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eaa022 No.7307

So begins the adventures of Nyx Madheart, wandering misfit, whose curiousity may one day get the best of him.

Your name is Nyx Madheart. You were once a part of the Locust Hills Goblin Clan, but chose to leave the tribe of your own accord. Under penalty of death, you have been commanded never to return.

For the better part of the day since you emerged from your old cave you have been walking aimlessly through the hills. As you crest the ridge of one, a faint dirt road comes into view, a winding set of wagon tracks worn into the earth over the years. The Locusts used to prey upon merchants foolish enough to take this route. They were seldom seen anymore.

As you contemplate the tracks, the sound of singing can be heard echoing off the hills. It seems to be coming from the north. It is accompanied by the sound of creaking wagon wheels and horses hooves.

What will you do?

>Hide. Let whoever it is pass. (1d20)

>Wait until the strangers are in sight and call out to them in the common tongue. (1d20)

>Ambush the strangers. (1d20)

>Other (specify)

eaa022 No.7308

Nyx Madheart

Level 1 Goblin Outcast

Chaotic Neutral

HD: 9 AC: 13

Strength: 11

Dexterity: 13

Intelligence: 8

Wisdom: 8

Constitution: 12

Charisma: 11

Main Hand: Stout Walking Stick 1d3

Off-Hand: Makeshift Buckler +1

Inventory: Rucksack (bedroll, tinderbox, skinning knife [1d2], 50 ft rope, flask of oil, trail rations [cheese, bread], rough tunic, ragged cloak), Wineskin, Sling (1d4) [6 lead balls +1 dmg], Old Scroll (invisibility), Ornate Flute

Feats: Nimble (+1 Dex), Aim ([ranged] +1 atk, +2 dmg)

Skills: Crafting (trinkets), Music (flute), Sneaking (+Dex Mod vs DC)


eaa022 No.7314

Bump


eaa022 No.7318

The wagon comes into view. It is a rickety thing drawn by a single horse. A dirty looking human dressed in rags holds the reigns and spots you as you watch. He raises a club and shouts at you.

"Oy! Quit eyin' me cart, you filthy li'l gob!"

The cart is covered with a cloth, but there are several curious bulges beneath it. The man looks too poor to be a merchant. He is still waving the club at you as he passes.

>Attack the man. 1d20 (Ranged, Melee)

>Watch the man pass. Travel the opposite direction.

>Hang back, then follow after the cart.

>Follow the cart.

>Other (specify)


d329a5 No.7319

>>7318

I say we follow the cart.


eaa022 No.7323

You blink. The wary human is waving his little club at you, but this doesn't put you off much. Studying forward you begin to follow the cart.

As your feet meet the trail the man shrieks, "Help! Help! I'm under attack! This gob is after me crops!"

This may or may not have already crossed your mind. You had been eying what the cart was toating, but you already had a weeks rations. Still. There was that gnawing little goblin greed…

>Take out your sling and attack the man. 1d20

>Rush forward and attempt to knock the man from his cart with your walking stick. 1d20

>Rush forward, climb up on the cart and attack the man. 1d20

>Attempt to calm the frightened human. (1d20 -2 Charisma vs DC)

>Leave him alone.

>Other (specify)


06d41d No.7324

Dice rollRolled 5 (1d20)

>>7323

Sling him!


eaa022 No.7325

Attack Roll: 5

You stick a lead ball in your sling and whip it around, taking careful aim. You let the ball loose and it soars past the man's head, barely missing. He yelps and gives the begins to flail with the reigns.

"Go fast, you dumbass nag!"

The horse is old and tired, and hesitates to go any faster than its current trot. The man is shrieking at it to move.

>Sling another lead ball.

>Attempt to knock the man from his cart with your walking stick.

1d20

>Climb up on the cart and attack him with your walking stick. 1d20

>Leave him alone.

>Other (specify)


eaa022 No.7328

Nobody likesy quest eh?


