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Last Threads:
>http://suptg.thisisnotatrueending.com/qstarchive/1225521/
>http://suptg.thisisnotatrueending.com/qstarchive/1242926/

Quest Sheet:
>https://docs.google.com/document/d/1jY-LPxmXCLzRrGaDPm4DxpWaVT56DSPA9B1VhPZ9tT0/edit?usp=sharing

You don't know how long you've been in this place. Through the constant beatings and interrogation sessions you've lost track of time. The worst thing about it though is that little cunt prince who's name you've learned is Theodoric 'The Fair'. What a load of shiav. All he does is go on monologues about how great he is and that how he captured you and blah blah blah blah blah. He'll kneel in time. Every interrogation is also more or less the same. They beat you and yell "WHAT IS YOUR PLAN FOUL BEAST!" then throw you back in your cell like nothing happened and repeat the next day. You take in a load of clean air. It burns your lungs. Your cell is empty except for a single thin blanket. A guard is standing by your cell with spear in hand.

>try and attack the guard (d20 +3)
>stay in your cell like a good boy
>start SCREAMING
>write in
>>
Also I saw that other Orc Quest~
>>
Rolled 14 + 3 (1d20 + 3)

>>1271579
>>try and attack the guard (d20 +3)
Prison break time
>>
Rolled 11 + 3 (1d30 + 3)

>>1271587
>try and attack the guard (d20 +3)
>>
Rolled 16 + 3 (1d20 + 3)

>>1271579
>try and attack the guard (d20 +3)
>>
>>1271646
>>1271656
>>1271659
Writing
>>
You take this chance to try and escape. You sneak up to the bars and wait a moment looking around to find if you're alone or not. By the grace of Morgoth you are. You then reach out of the bars and slam the guard into them in a choke hold. He struggles for a moment before collapsing on the ground unconscious. You take the keys dangling from his belt and set yourself loose stripping the guard of his things. You're not in chain mail and equipped yourself with a spear. Nice. You take a peek out of the dungeon. All the guards are sleeping. Nice. You sneak past with some ease and pick up a torch. Stepping outside it looks to be midnight. The air is brisk and so fucking clean. You're in the Rohirrim capitol of Edoras...this won't be easy. You haven't been noticed...yet.

>keep sneaking (d20)
>make a distraction
>write in
>>
Rolled 10 (1d20)

>>1271763
>Keep Sneaking
Now wouldn't it be funny as hell if we wound up taking the prize broodmare and breeding stallion from the king's stable, that'll but a bit of mud in his eye I tell ya wot.
>>
Rolled 18 (1d20)

>>1271763
>>keep sneaking (d20)
Lets be a sneaky git
>>
Rolled 15 (1d20)

>>1271763
>keep sneaking (d20)
>>
Writing
>>
You take to the back alleys trying to keep yourself from prying eyes. You are truly a ninja...what ever that is, you dodge and weave through the alleys until you stumble into a bum. Nice work.
He looks up at you.
"Well you're an ugly looking feller ain't ya. Well I ain't judgin'. Trying to keep out of the cold, eh?"
He has a small fire by his feet. Huh. You sit down by the man and bring your torch closer to the fire. It gets a little bit bigger.
He takes a closer look at you.
"Yer one of them Orcfolk, ya? We don't have many of yer folk left in this world. Name's Thorgil Son of Selwyn, yers?"
You hesitate before saying your name.
"Kurr'z." You say shortly.
"Ah a mighty fine name."

>kill the old man (d20 +3)
>stay with him for a little bit
>write in
>>
>>1271888
Checked.

>"You... not afraid?"
>>
>>1271888
>stay with him for a little bit
>>1271898
This
>>
>>1271888
>Write In; Yanno most man meat tends to run in fear when they see an orc, specially an Uruk. Why not you, eh?
>>
2 for
>>1271898
1 for
>>1271927

I'll leave this open for another 10m
>>
>>1271898
>>1271921
I'll switch then
>>
Alrighty writing
>>
File: edoras.jpg (56 KB, 600x297)
56 KB
56 KB JPG
You take a more comfortable seat by the old man and set your torch on the ground.
"You...not afraid?" you ask.
He laughs.
"Maybe if I were a wee lad I would be! But these old eyes have seen worse. Besides you didn't kill me on the spot eh?"
He laughs again.
Oh. And don't worry about me going off fer help. I'm not one to discriminate."
This is an odd human. Could be useful even. You decide to ask a question.
"Why ar' you out ere'?"
"Well I used to work for the king as a royal guard, but as old age caught up with me that young prince told him that I wasn't useful anymore. I don't have many skills besides killin' and my age'n all."
You simply listen and take in his words. Then shouts are heard and you see guards run down the street.
"Looks like you aught to get on yer way, friend."
With this you stand up and outstretch your hand. He looks at you and smiles.
"I'm fine lad, but thank you for seeing something in this body. I ain't built for travelin' anyhow."
You nod and start running through the remaining alleyways.

