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File: 1439593271099.jpg (105.69 KB, 600x854, 300:427, goblin_by_richardsymonsart.jpg)

a1e9e6 No.6728[View All]

You are a goblin.

You were born in the goblin tribe of Froggut.

You were just called into the chief goblin's hut for some important business.

But before you can meet the chief goblin, you need to sign in at the front desk.

First off, what's your name again?

195 posts and 42 image replies omitted. Click reply to view.

3a495a No.7087

>>7085

everyone should explore the library together and pick up some tomes for magic while we look for the necromancer


2f7f5d No.7088

File: 1443760420619.jpg (161.56 KB, 614x914, 307:457, 1391893264131.jpg)

>>7085

You encourage everyone to stay together as you explore the library. Like a tight knight group, you go around each and every shelf, no one straying too far from the safety that is your numbers. Though most of these books are in languages you don't understand, or have titles way too big and confusing to be of any use to you, you do find one very interesting tome on a shelf.

"The Starting Stages of Necromancy."

You've never thought of performing necromancy before, but something compels you to snatch the tome when no one is looking, and put it with the rest of your inventory.

"Hey! Just what do you all think you're doing here!?"

You see him. The dwarf necromancer. His eyes are pure black, his skin is pale, and he smells terribly of rot.

None of you are sure what to do.

"Answer my question! I said what are you doing here?!"

What do you do?

>Everyone attack!

>Explain that you are here to stop him, and demand his surrender

>Explain that you were sent to kill him, but want to work things out peacefully

>Demand to know his side of this whole conflict

>Say you want to help the necromancer…wait, really? Are you lying or being serious right now?


0c047c No.7090

>>7088

Try to confuse him with words while moving to a better position for attack and signalling the others to do the same. Start by asking him to keep his voice down (this is a library, after all), and then accuse him of being there without permission. If he sees through that, start acting like a mob protection racket.


2f7f5d No.7094

>>7088

You look towards the rest of your crew, giving them a silent head nod. You're not sure if they understand what you're trying to message to them, but you're sure they'll figure it out soon enough.

You tell the necromancer to keep his voice down in an authoritative fashion, as you begin moving slightly to your left, and gripping your casting staff.

The others seem to get what you're doing, and they also begin to move to different, more combat ready positions, as you talk…except Jellington, he just follows you around.

"Keep my voice down!? Just what is the meaning of this!?"

You explain that this is a library, and it's only fair to the others that you speak quietly.

"What!? This is my library, and these are all my books! You shouldn't have even been able to get this far, not with my vampire guarding the path!"

You need to do something else to raise the stakes here.

You pick up a random book, and pull out your assassin's dagger, explaining how it would be an awful shame if something were to happen to a good book like this.

"Don't you dare damage any of my books, goblin! If you do, I swear I'll call my vampire back here and you'll all be husks! Then I'll take control of your husks, and experiment on them! I will!"

It looks like everyone is in a proper position to fight the necromancer.

What do you do?

>ATTACK!

>Continue the confusion: demand to know where his library card is, while also attempting to take protection money from him.

>Try to get some answers: why is the necromancer terrorizing the mines?

>Push a bookshelf over so that it falls on him! Dirty tactics forever!


0c047c No.7112

>>7094

Push the book shelf over and then attack!


36f118 No.7115

File: 1443893983317.jpg (185.89 KB, 894x894, 1:1, image.jpg)

>>7112

You let out a battle cry, and push over a nearby book shelf! It falls on the necromancer, crushing him under it.

"Aaaaahhhhhhh! What are you doing?!" The necromancer struggles to escape.

Puffin caws, and rushes over to the necromancer. Without a second thought, she slits the necromancer's throat with her blade…but the necromancer is still struggling.

"You…think I can't…c-control my dying flesh?"

Snood is up next. A spear right to the dwarf's face…but he's still fighting!

"I'll…k-kill all of y…you!"

Sorri is up next. She fumbles with an assortment of bottles, before pulling out one with a bright yellow liquid. She throws it on the necromancer, and his skin begins to burn and boil…but he's still not dead!

"…flesh golem…attend!"

Jellington latches onto the necromancer's face. You hear muffled screaming for a good while before the slime unlatches. The necromancer's head falls clean off.

"I DID IT!"

But it's not over yet. Powerful, heavy footsteps come towards you.

Before you is a mighty flesh golem…but it's not attacking. It's just watching you.

What do you do?

>Run away!

>Attack!

>Talk to it.

>Show it the dead necromancer, maybe it will realize it is free.


66a7ba No.7119

>>7115

Um…hi. Can you understand me? Let's just talk for a moment. Can you do that?


506418 No.7131

>>7115

You ask the flesh golem if it can understand what you are saying. You say that you do not wish to fight, and only want to talk.

The flesh golem has many eyes, but half of them seem dead set on you, and the other half are staring at Jellington.

"You…disgusting monsters," the flesh golem says with its many gargled tongues. The eyes then dart around the room, before focusing back on you and Jellington. "I see you..have new friends…but where is the filthy zombie that was with you? I wanted to…crush all of you at once!"

You aren't very sure what exactly is going on.

The flesh golem steps forward.

"You…beasts…really are working together more than ever before…if only I could kill you three before your disgusting pact could get larger…now look at me…"

The way this flesh golem talks is starting to sound familiar.

"After that nasty little slime…ate my face…I crawled for my life into the woods. One of the necromancer's skeleton slaves found me…and cut my head clean off! They used me…to bring consciousness to this flesh golem…and it's all your faults!"

There's no mistaking it now. This flesh golem has the mind of the assassin that had been plaguing you for so long…this woman just won't stay dead.

"And now that the necromancer is dead…I am free to deal with you as I please!"

"CAW! You really fucked us over now, goblin!" says Puffin.

"We must act now!" cries Snood.

"Uh…oh my this is not good…oh my this is not good at all" whimpers Sorri.

"MEAN LADY GO AWAY!" yells Jellington.

What do you do?

>Cast some magic at the flesh golem, and call for a full scale attack.

>Push over another bookshelf to stall the flesh golem while you try to escape

>Just run for it, it's faster than trying to distract the flesh golem

>Keep talking to it. Apologize, or offer to help, or something!


d1023c No.7132

>>7131

Run for it! Cast some ice magic behind us while running, if we can, and ask the Sorri if she has any more potions to use.


