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In this quest you will be leading an evil fantasy cult bent on taking over the world. But first, what kind of cult is it?

>A. Demonic cult
If you pick this option, you are an up-and-coming demon overlord with a small cadre of human followers. While the eventual goal is to summon a great demon army and rule the world, for now this is all you have.
>B. Necromancy Cult
You are a lich who, along with a few human necromancers, have started a cult to spread the seeds of undeath across the world. However, you are still weak and you need bodies to raise from the dead.
>C. Cult of the Old Ones
You are a human cult leader tasked with raising the Great Lord C'thuma back to life. C'thuma feeds on sanity, and through that it grows power. You dream of one day raising eldritch abominations to help your cause, but for now you're just one human.
>D. Religious Cult
You are the self-proclaimed messiah of a great and powerful god of justice, and your mission is to rid the world of sin. The problem is that other religions are more powerful, and are corrupting the hearts of the people. You have a ragtag group of followers but you'll need to figure out a way to get more followers in a world that frowns on your views.

Majority vote wins, if no majority is reached I'll roll for it
>>
>>1164216
>>A. Demonic cult
>>
>>1164216
>D. Religious Cult
>>
>>1164216
religious, got to get those sweet tax breaks boi
>>
>>1164216
>religious cult we voice of El now
>>
You are a messiah of the great god El, the one true god and ruler over all justice. It falls upon you to educate the world about the glory of El and punish those who blaspheme against Him.

You are currently located within the city of Whitebridge, a large town perfect for beginning your journey. However, the people are devout worshippers of the pagan goddess Samerrah, goddess of wealth and prosperity. Seeing as how they see Samerrah as the being that makes the town prosper, they will likely get roused if you interfere with the faith. It has guards as well, who will attempt to arrest you or your followers if they commit crimes such as violent crimes, theft, etc.

Your cult is small, with only 10 people right now, but if you can win the hearts of the people your ranks may swell and you may be able to afford your own temple. Be very careful that you do not attract the attention of the guards or raise the ire of the temple of Samerrah or your cult may meet an early demise.

[CURRENT STATS]
Followers: 10 (you will have to recruit to get more)
Food: 10 (-1/turn) (food is essential, followers rely on you for food and without it they will start dying)
Currency: 10 (you can spend currency on a variety of things - food, weapons, armor, etc. None of your followers are currently making any income)
Techs: None
Magic: None
Special Items: None
Military: 1 armed cultist (strength 2) (equip: rusty iron sword) (Normal cultists have a strength of 1, which is good in large numbers but you'll definitely need to train some heavy hitters)
Special People: The Messiah (you) (you'll likely pick up more along the way, these people have special abilities or qualities that will help you)
Infamy Level: None (raising this too high will make your life hard)

You get two actions per turn. Anything blatantly stupid will be ignored.
>>
Another important stat: Faith Points.

Faith points are gained by performing deeds that please the great lord El, God of Justice. You'll have to experiment to find out what pleases El, but growing the faith and getting a temple is a start.

With Faith Points you can purchase miracles and magic to aid your endeavors.

You currently have 0.
>>
>>1164401
Start first by the beggars, they are easier to recruit if they talk they are going to have food and a job they probably come
Let's pray too
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>>1164438
>>1164401
+1
>>
>>1164401
Search for relics to gain El's blessing and break the first seal.
>>
>>1164438
I agree to recruiting beggars.
>>1164413
Hmm. If El is the God of Justice, could we please It by doing vigilante stuff?
>>
>>1164557
I'm gonna guess and say El is the god of justice in the same sense that the crusades were the greatest justice to grace this world in the eyes of christiandom.
>>
>>1164438
>>1164450

[CURRENT STATS]
Followers: 11 (you will have to recruit to get more)
Food: 9 (-1/turn) (food is essential, followers rely on you for food and without it they will start dying)
Currency: 10 (you can spend currency on a variety of things - food, weapons, armor, etc. None of your followers are currently making any income)
Techs: None
Magic: None
Faith Points: 5
Special Items: None
Military: 1 armed cultist (strength 2) (equip: rusty iron sword)
Buildings: Abandoned Shack
Special People: The Messiah (you)
Infamy Level: None (raising this too high will make your life hard)

>Start first by the beggars, they are easier to recruit if they talk they are going to have food and a job they probably come

While a lot of them pray to Samerrah to save them from their woes, you are able to find a lone soul who has given up on it. He is untrained and unskilled, but he's young and can still learn. (+1 follower)

>Search for relics to gain El's blessing and break the first seal
While looking for relics you stumble upon an old abandoned shed on the outskirts of town. Inside you find a small, ornate staff with the religious symbol of El on it, as if it were there waiting for you all along. You feel its power coursing through you and you gain 5 faith points!

