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/qst/ - Quests


This is a classic conan-esque sword and sorcery quest. You're playing the role of a viking prince. Get in here and slay some monsters.
The meadhall of Skarstind is quiet and cold. In the center, at the head of the great table, King Yngvi is coughing dryly. The wisemen have striven in vain to find a cure for his illness. Gathered around the aging king are his closest subjects. They are the greying jarls and weary thanes of lost Nordheim. They watch their king intently. Their reverence for their king is apparent. In their darkest hour he led them out of the shadow of Lo-Ruhamaha the Dark Sorcerer. Their once great kingdom was lost but they escaped with their lives. Now they live with their king in exile on this troll-ridden rock of Oksskolten.

Gathered, too, are the new generation, the sons of Oksskolten. They bear the features of Nords but they are wilder and leaner than their fathers. They have never seen Nordheim, and this icy and barren land has gotten into their bones. Among their number is Yngvi's eldest son, Alaric. If that lost homeland is ever recovered then he will sit on its throne. If the king's illness should take him now the prince would inherit only Skarstind, a meager flock of sheep and a few acres of rocky farmland.

King Yngvi's coughing fit ends. He breathes deeply and begins to speak of Nordheim and what was lost:
"We never knew illness like this in Nordheim. When we fled, there was no time to secure the royal treasury. Among the dwarven treasures which were left to the dark hands of Lo-Ruhamaha there is one I most wish for. I would give this crown for the Chalice of Wellbeing. Even in his elder years my father was hale and hearty because he drank from the chalice each day. He was never so diminished as this. I fear that only the magic of that chalice can save me now."
>>
>>4405461
Kvasir Silvertongue speaks up. He is a renowned sailor, merchant, and explorer. He is also known to speak carefully and cleverly. He speaks of rumors he has heard here and there:
"I have heard many things. I have heard that the Dark Sorcerer performs ritual sacrifices daily. I have heard that he even sells the riches of the royal treasury to buy more slaves to sacrifice to his dark god. It is said that the troll king Stas has recently acquired an ornate golden chalice. I am not sure of anything, but I have a theory that these rumors are related."

The meadhall of Skarstind erupts into loud arguments. The Nords are uncertain. They are divided and don't know what to make of the rumors. When Prince Alaric speaks, they are all silent.
"I do not know if these rumors are true. But, if there is a chance that I could save my father then I cannot stand idle. I will recover this chalice from the troll king."

The Nords gaze at their prince with admiration. Though scarcely past his 18th winter he is noble and fierce like an eagle. Another voice speaks up. It is Eys Halfgiant. He is a massive young man who is counted among the best warriors in the shield wall of King Yngvi. His size and strength have left him with a paucity of subtlety. His voice booms out:
"My prince! I will go with you! Let us take a war party to the troll king's gates! We will raze his settlements and put every last one of his crude race to the sword! I know I speak for every man here! We give our very lives for you! Prince Alaric!"

There are some shouts of agreement from the young men of Skarstind. A high voice cuts through the din. It is a woman's voice. The men of Skarstind look around dubiously until they spy the source of this voice. It is Skjalf the shieldmaiden. Her beauty is matched only by her ferocity. Her younger brother was enslaved by trolls and since then she has sworn vengeance on their race. She is known to be a great huntress and an expert on trolls. Every man of Skarstind listens intently.
"I know Eys to be a great warrior, but his plan is plainly foolish. Trolls are twice as strong as men and never tire. To assault them directly is suicide. Let us take a small hunting party. We can sneak into the troll king's hall and steal the chalice. Please, heed my words, noble Prince Alaric."

The younger men of Skarstind are embarrassed and resent her advice. The older men assent that this is a wiser course of action. They have seen too many sons of Nordheim ripped apart by trollish hands. Everyone looks to Alaric for guidance.

>"Every Nordic man who is not a coward will heed my words! The age of trollkin is over! We will take back what is ours! Today the chalice, tomorrow Nordheim!"