506418 No.7140

File: 1444061263444.jpg (157.42 KB, 701x600, 701:600, 1443719154575.jpg)

>>7131

Oh no, you're not going to deal with an angry monster made out of dead bodies now. You cast an ice spell at the flesh golem's legs, and call out for everyone to run.

"CAW! I don't think that ice is gonna hold for long, CAW!" Puffin urges the others to run as she fires off a few arrows into the flesh golem, which hit some of its eyes, before high tailing it out of there with the rest of you.

As you run, you ask Sorri if she has any more potions to use.

"Um, uh, I, uh, yeah! I do, I do, just give me a second!"

She fumbles around with her bottles, huffing and puffing away as she runs. She has two more of those orange bottles that burn flesh, but, in her own words, "I, uh, don't think I can aim really well with those right now! I'm a, uh, little panicked at the moment!" She also has three green bottles, that she says "makes people a lot more durable, not something we should throw at the flesh golem!"

The flesh golem breaks through the ice, and pursues! It's slow, but it's picking up the pace.

"MEAN LADY GO AWAY!" Jellington screams repeatedly.

"Sir Boggart, don't you think running in the opposite direction of the golem is a good idea? I mean what about-"

You hear fast footsteps coming towards you. It's the vampire, sporting some dim bite marks on its legs, probably from the bear trap Puffin set up.

You close your eyes, bracing for impact, but the vampire runs right past your group. Confused, you look back to see the vampire standing before the flesh golem. The vampire turns his head towards you and the group.

"We're even now" says the vampire in a deep, foreboding tone, before pouncing at the flesh golem. The vampire and the flesh golem are now locked in combat.

What do you do?

>Help the vampire fight the flesh golem

>Keep running back the way you came, let the vampire and the flesh golem duke it out

>While the flesh golem is distracted, explore deeper into the necromancer's lair

>Just watch; this is pretty cool.


3a495a No.7146

>>7140

lets quickly explore the lair while taking anything useful to us


76624e No.7147

File: 1444070920556.jpg (176.18 KB, 1440x1080, 4:3, spttoa0912.jpg)

>>7140

You halt the party, and whisper to them to explore the necromancer's lair with you while the vampire and the flesh golem battle.

"CAW! Do you want to get us killed?!" questions Puffin.

"Um…o-oh alright. Let's just do this quickly, please" says Sorri.

Jellington and Snood follow your orders without question. As the vampire cuts dead flesh off from the golem's body, and the golem attempts to crush the vampire, you enter deeper into the necromancer's lair, past the library. You find yourselves in a room full of skeletons, of varying shapes and sizes. Some are scattered around on the ground, others are posed in strange positions, like sitting at a table. They don't seem to be animated, so you can only assume that the death of the necromancer has made these skeletons a non-threat. On the table with the seated skeletons is what appears to be a journal and a letter bearing the official seal of The Council of Dwarves. The dwarves are not ruled by a king like the elves, or a queen like the humans, but by a council that has its members voted for every few years by the dwarves. They're weird like that.

Snood picks up the council letter, and reads it out loud.

"Let's see here…it says…Duvalorn Rockmeng, you have been temporarily pardoned for your crimes of necromancy in exchange for your services to Queen Tindalia. You shall now act on her behalf for the time being until half of your sentence, 15 of your 30 years, is met. After which, your performance shall be reviewed, and you will either be freed, or continue the rest of your sentence imprisoned."

It appears this necromancer was working for Queen Tindalia!

Looking around more, you don't find much else of use. Sorri snatches some strange bottled liquids near an alter to Vecna, but this room seems pretty barren. You take the journal and put it in your inventory.

What do you do now?

>Go back and help the vampire

>Attempt to escape back to the Lowerberg

>Just hide out here, in case the vampire or the flesh golem makes it out of the fight and wants you dead

>Pray to the alter of Vecna…wait, that's kinda evil, are you sure about this?


3a495a No.7148

>>7147

lets help the vamp he could be a total bro now that the necromancer is dead


506418 No.7152

>>7147

You head back to the battle behind you, and explain to the group that you are going to help the vampire defeat the flesh golem.

"CAW! Fine, but if that vampire tries killing us after, I'm leaving you all behind."

"As you wish, Sir Boggart" says Snood.

"O-okay" says Sorri.

"YAY! FIGHTING MEAN LADY!" yells Jellington.

But as the five of you approach the two combatants, it appears the fight is already coming to an end. The flesh golem is wobbling back and forth, covered in cuts and scratches from the vampire. The vampire slashes at the flesh golem one more time before it falls over with a meaty thud.

The vampire just looks at you all. He has taken a pretty serious beating from the flesh golem himself. "You should get out of here," says the vampire, "before I start getting thirsty. If you ever hear the name Kaguul while you travel through the night, you will know I am near."

Kaguul the vampire grabs the head of Duvalorn the necromancer, and hands it to you.

"Bring this back to your masters," says Kaguul, "say that all of the necromancer's creations lost life the moment he died. If I learn that hunters in this mine are searching for me after you leave, I promise you that you will not survive for long."

What do you do?

>Leave for the Lowerberg to free Skellington

>Talk to Kaguul, ask him about himself.

>Ask if Kaguul wants to join your Monster City

>Attack him! He's weak, and killing the vampire might get us some extra cash!


b43dd4 No.7163

>>7152

I think Monster City could use a vampire.


b43dd4 No.7164

>>7152

Oh, and we should use those flesh burning potions on the remains of the Golem. Don't want that skank recovering.


046fb8 No.7165

>>7152

Just to be safe, you grab the two orange potions from Sorri's hands, and throw them down onto the flesh golem. The flesh golem burns and boils until it is nothing but a gross mess on the ground…well, a grosser mess. You assure Sorri that you needed to be sure that the flesh golem was dead for good, as you've had plenty of run ins with the consciousness of that beast.

You then turn to Kaguul, and tell him about your plans for the foundation of a new Monster City, a place where monsters of all shapes and sizes can live equally and be safe from the tyranny of the dwarves, elves, and humans. You ask if Kaguul would like to join you and make that dream a reality.