>go to the stables
>keep going through the alleys
>start torching houses
>write in


(also as a note edoras would have grown in the years after the third age so try and imagine it to be bigger)
>>
>>1272180
>Stables
>Get a pair of horses and offer him a job training the grunts, assuming that we're still top dog when we get back.

I'd love to see what would happen if the knights had their techniques used against them.

And then we could evolve it and have it go down in history.
>>
>>1272180
>keep going through the alleys
>>
>>1272180
>start torching houses
As a distraction
>go to the stables
Steal a ride while they're distracted.l
>>
>>1272193
I could go along with this
>>
Alright I'm taking a small break to let you fellas vote
>>
>>1272257
How long tho. Another NyQuil coma's worth?
>>
>>1272193
I can back this plan. Good intelligence and training wins wars.
>>
>>1272260
Well I didn't have school so I could do that
>>
>>1272268
Please don't.
>>
>>1272272
I can't do it now you tard I got school in the morn
>>
>>1272276
Well either way we've got our three votes so...
>>
>>1272203
Also this, fuck those houses, they had it coming.
>>
Alright I'll start writing in a little bit
>>
>>1272286
Thank you, that honestly made me laugh for a full 20 seconds. I havent laughed that hard in a while.
>>
Actually I'm gunna sleep and post the thing in the morning have a good night friends
>>
>>1272286
>fuck those houses, they had it coming.
I agree, wearing those lewd grass skirts that expose everything underneath them, they're obviously begging to be violated.

One question tho:
Are we doing this before or after we set them on fire?
>>
>>1272481
Good night, thanks for running
>>
You keep running through the alleys until something catches your eye. The stables, and oh and what's this? The horse that the Prince was riding? Don't mind if you do. You sprint towards the stables pretty much diving in once you get there. Smells like shit. Just like home. You take the white horse and let loose another. That old man is coming with you. Leading the horses in to the alley ways you find the old man. You hand him the reigns of the horse. He looks at you and smiles.
"You go lad. You don't need this old man."
He gives the reigns back, upon which you throw them back at him.
"You can train my men."
He thinks for a moment.
"I guess I have one more adventure left in me.
Once he gets on the horse he leads you threw the alleys as if he knows them by memory. You pass the stables again.
"You aught to get rid if that torch lad, we'll be a moving target if you don't."
Looking back at the stables you throw the torch at it. The torch lands on a hay pile and starts a fire. Fuck these peasants am I right?
You come onto a section of the wall. He gets off his horse and pushes relieving a hidden entrance. Both of you then gallop off into the night. You got away, but the Rohirrim still know where your base is...assuming it's not destroyed. This'll be a long journey ahead of you.

After three days of riding you get back to your village. It's still standing. You hear some Goblins shout and the "gate" is opened.
You stride into the center and Orcs and Goblins surround you. Finch skulks into view.
"We'z thought you be dead! I woulda took over if the Wraith wouldn't keep stoppin' me."
He looks angry. Seems like a "him" problem. Now that your back it seems a new batch of Orc and Goblin has also been spawned...more than once. How long were you away? You introduce Thorgil and tell the Orcs he will be their new trainer.
They look displeased with this. The Wraith now comes into view.
"Welcome kurrauz bound ni, kulknej have work avo do."
You have work to do.

>design a sigil
>send word to the goblin tribes it's time for war
>make more classes for your orcs
>write in
>>
>>1273617
>design a sigil
white hand symbol
>mytimeisnow.jpg
>>
>>1273622
I'm providing a list of sigils along with some you guys come up with. They'll have different affects on attire and have some passive buffs
>>
SO GET ONE CREATING
if you choose to make a sigil of course
>>
>>1273629
>>
>>1273624
Would help with design but on the phone.

