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"A Yaeger is no mere man, not anymore. No, from their first kill, a Yaeger becomes ment, something more than mere flesh and bone. They become a weapon, forged to defend the Monsterreich from the beasts that would destroy us from within."
—From the writings of Rackham Steinhaus

With a rumbling snort, you are awoken from your slumber, someone lightly shaking from your slumber. When you open your eyes, you find the migrant bauern whose cart you were hitchhiking bowing respectfully. "Honorable Yaeger, apologies for the interruption, but we have arrived at your destination. The guild's personnel have come to meet you." Yawning and stretching, you emerge from the back of the cart, leaving behind a few marks as payment and hefting your weapon. Examining it, you carry out your inspection thoroughly on the...
>Axe Cannon: Two handed axe with a limited ammunition light cannon built in. Revolves around getting stuck in with the axe, then using the cannon as an instant kill finisher.
>Giant Halberd: Massive two handed halberd with a blade more half your size and a handle twice that long. Revolves around keeping the monster at bay while building up momentum for the final strike.
>Bastard Sword: All rounder weapon. Good strength, balanced weight, and can be one handed easily. Good for pairing with lighter weapons, tools, and/or a shield.
>Arbalest: Long ranged weapon, specializes in ambush attacks and fire support, utilize the environment to mitigate the impact of the setup time.
>Zweihander: Giant two handed sword, adept at cutting off monster limbs but its enormous weight makes it hard to swing accurately.
>>
>>4591947
>>Giant Halberd: Massive two handed halberd with a blade more half your size and a handle twice that long. Revolves around keeping the monster at bay while building up momentum for the final strike.
>>
>>4591947
>>Axe Cannon: Two handed axe with a limited ammunition light cannon built in. Revolves around getting stuck in with the axe, then using the cannon as an instant kill finisher.
>>
>>4591947
>Axe Cannon: Two handed axe with a limited ammunition light cannon built in. Revolves around getting stuck in with the axe, then using the cannon as an instant kill finisher.
>>
>>4591947
>>Giant Halberd: Massive two handed halberd with a blade more half your size and a handle twice that long. Revolves around keeping the monster at bay while building up momentum for the final strike.
>>
>>4591947
>>Zweihander: Giant two handed sword, adept at cutting off monster limbs but its enormous weight makes it hard to swing accurately.
>>
>>4591947
Crossbow.
Second choice: Axe Cannon.
>>
>>4591960
+1
>>
>>4591947
>Giant Halberd: Massive two handed halberd with a blade more half your size and a handle twice that long. Revolves around keeping the monster at bay while building up momentum for the final strike.
>>
>>4591947
>Giant Halberd: Massive two handed halberd with a blade more half your size and a handle twice that long. Revolves around keeping the monster at bay while building up momentum for the final strike.
What's your planned update schedule, OP?
>>
>>4591947
%triforce
>>
>>4592126
I update after an hour or so of one option with at least 3 votes leading. Speaking of which:
>>4591960
>>4591961
>>4592031
>>4592064
>>4592079
>>4592084
>>4592099
>>4592107
>>4592126
>Giant Halberd wins. Votes closed. Writing.
>>
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>>4592171
You slip your trusty halberd into its holster rig on your back. Wringing the last kinks out of your hands, you approach the guild caravan that remains on standby a few elle away from you. One of the guild stewards comes up to you, hoisting an open leberband. "Good morrow, honorable Yaeger. We've been expecting you. I am Steward Anna, and I've been assigned to assist you on this and the rest of your hunts for the foreseeable future. We have already spoken to the villagers, and we have narrowed down the monster you will be hunting down to one of three based on their testimonies: the Nachtravsky, the Roggenwolf, and the Vielfrass. We have gathered their guild entries, as well as the witnesses's stories, in this tome."

>This begins the recon phase of the hunt, where you gather information on your quarry and try to figure out exactly which monster you're hunting before you depart. Be very careful on how you prepare: you will have no confirmation on whether or not you guessed correctly until you encounter the monster, and the key to any successful hunt is the right supplies.

How will you prepare for the hunt?
>Read the guild entries. (Choose from Nachtravsky, Roggenwolf, or Vielfrass. You can choose any number to read from.)
>Read the witness testimonies.
>Prepare supplies for the hunt.
>Begin the hunt.
>>
>>4592175
>>Read the witness testimonies.
>>
>>4592175
>Read the witness testimonies.
>>
>>4592175
>>Read the witness testimonies.
>>
>>4592175
>Read the witness testimonies.
Is there any downside to just sitting here and reading everything? Are we on a time limit?
>>
>>4592175
>Read the witness testimonies.
>>
>>4592191
>>4592199
>>4592219
>>4592226
>>4592237
>Read witness testimonies.
Vote closed, writing.

>>4592226
This gets addressed somewhat in the update, but time is passing as you do these things in the recon phase, and if you take too long the monster could possibly enter its active period, giving it a chance to strike again and increasing the difficulty of the hunt. Of course, whether or not a monster becomes active based on time also depends on what kind if monster it is.
>>
>>4592245
The book contains a variety of testimonies, collected it seems from all the townsfolk who have witnessed the monster. You spend the morning studying them.