Kaguul does not seem impressed. "Find me again when you have something impressive to show me, and I might consider it."

With that, the group begins the long walk back to the Lowerberg.

———-

"CAW! So, you're all from the outside, huh?" asks Puffin.

"YES" says Jellington, "WE'RE FROM OUTSIDE."

"CAW! I see. CAW! And you're making some sort of new city for monsters?"

"YES WE ARE. SKUP IS GONNA BE LEADER AND I AM GOING TO BE JELLINGTON."

"CAW! Well, I don't have much else going on for me here. Hell, what am I going to do if I stay in these mines? CAW! Move to the Higherberg and live with a bunch of snooty driders?"

Puffin turns to you.

"CAW! You mind if I tag along for the journey, goblin?"

Sorri, listening in to the conversation, pops in.

"Oh! If you take her, could you please take me along too? I mean I know I'm not very good with uh, dangerous situations, but if you've got more people helping you on the outside, I would really love to join. I mean sure, I could just move to the Higherberg now that we did our mission and the necromancer is dead, we all could, and that could be pretty nice, but…well, like Puffin said, it's full of snooty driders."

What do you do?

>Accept both Puffin and Sorri into the group

>Accept Puffin into the group

>Accept Sorri into the group

>Do not let either of them into the group


b80a48 No.7169

>>7165

Let's take them both along. It's not as though they're going to cause us any trouble. R-right?


a58bf2 No.7182

File: 1444148586836.jpg (229.67 KB, 1428x527, 84:31, 1443555779450.jpg)

>>7165

You decide to let both Puffin and Sorri join your party.

"CAW! You won't regret it, goblin. CAW! I know my way around a bow."

"Oh!" Sorri says, surprised you actually said yes, "I'll um, provide help in any way I can!"

Jellington is very pleased with your decision. "YAY. NEW FRIENDS. JELLINGTON HAS NEW FRIENDS, YAY."

Snood doesn't speak, but nods his head in agreement.

———–

It's been a long trek back to the Lowerberg, especially since Sorri stopped the group back at the campsite where the rest of the hunting party was slaughtered, feeling ill at the sight of the bodies. You are all hungry and tired, but you're back to where you need to be.

"We must find Lady Shreakmilk and reunite with her…and Frix, I suppose."

"WE GOTTA GET SKELLINGTON."

"CAW! Do whatever you want, I don't even know who you're all talking about."

"I, uh, um…do what you think is best."

So what do you do now?

>Go looking for Shreakmilk and Frix in the Lowerberg

>Head to where Skellington is and deliver the necromancer's head to free him


3a495a No.7184

>>7182

send jellington and snood to get shreakmilk and frix, while we go get skellington


a58bf2 No.7188

File: 1444163476286.jpg (171.02 KB, 1280x1128, 160:141, 1443562069752-1.jpg)

>>7184

You decide to split the group again. Jellington and Snood will go and locate Shreakmilk and Frix, while you, Sorri, and Puffin go get Skellington.

"OKAY WE GO FIND THEM"

"Thank you, sir. Lady Shreakmilk awaits!"

———–

Akordia looks at the head of the necromancer in shock as you approach the massive cage where Skellington and the other undead are being kept.

"What in the world? Where are the others?" Akordia asks.

You explain how the hunting party was assaulted by a vampire on the search for the necromancer, along with the rest of the crazy story, leaving out the key detail that the vampire actually helped you near the end. You say that after the necromancer was killed, the golem and the vampire died with him. You also leave out the detail about the necromancer working for Queen Tindalia. It's important information, but going to someone who's really in charge to share it would probably be a smarter idea. Or maybe you don't want to share this information at all.

Akordia snaps her fingers, and a large group of spiders comes down from the ceiling. They take the head out of your grasp, and carry it off to who knows where.

"Congratulations. Once the law enforcement of the Higherberg receives message of what you've all done, the undead shall be free again, and you will all be free to enter the Higherberg. You have proven yourselves to be worthy of that."

————

It's a long process getting Skellington back, as there are many undead in the cage, with varying degrees of sanity. The crazed ones must be kept in the cage while the sane ones released. It is more difficult than it sounds. But eventually, Skellington is free, and you are reunited.

"Finally," Skellington says, relieved, "it felt like I would have gone mad…in there…I…should probably eat something…"

You say that you'll get Skellington food later.

"Good…now…who are your…new friends?"

"CAW! Name's Puffin."

"Um, hi, um, my name's, uh, Sorri."

Once again, you tell the story about how Puffin and Sorri joined up with you, along with all the other mess you experienced, this time whispering the truth about what happened to the vampire, and the fact that the necromancer was working for Queen Tindalia.

"Oh my…I knew Queen Tindalia was passionate about battling the monster threat, but to resort to hiring a necromancer? This…this…I need to think…and eat…oh! But I must reveal something to you. While I was in the cage, I told the undead of your Monster City…concept. Many of them wish to join…once you have an actual settlement, that is."

What do you do?

>Go to the Higherberg, where you can explore the upper class of this mine, maybe find someone important to reveal your information, or learn more information regarding the walking temple

>Go to the Lowerberg, where you can reunite with Jellington, Snood, Frix, and Shreakmilk


33f907 No.7210

>>7188

Let's go to Lowerberg, meet up with the others and get Skellington something to eat. And the others, too, if necessary. And more potion/poison ingredients for Sorri. Assuming everything is cheaper in Lowerberg.


a58bf2 No.7219

>>7188

You, Skellington, Sorri and Puffin start the trek back up to the rest of the Lowerberg to reunite with the party (and to get lunch)

———–

You find Shreakmilk, Jellington, Snood, and Frix sitting at a few stools by a food stand labeled "Maud's Critter Stew."

"FINALY" yells Shreakmilk, "YA BACK! WEAR FUKIN STARVIN OVA 'EER, AN WEER TIARD OF EATIN DA RATIONS. PASS OVA SUMMA DAT SILVA AND LETZ GET SUM SOOP!"

Sounds like a good argument to you. You pull out some of your silver, which the kobold working at the food stand is very happy to see, and get everyone a big heaping bowl of Critter Stew…whatever that is.