34de6d No.7329

>>7328

Look bud, it's not that people don't like the quest, it's that this board is a very slow one. If you look at the recent "popular" threads, you'll see that they don't actually have that many responses, and the ones that do have them over longer periods of time. Chances are, people are going to respond to your thread, just not as quick as you would expect.


ecc6a6 No.7330

>>7328

/qu/ got fucked over by the previous /tg/ owner not properly linking us and internal drama from the ancient regime.

we're only starting to recover thanks to new /tg/. you'll get people, but >>7329 sums it up nicely.


eaa022 No.7332

Thanks for the response, guys. I thought it was me


838748 No.7335

>>7325

Sling another ball at him.


eaa022 No.7337

Rolling my own dice.

Attack Roll: 13

Damage Roll: 3+1=4

Alignment Shift: -2 (Attacking an innocent with malicious intent)

The lead ball flies from your sling and strikes the screaming farmer in the temple with an audible crack. He slumps, silent now. The horse keeps on drawing the rickety wagon, but it is slow enough that you can catch it.

Excited, you dash over to the wagon and hop in. You jerk on the reigns and the horse gives a loud whinny before stopping.

You search the man and find 30 copper and a wooden club (1d4). Eventually you find the lead ball that knocked him out in his lap. His ears are bleeding and his breathing is shallow, but he is alive.

Ripping the cover from the back of the wagon, you are a little disappointed with what you find. He was only a farmer, after all.

There are several small bags of rice and three stout barrels of what smells to be a strong wine. There are several smalls sacks, which you open to find potatoes and loaves of bread. There are several dishes for cooking, eating utensils, and a small oak chest, a foot long and half as wide.

It is locked.

You have two actions to take this turn.

>Try to smash the chest open on the ground. (Roll 1d20 for Strength Check)

>Use a rock to smash the chest's lock. (Roll 1d20 Strength Check)

>Leave the chest alone for now. Grab the reigns and urge the horse to move forward.

>Take as much as you can carry and leave the wagon. Go East (Goblin Den), West (unknown), North (along road), South (along road)

>Finish the farmer off.

>Spare the farmer, but push him from the wagon.

>Spare the farmer.


0d4fd9 No.7340

>>7337

>Spare the farmer, but push him from the wagon

>Leave the chest alone for now. Grab the reigns and urge the horse to move forward

Singing a merry song while we do so, if possible.


eaa022 No.7341

You grunt, shoving the farmer from the wagon, requiring no small effort on your part. Taking control of the wagon you begin to sing as you urge the horse forward.

"Ooooooh!

Don't come inside my den!

It's cold and damp and dark!

Inside I hide, my little hole

Where it's cold and damp and dark!

Spiders, rocks, and mold

Where it's cold and damp and dark!

Id sell my soul for gold!

Where it's cold and damp and dark!

I sold my soul for gold!

Whheeeere it's cold and damp and dark!"

Your mood brightens substantially, and you continue to sing quite loudly.

You have traveled a good distance, and it will be dark soon. The hills have slowly given way to a smoother terrain. Every mile or two there is a cottage, usually surrounded by fields of crops.

Squatting in the distance you can see a little hamlet. The road goes straight through it, so unless you are going to turn around you will at least have to pass through.

You look around and spot a tiny human sitting on his porch maybe 30 yards away. You realize a moment later that it's one of their ugly little younglings…. The little bastard is staring right at you, a frown on his face.

You may use up to two actions this turn.

>On to the hamlet.

>Make a face at the child. (1d20)

>Stop the wagon. Approach the child and call out to him. (1d20)

>Turn around. Go back the way you came.

>Other (specify)


21750b No.7344

Dice rollRolled 9 (1d20)

>>7341

Sling a ball at the child.


eaa022 No.7345

Something comes over you as you look at the little humans stupid face. He's just staring at you, slack jawed and curious.

"Idiot youngling…"

You grumble this to yourself, feeling he hate rise up in your chest, a wriggling anger the compels you to reach for your sling and lead.

The kid must see some of these emotions play out o.n your face, because he begins to get up. You jerk in the reigns and stand up in the seat of the wagon, whipping the sling around in circles.

You let the ball loose and it hurls towards the kid, striking him

in the chest. He falls directly backwards, hollering for his 'pa' and crying as he curls up on the porch and clutches his chest.