How big defenses Edoras have, I think we can ask that from old man.
Are there any possible "medium" targets before we try to over run their capital...I don't even think that is possible before we get our own cavarly forces.
>>
Edoras has grown in the years after the ring and since it's the capitol and all. It has some pretty mean defenses. Oh, but you guys haven't even seen what I have in store for you yet
>>
List of Sigils:
Sigils will affect your soldiers attire and stats along with some nice traits.

>The Raven: Gain the Cause Terror trait for all commanders. And your forces become better looters/scavengers and cause fear

>The Shield: Gain Immovable Object trait. All forces also gain a + 2 to defense along with no penalties for attrition in armor

>The Warg: Gain Beast tamer Trait. All forces gain a +2 to riding and can mount most beasts

>The Drake: Gain Dragon Fire trait. And all forces gain an immunity to fire. (Also a little surprise~)

>The Balrog: Gain Shadow and Flame trait. All forces get a + 1 to attack and a + 1 to defense.

>The White Hand: Gain Dark Powers trait. And all forces get a + 1 to Attack, Defense, and Agility when under your command

>What the traits do

>Cause Terror
Low tier troops run away from your commanders unless they roll a nat 20.

>Immovable Object
All defense rolls are a success unless you roll a nat 1.

>Beats Tamer
Allows you to tame almost every beast in Middle Earth.

>Dragon Fire
Allows you to breath FUCKING FIRE.

>Shadow and Flame
Gives you cause fear and you gain a smaller sword of a Balrog.

>Mage
Allows you to learn and cast magic..


If you have any ideas for Sigils put em down. Or any suggestions for the existing ones would also be fine.
>>
>>1273933
>the white hand
>>
>>1273933
White hand 4 lyfe
>>
>>1273933
>The White Hand
not gonna lie, the drake and the shield are pretty tempting, but the others have been wanting the the white hand for so long that it wouldn't feel right not taking it. It has always been the mark we planned on taking.
>>
>>1273933
>The Revolt
>A single red hand, surrounded by smaller white hands.
>Signifying the rise of Kurrz, leader of the sons of Saruman, signified by the whites, this sigil is a sign of the end of the era of men. It is time for the rise of the Uruk Hai. The end of days is near for men. And they best beware.
>Squadrons become more organized and leaders gain a small boost in int. All troops gain 1 attack and defense.
>>
>>1274038
Hard choice, but my support for this
>>
So the White Hand is your vote
>>
>>1274482
I guess. Perhaps I sent my submission too late.
>>
>>1273933
>The White Hand
Quick question, are we gonna be able to get some of these traits later on as we expand?
>>
>>1274482
>>1274496
well as for me I have been waiting for my white hand symbol for a whole 3 threads now, I will not be denied!
>>
File: saruman.jpg (42 KB, 620x365)
42 KB
42 KB JPG
>>1273933
>The White Hand: Gain Dark Powers trait. And all forces get a + 1 to Attack, Defense, and Agility when under your command
>>
I just feel like we should incorporate it instead of just straight up using it.
>>
>>1274518
well I don't feel that way

I feel like it's absolutely perfect, like christopher lee as Saruman and there is nothing i would change.
>>
>>1274528
I mean, we aren't Saruman and I think the sigil should reflect that. we should include it because it's a part of us but also add onto it as we pave our own road through middle earth.
>>
I'll give you guys another 5m
>>
>>1274557
Eh, let's just get on with it and go with the white hand. I'm in the minority after all.
>>
Alright writing when I get home
>>
>>1274562
I agree with you, but my hours don't let me vote.
Using the White Hand makes us seem like unoriginal hacks.
And also makes us cheap knock-offs of a failed legacy.
I would've gone with either the Warg to capitalize on our cavalry angle or the Revolt for greater symbolism and tactics.
>>
>>1274598
are you people kidding me

>the DRAKE

it has a mother fucking SURPRISE that could be literally ANYTHING
>>
>>1274614
meant for >>1273933
>>1273933
>>1273933
>>
>>1274614
We're not trying to min max, we're trying to fit the theme. Drake sounds intresting tho.

How about...

>The breath of devestation

>A hand of two colors, white and red, surrounded by a black dragon

And it could be up to wendigo to pick the stats.
>>
>>1274614
Ah good point. I misread and thought that fire breathing was the surprise.

