit to you, aware of the dangerous situation his breathing seems to quicken. Hate boils up within you for what they’ve done to your home as you think of how to proceed.

>>What does Criproghad ask?
>>
>>8105
That guy, >>8097 , should be one of the whites.
He's also the one that will be wearing the skin armor.
>>
>>8156
Where are you operating from?

>be more demanding and abrupt though
>>
>>8137
Ooh how about we make a sort of banner from their legs, like a sort of effigy we attach to the back of our champion bannerbold
>>
>>8159
Have the other Kobold bring in a Chitine corpse. Casually eat it while we interrogate him.
>>
>>8188
Oh, we can't eat it! Make the crazy guy do it.
He'll then fashion a hat out of the face of the one he devours, all the while casually asking questions.
We should just leave.
>>
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>>8188
>>
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>>8208
>>
>>8159
>>8177
>>8181
>>8188
>>8208
>>8215

Writing up the Madman Criproghad's intimidation
>>
>>8208
This one is better
>>
>>8246
Please don't make us the madman.
>>
>>8254
The best inventors always are
>>
>>8254

We'll stay relatively civil
They'll never understand our inventions
>>
>>8269
>>8267
Our inventions are super cool. But we don't eat anything that once had enough of a mind to comprehend self.
That's what makes you such a nice guy!
[Name], however...
>>
Continuing with the hate searing in your stomach, you turn from pacing to face the chitine.
“Are you from the brigade that destroyed Drakka?”

The chitine flashes a smile full of sharp teeth and dripping with venom and gives a small chuckle.
“Have you ever tasted kobold? I can imagine it tastes a lot better than chitine flesh, you should try it sometime-” His voice is cut off by your fist slamming solidly into his face. Snapping out of the cockiness he had been exhibiting, he looks behind you to see a kobold tearing into some cooked chitine flesh. His eyes widen and he looks at you frightened. “Please let me free, I won’t run back to the camp, Fist will have my-” He stops short

“Continue” you say with a smile, “Who is this one? Tell me and this one may not be chewing on your meat,”

“You have to let me go if I tell you,” He shouts in a panic, eyes flickering from you to the kobold behind you.

What’s your answer?
>>
>>8344
"Maybe."
Introduce the guy behind you. He's known around the village for being a bit eccentric. Oh, look at his new hat!
>>
>>8344
Tell him the faster he spills the beans the lower the chance we will spill his guts
>>
>>8344
Tell some Kobolds to set an ambush outside of your camp. Tell him you will let him go, When he tells you the information release him in the direction of the trap.
>>
>>8361
>>8344
Seconded
>>
>>8365
I think it might be better if we genuinely let him go, but only after snipping his vocal cords, blinding him, and removing his arms. fear can be an effective tool, and that way he can't reveal our location.
>>
>>8394
Looks like our guy would happily do that for us.
What's his name?
>>
>>8344
>>8366
Changing my vote to this >>8394
>>
>>8404
Jeffery Dahmer
>>
>>8394
Alternatively we could not fuck him up but send scouts to trail him then kill him once he shows us his bases location
>>
>>8394
I agree with this have him drag body parts of the other Chitine.
>>
>>8424
This is in the upperdark I doubt he'd survive long enough for his kin to see him

>considered my suggestion
>>
Considering all things, writing

Just a couple minutes, I'm wrapping up at work
>>
>>8361
This.
>>8394
Then this.
>>
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>>8455
>>
>>8474
Is that a yes?
>>
>>8505
yes
>>
OP typing?
>>
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sorry guys I'm back

You nod “We’ll let you free, but we can’t guarantee you’ll make it back home in one piece,” you say with a smile. “Spill your knowledge or we spill your stomach.”

The chitine’s eyes go to the kobold behind you, Moss who was always a bit slow, as he stretches chitine skin over his head like a hat. Quickly, he replies, “Fist leads our village. We listen to what he says, or he hits us with fist. We live in the tunnels past crates, not too far. That all, Fist tells us to kill lizards, we kill lizards.”