As you all eat, you bring Frix and Shreakmilk up to speed on what's happened with everyone else.

"What!? Your tellin' me you guys got to fight a vampire and a flesh golem!? Come on! I would've been great with that!"

"WHATEVA, DATS FINE, BUT WE DID GUD BACK 'ERE TOO!"

Shreakmilk and Frix explain what they've learned while they were exploring the Lowerberg. In essence, and you may have already put this together yourself, the Lowerberg is considered where the "lower class" monsters live. Lowerberg monsters don't get very many rights, order is only loosely kept by the driders, and its overall a pretty shitty place to live.

"CAW! I could have told you that much."

"Y-yeah, this place isn't very great" whispers Sorri.

Frix and Shreakmilk go further on to explain that the driders mainly make up the population of the Higherberg, though if you live in the Lowerberg and prove yourself worthy, you are invited to live in the Higherberg with the driders.

"That's all well and good," says Skellington, "but what of the temple? What have we learned of that?"

"Oi, we're gettin' to that!" says Frix.

They tell you that a little while after the zombies were taken over by the necromancer and raised havoc in the Higherberg and the Lowerberg, the temple walked over to the front of the mine and just plopped itself down there. The black knight that seems to live inside the temple came out, went to the Lowerberg, and started talking about recruiting monsters to form a new society, where all monsters would be equal. Unlike you, however, the black knight has a giant walking temple to show off, and he came just after a big crisis, so he's a lot more convincing, and got a good amount of Lowerberg monsters to join him. Rumors around the Lowerberg say that the temple is heading towards a far off orc tribe, Seadale.

What do you do?

>Keep shopping around the Lowerberg, get everyone supplied up.

>Head over to the Higherberg. There's probably higher quality gear there, though more expensive, and you can share that info about Queen Tindalia

>Head out now, and follow the trail of the temple to the orc tribe of Seadale.


a58bf2 No.7220

>>7219

Wait, forgot some extra options.

>Head out now, and check in on Shamus' village

>Head out now, and check in on your home village


453716 No.7235

>>7219

Let's grab some supplies here and then head after that temple to find our competitor.


43be28 No.7236

File: 1444317205055.jpg (10.54 KB, 236x353, 236:353, 71fe7b3ccd91b956f61a2238c1….jpg)

>>7219

You're not going to let some armor clad idiot step in on your Monster City business! You tell the group that you're going to buy more supplies for travel, food and drink and such, and then you're all heading straight out to Seadale to catch up with the temple.

It's surprising how cheap supplies are now that you've got so much silver on you. True, you are shopping in the Lowerberg, buying meats and drinks of questionable origin, but it only costs you maybe around ten silver to have enough to keep everyone fed for a good while, at least a month and a half!

When everything is all squared away, you and your party head out.

———

Seadale is, as the name implies, a tribe near the sea. It will take a little bit of time to get to, maybe a few days, but you doubt it will be any grand adventure to to make it there.

It was about the late afternoon when you left the mine and finally saw the sky again, but now it is nightfall, and it's best to get back on a good rest schedule.

Skellington is shambling around the camp more than usually. Perhaps he's just trying to stretch? He was in that zombie cage for a long time.

Jellington is munching on nearby plants, purring his weird slime purr.

Frix is getting some spear training in by repeatedly stabbing away at a tree…or maybe he's just trying to get fire wood, you're not positive.

Puffin is perched on one of the branches of the same tree that Frix is poking. You think she's napping.

Snood has just finished setting up Shreakmilk's tent. He's still wearing his helmet as always, but you sense that he's very satisfied being by Shreakmilk's side again.

Shreakmilk on the other hand is carefully observing her tent for tears, or ruffles, or anything to yell at Snood about.

Sorri is sitting by the fire, brewing potions over it in a tiny pot. You hope she washes that pot out when she's done.

What do you do?

>Sleep

>Talk to Skellington

>Talk to Jellington

>Talk to Shreakmilk

>Talk to Snood

>Talk to Frix

>Talk to Puffin

>Talk to Sorri

>Practice magic


a42273 No.7246

>>7236

Let's talk to Skelly. See how he's doing, coping with his un-living existence, make sure he's feeling good.

If we have time, afterward we should properly welcome our new party members. Get everyone introduced, learn their skills, all that jazz.


eea155 No.7268

Sorry for the little hiatus on my end. I should hopefully be back to posting updates regularly

>>7236

You approach the shambling Skellington and ask him how he's doing.

"You noticed me acting funny, did you?" says Skellington. "Please please, you have no need to worry. I'm just stretching, honestly. I can't just sit back and…oh all right, you clearly don't want me to avoid the issue. It is not easy being undead, and being stuck in that cage in the mines with nothing to eat, with those other undead…well, it makes you experience things. I may be able to hold conversations and morality and all of that, but it is not easy to keep up. I need to consume meat to keep my mind, or else the mental rot begins to set in. You know how my speech begins to slur and my movement becomes less coordinated. It gets so much worse though. Soon you begin to lose memories, your sense of self, your very morals. Given enough time, you're an irreversible shell of your former self, driven only to eat and eat, but with no hope of ever returning to your original being. I feared that I would turn into a true abomination if I stayed in that cage for too long. I also fear that one day eating dried meats and the occasional woodland creature that comes by will not be enough. There are many more insane undead than there are sane. One day animal flesh simply does not cut it, and an undead will need to move on to the flesh of sentient creatures. Sometimes undead simply give into the madness at this point. Other times they fight back as long as they can before turning. Some embrace it fully. I do not know when or if any of that will happen to me, but…I fear the worst."

Damn. Skellington's got some issues.

You're not really sure what to do right now.

>Attempt to comfort Skellington

>Continue as planned go introduce the two new teammates

>Just go to bed

>Practice magic


d5b042 No.7270

>>7268

Come on Skelly, stiff upper lip and whatnot. Or would that be a sign of rigor mortis setting in?

Only joking. Look, Skelly, you don't have to worry about that sort of thing. We'll keep you in meat and adventure as long as you're able, and then should the worst happen, we'll make sure you never hurt anyone.