>Grab the club(1d4) from the wagon and move to attack the child further. (1d20)

>Take your walking stick(1d3) and Attack the child further. (1d20)

>Snap the reigns and quickly leave the scene before you are noticed. (1d20)

>Turn the wagon around and flee. (1d20)


7afb90 No.7348

Dice rollRolled 3 (1d20)

>>7345

Snap the reigns and quickly leave.


eaa022 No.7349

You snap the reigns and the horse begins to meander forward again, though not nearly as fast as you would like. The child's father burst onto the porch and seems to confer with the boy for a moment, who points in your direction.

The man looks right at you and your heart sinks. Not even 24 hours out of then den and somebody already wants to kill you.

He strides off of the porch and begins sprinting at the wagon.

"Goblin! Somebody help!"

Entering the hamlet is out of the question at this point. Your pursuer is a big man, and will probably hurt you if he gets ahold of you.

If the father doesn't kill you, it is likely that you will be lynched. Hamlets like this did not warrant protection from the King's own soldiers, and the local constabulary was probably a militia.

>What will you do? If you do not evade him this turn, you will be attacked next turn.


41a7cf No.7351

>>7349

What's the terrain like around us, is there any forest cover? What time of day is it?

If we can, grab the box and run into the forest and use our nimbleness and sneakiness to evade the man and any villagers.

Otherwise, grab the box, jump onto the horse, cut the reigns and gallop away.


eaa022 No.7352

I just wanna let you know that I have a set of dice I use for d&d that im gonna use if you don't roll, simply because things are posted so slowly here. Also I'm new and don't know how to roll or quote you. Also make sure you check your character sheet.

Other people have come out of their houses to see what the commotion is about. In a panic, you turn and grab the small chest from behind you and leap from the wagon.

Roll to Escape: 14

The big farmer roars at you to stop, and your legs almost obey him. It is not that you made it this far without a bit of talent, however, and you dart from the road in a mad dash for the tree line.

The sun rests just above it, and night will fall soon.

You turn your head and glimpse four villagers in pursuit. Somewhere there are dogs barking, but you do not see them.

Looking forward again you concentrate on the forest. This same one borders your old peoples' land. Hunting here is forbidden. No one knows why, but they are all fearful of a horrible death within the woods.

You never did fear the forest.

Plunging into the underbrush head first you vanish, small frame eagerly maneuvering past the trees. It is darker here, but your eyes adapt better to the absence of light than mens'.

You can hear them shouting at you but you don't listen. Instead, you run.

You don't know how long you've been running, but suddenly you realize that the yelling has stopped. Far away you think you can hear their dogs, but it might be the fear and adrenaline working to queer your mind.

Fatigue Check: 13

It is nighttime now. All is silent but the sound of your running feet and your furiously beating heart.

>Make camp.

>Keep moving (1d20)

>Other (specify)


b9bdbb No.7353

Dice rollRolled 12, 18, 14 = 44 (3d20)

>>7352

Look about for a decent tree. Climb the tree, and tie self to it for the night with the rope to prevent falling out. Have some trail rations.

Not sure how many rolls to make, so have 3.


eaa022 No.7359

Reposting for ability score modifiers.

Nyx Madheart

Level 1 Goblin Outcast

Chaotic Neutral

HD: 9 AC: 13

Strength: 11 +1

Dexterity: 13 +2

Intelligence: 8

Wisdom: 8

Constitution: 12 +1

Charisma: 11 +1

Main Hand: Stout Walking Stick 1d3

Off-Hand: Makeshift Buckler +1

Inventory: Rucksack (bedroll, tinderbox, skinning knife [1d2], 50 ft rope, flask of oil, trail rations [cheese, bread], rough tunic, ragged cloak), Wineskin, Sling (1d4) [6 lead balls +1 dmg], Old Scroll (invisibility), Ornate Flute

Feats: Nimble (+1 Dex), Aim ([ranged] +1 atk, +2 dmg)

Skills: Crafting (trinkets), Music (flute +2 Charisma Check), Sneaking (+Dex Mod vs DC)


eaa022 No.7360

You look at your surroundings, searching for a tree to climb, thinking that sleeping in the branches will provide safety. You spot one with a few branches low enough to the ground so that you can reach them.

