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File: Beastman.png (864 KB, 512x640)
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You're a Beastman.

You are getting kinda hungry and your weapon is looking rusty, looting has been and will be hard until you replace it.

What kind of beastman are you?
>Goatkind [Strength]. Overpowers the average human in a one on one. Bonus to strength related actions (hitting harder, pushing something, charging, etc.). Wields an Axe.
>Wolfkind [Dexterity]. The quickest of the beastmen, but also the rarest. Bonus to quick actions. Wields a Sword.
>Bullkind [Endurance] The somecalled tanks of the beastmen. Most often the last survivors in a fight due to their pain tolerance and beefyness. Wields a Mace.

What will you be doing?
>Write-in.
>>
>>3770289
Bullkind
>>
>Goatkind [Strength].

Time to play it like Goat Simulator
>>
>>3770289
>Bullkind
Lets taid
>>
>>3770395
>Goatkind [Strength]. Overpowers the average human in a one on one. Bonus to strength related actions (hitting harder, pushing something, charging, etc.). Wields an Axe.

We're not playing the Minotaur bruh

>Search for new weapon.
>>
Rolled 2 (1d2)

>>3770343
>>3770395
>>3770435
>>3770455

1. Bullkind (lesser minotaur)
2. Goatkind (common beastman)

You run a hand over your right horn, broken off a week ago in a hunting party Long Snout proposed. Darn Humans and their fancy shiny weapons. One of the very short ones broke your horn with metal spiky ball attached to a short metal stick (Heard one of them call it a fleil or whatever). You can still feel the pain twinging when you touch it. You caved in one of the human's skull, but your party was scared off, Long Snout dead. Now you don't have a good hunting buddy.

Hunting...

Your stomach growls again, it has been distracting. You cant live off of foraging alone, you need MEAT. Human or animal, you don't care. Even beastman will suffice if it fills the belly, but Twinkle-Foot might punish for eating kin...

>Forage again for more food, anything to fill the belly. (Easy)
>Look for a beastkin to accompany you on a hunt for the local wildlife. Disgusting, but food is food. (Medium)
>Look for a beastkin party to find humans to eat. Delicious, but they put up a fight. (Hard)
>You've waited long enough, you'll find a human yourself, willing to be eaten or not. (Hell)
>Other. Write-in.
>>
>>3770554
>Look for a beastkin party to find humans to eat. Delicious, but they put up a fight. (Hard)
>>
>>3770554
<Twinkle-Foot
Aang?

>>Look for a beastkin party to find humans to eat. Delicious, but they put up a fight. (Hard)
We need a new weapon too. We'll hunt and loot together so that we can eat our fill and acquire a new weapon.
>>
>Look for a beastkin to accompany you on a hunt for the local wildlife. Disgusting, but food is food. (Medium)
>>
File: old-rusty-hatchet.jpg (60 KB, 900x600)
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>>3770564
>>3770565
>>3770573
>Look for a beastkin party to find humans to eat. Delicious, but they put up a fight. (Hard)

Bah! You can't wait any longer. You grab your rusty hatchet and go towards the forest. Twinkle-Toes (thats what most of the Beastmen call the Fae running these parts, her "real" name is Maeve/Mae/Maev, you definetly can't remember which one it is) will put her knife to your guts if you ate one of the beastmen, maybe if you kill a lot of humans and bring back proof she might do some of her Fae magic on you. Horn Tooth got turned into a Greater Bullkind (a Minotaur you heard the Humans call him), maybe she could make you a Greater Goatkind too. Though, you haven't ever met or heard of one, so maybe you'll be the first one.

The ones on the outer forest have been in a lot of fights and are always ready for human-hunting. Problem is bumping into them. Or you could go into the inner forest and find beastmen there. They are scrawnier, but finding company is better than setting out alone.

Now that you think about it, they will want payment for proof. The Fae valued human ears and skulls as a form of trade items. You have 2 skulls and 3 ears on you right now. The ears are dried so they don't expire and become waste as fast. Could eat them in a pinch, but thats wasting it when you could get something by trading them. Besides, 3 wouldn't even fill you for the day.
>Current wealth: 2 Skulls. 3 Ears. (A Skull is worth 5-10 ears)

>Look for experienced beastmen on the outer layer of the Forest. (Medium, Time consuming, Costly)
>Look for inexperienced beastmen on the inner layer of the Forest. (Faster, but casualties are most likely to occur, Cheaper)
>I can't waste time, I'll starve faster than I find a random beastman. (Hell, Death probable, No time wasted, Free)
>>
>>3770663
>Look for inexperienced beastmen on the inner layer of the Forest.
>>
>>3770663
>>Look for inexperienced beastmen on the inner layer of the Forest. (Faster, but casualties are most likely to occur, Cheaper)
>>
>>3770663
>Look for inexperienced beastmen on the inner layer of the Forest. (Faster, but casualties are most likely to occur, Cheaper)
It’s faster and cheaper. And as a bonus, if any of them die, we can take their skulls and ears. We’ll be able to get back what we spent and possibly more.
>>
>>3770663
>Look for inexperienced beastmen on the inner layer of the Forest. (Faster, but casualties are most likely to occur, Cheaper)

At the very least we need some meat shields/ fodder to help kill the human bois. also, It could be wise to tread carefully. Targeting lone hunters instead of guarded caravans and the such.
>>
>>3770663
>Look for inexperienced beastmen on the inner layer of the Forest. (Faster, but casualties are most likely to occur, Cheaper)
>>
>>3770895
>>3770947
>>3770979
>>3771015
>>3771440
>Look for inexperienced beastmen on the inner layer of the Forest.