But you're a knight, right? Shouldn't your focus being on serving and protecting people, not moping about possible future scenarios you have no control over? You're a valuable member of my team. You've been with me since the beginning, and we're going to found Monster City (Name Subject to Change) together, a place free from persecution for all monster types. And when we have that set up, we'll get our best minds working on how to keep you sharp and active. And we'll name a public building after you. Not something important, like the town hall, that's going to bear my name. But maybe a library or a well or something.


b048d0 No.7273

File: 1444757437220.jpg (193.04 KB, 800x838, 400:419, ogre_concept_by_jubjubjedi….jpg)

>>7268

As always, Skellington isn't quite sure that he understands the logic you're slinging (specifically about naming buildings after him, but only the not important ones), but he appreciates your kind words and your call for knightly focus.

"Thank you, Skup. I may not always see where your mind is going, but your heart is always in the right place…I think."

It appears that all the others are going to sleep now. It wouldn't be wise to mess with their sleep schedules, or your own. You head off to bed as well.

————–

When morning comes, you and the group assemble your things and head out right away. You're not gonna get to Seafront just by laying about.

Same as always, you walk and walk, and talk and talk. In the general chatter, you learn that Puffin and Sorri have made themselves known to the others, though not well. Puffin just introduced herself just so people wouldn't think she was just a random kenku who was following them, then minded her own business. Sorri tried introducing herself more to others, but due to her great shyness could only mention her name and run off to her own work.

But there's no time to focus on the social aspects of adventuring, because standing before you on the path to Seafront are eight human knights surrounding an impressively large ogre. Ogre's are what any goblin like Frix strives to be like, and what orcs really should strive to be more like. They're brutish, not afraid of a fight, and strike fear into the hearts of any elf, human, or dwarf. They may not be as tough as a vampire or a flesh golem, but get a few ogres together and they can cause some havoc.

Skellington moves to the back of your party, perhaps not wanting to be seen by the knights. The knights aren't paying that much attention to your group anyway, they are much too focused on the ogre.

"I a-already told you once o-ogre!" sputters out a female knight, "w-we know you were inside the Temple of Monstro! Tell us what was going on inside there o-or we will be forced to use violence to get you to t-talk!"

"…nope," the ogre bluntly says, "you'll just have to make me talk."

"W-we aren't playing g-games!" says a male knight, "tell us what w-we want to know now!"

What do you do?

>Attempt diplomacy: see if you can come in as a third party to work all this out

>Attack the humans! You need to help that poor, defenseless ogre!

>Attack the ogre! You want information as much as these knights do, and if they're too chicken to act, you should do it

>Just go around them and keep walking to Seafront

I just noticed that some time down the line I began calling kenkus "kentus." The proper term is kenku, so I'll try to keep using kenku.


76624e No.7277

>>7273

>Seafront

*Seadale

The tribe is named Seadale

I gotta get my head in the game here, I'm getting all my names mixed up.


b43dd4 No.7280

>>7273

(to the party)

Ah…well. This seems to be a predicament we've found ourselves in, friends. Lets see if we can't talk our way into a better place, yes?

(to all)

Good morning, everyone! We were passing through and happened to overhear your disagreement. Naturally, being decent folk (despite what your leaders may have told you) we'd like to avoid bloodshed where possible. Perhaps it would be best if we all calmed down, sheathed our respective weapons, and talked this through like rational and mature individuals. I've both heard and read tales of the nobility and courage of knights and the rugged determination and raw power of ogres. Were you all to come to blows, it would be a loss to the world in general and most likely quite fatal for most involved in the fighting.

Why not sit and hash this out over some tea? Perhaps we could have an early lunch. Which city are you from, Ser Knight? I've heard that Avonshire has some fantastic bakers that make some of the most amazing bread in the world.


70f62d No.7281

>>7273

You inform your party of your plan. Frix, Shreakmilk, and Puffin don't seem to care for the choice of diplomacy, but the everyone else agrees without question.

You draw the attention of the knights and ogre, and in the most kind and friendly way you can, try to diffuse the situation with a rousing call for discussion at lunch.

The knights and the humans watch you quietly for a few moments, before the ogre releases a hearty chuckle.

"You're funny, pipsqueak. Did you get all your little friends over there with speeches like that too?"

"YES!" says Jellington.

The humans look at the ogre, then back to you and your party. They talk amongst themselves.

"We're outnumbered now!"

"It's eight against nine now, this isn't looking good."

"Now hold on, the goblin's trying to find peace with us."

"It's a trick! He wants us to lower our guard so that they can attack us easier."

"But just look at them all. Besides the ogre, their tallest fighter is a zombie. We could handle them."

"But can we handle all of those small ones AND an ogre?"

"Look, we'll try doing this civi one more time, and if it doesn't work, we'll figure something out."

"Okay, break!"

The knights look back at you.

"Goblin. You convince this ogre to share what information he knows, or we will be forced to…do something, I guess."

What do you do?

>Take out some food from your supplies and pass it around. Gotta get this diplomacy picnic started.

>Ask the ogre really nicely to share his information

>Ask the humans why they want to know what the ogre knows so much

>Have all of your party introduce themselves to the knights and the ogre, lower tensions, maybe

>Keep distracting them, send some of your party members to do a sneak attack on the ogre and/or knights


3470ed No.7282

>>7281

(To humans)

Well, thank you for agreeing to give diplomacy a chance. My name is Skup Boggart, and these are my associates. First things first. What information are you searching for, and what incentive have you given this fine monster to tell you? I'm sure he's a busy man and his time and this information is valuable. I'm sure you wouldn't just go and demand information under threat of violence from other humans, would you?

And now that you don't have the upper hand for unwarranted use of violence, it would make a lot more sense to find out what this respectable ogre wants in exchange for the information.

(To ogre)

What do you think of this? Could these knights possibly give you some silver, or perform some task in exchange for the information they seek?

(To party, in a whisper)

Spread out, prepare to attack the humans if this goes poorly.


690b2e No.7289

>>7281

You whisper to your companions to start spreading out for a potential counter-attack if the humans don't play nice, and continue communicating with the knights and ogre. With silent nods (and a jiggle from Jellington) the party begins to do move out slowly so as to not draw too much attention to themselves.