Climb: 12 + 3 = 15

Your walking stick fits snugly into a simple leather tube on your back, freeing the use of one arm. You lay your makeshift buckler at the base of the tree. Jumping lithely into the air, you grasp a branch and hail yourself up. A few more branches and you are high above the forest floor.

Roll: 18

You tie your mdrift and legs to the tree. Your upper body is still mobile, but the rest of you is securely fastened to the trunk. You get as comfortable as you can and begin to lightly doze.

You are awakened to the sound of the brush beneath you rustling about. A loud crack jolts you awake. You quickly look to the base of the tree. There, groaning under the weight of a snapped branch, is a little grey Goblin, just like you.

>Untie the rope and scale the tree. (1d20) Confront the Goblin.

>Untie yourself and attack the Goblin from above with your sling. (1d20)

>Untie yourself. Call out to the Goblin. Say, ("Write-In").

>Pretend to be asleep.

>Other (specify)


1baae5 No.7366

>>7360

>Untie yourself. Call out to the Goblin. Say, "Good evening." Wait for a response.


eaa022 No.7375

"Good evening!"

You call down to the injured Goblin, who moans and struggles to wriggle out from under the large branch. Succeeding, he stands at the foot of the tree and peers up at you.

You know this Goblin. He's from your old tribe. His name is Beatle.

His voice is gravelly and shrill.

"Nyx, is that you! It is, isn't it? I've been following you since you left."

Beatle and you never interacted much. There was certainly never any conflict between you.

You…

>say, "Why did you follow me?"

>yell at Beatle for following you.

>attack Beatle. He can't be trusted. (1d20)

>Other (specify)


bcceb4 No.7384

>>7375

Why have you been following me, Beatle? Were you exiled as well?


56be71 No.7388

>>7375

>>say, "Why did you follow me?"


eaa022 No.7390

>>7388

>>7384

"Why did you follow me, Beatle? We're you exiled as well?"

"I left like you. You could have been chief, Nyx."

Yo ignore him.

"Where's your stuff?"

He shrugs.

You laugh and say, "Find a tree."

He casts a glance at the snapped branch and makes a place beneath a tree.

The morning sun finds you trough the trees. Untying yourself, you collect your things and carefully descend the tree.

Beatle begins to stir and you look back the way you came last night.

Where will you go?

>Skirt the forest until you are clear of the hamlet. You must get out of the forest.

>Head deeper into the forest. You've had your fill of the humans.

>Make your way back to the hamlet.

>Other (specify)


eaa022 No.7391

>Alignment shift -3


bcceb4 No.7392

>>7390

>Skirt the forest until you are clear of the hamlet. You must get out of the forest.

Be sure to collect any edible berries or useful plants on the way.


eaa022 No.7395

>>7392

You and Beatle strike off to the east, heading toward the forests edge again. Along the way you see a few berries that grow in the Locust Hills. You and Beatle pick these along the way, eating some and storing the others with the rations.

> + trail rations (berries)

"Why'd you leave?"

You had expected the question. No less, you did not wish. The tree line was in view now, so the two of you begin to skirt it, staying off of the road.

"I had to."

"Was it because of Rattail?"

>Tell Beatle why you left the tribe.

>Lie to him.

>Evade the question. Change the subject.


8fd9c4 No.7397

>>7395

Who's Rattail? I left because the tribe wasn't big enough for me. I want more. A kingdom. Or an empire. A single Goblin tribe isn't enough for me.


eaa022 No.7401

>>7397

"Who's Rattail? I left because the tribe wasn't big enough for me. I want more. A kingdom. Or an empire. A single Goblin tribe isn't enough for me."

"Chief Rattail, Kappa. Something wrong with… Oh, were you being sarcastic?"

Beatle chuckles.

"He was plenty scared of you, that's for sure. You and him was the only High-Goblins in the hills."

"Let's talk about something else."

>Roll: 14

A twig snaps somewhere nearby. The two of you stop in your tracks, searching for the cause of the sound.

>Investigate the noise. (1d20)

>Run. (1d20)

>Write-in


245aaa No.7405

Dice rollRolled 10 (1d20)

>>7401

Send Beatle to check out the noise while we watch from a discrete distance.




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