Good kin make the hunt easy, but they would want a lot of payment and you don't know how much they are willing to negotiate with the food... and the earnings. The scrawny beastmen will suffice. Stronger in number, the humans say, we beastmen are. Plus, I could just get the skulls of the fallen... No wait, Twinkle-Foot specifically said Human skulls, I don't think she minds the short and stubby ones or knife ears. (You kinda like your guts being inside you and not on the grass). Knife ears actually are quite valuable, since they are distinct in appearance. And I think Twinkle-Foot hates them.

You start moving deep into the forest. You pass a group of experienced goatkind, but they already look greedy for some skulls. You need to go deeper.

After some time, you see the sun shining high above you, a bit towards setting. From here you can see 3 groups already, even their armaments. Long Nose taught you what the scrawny take in payment, the bigger the group, the less the individuals take. Average down payment for a scrawny is 2 ears in a 3 man group, cheaper per beastkin the bigger the group. You could just talk them into doing it for free, promising riches, and mainly food, as their payment after the hunt.

Current wealth: 2 skulls and 3 ears. (Total value of 15-17 ears in Inner woods)
(1 skull = 5-10 ears) You reckon you could get 6-7 ears for a skull in these parts.
Human, Dwarf and Elf are the only races valued by Twinkle-Foot (Skulls and Ears).
An Elf ear has the same value as 3 Human/Dwarf ears. 2 Elf ears can always get you a skull.
Human, Dwarf and Elf skulls have the same value.


Pick which group. (You can afford 2 groups)
>A group of 5 beastmen, all with various quality weapons. The beastman thats running the group looks like a bullkind (the rest are goatkind) and has a good quality mace, taken from a Human Knight... and no left arm. Might want more payment. (9 ears, very low chance to go lower) [Average team]
>A mixed bag: a goatkind, a wolfkind and a bullkind. You didn't think a wolfkind could look that scrawny, his ribs look like they are going to pop out. Might talk them into a hunt without payment, the food would suffice. (5 ears) [Weak team]
>A large group, you can count 7 goatkind. All of them are energetic and you hear them share stories of humans, sounds like goatshit. (12 ears) [Strong team]

>Write-in your introductory schpiel. (Bonus points if good and appropriate)
>>
>>3771591
>A group of 5 beastmen, all with various quality weapons. The beastman thats running the group looks like a bullkind (the rest are goatkind) and has a good quality mace, taken from a Human Knight... and no left arm. Might want more payment. (9 ears, very low chance to go lower) [Average team]

How well or bad articulated are we supposed to be for the Write-in?
>>
>>3771618
doesnt really matter, ill edit it if its not in character
>>
>>3771591
>A group of 5 beastmen, all with various quality weapons. The beastman thats running the group looks like a bullkind (the rest are goatkind) and has a good quality mace, taken from a Human Knight... and no left arm. Might want more payment. (9 ears, very low chance to go lower) [Average team]
>>
>>3771624
I see you there and I know what each of you is feeling right now in the pit of your guts. Hunger, always there when you stand, when you walk, even when you sleep. You want meat, you want human meat! That's what we all want, red, fat bloody. I can give you that, if you are sick of the hunger! If you are sick of starving! Follow me and I will give you all the human meat we can kill and devour!
>>
>>3771618
>>3771685
>A group of 5 beastmen, all with various quality weapons.

Judging by the looks of the group, the middle ground is the best choice. A couple of kin is great, atleast they will hold themselves up. You stroll up to the bullkind, he boasting about something, waving his mace around. "So there I was, club in hand, the Shining Human standing there with Shield and this here Mace in hand. What he didn't expect was my ol' pal Rude Bite. Snuck up and bit into the side of him. Idiot, didn't know Shining Clothes were hard as rock, broke most of his teeth!". The bull kind exclaims, laughing heartily, the listeners following in suite. "The Human, scared shitless forgot about me and the next thing in his head, was my mace halfway through! Me, Hard Hit, will always be better than any human, knife ear or short and stumpy!" Hard Hit shouts. Some of his men look bored, some of them rubbing their bellies looking miserable, stories not filling the void in them.

"Well well, interesting story, and great mace you have there, Hard Hit. I am..." Wait a second, what did Long Nose call me? I blanked it out most of the time as it sounded idiotic. "... here to propose you something boys."

>Whats your name?

"I see you there and I know what each of you is feeling right now in the pit of your guts. Hunger, always there when you stand, when you walk, even when you sleep. You want meat, you want human meat! That's what we all want, red, fat bloody. I can give you that, if you are sick of the hunger! If you are sick of starving! Follow me and I will give you all the human meat we can kill and devour!" You exclaim. It's been a while since you talked to a fellow kin, but looks like you still got it.

They look between each other and start whispering, you see some of the Goatkind drooling, but Hard Hit looks stubborn.

>DC 60.
>Enticing speech +5DC.
>Fellow Goatkind +5DC.
>DC 70

Need 3 rolls of 1d100. Any rolls regarding you are roll under. Meaning Nat1 is a Critical Success and Nat100 is a Critical Failure.
>>
Rolled 32 (1d100)

Grey Tooth
>>
Alright, I'll be continuing tomorrow. Need sleep.

First quest, so doing this to test my writing skills and imagination, feels good, but I think im drawing out things a bit too far. Havent even gotten into combat.
>>
Rolled 65 (1d100)

>>3772326
>>
Rolled 85 (1d100)

>>3772326
>>
Rolled 75 (1d100)

>>3772406
>>3772708
>>3773107
>2 Successes.

"Name." "Grey Tooth...".

The whispering in between themselves is getting heated, the Goatkind look like they might just leave Hard Hit to go with you if he doesnt let up.

The Bullkind looks stubborn, but the promise of human meat will always sway a beastkin to drop their ideals. "Fine! 9 ea--" He gets a smack on his head by the biggest Goatkind. "--8 ears! I'm not going lower!" You sigh and untie a skull and remove an ear, passing it to him. They exchange the ears between themselves. One ear each, Hard Hit keeping 3 ears to himself.