You ask the humans what information they were seeking, and how they planned to pay the ogre for said information. You also throw in a subtle threat that using violence to get what they want would end poorly for them.

Disgruntled, one of the knights responds.

"Reports from nearby villages tell us that this ogre was seen being thrown out from the now mobile Temple of Monstro. It is out duty to learn whatever this ogre can tell us."

The ogre stares down at the knight who is speaking. "It's not nice to call folks by their species like that, tin man. Call me Crunk."

"WAIT" Jellington points out, "CRUNK CRUNK CRUNK, THE TEMPLE HAS BIG LEGS AND IS SUPER HIGH. IF YOU GOT THROWN OUT, WHY ARE YOU NOT DEAD?"

"Good question, sticky," Crunk says, "I grabbed onto a tree on the way down."

"Now hold on," says one of the knights, "why are you talking to the slime now!?"

"Sticky asked nicely" says Crunk.

Luckily, it doesn't seem like they've noticed the increasingly spread out party.

You then ask Crunk if there's anything you want for payment in exchange for telling the knights (and your party) what they want to know.

"Now that you mention it, pipsqueak…I want their armor."

The knights let out a collective gasp.

"Yeah, that's right. I'm a big guy, and it isn't easy getting someone to make good armor for me. If I had eight sets of knight armor, I could make myself a fine looking wear for myself."

"Absolutely not!" one knight cries.

"We won't disrobe for this beast!"

"The very idea is ridiculous!"

"Tell us what we want to know now, ogre!"

"You should have been thankful that we were willing to let you live for this information!"

The knights are getting uppity, which means they're starting to ignore whatever fear they previously had, which could spell out bad news.

What do you do?

>Keep up the negotiations; make the ogre ask for something more reasonable

>Keep up the negotiations; get the humans to give up their armor

>ATTACK!

>Offer one of your possessions in exchange for the information


011490 No.7290

>>7289

Sir knight, please be civil. There's no need to be alarmed. Crunk here is cooperating perfectly and I'm sure you'll agree that his information is valuable. Now, perhaps it's not 8 suits of armor valuable, but I'd wager that his information is worth at least 5 suits.

I've got some silver that I'd happily give to the Knights that give Crunk their armor. It might not be enough to get a new set of armor, but you could definitely get some fairly decent clothes, although I'm sure that fine people like yourselves have a change of clothes in your things.

I'm sure that your queen would agree that a few sets of armor, easily replaced, would be worth finding the Temple of Monstro with no loss of life on either side. I'm also sure that you would rather these negotiations devolve into bloodshed, or at least I know that's my take on the situation. Violence is the death of civility, as they say, a last resort for well-mannered beings such as ourselves.


7506b8 No.7296

>>7289

You break it down to the knights that you are willing to repay them for at least five sets of armor, which you believe is a fairer price for the information.

"A bit of a haggler, aren't you, pipsqueak?" says the ogre, "fair enough though. Five armors."

You also remind the knights on how important this information is to the queen, and how some lost armor is really a good deal for it.

The knights communicate with each other in hushed whispers for some time.

"This is crazy."

"It's only some armor, really. I'd rather keep my life than my armor."

"But what if it got out that we gave in to monster demands?!"

The chatting goes on, until finally one of the knights speaks to you.

"Are you sure you can repay us for our armor, goblin? This armor is around 40 silver each. That means you'll have to give us 200 silver."

What do you do?

>Pay them (go from 290 silver to 90 silver)

>Attempt to haggle for a lower price

>ATTACK


b43dd4 No.7297

>>7296

200 silver is a small price to keep the peace.


014886 No.7310

>>7296

You nod your head, revealing your silver coins.

——-

Five unarmored knights now stand behind their three remaining armored companions, as the ogre begins to play around with the new possession.

"Alright, a deal's a deal. You want to know what I know? I'll tell you. I found that black knight fella while wandering around the land, just minding my own business. The big old temple suddenly comes right out of nowhere and almost stomps me flat with those giant legs,"

"How in the world could one not notice a temple that large?" you hear Skellington whisper to himself. The ogre does not notice.

"Luckily for me, the temple stops dead in its tracks, and sits down on the ground. The black knight fella comes out, and gives me this whole speech about how they're the child of Monstro, and that they're trying to unify the monsters, and bla bla bla. It was a load of crock, Monstro never had a kid, and Monstro died like, forever ago, but wandering alone can get boring, so I joined up with 'em. They called themselves Monstra, can you believe that? Anyway, I stuck with them for a few days, and let me tell you, Monstra is a weak little whelp. They go around in their big spooky armor acting all tough, but Monstra is a pansy! Monstra treats all the little monsters like they're on the same level or something, hardly keeps them in line, and always tries getting new recruits nicely. Of course, I knew that Monstra's whole plan is gonna fall apart because they're a wimp, so I decided to try taking charge for myself. Guess I didn't know how brainwashed Monstra's little followers were, because they all jumped at me, and the next thing I know, I got thrown right out of the temple, where I grabbed a tree, and bla bla bla, here we are. If you're looking for the temple, they headed down to that orc village by the sea. They're probably not there now, but hey, that's the best shot you have. Though give it time, and I'm sure they'll just destroy themselves. I don't even know if Monstra knows how that walking temple even works."

And with that, the ogre's story is told. The knights begin marching away in one direction, the ogre in another.

What do you do?

>Try to talk to the humans as they leave

>Try to talk to the ogre as he leaves

>Continue down to Seadale


ed11bd No.7312

>>7310

Crunk, might I have a moment of your time? We're trying to reach the temple ourselves and I'm sure that a warrior such as yourself would be a fine addition to our crew. Would you be interested in joining us? We're going to see if we can't convince the current…residents to allow us the use of their walking…temple…thing. Diplomatically, if possible. We'll give them a chance to join us, but after hearing your information, I'm afraid it may get violent.

Worst case scenario is we may have to take the temple by force. I'd rather not, obviously, but will if necessary. I'd feel safer with you at my back. Plus, I'd like to see if we can make you a set of armor. You'd look quite the imposing figure in full plate.


1ce58a No.7315

File: 1445492666917.jpg (521.31 KB, 1024x512, 2:1, beach-painting-final1edit.jpg)

>>7312

You quickly stop Crunk from leaving the area, and tell him of your group's plans to take the temple for yourselves, diplomatically if possible, but by force if necessary, and how you would love for him to join your crew.