>"Skjalf has spoken wisely. Let us choose our best hunters and set out. We will recover this chalice without bloodshed."
>>
>>4405464
>"Skjalf has spoken wisely. Let us choose our best hunters and set out. We will recover this chalice without bloodshed."
I'll trust the troll expert and old men.
>>
>>4405464
>>"Every Nordic man who is not a coward will heed my words! The age of trollkin is over! We will take back what is ours! Today the chalice, tomorrow Nordheim!"
>>
>>4405464
>>"Every Nordic man who is not a coward will heed my words! The age of trollkin is over! We will take back what is ours! Today the chalice, tomorrow Nordheim!"
>>
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The hall erupts into cheers. Swords and axes are sharpened. Rusted helmets which bear the dents of legendary battles are removed from the high shelves where they collected dust for so long. Arrows are fletched deep into the night. In the morning, men say goodbye to their wives and children, some for the last time. The war party numbers near one hunded men. Some are legendary heroes of Nordland, much diminished from that golden age. The rest are unproven young men, eager for battle and glory.
King Yngvi stays behind with the children, sick, and elderly. Prince Alaric leads the war party. If you travel to the mountainhalls of Daggerhold you will be able to call upon your dwarven allies. However, you would lose the advantage of surprise. Dwarven steel is powerful but surprise may yield a greater edge over the trolls.

>The dwarves are our greatest allies. I will not deny them the glory of this battle.

>We must strike quickly. The dwarves move too slowly.
>>
>>4405650
>>The dwarves are our greatest allies. I will not deny them the glory of this battle.
>>
>>4405650
>>The dwarves are our greatest allies. I will not deny them the glory of this battle.
>>
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Your party departs form Skarstind. You march through the countryside, leaving your farms behind. As you march northeast, the land becomes steeper and rockier. You are approaching the volcano of Sorjan and the mountainhalls at Daggerhold. As you approach the dwarven guards hail you. They lead you through the enormous gates and into the heart of their underground kingdom. You stand in a hall decorated in ornate gold. The dwarven King Urist approaches and speaks:
"Hail! Prince Alaric! The Nords have always been our closest allies. What brings the prince of Nords to our halls under arms?"

>Give him the full story, including that the troll king may have the Chalice of Wellbeing. You must deal honorably with your allies.

>Just tell him that you want revenge on the trolls for their attacks on your people. He might want the chalice for himself.
>>
>>4405699
>>Give him the full story, including that the troll king may have the Chalice of Wellbeing. You must deal honorably with your allies.
>>
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You tell the dwarven king about your father's illness and the rumored chalice. He considers for a moment and strokes his beard. dwarves are renowned for their craftsmanship and shrewd cunning. Their long lifespans make them contemplative and patient. Finally he speaks:
"That chalice was made by my ancestors and given as a gift to your ancestors. We have a right to claim it. However, I have heard of your father's illness and I feel your pain keenly. We would like for you to receive the chalice. But we are risking our lives on this expedition. We cannot risk our lives for no reward. Let us make this deal: You shall receive the Chalice of Wellbeing, but any other dwarven treasure found during this expedition belongs to Daggerhold. Do you agree?"

>Agree. It is a steep price but with dwarves it always is.

>Disagree. Haggling is beneath you. The Nords will fight without dwarven aid and all the loot will belong to Skarstind.
>>
>>4405745
>>Agree. It is a steep price but with dwarves it always is.
>>
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You agree. Your party is quartered in Daggerhold to preserve the element of surprise for one more night. In the morning you march out with 50 more soldiers, fully armed and armored dwarven warriors. They are stalwart in defense and implacable on the attack. However, their short legs slow your war party considerably. You march on Trolljokul. You make it roughly half way before the trolls attack.
Trolls are neither man nor beast but something in between. They fear fire and sunlight. They are active at night and can see as well in darkness as in midday.
You are woken in the night. Scouts have spotted a trollish host approaching. You form your shield wall and prepare to defend yourselves. Where will Prince Alaric fight?

>In the center of the shield wall, in the first rank. It is the only place for a true warrior.

>In the center of the shield wall, in the last rank. It is the best place from which to give commands.