(Faith points can be spent in a number of ways - 5 faith points will get you 3 food or 3 currency instantly, for example, 20 faith points will give you your first miracle, and 50 faith points will grant you your next spell). You can spend faith points as a free action but only once per turn.
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>>1164630

Additionally, since the abandoned shack has no owner you take it for yourself. The roof is leaky, the wind blows through the walls in places and the floor creaks but it's better than nothing as far as places of worship go.
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>>1164630

Well were the god of justice let's all join the guard! And apply justice! Will also get us respect and skill
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>>1164630
Let's try to fix that shed and make it into our first temple.
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>>1164646

You'll need materials. 5 currency should cover the cost unless you want to find some on your own.
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>>1164651
Then let's look for jobs then.
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>>1164658
And in the jobs spread the word to the weaker people
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>>1164658
>>1164643
>>1164680

You assess the skills of your followers before continuing.

One is a beggar who learned the skill of woodcarving to get by. One was a blacksmith before the times got bad (though he no longer has any tools or materials). One can fish pretty well, and one was a farmer. Your armed cultist is fit for guard duty as well, though he won't be able to take home his guard weapons and armor. The rest are unskilled, though they could be trained (right now it costs an action for each to train them yourself).
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>>1164691
The untrained ones can stay behind to guard the place and while the rest look for jobs suited for them.
>>
>>1164691
I vote for the guard trainer the untrained
For the rest look for a job
>>
Roll some dices for the choice then?
>>
Rolled 10 (1d20)

>>1164765
May El bless this dice roll.
>>
>>1164765
>>
Rolled 10 (1d10)

>>1164765
1d10 or 1d100?
>>
>>1164795
The reality is were all rolling when the qm hasn't even asked.
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>>1164795
i not the Qm but you have a crit, you can choose your fate
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>>1164807
just to keep the fun
>>
Rolled 86 (1d100)

>>1164702
This
>>
Hold on hold on had to go somewhere for a bit, writing now
>>
>>1164698
>>1164702

I just combined the two

[CURRENT STATS]
Followers: 11
Food: 8 (-1/turn) (food is essential, followers rely on you for food and without it they will start dying)
Currency: 16 (+3/turn from employed cultists)
Techs: None
Magic: None
Faith Points: 5
Special Items: Staff of El
Military: 1 armed cultist (strength 2) (equip: rusty iron sword), 1 trained cultist (strength 1.5)(no equipment)
Buildings: Abandoned Shack
Special People: The Messiah (you)
Infamy Level: None (raising this too high will make your life hard)

The farmer and fisher find jobs, but no blacksmiths are currently hiring. The woodcarver sold some of his carvings, getting you 3 currency. If the blacksmith were to set up his own shop and get materials, he would be a big help, but for now he's bummin' around.

The guard also manages to find employment in the city guard, and trains one of the more able-bodied cultists what he knows about fighting (he'll need a weapon and maybe some armor though!).

The rest of the cultists guard the shack.
>>
>>1164942
pray over the staff, see if it have something special
ask the blacksmiths what he need to do stuff
and buy some shit swords for the training
>>
>>1164942

Buy some metal and blacksmithing equipment and turn our shack into a basic blacksmithing place. Have our armed cultist keep doing same as last turn. Have the trained one apply to be a guard. While we train a man in preaching.

While having all the idle cultist explore around to find any untapped material resources or relics.
>>
>>1164942
>>1164980
This
>>
>>1164968
>>1164968
+1
>>
>>1164980
This but pray to staff see if anything happens
>>
[CURRENT STATS]
Followers: 11
Food: 7 (-1/turn)
Currency: 10 (+4/turn from employed cultists)
Techs: None
Magic: None
Faith Points: 5
Items: 5 Iron Ingots, Blacksmith's Tools
Special Items: Staff of El
Military: 1 armed cultist (strength 2) (equip: rusty iron sword), 1 trained cultist (strength 1.5)(no equipment)
Buildings: Abandoned Shack
Special People: The Messiah (you), High Priest Harris
Infamy Level: None (raising this too high will make your life hard)

The anvil, tools, coal and some ingots are bought for 10 currency, but expanding the place and building an actual forge will cost around 15 currency (5 to renovate the shack, 10 to install the forge)
-Gained Blacksmith's Tools, 5 Iron Ingots
-Lost 10 currency

The newly trained cultist is also accepted as a guard, though open positions are becoming rare. Meanwhile, the Messiah trains the most charismatic of the followers to be a preacher. High Priest Harris, as he is known, will make conversion much easier. Be careful he doesn't draw too much of a crowd, however!
- Special person gained: High Priest Harris
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>>1165077
Have Harris go convert more of the bums, and have our guards talk some other guards into joining us.
>>
>>1165017

As for the staff, it can be used as a connection to El, where you can spend faith points to purchase blessings, miracles and spells.