You decide to believe him and lower your dagger to the ropes binding his remaining arms. “Run little spider,” as foam drips from your mouth. He hurredly runs, just to be gutted at the gate by the hunters returning home. Your anger turns to sorrow as you realize what just happened, you had told him he could go home, how many were waiting for him there? You shake away the sadness, you have a village to lead. As if to help take your mind off it, the hunters drop hairless dire rat corpses at your feet along with some fish and the blue kobolds emerge from a hut holding two nets.

>>+5 turns food
>>+5 chitine mandibles
>>+research(nets)

Population: 26 (12 green, 4 red, 4 black, 3 blue, 3 white)
Food: 11 turns
Technology: Nets, Basic smelting (need forge), crude construction
Locations: Chitine village

Pick two:
A) Explore [direction]
B) Build homes [roll d4+1]
C) Try to hunt or gather food [which kobolds]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6] (locked; chitine corpses? 3 turns)
F) Other [write in]
>>
>>8684
>F) Other [write in]
Build forge and consult with all.
Have your younger cousin, a fellow black, become your intelligence gatherer. What's his name?
>>
>>8702
Second
>>
>>8684
>consult with all.
And by this I mean spy on your guys.
>>
I'll need a d4+1 for the forge building
>>
>>8774
You're not OP!

>are you?
>>
Rolled 4 + 1 (1d4 + 1)

>>8774
>>
>>8784
nice la
>>
>>8783
forgot you lose the name when you switch computers

Deciding that it's been too long since you consulted your citizens, you turn to the kobolds who are gathered around the campfire in the middle of Crater. They look sullen, and explain to you that they are missing their family members who were lost when evacuating Drakka. Making a mental note to prioritize finding more refugees, you turn to the black kobold that had seen the crates before. You had all nicknamed him "Slink" since then, and sending him out to search the caves he returns back within a day reporting finding kobold prints in the soft earth that surrounds the pond to the East. Meanwhile, construction begins on a forge in an unsused stone hut.

Population: 26 (12 green, 4 red, 4 black, 3 blue, 3 white)
Food: 10 turns
Technology: Nets, Basic smelting (need forge), crude construction
Locations: Chitine village, fishing pond

Pick two:
A) Explore [direction]
B) Build structure [roll d4+1] (locked; forge 5 turns)
C) Try to hunt or gather food [which kobolds]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6] (locked; chitine corpses? 2 turns)
F) Other [write in]
>>
>>8840
>A) Explore [direction]
Look for refugees whereever you can. Lets start to the East, first.
>>
>>8861
>this
>>
>>8840
Let's set up a patrol route with shifts to find more refugees and scout out threats

>I like not being just "anon" like everyone else
>>
>>8861
>>8876
Agreed. Water's that way, so perhaps sending blues?
>>
>>8917
Second
>>
Deciding it's high time you begin searching for more refugees to welcome in, you follow Slink to the pond to the East with your 3 blue kobolds, two white, and most of the greens. 2 greens and 2 blacks are left to patrol the caverns to expand your influence.

Upon reaching the pond, you find what are certainly kobold tracks around the water, however no kobolds are to be found. It appears they spent a decent amount of time here, as there are a lot of prints, and just as you are about to call it a day on the search, one of the kobolds spots a small tunnel leading further east that you'd have to crawl to enter.

>>How do you proceed?
>>
>>8988
Return, gear up and roll out at dawn with all blacks

>they are sleek and fast

Leave reds to guard camp
>>
>>8988
We've come this far
>lets explore the tunnel at least a bit further
>>
>>9024
We should be cautious and prepare for anything
>>
Are we going down the tunnel then?
>>
>>9069
It's a tie
>>
>>9075
I'm with Frog, here. I think we should double back and go with the roguetypes later on.
>>
>>9024
Let's each post a pic and highest last digit wins?
>>
Looks like we have a tie breaker.