>From Herr Bantus, Lehnshidh of Unter Valthagen and vassal of the lord of East Valtland
This whole strangeness began last week. I was called from my bed in the middle of the night by Herr Kahm, yelling something about a beast that had broken his fence and slaughtered his cattle. If it were anyone else, I would have simply cautioned them about the wolves in the forest and gone back to sleep, but I know Herr Kahm. His herds are the largest in the village, and one doesn't become so by getting caught off guard by a few wolves.

>From Herr Kahm, a bauern from Unter Valthagen
Ay, it was my fields that the beast tore through. No matter what anybody tells you, no mere beast could've torn through my fences. I'm the only one in these woods who can afford iron fences you see, and this creature just barreled through it like it was nothing more then twigs! Made a ripe mess of my poor prized cattle too. Couldn't even be arsed, if you'll excuse my language, to finish it's meal! Bunch of half eaten cows and sheep, what am I to do with that!

>From Herr Musht, a woodsman from the Valthagen forest
I've lived on the lands for almost 15 years now my dear Frau, and I've never seen something do this much damage to these woods. Century old trees, uprooted like a child pulling out weeds in his mother's garden, and just as reckless too, knocking these things down all over the place. I only found out about it when it nearly knocked a tree into my house, could've killed me in my sleep! Strangest thing was, I never even heard a thing until the tree hit the ground, but the next morning all I could smell was rotten fish.

>From Herr Grussel, a guard for Unter Valthagen
I have to tell you less, I'm glad you Rackham guildfolk are here to take charge! If what the folks have been saying are true and there's a monster on the loose, I might've just—my story? Ah right, yes, of course.
Well I was on guard the night that Herr Kahm's fields were attacked, and let me tell you I was up all that night. I kept hearing some kind of noise in the forest, and I thought it was Herr Musht pulling down some more trees for his cabin, but no the lazy hound had slept through the entire thing. I'm telling you that son of a—right, my testimony , thank you fraulein.
Well, long story short, I didn't actually see anything but I sure could hear it that night - and smell it, once I got closer. I'm telling you, it smelled like charred flesh down there, like that one fire—
(1/2)
>>
>>4592248
The sun has crawled higher into the sky, and it is now about noon. How will you prepare for the hunt?
>Read the guild entries. (Choose from Nachtravsky, Roggenwolf, or Vielfrass. You can choose any number to read from.)
>Interview people from the witness testimonies (Who? Choose one or more from the Lehnshidh, the Bauern, the Woodsman, or the Guard).
>Prepare supplies for the hunt.
>Begin the hunt.
>>
>>4592245
Must've missed it. Thanks.

>>4592249
>Read the guild entries --Nachtravsky
Might as well go at these in order. If we're lucky they'll obviously match something in the testimonies and we're set.
>>
>>4592249
>Read the guild entry’s
None of what these reports brought up sounds like what I imagine the monsters to be meta wise (unless the nachtravsky is more a chupacabra than an actual vampiric creature), so let’s see how the guild describes the creatures they’ve narrowed the culprit down too, and see if they match anything similar to what we just read, before we choose to go ahead and pursue a particular lead or witness further.
>>
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>>4592265
>>4592266
Just going to see if we can rapid fire these to rally interest.
The Nachtravsky: A flying monster, appears in the south, hunts children and animals in the dead of night, its underside feathers resemble the night sky, its cry is utterly silent until it's right on top of you, disorienting its prey, and its saliva is paralytic.
>>
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>>4592278
>The Roggenwulf: A man eating wolf-plant hybrid, appears nearby farmlands, when sleeping it roots into the ground and looks like a small batch of corn or wheat that appeared out of nowhere, eats the weak (children/elderly) and cattle animals, ambush predator, severe weakness to extreme temperatures (winter and fire).
>>
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>>4592287
The Vielfrass: Gluttonous giant boar, slow and blind, continually feasts on anything it can fit in its mouth, impeccable sense of hearing, areas it has been in contain a revolting smell of death. Hard to sneak up on, but easily tricked. Running water is deadly to them.
>>
>>4592292
>the Viellfrass seem the most likely. Also nice name, at least partially based on some language's (German I'm guessing) word for glutton.
>>
>>4592292
After carefully studying the guild's records, you look up at find that the sun has tumbled off its precipice, moving to the afternoon part of its eternal hunt. How will you prepare for the hunt?
>Interview people from the witness testimonies (Who? Choose one or more from the Lehnshidh, the Bauern, the Woodsman, or the Guard).
>Prepare supplies for the hunt.
>Begin the hunt.
>>
>>4592309
>>Begin the hunt.
>>
>>4592309
>>4592314
>twilight into night hunt
I too, like to live dangerously.
>>
>>4592315
>>4592314
Any other plans?
>>
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>>4592314
>>4592315
>QM mentions preparation is key
>Let's go hunt without anything but our weapon
>>4592309
>Prepare supplies for the hunt.
>>
>>4592249
>>Prepare supplies for the hunt.
>>
>>4592309
>Prepare supplies for the hunt.
>>
>>4592309
>Prepare supplies for the hunt.
>>
>Revolting smell of death
It's the boar, unless we were given red herrings.