>On the right wing of the shield wall. It is the best place from which to lead a flanking maneuver.
>>
>>4405764
>>In the center of the shield wall, in the first rank. It is the only place for a true warrior.
>>
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You fight in the center of the shield wall. You cannot tell how many trolls there are. The battle is met and the fighting is vicious. The trolls fight relentlessly. Your sword cuts into trolls left and right. When their arms are cleaved off they continue to bite and claw at their enemies. They are tireless and feel no pain. It isn't long before the shield wall breaks. Men and trolls lie around your feet. You are up to your ankles in the black blood of trolls. You find yourself facing off against a particularly large and menacing troll with white fur. It stares you down. You move first.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

>normal attack. A balance of attack and defense. Roll some 3d6.

>All out defense. forgo attacking in order to defend.
>>
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You swing at the troll and it dodges gracefully despite its bulk. It prepares an attack of its own. It swings a large crude club made of mammoth tusk.

>Dodge. Roll some 3d6

>Block. Roll some 3d6.
>>
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The prince raises his shield and blocks the blow. The force of it pushes him back and sends splinters of his shield flying. but he remains standing. The troll steps around carefully and prepares to attack again. The prince is faster.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

>normal attack. A balance of attack and defense. Roll some 3d6.

>All out defense. forgo attacking in order to defend.
>>
>>4405826
>normal attack. A balance of attack and defense. Roll some 3d6.
>>
>>4405826

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

Time to mog him
>>
Rolled 4, 3, 2 = 9 (3d6)

>>4405826
>>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
Rolled 5, 1, 6 - 3 = 9 (3d6 - 3)

>>4405826
>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
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You lunge and stab into the troll. Black blood runs out of the jagged gash between its ribs. The troll howls in pain and raises its club defensively. It makes no move to attack.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

>normal attack. A balance of attack and defense. Roll some 3d6.

>All out defense. forgo attacking in order to defend.
>>
Rolled 5, 3, 2 - 3 = 7 (3d6 - 3)

>>4406232
>All out attack
>>
Rolled 6, 1, 5 - 3 = 9 (3d6 - 3)

>>4406232
>>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
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You cleave through the troll's shoulder. Blood pours out and the beast collapses on the ground. You stand over your fallen foe and grab it by the horns. With a quick swipe of your sword you lift your trophy over your head. The remaining trolls hoot and screech as they retreat. Your war party cheer. On this day many Nords have gone to Valhalla and many trolls have been sent to Hel.

You march on and arrive at the gates of Trolljokull. You besiege the fortress. Over the course of several days your war party is harassed by raids but the trolls avoid another direct battle. Your scouts try to find a way into the fort.

Skjalf the shieldmaiden approaches you. She has found a small door in the mountains. Only a small party will be able to get inside and open the main gate. She offers to lead the party.

>Send Skjalf. She is the best scout in your party.

>Go yourself. Even if she is a shieldmaiden, it is wrong to send a woman into the heart of Trolljokul.
>>
>>4406334
>>Send Skjalf. She is the best scout in your party.
>>
>>4406334
can't we go together?
>>
>>4406334
>>Send Skjalf. She is the best scout in your party.
>>
>>4406425
+1
>>
>>4406425
Let’s go together
>>
>>4406425
+1
>>
>>4406425
+1
>>
>>4406425
+1
>>
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You decide to form a scouting party that includes Skjalf. You tell the rest of the war party to stand by and wait for the main gate to be opened. You gather your scouting party and head toward the side entrance. It is a small stone doorway set into the cliff side. You look around and find no guards. You pry the doors open and enter the troll fortress. A moldy smell pervades the dark hallways of Trolljokul. You find a small passageway that splits off in many directions. There is a set of stairs near the entrance that leads down and to the right. The sound of clanking chains rises from it. Further down the main passageway splits left and right.
Skjalf suggests that you go down the stairs. You guess that she hopes to find her brother among the captives held in the dungeon. You reason that the left fork will take you closer to the main gate.

>Right stairway.

>Right fork.

>Left fork.
>>
>>4408356
>Right stairway.
The prisoners might know their way around the castle.
>>
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You head down the stairway. The dungeon is half lit by guttering candles in sconces on the walls. There are cages with iron bars and prisoners chained to the walls. There is another door at the far end of the dungeon. A shadowy figure stands near the far door leaning on a spear.

>Sneak up and kill the guard.

>Send Skjalf to sneak up and kill the guard.