You decide it would be best if you played it safe today, much to Slink's reluctance. With promises of further searching, your party returns home,


Population: 26 (12 green, 4 red, 4 black, 3 blue, 3 white)
Food: 9 turns
Technology: Nets, Basic smelting (need forge), crude construction
Locations: Chitine village, fishing pond

Pick two:
A) Explore [direction]
B) Build structure [roll d4+1] (locked; forge 4 turns)
C) Try to hunt or gather food [which kobolds]
D) Consult kobold or group of kobolds
E) Research [topic] [roll 2d6] (locked; chitine corpses? 1 turn)
F) Other [write in]
>>
>>9111
Let's bring blacks armed with short swords for cqb in the tunnels
>>
>>9111
If we're back at camp let's look for a mate. Our people's numbers are low and we need to repopulate
>>
>>9135
Also continue patrols but closer to the base due to a large amount of missing kobolds
>>
>>9111
Did we ever find out about kobolds previous professions?
>>
>>9111
>A) Explore [direction]
Well back to searching for them.

>C) Try to hunt or gather food
4 Green & 1 Red
>>
>>9141
lizard love op

You are awoken early by pounding on the door to your hut and open the door to find Slink standing outside hitting the wall with the hilt of a shortsword. "It's time to go." He says eagerly, "everything's prepared." You head out with Slink and 4 green kobolds, along with 1 red to guard the tunnel entrance and make sure nobody follows you in.

When you've almost reached the pond, Slink who you've sent ahead to scout returns and whispers "there's some there, five blues fishing with knives and three pales standing guard. What should we do?"

>>How do you proceed?
>>
Mistake; the greens are sent out to hunt with a red, you take 4 blacks including Slink and a red with you.
>>
>>9226
Attempt diplomacy

>tell them of our village
>>
>>9233
Yes
>>
>>9226
Diplomacy is fine, but we should be prepared. Openly come out with the three extra blacks without weaponry, but keep Slink and the red on standby in case things go south with them.
>>
>>9281
seconded
>>
>>9281
Works for me
>>
You approach the pond with three of the black kobolds, laying your weaponry on the ground. This doesn't help to ease their tension by much however, and the guards arm themselves with axes, one of the white kobolds slightly larger than the other and wearing metal armor.
"I be Wall of Drakka. Are you refugees?"

The kobolds with you look to you for a response. "Yes, we have a village you can come to. It is safe, you'll like it there. Help us rebuild Drakka, so we can take revenge on those who wish us destroyed."

Wall smiles and shouts "Carp!" After a moment, one of the blue kobolds surfaces from the pond with a fish in his mouth. " He can take you to see our leader Ember, is this well with you?"

>>Responses?
>>
>>9330
accept but Question him

>don't wanna go in blind
>>
>>9344
second this. Ask to see about their situation, how long they've been here.

Do we want to excuse ourselves to grab the other two? Leaving Slink to his own devices seems like a poor idea.
>>
>>9358
We should metion the others to build trust
>>
>>9370
That works. Just playing it off as everyone being a little wary here in the Upperdark.
>>
"Yes, any news of other survivors is good news. We have more in our party following, is it well if they come as well?" He nods in response as you send a black kobold back to get them. "Who is this Ember? How do we know we can trust you?"

Wall chuckles a bit and responds, "Because we are in the same situation. Things lurk in the dark, evil things. The more you look into the darkness the more things you see just on the edge of your vision. We need each other to survive, and Ember can help. She was an apprentice court mage in Drakka. She has knowledge of the workings of fire, and keeps us warm in the dark." The rest of your group meets up with you.

>>Anything else to ask?
>>
>>9421
How safe is the place where you are located?
>>
>>9450
If things work out well, then I imagine we would move both groups together to whichever location is more secure?
>>
Wall begins loading the fish the fisherman had caught in the pond into large crates and the other two white kobolds load them onto harnesses on their backs. "I'd like to see how safe your holding is, ours has been less than favorable thus far. Most of the time we cant leave our home cavern, and some of us can't even fit through the entrance." He motions to the red kobold, "do you know how to swim? There's an underwater tunnel we can take to get there, we won't be able to take the dry one." You follow the fishermen through the small tunnel as the larger kobolds dive into the water. After a short maze of small tunnels, you find yourself in an opening with a tree made of a solid black stone in the middle. It has one leaf left, a single red ruby on its highest branch, which is picked by a small kobold in robes before she scuttles down the trunk.