>Prepare supplies for the hunt.
>>
>>4592309
>Prepare supplies for the hunt.
>>
>>4592479
>>4592510
>>4592516
>>4592802
>preparing
>preparing to hunt what
We still don’t know what it is.
Might as well just run out there right now lol.
>talk to Woodsman or “ Lehnshidh”
Have him them show us the damage.
>>
>>4592248
>>4592989
How many clues do you need?
>broken fence
That excludes the Nachtravsky, the raven could've simply flown over it.
>uprooted trees
The Roggenwulf is an ambush predator, there's no need for it to cause such destruction. The Vielfrass, on the other hand, could do it: it's blind and would probably bump into trees while going through the forest.
>smell of rotten fish/charred flesh
This basically confirms it's the Vielfrass, only the boar leaves behind a smell of death.
>>
>>4593009
I don't think discounting the Roggenwold is a good idea, but that's a pretty good assessment in my opinion.

>>4592292
When you say it's deadly, do we know if it's because it's like a vampire thing, or is it a "gets confused" way?
>>
>>4593073
Their flesh sloughs away in running water, and they can't swim.

>>4592314
>>4592315
>>4592479
>>4592479
>>4592510
>>4592516
>>4592598
>>4592802
>>4592989
>Prepare supplies for the hunt.
Writing.
>>
>>4593086
>There are three types of supplies you may take with you on the hunt: traps, tonics, and bombs. Traps must be set up before the clash begins, but can provide numerous advantages if you can trigger them by leading the monster within 10 feet of them. Tonics provide a variety of restorative and beneficial properties, but require valuable time to consume. Bombs are like traps that can be used in combat, but are incredibly unwieldy and probably best used on a stunned target.
>When picking supplies, you have a certain amount of commission points to spend. The higher the estimated danger of the hunt and your renown as a Yaeger, the more commission points and supply options you'll have. On certain hunts, you may also have special supplies.

You have 3 commission points to spend:
>World Root (Tonic) - Restores three Vitality to a single body part and cures 1 stack of Bleeding. Requires 1 action. 1 CP for 5.
>Essence of Mars (Tonic) - Gain +2 Strength until your next turn. Requires 1 action. 1 CP for 3.
>Essence of Loki (Tonic) - Gain +2 Dexterity until your next turn. Requires 1 action. 1 CP for 3.
>Iron Bitters (Tonic) - Cure 1 non-injury Status Effect you have. 1 CP for 3.
>Arbalest Decoy (Trap) - When triggered, deals 1 automatic hit from a Tempered Arbalest. 2 CP for 3.
>Monster Trap (Trap) - When triggered, deals 5 Vitality damage to a random leg. 1 CP.
>Dragon Spout (Bomb) - When triggered/used, apply 3 stacks of burning. 1 CP.
>Nail Bomb (Bomb) - When triggered/used, deal 1 Vitality damage to each location, 50% chance to apply 1 stack of Bleeding. Warning: Friendly fire possible if too close. 2 CP.

Remember, you have 3 commission points (CP).
>>
>>4593089
World Root Tonic is a must, one stack of that regardless of what else we get.
>>
>>4593089
>>4593092
So, my proposed budget is
World Root
Loki
Dragon spout

World root heals us, which is essential. Loki allows us to maneuver better and dodge attacks. The Dragon Spout is a useful Initiator, and will let us do shitloads of damage if it turns out to be the wolf instead of the boar.
>>
>>4593089
>World Root
>Monster Trap

This thing is blind, it seems like traps would be ideal.
>>
>>4593105
There's no way it's the wolf unless OP is intentionally misleading us.
>>
>>4593107
Oh, sorry, that's only 2. I can compromise and throw in a Dragon Spout.
>>
>>4593089
>World Root
>Monster Trap
>Dragon Sprout
>>
>>4593107
>>4593112
Suppirting this.
>World root is a must.
>Monster trap in a big and heavy foe like the Vielfrass can leave him immobilized by taking one of his back legs.
>An immobilized beast as big as the Vielfrass will be an easy target to a bomb, thus making the Dragon Spout a good choice, allowing us to set him on fire whitout taking much risk
>>
>>4593105
>>4593107
>>4593112
>>4593194
>>4593196
>World Tree, Monster Trap, Dragon Spout
Votes closed, writing.
>>
>>4593232
What counts as running water? Is it only rivers, or do waterguns work
>>
>>4593391
I'm going to assume it works like most folklore, so generally it has to be from a natural source, and it has to be sustained, so we could probably redirect a river, but not use a hose. (Yes I know hoses probably don't exist in this world.)
>>
>>4593232
Apologies for the delay, I got caught up in something. Unfortunately, I'm taking some extra classes for the winter that start tomorrow, so we'll have to break for today. As a make up, here's a write up on the rules of combat in preparation for the hunt ahead. I'll see if I can run tomorrow, but if not it'll definitely be on Wednesday unless something major happens.
https://pastebin.com/EPFEDzvK