>Goatkind Grey Tooth [15/15 HP]
Followers gained:
>Bullkind Hard Hit [19/20 HP]
>Goatkind Sky Horn [15/15 HP]
>Goatkind One Eye [Lesser] [10/10 HP]
>Goatkind Loose Hoof [Lesser] [10/10 HP]
>Goatkind Split Ear [Lesser] [9/10 HP]

Current Wealth: 1 skull and 2 ears. (Total value of 8-9 ears in Inner woods)

They pack up their things and the group set out. Close to the end of the treeline, you wonder what human will fill your belly. Hard Hit comes to your side, striking up conversation. "You look you can handle yourself, you'll be leading your way. I'll be by your side if you need anything. We might just stick around, depending on how you do on this hunt. Twinkle-Toes mentioned a rise in activity by the fighters of Humans. But we are beastmen, no human scares us." He grins, beeming with overconfidence. You just hope Long Nose is watching over you, the bastard owes you 2 skulls. You'll be damned if you dont come out of this without one. Your rusty hatchet needs a replacement soon.

Rolling results:
1 ???
2-20 A travelling band is passing by.
21-40 A group of hunters coming back after a successful haul.
41-60 A merchant caravan with light guards.
61-80 A squad of Knights patrolling the roads of any threat to the kingdom.
81-99 A monster hunting party.
100 ???
>>
>>3773754
Just your luck, a squad of Shining Humans on their horses are patrolling the road and you're out in the open. Hard Hit is looking weary gripping his mace with his only arm. You don't know how well he will handle himself in a fight.

>You can see 6 Humans. 2 Knights, 2 Squires and 2 Soldiers. Estimated difficulty: Hard.

You signal the group to drop, you currently have an advantage of a hill between the two groups. They will be passing over it, meaning you have some time to think up of a plan. They dont know of your presence, but they have their guard up.

Choose your strategy:
>Plan? You're Beastmen, charge!!!
>Wait it out, the closer they are, the less effective of an advantage their horses give.
>Run, draw them out.

Also will need 3 rolls of 1d100 to see how your group handles it.
>>
Rolled 86 (1d100)

>Wait it out, the closer they are, the less effective of an advantage their horses give.
>>
Rolled 62 (1d100)

>>3773762
>>Wait it out, the closer they are, the less effective of an advantage their horses give.
>>Run, draw them out.
>>
Rolled 45 (1d100)

>>3773762
>Wait it out, the closer they are, the less effective of an advantage their horses give.
Make sure our group attacks and kills the horses, so that the humans can’t use them as an advantage against us.
>>
Rolled 72 (1d100)

>>3773762
>wait it out.
>>
Do we have any rope to set a neck height trip line for the riders?
>>
Rolled 33 (1d100)

>>3773762
>>
Rolled 36 (1d100)

>>3773762
>>Wait it out, the closer they are, the less effective of an advantage their horses give.
>>
>>3773762

>>3773775
>>3773803
>>3773910
>>3774033
>>3774294
>>3776006
>Wait it out, the closer they are, the less effective of an advantage their horses give.

That's what you planned to do, atleast the impatient lesser goatkind waited a bit rather than charging straight away. Too bad there was still some distance. You follow suite, element of surprise is gone. Glancing at Hard Hit you can see fear starting to set in, you're starting to doubt his stories and abilities.

The frenzied melee begins and you're facing one of the squires. His horse looks sickly and has stopped charging fear striken. You grip your rusty hatchet, it's all or nothing.

>Goatkind Grey Tooth [15/15 HP] vs Squire Bruiant Erart [10/10 HP]
>DC 50
>Strength advantage +10DC
>Endurance advantage +5DC
>Dexterity disadvantage -5DC
>Size disadvantage (Horseback) -5DC
>Armamanet disadvantage -5DC
>DC 50

3 rolls of 1d100 followed by 3 rolls of 1d5 please.
>>
Rolled 24 (1d100)

>>
Rolled 10 (1d100)

>>3776859
>>
Rolled 61 (1d100)

>>3776859
>>
Rolled 3 (1d5)

>>3776891
And here’s the d5.
>>
Rolled 1 (1d5)

>>
Rolled 2 (1d5)

>>
>>3776863
>>3776875
>>3776891
>>3776893
>>3776899
>>3776907
How fucked are we?
>>
>>3778611
Remember Anon, lower is better.
>>
>>3778635
Pedo
>>
File: 1a11.gif (1.42 MB, 442x242)
1.42 MB
1.42 MB GIF
>>3778648
>>
>>3776859

>>3776863
>>3776875
>>3776891
>>3776893
>>3776899
>>3776907
>50/5 = 10
>100-(100-50)/5 = 90
(1.5 damage critical hit (rounded up) if 1/5 of DC is hit. Opposite for enemy)

>3 damage (24) to Bruiant [7/10 HP]
>2 damage (10) to Bruiant [5/10 HP]
>2 damage (61) to Grey Tooth [13/15 HP]

You got the first move, the little human not expecting you getting so close with him on horse back. You get a good hit at him, but your rusty axe and his moderate armor absorb the blow, leaving him winded. Just before he could move away, you grab onto the horse and swing your hatchet down again, only grazing his back. You lose your grip and fall, before the horse kicks you back.

The boy looks rough, but he is determined to not fall to a beastman today. You ready your stance again, time for round two.