You hear the voice of El while praying, though. "Build me a worthy shrine, so that the glory of true justice may be displayed to all."
>>
>>1165077
Convince more homeless to join and be our eyes.
>>
>>1165077
Build a worthy shrine(or just start)
renovate the shack
the idle cultist explore around to find any untapped material resources or relics.
>>
>>1165077
and nice dubs
>>
>>1165086
With this as well as we start a farm of some sorts if can need food go up not down
>>
We need to discredit the goddess Samerrah
The worse her image is, the better.
>>
>>1165211
Not when we're this small and don't have enough faith to enact miracles.
>>
>>1165226
truth, we need to focus on being strong first
>>
>>1165086
>>1165127
Both of these, if we can
>>
[CURRENT STATS]
Followers: 16
Food: 6 (-1/turn)
Currency: 4 (+4/turn from employed cultists)
Techs: None
Magic: None
Faith Points: 5
Items: 5 Iron Ingots, Blacksmith's Tools
Special Items: Staff of El
Military: 1 armed cultist (strength 2) (equip: rusty iron sword), 1 trained cultist (strength 1.5)(no equipment)
Buildings: Renovated Shack
Special People: The Messiah (you), High Priest Harris
Morale: Above average
Infamy Level: None (raising this too high will make your life hard)

High Priest Harris hit the streets, and came back with not one but five new converts! Some have skills as well - one was a fletching apprentice before his shop closed and one has skills as a carpenter. They could find jobs, or they can stay around and help you. (5 new followers gained!)

With a little gold and a little more wood renovations to the shack are complete. It's warm and livable now, and your people thank you (new stat added: morale - has an influence on actions, you'll do better if the cultists are happy and worse if they're not). You'll need the following things to build the shrine, however:
1 ingot of precious metal (gold, silver, etc), some stone, and a few gems (optional). The forge will also be necessary. Altogether it will cost around 50 currency to complete, although that ingot is the priciest part and if you can manage to get one somehow it'll only cost you 5 currency for the stone. Gems are 10 currency (included in the 50 currency price) for some good ones, although you can probably find those too. Again the gems are optional but having them on the shrine would boost the favor of El and get you more favor points.
(Abandoned shack upgraded to renovated shack, morale improved)

Also keep in mind food costs will increase by 1 for every 10 people added to the cult. Finding some way of getting food would be wise, food can also be bought (1 unit of food for 2 currency)
>>
>>1165324
Can our farmer start prepping the land while some people look for seeds?
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>>1165324
what is the situation like in town? it sounds like jobs and shit are getting scarce. if possible, it might be better to slowly infiltrate throughout town instead of staging a direct revolution. we are a evil cult after all.
>>
>>1165335

Yes, though making him a full-time farmer for you would mean he'd have to quit his job at the other farm
>>
>>1165324
this>>1165335
and put the rest to work

When low morale? Passively or something bad has to happen?
>>
>>1165351
Ah, never mind then. We're low on gold and food. How about he give us some seeds and train a couple of people? Disguise them as non-paid help.
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>>1165346

Your eyes tell you that the job situation is indeed getting worse, which may be to your advantage, however this makes their faith in Samerrah stronger because they're desperate for her blessing
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>>1165365
I mean, are there not enough people for the jobs or not enough jobs for people?
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>>1165356

And about morale there are many factors - bad living conditions, bad events happening, lack of success over long periods of time..
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>>1165371

Not enough jobs for the people, they're having to cut back on employment
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>>1165324
make a cult to pray for the El too
the idle cultist explore around to find any untapped material resources or relics.
>>
>>1165363
This training farmers is probably easy
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>>1165400
second

also if possible get the people with skills to go and look for jobs
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>>1165324
Can we learn anything about the faith of Samerrah that can help us? Like, dogma we could outrhetoric or ways that Samerrah is less powerful than El?
>>
>>1165351
>>1165400

[CURRENT STATS]
Followers: 16
Food: 5 (-1/turn)
Currency: 11 (+5/turn from employed cultists) (+2/turn from bow stand)
Techs: None
Magic: None
Faith Points: 5
Items: 5 Iron Ingots, Blacksmith's Tools
Special Items: Staff of El
Military: 1 armed cultist (strength 2) (equip: rusty iron sword), 1 trained cultist (strength 1.5)(no equipment)
Buildings: Renovated Shack
Special People: The Messiah (you), High Priest Harris
Morale: Above average
Infamy Level: None (raising this too high will make your life hard)

You manage to train not one but two farmers as the farms graciously appreciate the free help. Some seeds are snuck back home as well. The two new farmers should be enough to start a basic farm.