>>4593391
This anon >>4593391 has the right idea.
>>
>>4593089
>World Root
>Essence of Mars
>Monster Trap
>>
>>4593089
>>4593406
What are our stats like? We picked giant halberd, so I’m hoping we get some giant characteristics to back it up.
>>
>>4593406
Alright, looks like I'll have time to run today actually, in about 2 hours, +/- 10 minutes or so. I spent yesterday getting some buffer up and more resources available.

>>4593793
Your sheet for the hunt is as so:
Strength 5
Dexterity 7
Agility 4
Fortitude 7
Intelligence 6
Willpower 5
Sigils 0

Equipment:
Monsterleden Half Plate (+2 Evasion, +2 Protection)
Tempered Halberd (+0 Accuracy, +3 Damage, Reach: 10)

Items:
Monster Trap
5 World Root
Dragon Sprout

Traits:
Yaeger Training (Has the ability to harvest sigils from slain monsters and meditate to convert sigils into increased physical and mental prowess.)

For reference, your average human has 3 in all stats, a 4 is around a trained professional's skill, a 5 is peak human condition, and monster statistics begin in the 7-10 range.
>>
>>4595487
I'm getting big Totemist Quest vibes and I'm here for it. Don't flake OP (or at least tell us if you end the quest).

I'll stick around for the session.
>>
>>4593232
I can guess the answer, but I'm going to ask anyway.

It is currently mid afternoon, as the sun-beast begins its shameful tread back to its lair. Will you begin the hunt while you still have light to your back?
>Begin the hunt
>Wait (Until when?)
>>
>>4595615
Can we get a quick map for a lay of the rivers before we go?
>>
>>4595615
>>Begin the hunt
>>
>>4595615
>Begin the hunt
But a map wouldn't hurt.
>>
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>>4595617
>>4595632
One of the guild members hands you a map, with points of interest premarked on it.
Totally didn't spend almost on hour playing carcassone with a random map gen software.
>>
>>4595617
>>4595628
>>4595632
>Begin the hunt
Writing
>>
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>>4595718
The time had come. Already, your blood was boiling, hairs raising in excitement. The time of the Hunt was nearly upon you, and your body was ready for it.
Standing now in the guild caravan, you requisitioned your supplies for the hunt. Two days of rations, a canteen of water, bandages and rope aplenty, the bundle of world root you requisitioned, and a tinderbox and some firewood filled your pack, while the monster trap hung beneath it and the dragon spout was wrapped carefully on the side.
As the armorers garbed you in the armor of your calling, leather underclothes now being overlain by your half plate, Anna approaches with a platter, holding your helmet, guild stone necklace, and curiously a towel and set of anointing oils. You raise your eyebrow at the last inclusion, and the steward blushes slightly. "I...am of the faith honorable Yaeger. It would put me at ease if you allowed me to perform the ritual of the Hunt you, placing the tray on the ground as she pushes back your arming cap. Your near 7 foot bulk means that even kneeling, your heads are at almost the same height as she rubs the oils into your forehead, muttering prayers in the Old Words.
Seemingly finished, she resets your arming cap, hangs the guild stone around your neck, and slowly lowers your helmet into place. Standing back and bowing, all the other humans in the tent turn and bow as well once they see you've finished your preparations. "Go forth, honorable Yaeger," they say in union as the one tradition that all human members of the Rackham Guild participate in, regardless of faith. "Go forth, and conquer monster in the name of man and ment."

With your armaments ready and your battlelust rising, you depart the guild caravan. Circling around the village to the now mended fence where the beast broke through, you begin your pursuit, sprinting off into the forest.

>In the pursuit phase of the hunt, you’ll pick a direction to move towards, and I’ll make an Intelligence (5) contest for you. Passing or failing the contest doesn’t tell you necessarily that you’re going the right way, but it’ll give you clues and also inform you of the monster’s condition if you do pass. If you fail, then to the random event table we go!

>Choose a direction
>North, closer to the village and river
>East, closer to the river
>South, deeper into the forest,
>West, deeper into the forest but hugging the river
>>
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>>4595747
>Updated map with compass and current location
>>
>>4595747
>South, deeper into the forest
>>
>>4595747
>West
We want to circle around it and have its back to the river. Somewhat increases the chance of it going for the village, but better than it getting away and attacking when there arent any jaegers
>>
>>4595758
>>4595762
Any tiebreakers?
>>
>>4595903
I'll switch to West, but in the future you should just roll for it rather than wait around.
>>
Rolled 10, 1, 7, 4, 1, 8 = 31 (6d10)

>>4595762
>>4595926
>West, deeper into the forest but hugging the river
Writing, rolling your intelligence check.
>>
>>4595903
Yeah, its up to you to figure out when to pull out the dice or try to see if you can get the players to talk to each other
>>
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>>4595944
You press on into the forest but remaining close to the river than flowed left of Unter Valthagen, depending on your senses to orient yourself westward and attempt to discover the monster's trail.