But yeah, mystery boxes are best boxes.
>>
Let's just say the surprise is BIG
>>
>>1274712
Smaug sized big?
>>
>>1274712
I just assumed an actual drake/dragon as an actual minion.
>>
>>1274722
same
>>
Not quite
>>
I mean you can change sigils once you grow large enough
>>
Alright so is it the Drake or the Hand?
>>
>>1274742
White Hand
>>
>>1274742
I'm afraid I have to go with the drake.
>>
>>1274742
>handjob
>>
>>1274742
White Hand
>>
Drake, no doubt
>>
>>1274742
Whitehand.
>>
White Hand it is then. Writing
>>
If the people of Middle Earth will know your name they need a symbol of your power and dominance. Taking "inspiration" from your creator you decide upon the white hand. Lazy...yes, but soon people shall see the resurgence of Isengard. You tell your goblins to set to work forging new armor with the sigil of your choosing to be fitted everywhere it can be fitted. This also grants you another idea. The actual fortress of Isengard is only a days march away, the only problem is that there are rumors of great trees that guard the place. You'll need fire...or something else.
The Nazgul walks up to you and words enter your mind.
"Um lat wiukh avo avake avhe manavle ro saruthsi your powas muukav grow."
With this he grabs your face and a burn seeps into your very soul. Your eyes open and you see a dark power swirl around your hand. Huh.
"Mausan goth granavuk avhee hiuk ukavrengavh

You can use and study magic now, but which will you study?

(also as a note magic in middle earth is weird so i'll be simplifying it)

>call the goblin tribes
>send a raiding party
>scout isengard
>write in

(posting types of magic after this post)
>>
>>1274845
>>scout isengard
>>
>>1274845
>scout isengard
I propose a great fire, the biggest the world has ever seen. We just need a ton of stuff to start it to make it a decent size. It'll smoke up the place, so the goblins will be better, it'll burn the talking trees, once fire reaches a hot enough point water don't help (I live in Australia aka wild fire central). If we master how to make wind we can speed and directly control it's spread!
>>
Castes of Magic:

>Earth
This magic gives a strong buff to defense and allows you to heal your units

>Fire
The most offensive type of magic. Gives you buffs to attack and mastery of fire.

>Dark
Magic that focuses on disruption and the corruption of mortals.

>Necromancy
Allows you to bring the dead back to life as a revenant/meat puppet.

>Wind
Focuses on speed buffs and mastery of wind.


Any type of magic gives access to special building unique to its lore
>>
>>1274871
>>Necromancy
>Allows you to bring the dead back to life as a revenant/meat puppet.
Always a great skill when your enemies can't kill your soldiers
>>
>>1274871
>Fire
I do want necromancy but if we're fighting trees maybe learning to use fire is a good Idea. Like picking squirtle and battling Brock in Pokemon red.
>>
>>1274871
Can necromancy animate say...dead trees? Into husk like abominations
>>
>>1274905
Rotwoods? That sounds like necromancy.
>>
>>1274871
If we can only learn one,
>Necromancy

Else I vote
>FIRE
>>
>>1274871
Fire, and necromancy if we can cram two magic disciplines.
>>
>>1274915
Same, if we can learn more than one eventually Fire, if not, necromancy.
>>
>>1274871
>Necromancy
I'll vote for this though. Plus the more we kill the more troops we get...also bring g back lost daughters and defiling them infant of our foes
>>
So Necromancy then?

Also yes you could bring back a dead Ent if given time

Check the doc too I'm adding buildings at long fucking last
>>
>>1274927
Jesus dude, that's dark. I love it!
>>
>>1274927
Defileing infants l:
>>
>>1274927
I meant infront but the phone auto corrected. But pretty much the same thing.

We can also use the zombies as intimidating shock troops, make it look like we have living hostages etc. Maybe even bring back a recently past wife and defile that. Tell humans we'll let the women and children go if the men give up their stuff and their leaders turn themselves over...if you don't even death won't be the end if their pain.
>>
>>1274972
Ok good, cause that was...I don't even want to describe how awkward reading that was.
>>
Alright Writing
>>
The Dark power gives you the knowledge of the dark power known as Necromancy. This power feels great...yet something about it makes you feel...unnatural. Walking up to some Goblins you tell them to scout Isengard for further conquest, they quickly scramble and leave the village. They should be back next day.

Mass brandings have begun and most Orcs and Goblins now bear the White Hand. The resurection of Isengard is underway and nothing will be able to stop you. Going back to your throne Finch stops you looking angry as ever.
"I shoulda been boss! You're nothin', but a man lover!" He takes a swing at you only to miss.
You laugh at the Goblin. Surly he's nothing before you...right?