Crunk smiles.

"Sorry pipsqueak, but I'm through trying to conquer that thing. Now if you excuse me, I've got some new armor to wear and places to be."

Crunk leaves. The only thing to do now is to continue to Seadale.

———-

And continue to Seadale you did. It's surprising how…tropical, the plants all seem to get the moment you come to this beach village. There's no sign of a giant temple anywhere, but that doesn't mean there isn't anything impressive to look at.

"Oi, look at dem giant mountain…ocean…rock tower tings up there!" yells Frix as he points up at the rocky pillars out at sea, connected by bridges. While most of the orcs live in humble shacks by the water, the more important orcs stay high above, watching over the rest of them. They're also a nice place to go in case their homes ever get flooded or destroyed in a storm, you think.

You observe the area, and discover a few key places of note.

A short walk on the beach will bring you to what appears to be the "town square" of sorts. Lots of homes, lots of shops, and lots of orcs walking around saying their pleases and thank yous, trying to be as civilized as they can. That would probably be the first place to stop if you wanted to get info on anything.

A farther distance away, you can see a very large wooden building (really, it seems like three or four bigger shacks connected together) with some red letters painted on it that you can't quite read at this distance. Standing around this building are what appear to be armed orcs. Even at this distance, these orcs appear to be dangerous…which is odd, considering how every other orc in this land wants to be gentle, ever since Prindle the Mediator got a hold of them.

And of course, there's the path up to those mountain pillars. The way up is a old and rickety series of stairs and bridges, but if you want to meet any of the important orcs, they're up there. It appears that a small group of three dwarves is heading up that path now. What are they doing here?

What do you do?

>Head to the town square

>Head to the tough orcs

>Head up the path to the pillars

>Split the party to explore each area (current party: You, Skellington, Jellington, Frix, Shreakmilk, Snood, Puffin, Sorri)


1ce58a No.7317

>>7315

Oh! I almost forgot to mention:

Normally it wouldn't be smart to just walk into any "civilized" places randomly, seeing as how you and your friends are all monsters, but you must remember that the orcs stay on a fine line. The orcs want to play nice with everybody, and don't mind monsters paying them visits, if they're friendly. Sure, if any human, elf, or dwarf in power wanted them to go out and purge some beastfolk, they might be up for it, but the orcs believe that with enough time and dedication, any race has the potential to become the next big civilized one…it's just that the orcs, in their opinion, are the most likely to be accepted next.


3a495a No.7334

>>7315

Lets talk to the orcs


94ef61 No.7338

File: 1445888965820.jpg (166.87 KB, 819x1024, 819:1024, sxwwjTb.jpg)

>>7315

You decide that the best coarse of action right now would be to go to those oddly out of place orcs and say hello.

"Um…a-are you sure th-that's a good idea? C-can't w-we just go to those nice looking o-orcs instead?" questions Sorri.

"DON'T BE A FUKIN COWAD, YA STOOPID KOBOLD! DEEZ ORCS AINT SO TUFF LOOKIN" yells back Shreakmilk.

The group, and you, head towards the orcs. You can see that the red letters painted on their building's walls read out "The Blades of Balgone The Battler." The orcs at this building look much more monster like than the clean and proper orcs you've already seen before.

One of the orcs walks up to your group.

"Who are you lot?"

>Have everyone introduce themselves, and be friendly

>Cut to the point, ask them questions about the temple. These are tough looking fellows, they probably don't have time for chit chat

>The only way you're going to get them to tell you what you want is to prove you're a tough guy too. Do something to make you and your companions look threatening.


78d546 No.7339

>>7338

*ahem* OI! WE'Z LOOKIN FOR DA WALKIN TEMPLE WOSSIT! WE'Z GONNA GO RAID IT AN TAKE ALL 'DERE LOOT! WHICHA YOU BOYZ 'AS 'ERD SOMFIN? ANY 'A YOU LADS WANNA GET STUCK IN WIF' US AN FIGHT SOMMA 'DEM RITE 'ARD TIN NOBZ? WE'Z ALWAYS LOOKIN' FOR A FEW DEAD 'ARD BOYZ TO FILL OUT DA CREW!


a9d5ab No.7342

>>7338

You puff out your chest and deliver the most "monster talk" introduction you can muster. You describe how you and your party plan to find the temple and "take loot", and that you're looking for information, along with any orcs that want to join.

The orcs look at you in silence. Your party, however, is vocal about your sudden change in tone.

"FINELY," yells Shreakmilk, "YA SPEEKIN LIKE A PROPA LEADA OF A WARPARTY!"

"Boss, ya always find a way to impress me!" Frix cheers.

"YES. DEAD'ARD BOYZ!" jiggles out Jellington.

"CAW! Why the hell are you talking like that? CAW!" caws out Puffin.

"U-um, S-Skup, w-why are you a-acting like this?" Sorri whimpers.

Skellington sees your gambit clearly. "Indeed! We are a band of, uh, fookin right crushers, and um, we're be needed the information…" Skellington hangs his head, not grasping the intricacies of monster tongue.

Snood just nods his head.

The other orcs look forward at their speaker, emotionless, as if waiting to see how he reacts before even daring to react themselves.

The orc speaking with you smiles.

"It's nice seeing a little bit of spunk these days!" he says, "pleasure to meet you all. I am Balgone The Battler…the second. I am leader of the Seadale War Party, The Blades of Balgone The Battler…the first. The other orcs outside of the party want me to call it the Defense Party, but fuck that noise."

Balgone's followers smile, their clunky tusk teeth glistening with grime.

"I wish I could lend out some of my boys to help you out. I mean normally I wouldn't, just giving out soldiers to some random rag tag monster group would be dumb, but in times like these I long for a little bit of action. Damn chief, damn Prindle the Mediator, damn pansy fucking orcs. The thing is, I can't help you out now. I'm under orders to keep all my men here guarding Seadale until further notice. Which, between us, means I can't do anything unless the chief kisses enough dwarf, elf, or human ass to get permission from them to do something. It's fucking sickening. I can tell you the temple was here though, that much is true. The thing stomped by, sat down, and some black knight fella came out trying to recruit the others into his army or something. You wanna know what happened? No one fucking went in! The chief and his crew would have nothing to do with it, the villagers were 'too civilized' too consider it, and me and my boys just had to watch!"