[Intelligence check: Failed! +1 success bonus to next tracking check. Random event roll.]

You fail to pick up the Vielfrass's distinct stench of death, or any other signs of monsters, but your nose does find one familiar scent: smoke. Looking back eastward, a middling sized smoke column is rising from the direction of the woodsman’s house, and from the direction of the wind the fire is moving westward and southward. You have about half an hour or so before it reaches your current position, but the greater risk will be if it agitates the monster and makes it try to bolt towards you.

[A fire has begun in the woods. The townspeople are working to extinguish the flames threatening the town, but the fire will sweep in the Southwest direction, forcing any living creatures, including the Quarry of the hunt, northeast. Moving through areas with fire will require a Dexterity (4) check to avoid damage and searching for the monster's trail is harder.]

Current Tracking Level: +1
Current Phenomena: Wildfire
>Choose a direction
>North, closer to the river
>East, towards the fire
>South, deeper into the forest
>West, into the river
>>
>>4595998
>South, deeper into the forest
>>
>>4595998
>South, deeper into the forest
If it's relatively central and it flees southwest we could nab it here.
>>
>>4595998
>South, deeper into the forest
>>
>>4595998
>East, towards the fire
If the Beast moves northeast, we'll interrupt it.
>>
Rolled 5, 3, 8, 2, 1, 10 = 29 (6d10)

>>4596000
>>4596002
>>4596074
>South, deeper into the forest
Writing, rolling Int (4) check.
>>
>>4596157

(Is it roll under or over?)
>>
RIP
>>
Rolled 58, 93, 49 = 200 (3d100)

>>4591947
>>
>>4596157
||Hey, just wanted to tell y'all I'm not dead! Been busy all week and forgot to let y'all know. I'll be running today in about 3 hours and 15 minutes, for hopefully about 5-7 hours depending on how tired I am. I'll try to be better at telling you when I come and go.||

>>4596164
It's dice pool, roll over a 6+, 10s count twice. Rules are linked over in >>4593406. For this roll, you failed.
>>
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>>4596157
You hurry past the fire already spreading to the east, moving deeper into the forest where your quarry hopefully resides. The sunbeast is approaching his lair and the first hints of the moon stalk into the sky. It is now early evening.

Once again, you expand your senses, but you detect none of the telltale signs of a monster’s presence still.

[Intelligence check: Failed! +2 success bonus to next tracking check. Random event roll.]

The presence of the steadily approaching smoke overwhelms your senses, but not enough to stop you from noticing the rapidly approaching bear, clearly attempting to escape the fire. It seems extremely agitated, as when it notices your presence it stands up on two legs, clearly trying to intimidate you. This could be tricky.

>You’ve entered an encounter! These are like mini-fights that have a variety of approaches you can take. In terms of time, the pass of events in hunt time pauses, but any ongoing phenomena will still have an effect, including the wildfire! If you do decide to challenge the phenomena in combat, I’ll just simulate the battle on my end to see how injured you end up, since it’s very unlikely that you will lose.


How will you deal with the bear?
>Run past it, even if it triggers the hunt response you’re most likely still faster than it. (AGI)
>Kill the bear, you don’t need it popping up later while you’re fighting the monster. (Combat)
>Try to figure out what’s made the bear choose to be aggressive instead of running from the fire (INT)
>Write in

Character Sheet Reminder:

Stats:
Strength 5
Dexterity 7
Agility 4
Fortitude 7
Intelligence 6
Willpower 5
Sigils 0

Equipment:
Monsterleden Half Plate (+2 Evasion, +2 Protection)
Tempered Halberd (+0 Accuracy, +3 Damage, Reach: 10)

Items:
Monster Trap
5 World Root
Dragon Sprout

Traits:
Yaeger Training (Has the ability to harvest sigils from slain monsters. Affects dialogue with other characters.)
>>
>>4600827
>Try to figure out what’s made the bear choose to be aggressive instead of running from the fire (INT)
>>
>>4600827
>Try to figure out what’s made the bear choose to be aggressive instead of running from the fire (INT)
Maybe we could run closer to the fire so it doesn't look like we're blocking the way out, but is it starving from lack of food?
>>
Rolled 5, 10, 10, 1, 9, 7 = 42 (6d10)

>>4600852
>>4600833
>Try to figure out what’s made the bear choose to be aggressive instead of running from the fire (INT)
Rolling your int check. Writing.
>>
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>>4600898
You approach slowly and carefully, keeping your hand away from your weapon and with your arms up, but never letting your eyes deviate from those of the bear’s. It doesn’t move from its own position, meeting your stare as a challenge between predators.