The fletcher and the woodcarver work well together, and decide to open their own stall to make bows. The carpenter easily finds work as his skills are always needed. (+2 currency from stand, +1 currency from employment)

No new relics, it seems there just aren't any around here. You do hear an interesting rumor, though. A merchant is coming to town...a decadent one...a sinful one...this man has deceived countless others of their fortunes and now El has him marked for death. He will also likely be carrying some expensive goods. He is expected to arrive in 3 turns.
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>>1165600
Buy some food. It's going to be a long time before the seeds sprout unless El makes them grow fast.
>>
>>1165607

How much? Keep in mind 1 food costs 2 currency
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>>1165607
This and we plan an ambush of the merchant who says he needs to arrive in town. We need information does he have guards or is he just a merchant. How soon can we train archers for a successful ambush
>>
>>1165618
2 days
>>
>>1165618
3
>>
>>1165600
this>>1165619
Continue archery and sword training
>>
If anybody has a house or something in the general area, that might be a way for the assassin to escape the authorities, assuming we decide to go the direct route.
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>>1165618
And let's get 3 units of food for 6 currency.
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>>1165618
2
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>>1165690
Why use an assassin when we can set up full scale ambush.
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>>1165671

Keep in mind you have bows and arrows but you'll need actual weapons to train swordsmen.

>>1165690
You have the shack, that's it. You've kept a pretty low profile so far so the authorities haven't been looking into who lives there. But if they find and shut down your base it's gonna make things a lot more difficult. However, there's a halfway house that's become more friendly to our cause due to all the converts from there. Not everyone is a convert though, so someone might rat you out.

>>1165709
>>1165711
>>1165621
>>1165624

2 or 3?
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>>1165742
Sorry i forgot, we have to buy or make swords
change for 3
>>
>>1165737
Deniability.

If a lone assassin gets caught and doesn't confess, they'll have a hard time tracing it to the cult, and we can claim he was an unstable looney that we foolishly took in out of kindness if they do trace it to us. If a bunch of people go in and get caught, they'll quickly piece together what's common between them: the cult.
>>
>>1165742
Do we know if merchant has guards
>>
Let's just travel out a day early and kill him when he is a turn out that way it'll be awhile before anyway is questioned
>>
I don't think we have the strength to kill him now, if we try and fail we will get noticed or worse
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>>1165806

More than likely. He IS wealthy and has valuable cargo.
>>
>>1165886
good thread, i hope this will continue
>>
One more update and then I gotta go to bed

[CURRENT STATS]
Followers: 16
Food: 7 (-1/turn)
Currency: 12 (+5/turn from employed cultists) (+2/turn from bow stand)
Techs: None
Magic: None
Faith Points: 5
Items: 5 Iron Ingots, Blacksmith's Tools
Special Items: Staff of El
Military: 1 armed cultist (strength 2, equip: rusty iron sword), 1 cultist archer (strength 2, ranged unit, equip: standard bow), 1 trained cultist (strength 1.5, no equipment)
Buildings: Renovated Shack, Bow Stand
Special People: The Messiah (you), High Priest Harris
Morale: Above average
Infamy Level: None (raising this too high will make your life hard)

The fletcher teaches two young cultists how to use a bow, and he picks it up rather quickly. You think at this pace 2-4 more archers can be trained.

Additionally, some more food is bought from the market for 6 gold (+3 food, -6 currency)

I'll leave the planning to you guys. The merchant is coming from Esterport to the east, which travels through a forest and then through a narrow canyon before hitting the plains and eventually Whitebridge. He's estimated to be bringing about 4-5 armed and skilled guards with him.
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>>1166158
I say we drop a boulder on his carriage as he passes through the canyon
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>>1166349
Lol ok
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>>1166158
We use guerilla warfare a few arrows in woods then flee. Drop some rocks in canyon box them in and let loose with arrows make sure sun's at our back or it's night time so can't see us well and take accurate shots
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>>1167157
But we should train either 2-4 more archers
>>
>>1166349
Yeah let's just do this leave a day early set up and wait.. then have our men prepared to kill may survivors
>>
>>1167157
>>1167159
We can do both
make some traps and prepare for the ambush
>>
Traps pls
>>
we need 50 currency to build the shrine, in 6 turns we will have the money
and if the farm get ready we will not starve
>>
>>1166158
>Train more archers

>Prepare ambush blinds in the forest and boulder traps in the canyon.

Can we just give our unequipped melee guy a club or quarterstaff?
Or can we buy a cheap sword, a couple of shields and maybe gambesons cheaply?
Also, would the carpenter cut down on the costs for building things?
>>
>>1170970
This with traps
>>
Sad thing
All the good ones dies
>>
RIP OP
>>
>>1190717
You almost give hope
>>
http://suptg.thisisnotatrueending.com/qstarchive/1164216/
>>
Well this sucks, I'll just bookmark in case OP comes back because this was getting to be interesting.




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