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First 3 voted for race and location win.
Try and make it interesting theres plenty of Dwarves in the mountains and other lame shit going on elsewhere.
>>
>won't be abandoned

I mean, you say that, but ...

>Myceloid
>Haunted Forest
>>
>>955910
>Kobolds
>City ruins

Personally I just prefer quests that have more human races like Dwarves. They're more relatable then stuff like slimes.
>>
Giants

City ruins on archipelago
>>
>>955910
>Giants
>Mana wastes


Let's get this going.
>>
-Sasquatches of a polar region
-Sahuagin or Vodyanoi of the sewers
-Lab Derro, but only if you're familiar with Derro lore.

Preference in that order.
>>
>>955944
+1
>>
>>955944
+1
>>
>>955910
https://youtu.be/wRRNzK58ttw?t=1m13s
>>
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>Claims that Civ quest won't be abandoned
>Abandons the Civ quest
>>
>>956050

Any time op mentions that they won't abandon a game its because they have already contemplated abandoning it.
>>
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>>956055
I just want a Civ quest that won't immediately die. Is that too much to ask for? Probably considering there's now like 4 dead Civ quests
>>
>>956050
>>956055
>>956064

We even voted something other than "Dwarves in the mountains and other lame shit" like OP said.

I want my haunted mushroom people.
>>
I didnt abandon you fuckers.
I will have to work in like 3 hours so lets get this Ooga booga mushroom story started.
>>
>>956076
Hooray!
>>
=========================
Population: 07
Food: 2 days worth
Structures: Stick Tents
Morale: V. Low
Special Civilians: Oglar (Shaman)
=========================


You've been wandering around this place for days. The thick fog of the forest never seems to die, you've lost people whenever the sun dies. Losing people and being lost does nothing to help your situation especially when night comes and whatever they are emerge.

Horrifying screams and piles of spores all that you find the next day. This forest is horrific but you have no other choice, you'll have to settle down here. You pile dead branches into small tents and even manage to start a fire with the very limited magic of your shaman.

The fog seems to move away from the flame and leaves you with the first non-obscured sight you've had for days. Your people look terrified, the fog swirls around camp in a small moving wall of dense fog.

>What is the name of your Tribe and Leader?

>What's your next move? (Free-Write)
>>
>>956097

>Next move: The fire banishes the evil fog. We must learn the secrets of the flame.

>Leader's name: Pileus (mushroom cap)

>Our tribe is but exiles, we are nameless until we have a distinctive feature to name ourselves after.
>>
>>956097
>>956118

Perhaps with the study of fire magic, someday we can create our own tiny suns and depend no longer on the great sky-flame.
>>
>>956097
>Lunaius
>leader name
Pileus
>Scout the area close to us
>>
>>956126
Aren't we extremely flammable?
>>
>>956138
You are. That's why your fire ability is limited to making a spark for a campfire.
>>
>>956129
This.
>>
>>956129
Dot his probably
>>
Tribe name: The Spooky Skullcaps
Leader: Booga
Next move: Scout around while the sun is up. Try to focus on food and make note of other resources. Make sure to keep the fire going at night though.
>>
>>956140
Well, we either need to learn water magic or create something flame retardant to keep us from becoming ablaze from a small fire.
>>
>>956163

We just need the light, we don't need to get too close to it. And I presume we can light the fire from a distance because magic.
>>
>>956163
Nonsense, those that are consumed by fire have been chosen to guide our tribe. Their spirits now reside with the sun and whisper wisdom to our fire speakers.
>>
>>956174
+1 to the Church of Fire
To burn is to ascend and become holy
>>
"Lunaius is our name. Though we left the spore patch to try and live on our own and we get stuck here. It's rough but we will survive, we will hunt down the monsters in the fog and create our own Spore patch to live for millennia to come." You say raising your fungal appendages to a roaring cheer

"Pileus, we need to scout the area and try and find any resources close by. We also aaw those lights on the walk, maybe there are other survivors out here." A scout leader asks

"Of course, please come back with a detailed report."

He takes 3 men and a torch the fog seems to step aside for him and even the fallen embers from it keep the fog at bay.

Roll a d10 to see how well their expedition went.