[Intelligence check: Passed! Learned new information about the monster.]

As you take the opportunity to get closer to the mundane beast, you realize the source of its agitation: the bear has been gored quite severely on its side. From the freshness of the blood, whatever caused this has to have been close. Of the three monsters you’ve suspected attacked the village, only the Vielfrass has tusks with the ability to do that much damage. Even still, this amount of damage is unusual, and looking within the wound (with a warning growl from the bear) bears fruit. A fragment of the monster’s usually impervious tusks are lodged within. The Vielfrass must have a mutation that somehow makes it stronger, but that same mutation does not apply to its bones.

The bear seems to have accepted your presence and turns to continue fleeing, but keeps its eyes on you as it turns. You sense an opportunity: if you wish to part with one of your World Roots, you could heal the bear’s wound and possibly temporarily domesticate it.
>Use (1) World Root on the bear
>Let it flee

Current Tracking Level: +2
Current Phenomena: Wildfire
Monster is Close!
>Choose a direction
>North, out of the forest
>East, towards the fire
>South, deeper into the forest
>West, away from the fire
>Stay in place, try and discern the direction the monster is coming from, and lay a trap in preparation (Specify trap(s).)
>>
>>4600939
>Use (1) World Root on the bear
DIPLOMANCY

>Stay in place, try and discern the direction the monster is coming from, and lay a trap in preparation (Specify trap(s).)
The only trap we have.
>>
>>4600939
>Use (1) World Root on the bear
A local bear that doesn't hate humans is pretty good for the village posthunt

>Stay in place, try and discern the direction the monster is coming from, and lay a trap in preparation (Specify trap(s).)
>>
>>4600939
>Use (1) World Root on the bear
>Stay in place, try and discern the direction the monster is coming from, and lay a trap in preparation. (Dragon Sprout)
>>
Rolled 5, 5, 9, 4, 3, 5 = 31 (6d10)

>>4600950
>>4600983
>>4600984
>Use (1) World Root on the bear
>Stay in place, try and discern the direction the monster is coming from, and lay a trap in preparation (Dragon Spout)
Writing, rolling your Int (2) Check
>>
File: Vielfrass.jpg (482 KB, 1920x1040)
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>>4601000
You stop the bear with a hand, just being forceful enough to show your intentions but not enough to provoke it, and drop your pack, scavenging inside for your bundle of World Root. Finding it, you slip one of the roots out and apply it to the bear’s wounds. The mystical plant quickly begins to grow as it contacts wounded flesh, sinking into the bear’s flesh and growing within before transmuting into healthy flesh, covered in fur. As you stand and unwrap the Dragon Spout from its perch on your pouch, the bear nuzzles close to you and licks your unoccupied arm.

[Intelligence check: Failed! Since the monster is close, the monster ambushes!]

Given that the bear had come at you from the east, you make your stand in the flames facing that direction, burying the Dragon Spout in the ground close but not too close to your position. Understandably, given the fire raging around you, you miss the Vielfrass charging you from the South until it’s already too late. You attempt to dodge, but the monster’s attack still gores you in the side and punctures your armor. Its assault does not go unpunished however, as the bear comes to your rescue, slashing the monster. Its claws fail to puncture the Vielfrass’s thick hide however, and the bear makes sure to back off before it gets attacked itself.

[Surprise attack: Vielfrass deals 3 Vitality Damage to your Torso. 4/7 Vitality remaining.]
[Companion counterattack: Bear does 0 Vitality Damage to Vielfrass’s Torso.]

After you make sure the plate covering your torso is still secure, you unsheath your massive halberd and prepare for combat.

>Tomorrow, we will begin the showdown phase of the hunt. You and the monster will take turns doing 3 actions per turn, with you receiving an additional action thanks to your Companion bonus. The rules of combat can be found here: https://pastebin.com/EPFEDzvK. For now however, I'm ending the session here.
>>
>>4601050
Cheers OP. Thanks for running.
>>
>>4601000
so it IS roll under

>>4601050
Tracking sounds tough with this kind of setup. Looks like we've got quite a fight ahead of us.
>>
>>4601050
OP??
>>
>>4601050
>We'll be running today in about 8and a half hours
>>4602729
I really need to stop saying I'm going to run at a time before checking if I actually can run at that time.
>>
File: Fight1Map1.png (7.79 MB, 2160x1500)
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>>4601050
You stand face to face with the Vielfrass, its putrid smell enough to make a normal man puke. The smoke has been covering the scent before, but this close it is vile. Luckily, your training prepare you for this and it has little effect on you. It is time for this hunt to end.

>You are now in the last phase of the hunt, the showdown. In this phase, you will take 3 actions per turn (in this case, +1 for a companion) to fight the monster to the death. The full combat rules can be found at: https://pastebin.com/EPFEDzvK. Each tile on the grid in the map is 5 feet. Your companions are assumed to always Move when you Move as a free action, and will stay within 10 feet of you if possible. The small circle around the trap's location is an indicator of its activation radius, anyone moving within that radius will trigger its effect. Note: a range of 5 tiles means you are within contact.