Will need 2 rolls of 1d5 (Which ally is fighting which enemy)
2 rolls of 1d100 (Lowest roll is result of the fight. Lesser Goatmen and Hard Hit get a -5DC. Normal Goatman gets 0DC. Knights get +5DC. Soldiers get 0DC. Squire gets -5DC)
And 3 rolls of 1d100 followed by 3 rolls of 1d5 please.
>>
Rolled 1, 2, 4, 3, 4, 2, 4, 1, 1, 1 = 23 (10d5)

>>3778800
>Beastmen
1. Bullkind Hard Hit [19/20 HP]
2. Goatkind Sky Horn [15/15 HP]
3. Goatkind One Eye [Lesser] [10/10 HP]
4. Goatkind Loose Hoof [Lesser] [10/10 HP]
5. Goatkind Split Ear [Lesser] [9/10 HP]

>Humans
1. Knight Folcard Droyn [20/20 HP]
2. Knight Hildebrandus Erart [20/20 HP]
3. Soldier Otto [15/15 HP]
4. Soldier Duncan [15/15 HP]
5. Squire Gilebin Erart [10/10 HP]

Result of personal fights and which roll is which for the 2 rolls of 1d5.
>>
>>3778809
Results:
>Beastmen
1. Bullkind Hard Hit [18/20 HP]
2. Goatkind Sky Horn [13/15 HP]
3. Goatkind One Eye [Lesser] [6/10 HP]
4. Goatkind Loose Hoof [Lesser] [7/10 HP]
5. Goatkind Split Ear [Lesser] [5/10 HP]

>Humans
1. Knight Folcard Droyn [18/20 HP]
2. Knight Hildebrandus Erart [16/20 HP]
3. Soldier Otto [14/15 HP]
4. Soldier Duncan [14/15 HP]
5. Squire Gilebin Erart [9/10 HP]
>>
Rolled 6 (1d100)

>>3778800
>>3778809
>>
Rolled 79 (1d100)

>>3778800
>>
Rolled 6 (1d100)

>>3778800
>>
Rolled 2 (1d5)

>>3778800
>>
Still need 2 rolls of 1d100 and 4 rolls of 1d5.
Same rollers are welcome due to not a lot of people.
>>
Rolled 98 (1d100)

>>3778800
>>
Rolled 13 (1d100)

>>3778931
>>
>>3778800
forgot to add DC and HPs for personal combat
>Goatkind Grey Tooth [13/15 HP] vs Squire Bruiant Erart [5/10 HP]
>DC 50
>Strength advantage +10DC
>Endurance advantage +5DC
>Dexterity disadvantage -5DC
>Size disadvantage (Horseback) -5DC
>Armamanet disadvantage -5DC
>Enemy Medium Wounds +10DC
>Minor Wounds -5DC
>DC 55
>>
Rolled 4 (1d5)

>>3778800
>>
Rolled 4 (1d5)

>>3778931
>>
>>3778957
Are we missing anymore roles.
>>
Rolled 3 (1d5)

>>3778957
>>
Posting from phone, cuz can't access PC. If the thread is still up I'll post the update.
Still need 1 more 1d5
>>
Rolled 5 (1d5)

>>
Rolled 1, 3, 1, 4, 3, 5, 5, 2 = 24 (8d5)

>>3778800
Still can't get to PC so using phone to post.
>>3778818
>>3778907
>>3778913
>>3778918
>>3778947
>>3778952
>>3778960
>>3778980
>>3779124
>>3779138
Goatkind Sky Horn vs Soldier Duncan. DC 50
Victorious. (6, 79, avg. 42.5) Suffered 2 damage from personal combat.
Goatkind Sky Horn [11/15 HP] joins the fight.

>55/5 = 11
>100-(100-55)/5 = 91
(1.5x damage critical hit (rounded up) if 1/5 of DC is hit. Opposite for enemy)

>6(4*1.5) damage (6) to Bruiant [-1\10 HP]
>5(3*1.5) damage (98) to Grey Tooth [8/15 HP]
>5 damage (13) to Bruiant [-6/10 HP]

The boy beams with overconfidence that he has distance to have his horse charge at you full speed. Sadly, that was his mistake. You ready your hatchet and drive it full force into the incoming Squire, punching through his mediocre armor, killing him on the spot.

What you didnt expect was his horse barreling straight into you, knocking you aside with a great hit. Though the boy gets flung off and crumples on the ground, twisting in half from the impact. The horse gallops off into the horizon.

Sky Horn helps you up, saying he finished his opponent. You scoff, the horse did more to you than the boy could. The Boatman looks worse for wear, but you don't look better.

The battle continues.

>Beastmen
0. Goatkind Grey Tooth [8/15 HP]
0. Goatkind Sky Horn [11/15 HP]
1. Bullkind Hard Hit [18/20 HP]
2. Goatkind One Eye [Lesser] [6/10 HP]
3. Goatkind Loose Hoof [Lesser] [7/10 HP]
4. Goatkind Split Ear [Lesser] [5/10 HP]

>Humans
1. Knight Folcard Droyn [18/20 HP]
2. Knight Hildebrandus Erart [16/20 HP]
3. Soldier Otto [14/15 HP]
4. Squire Gilebin Erart [9/10 HP]
0. Soldier Duncan [-3/15 HP]
0. Squire Bruiant Erart [-6/10 HP]


Choose your option. No need for rolls.
>You suffered enough, grab the boy and soldier and run. Sky Horn will likely follow. (2 rolls of 2d100 and 2 rolls of 2d5)
>The battle isn't over yet. Charge into the melee. (1 roll of 2d4)
>You can actually win this. I'm going straight at him. (Choose your enemy. -10DC on first round)
>>
>>3779407
Results:
>Beastmen
0. Goatkind Grey Tooth [8/15 HP]
0. Goatkind Sky Horn [11/15 HP]
1. Bullkind Hard Hit [17/20 HP]
2. Goatkind One Eye [Lesser] [3/10 HP]
3. Goatkind Loose Hoof [Lesser] [6/10 HP]
4. Goatkind Split Ear [Lesser] [1/10 HP]

>Humans
1. Knight Folcard Droyn [15/20 HP]
2. Knight Hildebrandus Erart [11/20 HP]
3. Soldier Otto [9/15 HP]
4. Squire Gilebin Erart [7/10 HP]
0. Soldier Duncan [-3/15 HP]
0. Squire Bruiant Erart [-6/10 HP]
>>
and uhh, how do I get a unique ID for my namefaggyness?
>>
Rolled 2, 4 = 6 (2d4)

>>3779407
>>The battle isn't over yet. Charge into the melee.
>>3779413
Use a tripcode
>>
Rolled 4, 1 = 5 (2d4)

>The battle isn't over yet. Charge into the melee.