What do you do?

>Ask him how the orcs got so wimpy

>Ask him about the dwarves you saw going up the steps to the pillars

>Push him to go against his orders and give you some help

>Head into the town square

>Head towards the path to the pillars


b43dd4 No.7343

>>7342

Wossit wif alla dese "civilised" Orky types? Why'da they look so…not…Orky? Seen some earlier, mate, an they was all like, "Oh, lookit tha lil' savages and monsters" and talkin bout wantin to be like Elfs and 'Umans and such. Didn't even have proper tusks or nothin. They looked like some ki'na…pretty-type Orky lads. Talkin bout makin a kingdom. Is dis a new thing? Orks gettin in to the king-makin game?

Got me 'finkin, it did. 'Finkin bout this…civilization business. Bout how those lot, 'Uman, Elfs, Dwarfs, City-Orks, how they gonna jus' follow a guy cos 'is dad or gran'da or woteva was som kinda big boss type. Got me 'finkin bout how that ain't how it should work.

I don't know bout you, but way I sees it is you ain't a boss coz you says yous da boss. Yous da boss coz everyone else sez yous da boss, yeah? Tha's how it works for us an I bet it's how it works for you lads. Yeah, you mighta been born as a second or whateva, but those boyz you got, those boyz follow you coz you's their boss. I'm finkin bout thumpin those lot in the temple, takin' their temple, an ridin it somewhere clear away from here. Somewhere wif none of this "civilization" these lot got 'ere. All I need now's to know where they took that walkin' temple. Mate, just point us lot in the right direction an we's off.


76624e No.7382

>>7343

Continuing with your montser-like voice, you ask why the orcs you've seen before were all "pretty-type" and how you don't understand why people should be part of a kingdom when they should be following someone they see as the boss, not someone who says they're the boss.

From there, you ask simply if Balgone knows where the temple is headed, and that you will leave if he tells you.

Though your teammates don't speak, you can tell by their expressions…well, the ones where you can see an expression, that they are impressed by your speech.

Balgone's orcs look towards Balgone to know what they should be feeling right now. Balgone does not turn to give them an answer, but you can see his face soften. You have moved him.

"You're damn right, goblin. You're damn right. Let me tell you a story, and maybe you'll understand how we got to this sad state. A long time ago, long before the humans ruled most of the plains, and the elves ruled their enchanted little forests, and the dwarves ruled most of the underground, everyone was just part of their dinky little tribes. Humans, elves, dwarves, they were just like everyone else, I tell ya. Us orcs, we were in our tribes too. Going to war with our enemies, proving ourselves through strength, life was good and simple. Of course, that was a long old time ago, my boys and I weren't born, or any of you were born, or whatever. The thing is, sometime during when everyone else was living life like they should following who was the best…well, I mean the orcs always followed who was the best, I don't know about everyone else…the humans started getting "diplomatic" with the other humans, and just the other humans. Then the elves started to do that too. Then the dwarves too…actually, I'm not sure what the order was, but the point is one of those three started doing things differently. They started to ignore the other races, and just focus on themselves. Making allies, forcing others to join them, but only humans with humans, elves with elves, dwarves with dwarves. And then the humans and the elves and the dwarves saw they were all doing the same thing, and they started working together, real sneaky like. Next thing you know, they're making treaties and shit, dividing up who gets what like they own the damn place already. Next thing you know, they've somehow become the biggest three unified tribes ever! Everyone else who stood in their damn way got crushed real good. Monstro then came out of nowhere, and tried to get all the beastfolk, which, let me tell you, was only a term once the big three came to power, to join up and fight back. You probably know this part already, there was a big war, yadda yadda yadda, Monstro lost, all the beastfolk fell apart back to their old tribes. I don't even know how we lost, none of us were really born yet, probably, but Monstro's army was HUGE. No matter though, he still lost."

Balgone takes in a deep breath.

"Sorry, I'm rambling. This shit gets me heated. Anyway, all the orc tribes were pissed off. They teamed up with Monstro to fight back, all these orc tribes putting aside their differences for once, and it all meant squat! The tribes started blaming each other and got too busy fighting each other while the big three kept taking over crap. That's when Prindle The Fucking Mediator showed up. Some weird mutant orc who looked…pretty. I hear he was raised by elves, and they did experiments on him to make him look the way he did. Point is, he comes in and starts saying shit like 'oh, we can't beat the big three with force, we should be friends with them.' He came just at the right time to trick us all and rise to power, with half the orcs dead and the other half so pissed off they don't even remember why they're fighting anymore. He starts using that diplomacy stuff to make all the tribes like him, and the next thing you know, he's got himself doing exactly what the big three did, basically. He tricked all the orcs into trying to be like the big three, said we could end up as master race number four. And the next thing you know, no one's fighting anymore, and the orcs are changing each generation! We start going from big and tough like me and my boys, to weak and pretty like Prindle. The only way you don't end up like that is by fighting, it seems. I don't get it, and it makes me mad!"

Balgone's orcs are listening to their leader like children listening to a bedtime story. Skellington seems interested, his rotting fingers under his chin. Jellington lost interest early on, and is now munching on sand. Shreakmilk has fallen asleep, while Snood watches over her. Frix listens with wide eyes, just like the rest of the orcs. Puffin seems pretty disinterested in general, and Sorri is taking notes.

You're not sure just yet what you think about this story.


76624e No.7383

>>7382

"Sorry, I'm rambling again. You want to know where the temple went, right? I'm not sure, but I have a pretty good guess. The closest tribe worth checking out is deep in Moistmouth Cave. In the cave is a passage to an underwater place, full of mermaids and mermen and fish things in general. I'm not sure of this black knight person wants soldiers he has to water, but that's the best bet I've got. It's near the coast a little ways from here."

What do you do?

>Head right to Moistmouth, there's no time to waste.

>Head to the town square

>Head to the path to the pillars


b43dd4 No.7404

>>7383

Moistmouth it is, then.




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