Choose your actions. You have 3 main actions and 1 companion action.
Main Actions:
>Move: Move 30 feet (6 tiles) in any direction.
>Attack: Attack any enemy within your attack range of: 10 feet (2 tiles).
>Use Item: Use one of: World Root (4) on you or a companion within 10 feet.
>Defend: Choose Agility or Fortitude. Gain +2 in that stat until the next time you're attacked, use this action, or at the beginning of your next turn.
>Retrieve Bomb: Remove active bomb trap: Dragon Spout for use as an item. Can only be used with 15 feet of the requisite bomb trap.
>Command Companion: Allow a companion to use an extra action during their turn.

Companion Actions:
>Attack: Attack any enemy within your attack range of: 5 feet (1 tiles)
>Defend: Choose Agility or Fortitude. Gain +2 in that stat until the next time you're attacked, use this action, or at the beginning of your next turn.

Stats:
>Bear:
Strength 6
Dexterity 5
Agility 5
Fortitude 6
Intelligence 2
Willpower 2

Equipment:
None

>Yaeger:
Strength 5
Dexterity 7
Agility 4
Fortitude 7
Intelligence 6
Willpower 5
Sigils 0

Equipment:
Monsterleden Half Plate (+2 Evasion, +2 Protection)
Tempered Halberd (+0 Accuracy, +3 Damage, Reach: 10)

Items:
Monster Trap
4 World Root

Traits:
Yaeger Training (Has the ability to harvest sigils from slain monsters. Affects dialogue with other characters.)
>>
>>4606092
8mb is pretty hell on my phone, so ill wait until im on wifi to put up a proper vote.

I think we should strike it to keep it wary of our weapon, then start leading it to the trap. Im willing to bet one more hit or at least another round before healing.
>>
>>4606395
I'll make sure to reduce the file size in later updates. It looks like we're not going to get anything more today though, I'll try and get another session in this week but absolutely no promises. I'm hoping we can at least finish this hunt and start introducing some more characters before the thread ends.
>>
>>4606092
>>4606395
SO, I am firmly of the opinion that giving exact square by square votes is a terrible idea, but here's what I'm angling for:

>Move south, closer to the trap but far enough to the right to attack the beast.
>Attack
>Move southwest, assuming we want to be outside the trap's range when it triggers.

>Defend - Agility
>>
>>4606092
>>Attack: Attack any enemy within your attack range of: 10 feet (2 tiles).

To get the monster to come after us

>Move: Move 30 feet (6 tiles) in any direction.

Towards the trap

>Defend: Choose Agility or Fortitude. Gain +2 in that stat until the next time you're attacked, use this action, or at the beginning of your next turn.

once we're in the vicinity of the trap

>Defend: Choose Agility or Fortitude. Gain +2 in that stat until the next time you're attacked, use this action, or at the beginning of your next turn.
>>
File: 1610593364537.jpg (1.95 MB, 2160x1500)
1.95 MB
1.95 MB JPG
>QM begins sessions at 4-6 am in my timezone
Why must I suffer like this?
>>4606092
Main actions:
>Move 2x like pic related
>Defend (Agility)
Companion actions:
>Defend (Fortitude)
>>
>>4606092
I'm going to be running 24 hours from now, just to give everyone advance warning.
>>
>>4608297
Oh
>>
>>4606395
>>4606578
>>4606726
>>4606727
>>4606768
>Move to the Vielfrass, Attack, Move out of trap range, Defend (Agility).
Writing, I'm going to be rolling outside just to speed things up. We'll be trying for a 2 hour period between each voting to hopefully keep things relatively speedy while also making sure enough people can vote.
>>
File: Fight1Map2.png (7.79 MB, 2160x1500)
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>>4609722
You maintain your distance as you steadily advance towards the monster, decisively striking twice despite the aberration’s poor attempts at dodging. With the second strike, you cleave through its torso, cutting deep but not enough to seriously injure the beast through its thick hide.

[Attack: You deal 3 Vitality Damage to the Vielfrass’s Torso. 4/7 Torso Vitality Remaining.

In response, it charges you, and you quickly retreat towards the Dragon Spout you have set up. Just barely jumping over the tripline with your peak agility, you watch as the trap belches burning dragon’s blood all over the Vielfrass, quickly igniting it. The monster balks for a moment before resuming its charge, but it’s already too late. The bear, ever your companion, runs in front of the monster against its own instincts, causing it to break away before it can reach you.

[Attack: The Vielfrass misses its charge.]

The Vielfrass seems to be stomping its feet in agitation and shuddering from the pain and warmth of the fire.
[The Vielfrass suffers 3 Burning: At the start of its turn, it must pass a Fortitude (5) roll or take 3 damage to the torso. The fire can be extinguished by taking an action, but non-humans must pass a Willpower (3) roll in order to take this action.]