What will you do while your men scout the area.
>>
Rolled 9 (1d10)

>>956236

Create a basic defensive palisade of sharpened stakes
>>
>>956236
>Create a basic defensive palisade of sharpened stakes
>>
=========================
Population: 07
Food: 2 days worth
Structures: Stick Tents, Sharpened Stick Barricade
Morale: V. Low
Special Civilians: Oglar (Shaman)
2 Prisoners: Human Merchant and Warrior

=========================

You gather the rest of your village and begin sharpening sticks with the basic knives you have. You organize these sharpened sticks into barricades and place them around the perimeter, primitive but it's defense.

As you finish the last batricade you hear a squish and turn to see your scouting party returned and the leader had wandered jnto a spike, he pulled it from his fungal body and the hole began repairing near immediately.

"Good defense sir, we have great news. We found 2 Humans in the woods while we were searching, apparently a merchant and his body guard. They had a cart of dried meat and canteened water, we can live a bit longer off that."
He tells you as you see another of your clan pushing in a small cart.

"One more thing, we saw another camp. They looked humanoid at least, wore big dark cloaks. We saw them crowded around a fire seemingly sleeping, bot sure how many are there but we guess..11 or so. We could be wrong."

>Go back and make contact with whoever this is.
>Go back and watch whoever this is.
>Lets leave these things alone.

The Merchant is bound and his body guard surrendered thinking you to be the monsters from the fog.
>Allow them a place in your tribe.
>They must leave, they can take food and go
>They must leave, they can find their own supplies.
>Better safe than sorry, we kill them.

And finally.

What is your next move?
>>
>>956294
>Lets leave these things alone.
>Allow them a place in your tribe.
Always good to have more men
>Ask the merchant what he has seen in the fog and bodyguard to train us
>>
>>956294
>Go back and watch whoever this is.
Just observer for now and try to see who and what they are.
>Allow them a place in your tribe for now.
Try to learn human speak, their skills and what else they have to offer or teach about the outside world.
>>
>>956314
I'll switch to
>Go back and watch whoever this is.
>>
"Go watch them, I want to know what they are and anything they do. Take someone with knowledge on race so we can find out what they are." You say

You manage to communicate with the Guard that you want to learn his language and he agrees to teach mostly out of fear. Within a few hours since you are the most intelligent member of the tribe you manage to learn enough to have very simple conversation.

"You. Train. We Fight not, we let stay?" You ask

The guard nods and asks only that you release his employer. You do so and return his weapon he finds suitable sticks for swinging and begins training your men.

Roll 1 d10 for info on the race

Roll 1 d20 for how training goes

And what next, night approaches.
>>
Rolled 10 (1d10)

>>956429
>>
Should I roll for the training or you want some else to do it?
>>
Rolled 10 (1d20)

>>956429
>>
>>956429
Alright, if night is coming fast have some torches built around the perimeter of our camp but have them rolled in some oil or sap so the fire will burn long or brighter.
>>
>>956598
Alright I'm gonna say it, I don't know how to roll, can someone teach me?
>>
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Rolled 2 (1d20)

>>956604
Like this. Options then dice+1d20
>>
>>956429
>improve magic
try to make glowing non-flaming orbs, like will 'o wisps.

Do mushroom people even need food & shelter in the conventional sense? Or are they just humans with spores and damage resistance?
>>
>>956614
Well, after we caught the merchant and bodyguard, we did decide to eat meat so I guess we're omnivores. Also, the shelter is to protect us from the monsters in the fog.
>>
>>956622
By that I mean the dried meat; not the humans. Also, I assume OP won't be back for a while since he said he only had three hours before work.
>>
>>956622
So in that case, all we really need is a good wall or something. We should also see about eating decaying plant matter and absorbing water from the ground.

If that takes care of our survival requirements then we can play to our strengths and focus on illusion magic, stealth and spore alchemy.
>>
>>956656
I suggest some holy magic and runes to ward off the monsters.
>>
>>956668
but we are monsters.

Holy magic only works on evil creatures, it would be useless against paladins who think we're evil. (we suck at diplomacy)
Runes would require an advanced writing system, writing implements (chisels, tablets, parchment, ink) and some buildings to store it all in and keep it dry. (mushrooms love moisture and suck at technology)

Illusion magic would allow us to hide from monsters and people alike, and allow us to control them with clever use of illusions. Also may make beasties easier to tame.
>>
>>956716
But not all monsters are evil. Holy is subjective to each god/goddess. Being in an orgy is holy to a god of sex. But you make a good point on illusion.
>>
Rolled 7 (1d10)

The scouting party returns as your village finishes it's instruction, a good anount of them have gained some martial ability and tactical knowledge besides just punching and trying to break whatever threatens them.