>Shoot the guard with your bow.
>>
>>4408398
Also roll some 3d6 for the first or third options.
>>
>>4408398
>Send Skjalf to sneak up and kill the guard.
>>
>>4408398
>>Send Skjalf to sneak up and kill the guard.
>>
is quest kill?
>>
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You send Skjalf to kill the guard. She creeps up, knife drawn. As she passes one of the cages the captive within lunges at her. The deformed monster hoots and strains against the bars but can't reach her. The sounds it makes alert the guard. He turns and charges. Skjalf is knocked to the floor by one swing of the troll's club. The monster in the cage continues hoots loudly and desperately.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

>normal attack. A balance of attack and defense. Roll some 3d6.

>All out defense. forgo attacking in order to defend.

Sorry about the wait. I've been busy this week.
>>
Rolled 2, 3, 5 = 10 (3d6)

>>4412677
>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
Rolled 5, 5, 2 - 3 = 9 (3d6 - 3)

>>4412677
>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
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>>4412699
That's a critical hit.

You leap toward the troll and hew it in half. The creature in the cage shines and shrinks from the blood. Skjalf stands and looks at the monster. It looks like a man and a troll were stitched together. It has patchy fur and one of its arms is bigger than the other. There is a twinkle of intelligence in the eyes. The other cages contain similar beasts.
The prisoners chained to the wall are women and children who have been taken by the trolls recently. They beg to be released.

You are prepared to kill the strange creatures in the cages but Skjalf is strongly against it. She gets close to the cage of the one that tried to grab her. She tries to talk to it.

>Pull her away from the cage.

>Wait and see if the creature can be communicated with.
>>
>>4412988
>Pull her away from the cage.
There’s no hope for them
>>
>>4412988
>>Pull her away from the cage.
QM can you explain how the dice is supposed to work? Are low rolls good?
>>
>>4412995
+1. We will not free or converse with these abominations.
>>
>>4413002
Yeah. Its based on GURPS. You're trying to roll under a target number.
>>
>>4412988
>Pull her away from the cage.
>>
>>4413392
So when it sais subtract it's actually an easier roll? That's good to know!
>>
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You grab Skjalf and pull her away from the cage. The monster lunges at the bars and grasps at the empty air where she was. You slap its hand with the flat of your sword. It whines and covers its face as it flees to the far corner of its cage.

One of the other scouts brings a boy to you. He is thin and pale. His wrists are raw form the iron shackles. He explains that layout of Trolljokul as far as he understands it.
You can get to the main gate by going through the main passage or the king's passage. If you go through the door at the end of the dungeon you will be in the main passage. It goes directly to the main gate. It is wide and always full of trolls. If you were spotted there the whole fort would be alerted. If you go up the stairs and take the left fork you can get to the king's passage. It is secluded and there's not often guards. But you have a chance of running into the king if you go that way and it will take longer to get to the main gate.

>Main passage. We will fight our way through the trolls and open the gate.

>King's passage. We will sneak around the fort and get to the gate without being spotted.
>>
>>4413614
>King's passage. We will sneak around the fort and get to the gate without being spotted.
>>
>>4413614
>>King's passage. We will sneak around the fort and get to the gate without being spotted.
>>
>>4413614
>King's passage. We will sneak around the fort and get to the gate without being spotted.

only real option here
>>
>>4413614
>King's passage. We will sneak around the fort and get to the gate without being spotted.
>>
Your party heads up the stairs and takes the left fork. Then you take another right. After a few minutes of creeping along you reach a point where the passage narrows. On the left there is a door that hangs open. Firelight pours out, illuminating a section of the hall. Laughter can be heard from within. Straight ahead, past the door, there is a staircase that goes down to the right. The main gate is likely right down that staircase. But, to get there you have to pass in front of the door.

>Go through the door. Fire and laughter are strange things to find in a troll's den. This is too mysterious to merely pass by.