Choose your actions. You have 3 main actions and 1 companion action.
Main Actions:
>Move: Move 30 feet (6 tiles) in any direction.
>Attack: Attack any enemy within your attack range of: 10 feet (2 tiles).
>Use Item: Use one of: World Root (4) on you or a companion within 10 feet.
>Defend: Choose Agility or Fortitude. Gain +2 in that stat until the next time you're attacked, use this action, or at the beginning of your next turn.
>Command Companion: Allow a companion to use an extra action during their turn.

Companion Actions:
>Attack: Attack any enemy within your attack range of: 5 feet (1 tiles)
>Defend: Choose Agility or Fortitude. Gain +2 in that stat until the next time you're attacked, use this action, or at the beginning of your next turn.

Stats:
>Bear:
Strength 6
Dexterity 5
Agility 5
Fortitude 6
Intelligence 2
Willpower 2

Equipment:
None

>Yaeger:
Strength 5
Dexterity 7
Agility 4
Fortitude 7
Intelligence 6
Willpower 5
Sigils 0
Vitality Damage: 4/7 Torso

Equipment:
Monsterleden Half Plate (+2 Evasion, +2 Protection)
Tempered Halberd (+0 Accuracy, +3 Damage, Reach: 10)
>>
>>4609933
>Attack
>Defend: Fortitude
>World Root

>Attack
We're more or less just bleeding it out now
>>
>>4609944
Supporting this, we took a pretty gnarly hit at the start
>>
>>4609944
>>4610081
>Attack
>Defend (Fortitude)
>Use Item (World Root)
>Attack (Companion)
Writing.
>>
File: Fight1Map3.png (7.8 MB, 2160x1500)
7.8 MB
7.8 MB PNG
>>4610126
With the monster reeling from its newly sustained burn wounds, you press the assault. Wielding your halberd expertly, you strike again and again, but to no avail; even with it's toughness lowered by its bulging muscles, they are still too hard for even Yaeger steel to cut through completely, although if nothing it will leave horrifying scars.

[Burning: Fortitude roll failed, Vielfrass takes 3 Vitality damage to the torso.]
[Attack: Hit, but all save rolls passed.]

The Vielfrass seems conflicted: clearly, it is agitated by the spreading fire, but your presence is a dangerous thorn in its side. It bucks and swings its horns wildly, attempting to gore you like before, but you're ready this time. Taking the opportunity to apply a patch of World Root to the surface wounds on your chest and temporarily planting your halberd in the ground and grabbing a twisted tusk in each hand, you outlast the onslaught before lifting the creature with your strength alone.

[Item: World Root used. Healed 3 Vitality damage (Torso)

[Attack: The Vielfrass goes you, but your outstanding fortitude weathers the assault.]

The bear takes a chance and rakes its claws at the beast's underside before running out from under it. A moment later, you are rewarded with the sight of thick black monster blood slowly dripping from the wound.

[Attack: Bear deals 2 Vitality Damage to the Vielfrass. 0 Vitality reached, injury roll applied: Minor Injury - Chest Wound, Vielfrass gains 3 stacks of Bleeding.]

The monster is truly angry now. It is audibly sucking up air, taking greedy breaths as it shakes in indignation and pain.

Choose your actions. You have 3 main actions and 1 companion action.
Main Actions:
>Move: Move 30 feet (6 tiles) in any direction.
>Attack: Attack any enemy within your attack range of: 10 feet (2 tiles).
>Use Item: Use one of: World Root (3) on you or a companion within 10 feet.
>Defend: Choose Agility or Fortitude. Gain +2 in that stat until the next time you're attacked, use this action, or at the beginning of your next turn.
>Command Companion: Allow a companion to use an extra action during their turn.

Companion Actions:
>Attack: Attack any enemy within your attack range of: 5 feet (1 tiles)
>Defend: Choose Agility or Fortitude. Gain +2 in that stat until the next time you're attacked, use this action, or at the beginning of your next turn.

Stats:
>Bear:
Strength 6
Dexterity 5
Agility 5
Fortitude 6
Intelligence 2
Willpower 2

Equipment:
None

>Yaeger:
Strength 5
Dexterity 7
Agility 4
Fortitude 7
Intelligence 6
Willpower 5
Sigils 0

Equipment:
Monsterleden Half Plate (+2 Evasion, +2 Protection)
Tempered Halberd (+0 Accuracy, +3 Damage, Reach: 10)
>>
>>4610154
Can we attack twice? If so
>Attack
>Attack
>Defend Fortitude
Companion
>Attack

If we can't then

>Attack
>Defend
>Command Companion Attack
Companion
>Attack
>>
>>4610154
>Attackx4
reeee.exe
>>
>>4610154
Maybe if we break its tusks the Vielfrass will get a penalty to attacking.
Main:
>Attack (Head)
>Attack (Head)
>Defend (Fortitude)
Companion:
>Attack
>>
>>4610182
>>4610193
>>4610222
>2 Attack, Defend (Fortitude), Companion Attack
Rolling and writing.
>>
And they say OP is still writing to this day...



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