No clue OP
>>
Test
>>
>>3779411
Slaughter the house so you can keep the meat later then charge the other knight.
>>
>>3779448
Horse* fuck
>>
>>3779447
Looks good to me
>>
>>3779448
Horse charged off, good luck catching it while your allies are fighting around you.
>>
>>3779471
Fair enough. Re-enforce the bullkin if he lives we might have a gang and the other goatkin are weak, theyll make shitty rations but enough to get though the resting time we need to heal our wounds.
>>
Rolled 1, 3 = 4 (2d4)

>>3779407
>The battle isn't over yet. Charge into the melee.
Make sure we attack the horses and kill them. It’ll take away the advantage the humans get and the horses will be extra food!
>>
Rolled 1, 3 = 4 (2d4)

>>3779407
>The battle isn't over yet. Charge into the melee. (1 roll of 2d4)
>>
>>3779407

>>3779437
>>3779442
>>3779511
>>3779770
>>3779821
>The battle isn't over yet. Charge into the melee.

Goatkind Sky Horn [11/15 HP] joins the fight.
Goatkind One Eye [Lesser] [3/10 HP] joins the fight.
Squire Gilebin Erart [7/10 HP] joins the fight.

You join One Eye just in time, he looks worse for wear, barely keeping up with the fight. You jump into the brawl, parrying the squires swing. The Squire backs up, focusing on you.

Sky Horn in toe, ready to assist. So is One Eye, but you don't expect much from him. If he survives another hit, he'll go into bloodlust (Beastmen Racial ability: Injury penalties ignored when on Deadly Wounds 25% HP and below)

Goatkind Grey Tooth [8/15 HP] vs Squire Gilebin Erart [7/10 HP]
>DC 50
>Strength advantage +10DC
>Endurance advantage +5DC
>Dexterity disadvantage -5DC
>Size disadvantage (Horseback) -5DC
>Armamanet disadvantage -5DC
>Enemy Minor Wounds +5DC
>Medium Wounds -10DC
>Ally Goatkind Sky Horn (Minor Wounds) +5DC
>Ally Goatkind One Eye [Lesser] (Major Wounds) 0DC
>DC 50

3 rolls of 1d100 followed by 3 rolls of 1d5 please.
>Let allies help with defense?
1 roll of 2d100 to see if your allies can take (or cancel with critical) the first blow you will suffer. Crit Fail results in you suffering a Critical hit.
DC 40 (Crit DC 8, Crit Fail DC 88)
>>
Rolled 89, 90 = 179 (2d100)

>>3780052
Allies helping
>>
Rolls will be accepted after consensus of allies helping or not
>>
Rolled 99 (1d100)

>>3780052
What does helping with the defense intail? Will they just join the fight or will we need to make rolls on their behalf?
Either way I agree we should kill the horse this time, let the rider fall with it and go prone.
>>
>>3780096
Spoiler below it
>>
Rolled 28 (1d100)

>>3780052
Let allies help with defense.
>>
Rolled 4 (1d5)

>>3780130
Incoming d5

>>3780073
So does that mean that we shouldn’t roll for allies helping until you tell us to roll for them?
>>
>>3780134
I'll ask for rolls officially so everyone can roll without different answers.
>>
>>3780052
>Let allies help with defense? Yes

Sky Horn and One Eye nod in unison, ready to let you charge freely. They got your back.

3 rolls of 1d100 followed by 3 rolls of 1d5.
1 roll of 2d100 please.
>>
Rolled 15 (1d100)

>>3780312
>>
Rolled 60 (1d100)

>>3780312
>>
Rolled 3 (1d100)

>>3780312
>>
Rolled 3 (1d5)

>>3780312
>>
Rolled 5 (1d5)

>>3780312
>>
Rolled 5, 55 = 60 (2d100)

>>3780312
>>
Still need 1 roll of 1d5. And will begin writing.
>>
Rolled 3 (1d5)

>>3780312
>>
Rolled 1, 3, 5, 4, 3, 3 = 19 (6d5)

>>3780312

>>3780322
>>3780327
>>3780416
>>3780436
>>3780464
>>3780468
>>3780506
>50/5 = 10
>100-(100-50)/5 = 90
(1.5x damage critical hit (rounded up) if 1/5 of DC is hit. Opposite for enemy)

>3 damage (15) to Gilebin [4/10 HP]
>5 damage (60) to Grey Tooth [8/15 HP] BLOCKED by Sky Horn.
>5(3*1.5) damage (3) to Gilebin [-1/10 HP]

The squire readies his sword and starts charging you. You nod to the Goatmen and run in. The human didnt expect it and tried to run past to trick us. That was his mistake, you made a low blow and broke the horses front leg, falling with the rider. The kid was fast and got up quick. You took a charge at him and he was ready. His swing arching down at you, your axe coming to hit him in the guts.

Your eyes close and you only feel your hand sink in, but nothing from the attacker. You see Sky Horn axe's hilt holding back the sword, the boy wide eyed with blood seeping from his mouth and stomach. He falls on the ground, eyes lifeless.

Your arm feels numb, but the fight is not over yet. The two Shining Humans and one of the Human Fighters still fighting against your group. One Eye keeps his distance from the fight, looks like his wounds are getting the better of him.