>Sneak by and open the main gate before coming back to investigate. (You have to roll for this one)
>>
>>4414019
>>Go through the door. Fire and laughter are strange things to find in a troll's den. This is too mysterious to merely pass by.
>>
>>4414019
>>Sneak by and open the main gate before coming back to investigate. (You have to roll for this one)
>>
>>4414019
>>Sneak by and open the main gate before coming back to investigate. (You have to roll for this one)
>>
>>4414448
>>4414473

This option is winning but neither of you rolled.
Its 3d6.
>>
Rolled 4, 2, 6 = 12 (3d6)

>>4414480
>>
Rolled 2, 2, 5 = 9 (3d6)

>>4414480
>>
Rolled 1, 6, 6 = 13 (3d6)

>>4414480
>>
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Your party sneaks past the door successfully. You go down the stairs and see the gate and mechanism. Its guarded by a troll but Skjalf puts an arrow in its neck. The nearby trolls in the main passageway are alerted and begin to cry out. You grab the mechanism and turn it. The gate swings open and your war party rushes in. They swing torches and drive the trolls in front of them. Eys Half-giant separates from the party and meets you.

"Hail! Prince Alaric! I'll fight by your side! Let's find Stas!"

You have a theory about where you might find him. You lead a group of the fiercest fighters of the war party up the stairs and into the room with the light and laughter.

You find a large dining room with a fireplace. The fire is burning low. On the table there are dishes full of human and troll meat. Sitting next to a plate with a human hand on it, at the head of the table, is the Chalice of Wellbeing.
A group of shadowy figures are putting on armor when they notice you. They do not look like trolls. They have long black hair. They have black skin instead of fur. Instead of the rough stone and bone tools that trolls carry these creature wear crude iron armor and wield iron scimitars. They hiss at you. One is wearing a crown of whalebone. He utters commands in a hideous language. The others attack. Your party charges into battle. In the heat of the battle you find yourself face to face with King Stas.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

>normal attack. A balance of attack and defense. Roll some 3d6.

>All out defense. forgo attacking in order to defend.
>>
Rolled 3, 4, 6 - 3 = 10 (3d6 - 3)

>>4414767
>>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
Rolled 3, 2, 3 + 3 = 11 (3d6 + 3)

>>4414767
>>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
You lunge and stab at the King of Trolls. He dodges easily and slashes into your arm. Blood runs down your forearm and onto your hands. You are in shock. You roll at +3 for everything except dodging for the next turn.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6.

>normal attack. A balance of attack and defense. Roll some 3d6 and add 3.

>All out defense. forgo attacking in order to defend.
>>
Rolled 1, 5, 2 = 8 (3d6)

>>4414797
>>All out attack. forgo defense in favor of a strong attack. Roll some 3d6.
>>
Rolled 1, 2, 2 = 5 (3d6)

>>4414797
>All out attack. forgo defense in favor of a strong attack. Roll some 3d6.
>>
Rolled 6, 3, 1 = 10 (3d6)

>>4414797
>All out defense. forgo attacking in order to defend

we have a guy nicknamed half-giant with us. He can do some heavy lifting as well.
>>
You lunge again and this time your sword finds a gap in the king's armor. Black blood pours out. The Stas snarls and counterattacks. You are overextended and cannot defend. He hits your sword and knocks it from your hand. It spins and clatters on the tiles and lands out of reach. Stas steps between you and the sword, laughing cruelly. You are no longer in shock. Your left hand is empty and your right hand holds a shield.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

>normal attack. A balance of attack and defense. Roll some 3d6.

>All out defense. forgo attacking in order to defend.

Also, if you attack:

>Grapple

>Shield-bash

>Punch
>>
Rolled 6, 3, 4 + 3 = 16 (3d6 + 3)

>>4415629
>>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

Fortune favors the bold

>shield-bash
>>
You swing your shield and smash the rim of it into the bridge of Stas' nose. He steps back and holds his scimitar out defensively. Black blood runs out of his nose.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

>normal attack. A balance of attack and defense. Roll some 3d6.

>All out defense. forgo attacking in order to defend.

Also, if you attack:

>Grapple

>Shield-bash

>Punch
>>
Rolled 3, 6, 4 + 3 = 16 (3d6 + 3)

>>4415926
>>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

he shall be felled

>punch
>>
Rolled 4, 5, 6 - 3 = 12 (3d6 - 3)

>>4415926
>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
You charge and throw a wild haymaker. The troll king predicts your movement. He sidesteps and slashes into your leg. You turn and face him again. You stand with some difficulty. blood runs out of your leg and forms a pool on the ground. You are in shock. You roll at +3 for everything except dodging until the next turn.