>attack (d20 +4)
>stand your ground (d20 +3)
>laugh at him some more
>write in
>>
Rolled 9 + 3 (1d20 + 3)

>>1275076
>stand your ground (d20 +3)

It's trademark at this point. THE UNMOVING MIGHT OF KURRZ.

"I am no one's lover. I care for productivity. And anyone that goes against that will be removed. And that means you as well."
>>
Rolled 10 (1d20)

>>1275076
>stand your ground (d20 +3)
>>
Rolled 4 + 4 (1d20 + 4)

>>1275076
>>attack (d20 +4)

>>1275096
Were an uruk stop trying to make us sound like a smart guy
>>
oh...oh dear...his rolls

writing
>>
Rolled 11 + 4 (1d20 + 4)

>>1275076
>attack
we need to show little finch that treachery will NOT be tolerated. Then we bring him back as the first undead.
>>
You stand your ground certain this runt can't hurt you. You thought wrong. He comes in for a high blow, but changes his course at the last second and scores a devastating hit to your gut. He then kicks you in the nads and you fall to the ground is shock. How did he get this good?
"See? SEE! Finch will be a stronga boss than you would ever be!"
He takes his knife and stabs you multiple times with it, but something isn't right. There aren't any stab marks. Yet the knife still has blood on it. Finch doesn't seem to notice. He then raises his knife and before you can respond a knife is now implanted in your brain.
But instead of falling you stand up much to Finch's horror. You yank the knife out your head and dark energies close the head hole shut as if it never happened in the first place. THIS'LL BE FUN.

>charge the traitor (d20 +2)
>cleave him in two (d20 +4)
>hold your ground (d20 + 3)
>write in
>>
Rolled 6 + 3 (1d20 + 3)

>>1275142
Hold our ground
Little faggot has the makings of a capable commander, lets see if he has enough brains to back down now, if not, oh well, we can get another.
>>
Rolled 6 (1d20)

>>1275142
>>hold your ground (d20 + 3)
sit at our throne as usual while he vainly tries to hurt us.

Also if we're gonna be a necromancer, maybe we ought to take Dol Guldur instead. especially since the elves are gone.
>>
Rolled 19 + 3 (1d20 + 3)

>>1275142
>>charge the traitor (d20 +2)
Beat him down into the ground and rip him up.
>>
>>1275211
considering how poorly me and the other anon did, clearly Arengee has a plan for us, changing vote to this
>>
Writing
>>
>>1275215
You just don't object to the will of the dice gods, it just ain't done.
>>
Actually I'm gunna take a break. I'm feeling pretty worn out
>>
Well ugh I ended up passing out. I'll be back after D&D today
>>
>>1275781
Christ, are you alright? Please get some rest, maybe call off the game if you're really unwell. No game is worth more than your health.
>>
>>1275788
Oh no I'm feeling fine I was just tired mang
>>
Sorry to delay the quest again, but we'll be starting tomorrow
>>
>>1277103
sounds good, see you tomorrow.
>>
File: 21214719.jpg (103 KB, 460x288)
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You charge the traitor, there's only room for one chief round these parts. You go high and bring down your cleaver he manages to block, but your loop around and slam your weapon into his side. He howls in pain and drops his weapon. You grab him by the neck and start strangling the poor goblin. He pleads for mercy, but he gets a headbutt for his troubles. Seeing the light start to drain from his eyes you then throw him to the ground and start stomping his face into the ground. It's not long before his skull caves in and his head pops like a balloon, spraying brain matter everywhere. You're chief and no body will say otherwise.

[End of Session]

I got really sick, so we'll be back when I'm feeling better, sorry for the delays'n stuff. Have a good one.
>>
/qst/ archive is being a shit. Can someone else do it?
>>
>>1278115
If you give me 10 hours sure
>>
>>1278115
http://suptg.thisisnotatrueending.com/qstarchive/1271579/

Tada...
>>
>>1278105
Thanks for running.
Sucks that no one wanted power to corrupt living beings for dark side...but I quess necromancy works too, we could start by practicing it on our very dead second in command.
>>
>>1278157
I considered it, but loyal undead sounds alot better that evil tricksy subordinates.
>>
>>1278157
Yeah we should resurrect him and make him suffer in unleash for betraying us!




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