"Welcome!" The small kobold greets you, tripping over her robe and falling upon the cavern floor while approaching you. "I am Ember, apprentice wizard, you are?" After waiting for you to respond, she explains, "I had been in your shop back in Drakka, I used to own one of your mechanical scale brushes. Let me show you around, there's not much here except some huts and the water pool. The soil here is good for growing some cave wheat, but that is about all."

>>Questions or comments
>>
>>9569
Offer them to join your group. Also is the only entrance the water tunnel?
>>
>>9600
This but instead suggest we join rather than asking to join us
>>
>>9569
I'm also curious to other entrances to see if this is a secluded cave...or if it's just the opening to something much larger. We have a pick, so if it's a matter of just widening the tunnel entrance for the reds, we could potentially move here if it's safer.

Did we have soil back in our makeshift settlement?
>>
>>9623
All this is good
>>
>>9622
I meant both just join together but yeah we need to find the most defensible position. You don't eat if you are dead.
>>
>>9643
Agreed
>>
Also, if we stay here and the flooded tunnel is the only route we could make a new one and use the flooded tunnel as an emergency escape or collapse it
>>
>>9569
Wizardbold comfirmed our new waifu, begin courting protocol

>and by courting i mean get extremely nervous and completely fumble for words
>>
>>9669
COMBINE SCIENCE AND MAGIC
>>
As you watch the citizens of the settlement wander about, planting crops and building, you begin to think of more questions. Adding them to your forces would strengthen your chances of rebuilding so much, and though you liked your home of crater this place has soil and an easily defensible position.

As if reading your mind, Ember says "beautiful isn't it? It almost feels as if people get along better here than they did back home. Everybody is needed here, and even the commoners from Drakka are vital to our success. I wish our positioning was better though. Around the same time every day, a rumbling rises from the waters and they shake as if alive. Dark shapes shift about down there, as if the water itself is watching us. There are large shapes that rise from the water outside that tunnel, but I don't think they can fit through the underwater passage; or just don't know it is there. I worry for the safety of my people-our people," she corrects herself.

"There are 22 kobolds here, and they are all missing home as much as we are. I assume you have a base? With our combined strength we could take the fight back to the chitine, and take back Drakka, what do you say we join forces?"

Your face breaks into a wide grin as you shake hands with Ember, forming your first alliance down here in the dark.

I'm headed off to bed, and probably wouldn't be able to pick it up for a couple days. If you guys want to follow my QM twitter, I created one so I could announce when the threads going up next (probably Tuesday) @Quaff_QM.

Thanks so much for joining me guys, it's been fun!
>>
>>9717
Of course, make some weirds or constructs or something
>>
>>9721
See ya. Did you archive the thread?
>>
>>9721
I enjoy Civ Quests so this was fun. Followed.
>>
>>9721
I'll follow you

>cya next time
>>
>>9736

I'm going to admit I've never archived a thread, how do I do it?
>>
>>9787
In this page
http://suptg.thisisnotatrueending.com/qstarchive.html
but I can do it if you want.
>>
>>9787

Oh awesome they made one for /qst/! I'll get it, thank you
>>
>>9813
Nice.
Will we still be leader?
>>
Is OP gonna make a new thread or cont. On this one?
>>
>>11244
Probably continue on this one. It's still good.
>>
>>9721
I'm having problems following your twitter. Are there any prerequisites?
>>
bump
>>
>>7233
bump
>>
>>11244
>>12973
I stand corrected.
New thread?
>>
I think the quest is dead.
>>
>>35108
He said he'd be back in a few days. Just wait.
>>
have faith brothers
>>
Light is friend, we trust light.
Light keep dark away, dark eat everything...
Trust light, light come back for us.
Light not leave us to be eat by dark.



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