You can't take too many more of these hits. (You're at less than half HP.)

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6.

>normal attack. A balance of attack and defense. Roll some 3d6 and add 3.

>All out defense. forgo attacking in order to defend

Also, if you attack:

>Grapple

>Shield-bash

>Punch
>>
>>4416026
>>All out defense. forgo attacking in order to defend
>>
Rolled 6, 6, 2 = 14 (3d6)

>>4416026
>All out attack. forgo defense in favor of a strong attack. Roll some 3d6.
>Shield-bash
>>
You shift your feet and adjust your grip on your shield. The king of trolls goes for a big reckless overhead slash.

>Dodge. Roll some 3d6-3

>Block. Roll some 3d6.
>>
>>4416139
Low. Its based on GURPS. You're trying to roll under a target number. I'll try to explain the rules better next time I run this. Next time I might post a character sheet of the prince too.
>>
Rolled 6, 3, 1 + 3 = 13 (3d6 + 3)

>>4416136
>dodge, duck, dip, dive and dodge
>>
>>4416174
Should be -3 so this is a 7
>>
Rolled 5, 2, 5 + 3 = 15 (3d6 + 3)

>>4416136
>>Dodge. Roll some 3d6-3
>>
Rolled 2, 2, 3 = 7 (3d6)

>>4416136
>Block. Roll some 3d6.
>>
Rolled 6, 5, 2 = 13 (3d6)

>>4416136
>Block. Roll some 3d6.
>>
You raise your shield and block the troll king's attack. His scimitar collides with your shield and sparks fly. His unbalanced swing has left him open to attack.
You are no longer in shock.

>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.

>normal attack. A balance of attack and defense. Roll some 3d6.

>All out defense. forgo attacking in order to defend.
>>
Rolled 3, 4, 2 - 3 = 6 (3d6 - 3)

>>4417442
>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
Rolled 1, 2, 6 - 3 = 6 (3d6 - 3)

>>4417442
>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
Rolled 3, 3, 1 + 3 = 10 (3d6 + 3)

>>4417442
>>All out attack. forgo defense in favor of a strong attack. Roll some 3d6 and subtract 3.
>>
You swing your shield down and smash the troll king's head. He collapses to the ground. You step over him and grab your sword. He is beheaded in one swift cut. The battle in the dining room is over. Eys and the other warriors have killed all the trolls. You grab the Chalice of Wellbeing. You run through the halls, holding up Stas' head and the chalice. The trolls are routed from the whole fort.

The dwarves hold the fort and most of its treasure. The war party returns to Skarstind victorious. Prince Alaric goes into the mead hall and presents the chalice to King Yngvi. King Yngvi drinks from the chalice and color returns to his cheeks. He stops coughing and seems years younger.

"Put another log on the fire! We must celebrate this victory!"

A great celebratory feast begins. Many logs are added to the fire.

In the light of the roaring fire, the hall seems different. Prince Alaric is not the boy that left some weeks ago. He is a warrior with long scars on his forearms and a black ear and a whale bone hanging around his neck.

The hall itself is different. It is a dark and shabby hall with threadbare tapestries and tarnished silver. The farmland here is bare and trade is harried by pirates. Perhaps another day Prince Alaric will endeavor to bring wealth as well as glory to the hall of Skarstind. But that is a tale for another day.

-Fin-
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>>4417508
Is that all? Well I hope you can continue or do a longer quest sometime.
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>>4417711
I might continue next Friday. If you've got any suggestions to improve the quest let me know.
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>>4417760
Stats and items we looted from the trolls. Trying to rule our kingdom maybe.
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>>4417760
don't want to sound like a coomer but if this is supposed to be Conan we might want to up the babes & boobs factor a bit
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>>4418181
Yeah this. Bring out the sorceresses and barbarians with tits hanging out.
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>>4417760
More skimpy outfits obviously
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File: luis-royo-bild.jpg (1.24 MB, 1220x1600)
1.24 MB
1.24 MB JPG
Like, Louis Royo kind of shit
>>
Your suggestions are noted. Expect another thread on Friday.



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