>Beastmen
0. Goatkind Grey Tooth [8/15 HP]
0. Goatkind Sky Horn [11/15 HP]
0. Goatkind One Eye [Lesser] [3/10 HP] (Out of action)
1. Bullkind Hard Hit [17/20 HP]
2. Goatkind Loose Hoof [Lesser] [6/10 HP]
3. Goatkind Split Ear [Lesser] [1/10 HP]

>Humans
1. Knight Folcard Droyn [15/20 HP]
2. Knight Hildebrandus Erart [11/20 HP]
3. Soldier Otto [9/15 HP]
0. Soldier Duncan [-3/15 HP]
0. Squire Bruiant Erart [-6/10 HP]
0. Squire Gilebin Erart [-1/10 HP]


(1)
Will need 1 roll of 2d3 (Which ally is fighting which enemy)
2 rolls of 1d100 (Roll average is result of the fight. Lesser Goatmen and Hard Hit get a -5DC. Knights get +5DC. Soldier gets 0DC.)

(2)
Choose your option. Option rolls will be accepted after consensus of your next action.
>You suffered enough, grab the boys and soldier and run. Sky Horn will follow. One Eye will likely follow. (2 rolls of 2d100 and 2 rolls of 2d5)
>The battle isn't over yet. Charge into the melee. (1 roll of 2d3)
>You can actually win this. I'm going straight at him. (Choose your enemy. -10DC on first round)
>>
>>3780525
Results:
>Beastmen
0. Goatkind Grey Tooth [8/15 HP]
0. Goatkind Sky Horn [11/15 HP]
0. Goatkind One Eye [Lesser] [3/10 HP] (Out of action)
1. Bullkind Hard Hit [16/20 HP]
2. Goatkind Loose Hoof [Lesser] [3/10 HP]
3. Goatkind Split Ear [Lesser] [-4/10 HP]

>Humans
1. Knight Folcard Droyn [11/20 HP]
2. Knight Hildebrandus Erart [8/20 HP]
3. Soldier Otto [6/15 HP]
0. Soldier Duncan [-3/15 HP]
0. Squire Bruiant Erart [-6/10 HP]
0. Squire Gilebin Erart [-1/10 HP]
>>
>>3780525
>>You can actually win this. I'm going straight at him. (Choose your enemy. -10DC on first round)
3. Soldier Otto [9/15 HP]
>>
Rolled 3, 3 = 6 (2d3)

>>3780525
>>The battle isn't over yet. Charge into the melee.
>>
Rolled 2 (1d2)

1. Charging the Soldier.
2. Charging the melee.
>>
>>3780607
>The battle isn't over yet. Charge into the melee.

You and Sky Horn run in. You see the lesser Goatman Split Ear drop dead. You need to end it quick.

2 rolls of 1d2 (Ally and how many enemies are fighting) and 1 roll of 1d3 (enemy) please.
>>
Rolled 2 (1d2)

>>3780613
>>
>>3780613
Oh wait. Forgot individual fight during your fights.

Need 1 roll of 1d2 and 1 roll of 1d3 for individual fights during your fights. (Which ally is fighting which enemy)
2 rolls of 1d100 for the outcome. (Roll average is result of the fight. DC 50. Lesser Goatmen and Hard Hit get a -5DC. Knights get +5DC. Soldier gets 0DC.)

After the outcome, going for your personal fight to end the Brawl.
>>
Rolled 3 (1d3)

>>3780645
>>
Rolled 1 (1d2)

>>3780645
>>
Rolled 45 (1d100)

>>3780645
>>
Rolled 48 (1d100)

>>3780645
>>
>>3780645
Goatkind Sky Horn [11/15 HP] joins the fight.
Goatkind Loose Hoof [Lesser] [3/10 HP] joins the fight.
Knight Folcard Droyn [11/20 HP] joins the fight.
Knight Hildebrandus Erart [8/20 HP] joins the fight.

You and Sky Horn jump to help Loose Hoof. He surprisingly is holding his ground against two knights, one of them has killed Split Ear. Off to the side, you see the soldier slash Hard Hit, dropping dead. The soldier himself looks barely alive and start slumping out of the fight. You might catch up to him if you survive the fight against these Shining Humans. The Human that looks like hes about to die is babling something about killing his brothers or something. Doesnt matter to you.

The silent human steps up. The babbling one behind him, ready to assist. You look to your sides, Sky Horn and Loose Hoof are there to assist if needed. You dont know how well Loose Hoof might help, but you hope you come out of this alive.

Goatkind Grey Tooth [8/15 HP] vs Knight Folcard Droyn [11/20 HP]
>DC 50
>Strength advantage +5DC
>Endurance equal 0DC
>Dexterity disadvantage -5DC
>Size disadvantage (Horseback) -5DC
>Armamanet disadvantage -10DC
>Enemy Medium Wounds +10DC
>Medium Wounds -10DC
>Ally Goatkind Sky Horn (Minor Wounds) +5DC
>Ally Goatkind Loose Hoof [Lesser] (Major Wounds) 0DC
>Enemy Knight Hildebrandus Erart (Major Wounds) 0DC
>DC 40

Let allies help with defense?
>Yes
>No
1 roll of 2d100 to see if your allies can take (or cancel with critical) the first blows you will suffer. Crit Fail results in you suffering a Critical hit.
DC 30 (Crit DC 6, Crit Fail DC 86)
>>
Rolled 30, 66 = 96 (2d100)

>>3781595
>yes
>>
>>3781595
>Let allies help?
Yes
>>
Rolled 84, 73 = 157 (2d100)

>>3781595
>yes
>>
>>3781595

>>3781775
>>3781999
>>3782090
>Let allies help with defense?
>>Yes

DC 30 (Crit DC 6, Crit Fail DC 86)
Sky Horn [11/15 HP] (30) will take the first incoming blow.
Loose Hoof [Lesser] [3/10 HP] (66) doesnt manage to take any of incoming blows.