"Chief, we got a better look at the campsite. It was Dark Folk, they were eating some dry twigs and clumps of moss from the trees. There were 13 of them but night fell and suddenly 2 vanished covered up by the fog, then a blinding light came from the fog and the rest of them got spooked until the one in a pure black cloak seemed to order them to silence. We thought then to be the prime exit time."

You nod, Dark Folk are a mysterious group to you, you've heard storied of the makeshift towns they can out up in a day. Surviving off of poisonous plants or even just rocks.

You order your men to begin making torched to keep the fog at bay and for nobody to get too close to the edges. You request a meeting with your Shaman and discuss perhaps using illusionary magic or spore alchemy to creating spheres of light or some other light source.
He says he will do his best.

You dig a hole beneath your twig tent and bury yourself so only your head sticks out, making you look like a mere oversized mushroom. The other villagers follow suit.

Roll 1d100 for progress on the Shaman learning Radiant Sphere.

I am rolling for a random event.

1: Worst possible event
2-3: Very Bad Event
3-4: Bad event
4-5: Neutral Event
6-7: Good event
8-9: Very Good Event
10: Best possible event

This will always be the format for random encounter rolls.
>>
Rolled 89 (1d100)

>>957697
Glad you're back
>>
Rolled 96 (1d100)

>>957757

We should start a mushroom garden as soon as possible, so we can get our population up and running.
>>
>>957783
True but we need more food.
>>
>>957783
>>957786
We should probably start a mushroom garden as soon as possible, so we can use our natural mushroom affinity to grow non-sentient edible mushrooms for food.
>>
>>957811
That doesn't as cannibalism, right?
>>
>>957821
*count
>>
>>957821
Big Fish eat small fish
Chimps eat monkeys
Humans eat chimps
Ants eat insects

I see no reason Mushroom people would be any different.
>>
=========================
Population: 09
Food: 4 days worth
Structures: Stick Tents, Mushroom Gardens, Breeding Ground
Morale: Moderate
Special Civilians: Oglar (Shaman)
=========================

You pull yourself out of the warm dirt and see the campfire has died and instead there are floating orbs of light hovering around the camp and keep the fog at bay.

Your shaman sits cross legged snoring, you suppose the spell is time based and not concentration.

After the rest of the tribe awakens you set about growing some mushroom gardens.

One for food, one for breeding and one for alchemical supplies. It take a few hours and just as you finish laying the last spore you hear rustling.

Your men gather their clubs and sharp sticks. The Guard draws his blade and from the fog bursts 2 halflings covered in sweat, they spot you and faint.

You slowly approach and see they are white as snow and covered in moisture.

>Tie them up and wait for them to wake
>Wait for them to wake
>Drag them into the fog to appease the monsters
>Kill them
>>
I'm going to work shortly, so here's some ideas to help things along if you start without me.

So for strategy:
>We need to make crude spears
>Harvest/Cultivate edible mushrooms and plants
>Use radiant spheres instead of torches
>Eat raw shrooms and plants so we don't need a campfire, which gives away our location w/smoke.

For magic:
The haunted forest gives us bonuses to spiritual and necro magic
The Dark Folk are weak to bright lights
But they also have poison and stealth
>So we need to weaponize our radiant spheres
>Learn to commune with the forest spirits for Divination (scouting on the dark folk)
>Make illusions to hide our camp
>Use our spores as an area of effect poison/sleep powder/paralysis/whatever.
>Use our spores to make cure poison medicine.
>When we find dead things or kill live things, practice necromancy on their corpses.

We need to prepare to deal with the Dark Folk (and anything else) before they decide to deal with us.
>>
>>958594
>Tie them up and wait for them to wake
Is our man-friend still with us?
What's his status?
>>
>>958596
The Guard is still in the camp, he's taken up the position of training the tribe and kinda knows his survival depends on the tribe surviving.
>>
>>958594
Tie them up and wait for them to wake.

We shouldn't be immediately hostile to those that enter our camp, we can be a sanctuary against the nightmares of the forest
>>
>>958599
This
When they wake we can offer them food and drink.
Then once they get over their initial panic, we can untie them and talk.

This could be very useful for diplomacy. We could make a name for ourselves as the helpful alchemists of the mist and trade for stuff.

I still don't trust the Dark Folk though.
>>
>>958595
>>958594
Sweet my strategy section is already addressed.