>DC 40 (Crit DC 8, Crit Fail DC 88)
3 rolls of 1d100 followed by 3 rolls of 1d5 please.
>>
Rolled 35 (1d100)

>>3782265
>>
Rolled 88 (1d100)

>>3782265
>>
Rolled 3 (1d5)

>>3782333
>>
Rolled 76 (1d100)

>>3782265
>>
Rolled 1 (1d5)

>>3782265
>>
Rolled 1 (1d5)

>>3782265
>>
>>3782265

>>3782333
>>3782334
>>3782342

>DC 40 (Crit DC 8, Crit Fail DC 88)
>3 damage (35) to Folcard [8/20 HP]
>2(1*1.5) damage (88) to Grey Tooth [8/15 HP] TAKEN by Sky Horn [9/15 HP]
>1 damage (76) to Grey Tooth [7/15 HP]

Time again, the human charge in first, but you know their tactics now. You dodge out of the way and try to slice at the horse, but the knight swerve it out of the way. Your axe connect with his leg, but the armor absorbed the blow. You felt a crunch from the hit, he wont walk it off that easily.

What you didnt expect was a sword coming for you. Sky Horn tried to warn you about it, but had to take matters in his own hands. His axe was ready to block it, unfortunetly, the knight twisted the sword to hit him in the shoulder. Glancing hit, but it seems it hit a good mark.

The blow didnt stop there and hit you as well. You tried to stop the incoming injury, your axe's handle absorbing most of it, your shoulder hurting badly after it.

Round 2. You arent feeling confident in your abilities. Vision is starting to swirl.

>DC 50
>Strength advantage +5DC
>Endurance equal 0DC
>Dexterity disadvantage -5DC
>Size disadvantage (Horseback) -5DC
>Armamanet disadvantage -10DC
>Enemy Major Wounds +15DC
>Major Wounds -15DC
>Ally Goatkind Sky Horn (Medium Wounds) 0DC
>Ally Goatkind Loose Hoof [Lesser] (Major Wounds) 0DC
>Enemy Knight Hildebrandus Erart (Major Wounds) 0DC
>DC 35

>Beastmen
Goatkind Grey Tooth [7/15 HP]
Goatkind Sky Horn [9/15 HP]
Goatkind Loose Hoof [Lesser] [3/10 HP]
Goatkind Split Ear [Lesser] [-4/10 HP]
Goatkind One Eye [Lesser] [3/10 HP] (Out of action)
Bullkind Hard Hit [0/20 HP]


>Humans
Knight Folcard Droyn [11/20 HP]
Knight Hildebrandus Erart [8/20 HP]
Soldier Duncan [-3/15 HP]
Squire Bruiant Erart [-6/10 HP]
Squire Gilebin Erart [-1/10 HP]
Soldier Otto [2/15 HP] (Out of action)


Let allies help with defense? DC 25 (Crit DC 5, Crit Fail DC 85)
>Yes
>No
1 roll of 2d100 to see if your allies can take (or cancel with critical) the first blows you will suffer. Crit Fail results in you suffering a Critical hit.
>>
>>3782557
Let them help
>>
Rolled 66, 64 = 130 (2d100)

>>3783499
>>3782557
>>
>>3782557

>>3783499
>>3783501
>Let allies help with defense?
>>Yes

DC 25 (Crit DC 5, Crit Fail DC 85)
Sky Horn [9/15 HP] (66) doesnt manage to take any of the incoming blows.
Loose Hoof [Lesser] [3/10 HP] (64) doesnt manage to take any of the incoming blows.

>DC 35 (Crit DC 7, Crit Fail DC 87)
3 rolls of 1d100 followed by 3 rolls of 1d5 please.
>>
Rolled 79 (1d100)

>>3783619
>>
Rolled 1 (1d5)

>>3783629
>>
Rolled 57 (1d100)

>>3783619
>>
Rolled 4 (1d5)

>>3783641
>>
Rolled 45 (1d100)

>>3783619
>>
Rolled 2 (1d5)

rolling for the last damage so I can start writing.
>>
Rolled 2 (1d2)

>>3783619

>>3783629
>>3783633
>>3783641
>>3783646
>>3783647
>>3783899

Goatkind Grey Tooth [7/15 HP] vs Knight Folcard Droyn [8/20 HP]
>1 damage (79) to Grey Tooth [6/15 HP]
>4 damage (57) to Grey Tooth [2/15 HP]
>2 damage (45) to Grey Tooth [0/15 HP]
An ally jumps in to protect you from death. (failure suffers double crit damage Round(2*1.5)*2 = 6)

You feel everything blurring, you can't do this, death is approaching. The knights charge you and attack. Your allies are not able to help you, barely defending themselves. The babbling knight tries to hit you from the side, but you block the hit. You didnt expect the blow to slide past and cut you, only barely. The silent knight took the opportunity to stab you from the back.

You are on the floor, everything is going dark, you see a figure inbetween the enemy and you.

>DC 50

1. Goatkind Sky Horn [9/15 HP]
>Medium wounds -10DC
>DC 40

2. Goatkind Loose Hoof [Lesser] [3/10 HP]
>Lesser Beastman -10DC
>Major wounds -15DC
>DC 25
>>
Rolled 84 (1d100)

>>3783933

The figure is lanky. You didnt expect Loose Hoof to try to save you. Your arms give out and you're flat on the ground...
>>
>>3783937

You feel something heavy drop on you. Some kind of liquid crawling on both sides of you. The babbling knight shouts something, and both of them ride off. You somehow lived the encounter. Sky Horn's hand grabs your arm and you're being dragged away.

You chuckle, or, atleast try to. Driven by hunger for human meat you managed to kill a few of them. Two squires. You could've taken those knights as well, but your life was at stake.

...
...
...