So for today's tasks
>Learn to commune with the forest spirits for Divination (primarily scouting on the dark folk)
>Learn to use our spores as an area of effect poison/sleep powder/paralysis/hallucegenic fog/whatever.
>>
You tie up the halflings using a small bit of rope from the Merchant's cart. You sit and wait and evetually they wake up, at the sight of your massive fungal form they begin screaming and squirming against the rope.

It takes an hour or so to convince the Halflings you won't harm them and untie them. Their stomachs growl and you remember halflings are infamous for their ravenous hunger, still you offer them salted meat and water from the cart. Your men can sustain on the water from the ground and fog so it doesn't bother you that the two of them polish off an entire canteen by themselves.

The Halflings offer to take up gardening endeavors in return for being allowed to stay, even though it's only been an hour since they ate their stomachs begin grumbling again.

>Send them off on their own
>Allow them to stay
>>
>>958605
Allow them to stay until they wish to go. However all who stay must work.

Ask the guard if he wishes to stay or go, we should offer him some kind of payment for his forced service.

Work on creating more floating lights as well, see if we can't make some kind of will o wisp thing to lead lost travellers to our camp
>>
>>958607
see
>>958598
He and the halfings are being paid in room and board.

I'm more worried about getting stronger and dealing with the dark folk before announcing our location to the world tbqf.
We might attract the wrong kind of "lost travellers".
>>
You allow the halflings to stay, they graciously accept your protection as payment and manage some makeshift gardening tools to ensure greater sized mushrooms.

The Guard who you learned is named Martin, gathers the village and begins training again.

1d100 for how training goes

You ask your Shaman if he can begin to try and reach out to the spirits in this forest and communicate.

Roll 1d20 to see how it goes.
>>
>>958645
There was a Mushroom man who was brave, intllegent and eager to sever his fellow shrooms. So he learned the language of the Meatmen and had a natural adept with his clubs to protect his family and friends.
>He shall be called Mushall! Like Marshall
>>
Rolled 98 (1d100)

>>958839
Sorry bout that I'm not good at rolling yet.
>>
Rolled 14 (1d20)

>>958645
I don't trust the meatlings(I don't think they even has spores!)

I say we genocide them all and return the world to its natural state
>>
>>958855
But they're helping us to survive? Did you read the other posts?
>>
>>958855
The meatlings are fidgety and scared of their own shadow, but if they do work and good work they should be allowed to stay.
>That said, now that we have them here, we should learn everything they know, when they become useless to us turn them to fertiliser.
>>
So. Here is a suggestion that is just random. To acquire fire resistance for our people we should set the spawn patch on fire and those that survive should obviously have a fire resistance.

Worse case scenario we have slower breeding for a short period of time.
>>
>>958878
That is a horrible idea.
>>
>>958878
Terrible. We're extremely flammable. We need to learn water magic. Why did you think we wanted magic light orbs?
>>
>>958878
Here's a better idea, learn magic shield and make a skin covering variant that is resistant to fire.
Or learn water magic >>958882
>>
>>958878
That seems like a bad idea
>>
>>958888
Why not breed dark blue shrooms that have wide blue caps the can squirt out water being like little mushroom firemen or watering cans for the gardens. With the added bonus of being fire resistance because they are mostly water.
>Down side they need a lot more water then the normal shroom person.
>>
>>958878

If we used a Shaman to Do this over a ritual maybe it could work. Not sure if we know enough about hereditary traits but eh.
>>
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We must find a crystal and convert it into a water orb.
>>
>>958645
gtg for a bit. my vote for next turn:
>Improve our radiant spheres so that we can use them in combat to blind enemies.
>Combine our knowledge of illusions and sporecraft to learn how to produce clouds of hallucinogenic spores.
>>
thread is kill?
>>
Plz don't be kill
>>
>won't be abandoned
>>
>>962283
who would go on the internet and lie like that?
>>
How dare someone abandon a quest like that

btw I haven't abandoned it, I am a wageslave now and need to summon up the energy to set a regular thread schedule
>>
>>962802
You are not Lowly Civ (Fbw+ZasX) or OG Knight (jstLREhy) or even (uV4bhQrW), you are a tripfag.

>>958839
>Personal hero namefagging
Please, No. This is civ quest not hero quest.
>>
>>962802
Good luck, good sir.
>>
>>962903
Bumping to protect against Sage Krampus.
>>
"Bumping" to request that OP either comes back or dumps his source material so one of us can take over.



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