"That's how it happened. We were riding along the road, keeping it safe. When out of nowhere, SIX BEASTMEN emerged from the ground like some plants sprouting instantly." There is a pause, Ser Erart looks down. "Bruiant, Gilebin, my brothers of Erart... I wanted to avenge them. Duncan and Otto of the Watch tried to assist, but the savageness of the Beastmen is immessurable. They gutted them" The Knight is clenching his fists, his words spewing through gritted teeth.

"I swear. My brothers will be avenged. Until my last breath, I will kill any and all beastmen I can find, I swea--" Hildebrandus is cut off by a hand on his shoulder. Ser Droyn shakes his head. "Ser Erart. What happened, happened. You mustn't live in the past. Work for the future of humankind. Beastmen will be savages and you will always find them killing. You should be helping the poor and defenseless, rather than signing your own death wish."

The knight sighs "You are always wise, Ser Droyn. Aye, I shall. My brothers died, but their death won't be in vain.

...
...
...

Your eyes open and you see the familiar treelines above you. You can't feel half your face. Actually, you barely feel one side of your body. Sky Horn is sleeping, a fire roaring in the middle. Seems he has saved you from death. One Eye is carving the bodies, grilling cut meat and cutting off the heads of the humans.

Meat... That smell feels like its envigorating you. You involuntary start to get up and grab a slab and start gourging on it. MEAT!!!

You haven't tasted human meat in so long. It's like magic. Some say Twinkle-Toes magic-ified the forest so human meat works like magic. I guess thats correct. (Or what human meat does to Beastmen, you're not sure). After you finish your last bite. Your body comes back to your control... and you just fell back down, since you barely feel your body.

And everything goes black.
>>
Thank you for reading my quest. Might do a sequel sometime.

This has been my first quest and I think I did alright. The action and posts were slow, might need to refine on some things here and there. This was mainly a test to see how my writing skills work and if I could manage a quest.

If a kind anon could archive/tell me how to archive the thread, ill gladly appreciate it.
>>
>>3783989
More

Also go to Suptg http://suptg.thisisnotatrueending.com/qstarchive.html
>/qst/ Thread Archive
>Look to the left and click on ADD THREAD [Click here for Request Interface]
>After being taken to the new screen look down to the request form.
>Thread # will be the number of the OP in this case it's 3770289
>Title, whatever you want, usually the same as the title of the quest. So, Beastman Quest.
>For description put a brief description of the events that happened.
>Tags, add whatever you want, usually people will use a tag they attach to the quest to sort through only those after several quest.
>>
>>3784223
http://suptg.thisisnotatrueending.com/qstarchive.html

Thank you kind sir. Tried doing it myself, but got an invalid error, so I thought I did something wrong.

Anything you didnt like in the quest? Anything in particular you liked?
>>
>>3784298
Overall it was very good.

The good
-Very nice writing style, detailed but still concise and not to an autistic level.
-Even though we got little interactions with others we still got clear look at their character through few words. Enough to make me care that Hard Hit died.
-The little story and flavoring we got was nice. There was a reasonably good amount of thought put into the woods.
-Seems to be some clear inspiration from WHFB beastmen and old tales of monstrous beastfolk. I like that personally.
-Nice use of the percentile rolling system.

The bad
-Combat system was explained a little poorly so was kind of always left wondering who was damaged and by how much.
>>
>>3783989
I would enjoy another thread of this quest.

>>3784613
I agree with all of this.
>>
>>3784613
>>3784851
The combat works in 2 ways.

Personal combat - you fighting your opponent. 3 rolls of 1d100 (roll under) for who hits who and 3 rolls of 1d5 to determine the severity of the hit. 1/5th of the DC is crit, but works for both parties. Crit formula is DC/5 and Crit Fail formula is 100-(100-DC)/5. If the 1d100 roll is a crit/critfail, the following 1d5 roll is multiplied by 1.5.
Base DC is always 50 and modifiers are set in place to determine the difficulty of the fight. Still tinkering on all modifiers and differences. The main ones are differences (strength, dexterity, size, endurance, equipment, etc) and modifiers (injuries, temporary bonuses, allies and enemies (and their injuries), etc).
Injuries are based on a table (to determine which state a person is, their percentage HP is rounded up):
Healthy(0DC, Full HP), Minor Wounds(-5DC, 75%-100% HP), Medium Wounds(-10DC, 50%-75% HP), Major Wounds(-15DC, 25%-50% HP) and Deadly Wounds(-20DC, 0-25% HP). Injury modifiers are afflicted to both parties. Allies helping in your personal combat have a base of +10DC modifier to the fight and their injuries effect it. It can't go into negative DC modifier. Same as enemy allies. Beastmen have a unique racial trait of Bloodlust that if they are suffering from Deadly Wounds, the Injury modifier is ignored until they no longer have the modifier (either death or getting healed).
Allies joining you in personal combat can help you in defense. For every ally in your fight, a 1d100 (-10DC of your personal combat DC) is rolled to see if they take or block(crit) the damage. Failed rolls do nothing and crit fails make the incoming damage a guaranteed crit to you. If a strike is a killing blow to you, one of the allies (1dX) sacrifice their life to save yours. (Crit means they block the damage, success means they take crit damage, failure means they take double crit damage, crit fail is insta death)

Overall Combat - combat that is out of your control. Also divided into 2 parts.
First is a roll of personal combat between 2 people. Depending on the number difference in teams, the higher team get a 1d2 to see if they are accompanied by an ally (1 no, 2 yes). 2 rolls of 1d100 are rolled (average) to determine who is the winner of the fight, and they join you, giving you bonus (, none or negative) DC to your personal combat.
The second is how everyone is fairing. I roll a Xd5 to see who gets damaged what. X stands for all participants not in personal combats.

Hope that explains most of it. Still developing it and things like Twinkle-Toe (or other Fae) blessings and skill abilities (still need to make a tree and level system, might just combine the two) can give unique abilities to combat, similar to the Bloodlust racial ability.



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