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You stand on a quay of rough Bloodoak and watch out across the pearl-blue bay. A black-feathered blood-harpy skims a few cubits overt the water for a few moments as you wipe your brow of the tropical sweat. The harpy's claws snap down like lightning into the water, and after a short struggle she flaps back, drawing the bulk of a great, tawny skinned slave out from the water. The escapee gives little struggle as she turns on the wing, catches a gust, and is gone from view. You spit out the kola nuts you've been chewing, and take a swig of amber-red Mahadi wine, before turning back to cast your eyes over your ship.

>What sort of vessel do you captain?
>A Gelen Dhow, built in the coral-stone trade towns of the Juba delta, crewed by sturdy local Mbande. Lifelong sailors and mercenaries, they are on the sea for trade and prestige - perhaps one day you will lead them to settle a town of their own, and grow to be fat, silk-draped Shirazi merchant lords.
>A Sethite Barge. The vessel is not an agile one, nor comfortable, but that does not concern a death-priest of Dread Seth, lord of bones, such as yourself. Crewed by sanctified risen skeletons, your oars carry you along the coast to sew destruction and acquire slaves, to prove yourself to the High Priests of your northern homeland.
>A funeral barge. This is no ship of war, nor even of trade, but the barge upon which a casket was lain to be sunk. Your casket. Many long years you spent in the deeps of the sea amidst black stone, but you have emerged now. The darkness and the waters have touched your blood, and though you sank a man, you rise as a sorcerer, master of pestilence, jungle-poison and orc-blood.
>An Imbengala raiding sloop. Agile and well armed, the vessel out of the ports of the badlands is packed full of pirates and imbengala wild-men. You were once an Imbengala too - raised in the strict style of the desert raiders, but whether you have kept to the sacred laws or turned truly to the roystering life of piracy is yours to know.
>A Zhengxi Junk. You and your crew are from shores afar, from the lands of the mighty Son of Heaven, dispatched by the Sacred Chancellory to explore these foreign coasts and learn of the black-skinned yi-barbarians hereabouts. You have been instructed to settle the new land, if you can, and if successful you will have the support of the distant immensity of the Empire. If.
>>
>>4331139
>A Gelen Dhow, built in the coral-stone trade towns of the Juba delta, crewed by sturdy local Mbande. Lifelong sailors and mercenaries, they are on the sea for trade and prestige - perhaps one day you will lead them to settle a town of their own, and grow to be fat, silk-draped Shirazi merchant lords.
>>
>>4331139
>>An Imbengala raiding sloop.
>>
>>4331139
>>An Imbengala raiding sloop. Agile and well armed, the vessel out of the ports of the badlands is packed full of pirates and imbengala wild-men. You were once an Imbengala too - raised in the strict style of the desert raiders, but whether you have kept to the sacred laws or turned truly to the roystering life of piracy is yours to know.
>>
>>4331139
>>A Gelen Dhow, built in the coral-stone trade towns of the Juba delta, crewed by sturdy local Mbande. Lifelong sailors and mercenaries, they are on the sea for trade and prestige - perhaps one day you will lead them to settle a town of their own, and grow to be fat, silk-draped Shirazi merchant lords.
>>
>>4331139

>A Zhengxi Junk. You and your crew are from shores afar, from the lands of the mighty Son of Heaven, dispatched by the Sacred Chancellory to explore these foreign coasts and learn of the black-skinned yi-barbarians hereabouts. You have been instructed to settle the new land, if you can, and if successful you will have the support of the distant immensity of the Empire. If.

Colonisation ho!
>>
>>4331139
>>An Imbengala raiding sloop. Agile and well armed, the vessel out of the ports of the badlands is packed full of pirates and imbengala wild-men. You were once an Imbengala too - raised in the strict style of the desert raiders, but whether you have kept to the sacred laws or turned truly to the roystering life of piracy is yours to know.
>>
>>4331139
>A Zhengxi Junk. You and your crew are from shores afar, from the lands of the mighty Son of Heaven, dispatched by the Sacred Chancellory to explore these foreign coasts and learn of the black-skinned yi-barbarians hereabouts. You have been instructed to settle the new land, if you can, and if successful you will have the support of the distant immensity of the Empire. If.
>>
>>4331139
>>A Zhengxi Junk. You and your crew are from shores afar, from the lands of the mighty Son of Heaven, dispatched by the Sacred Chancellory to explore these foreign coasts and learn of the black-skinned yi-barbarians hereabouts. You have been instructed to settle the new land, if you can, and if successful you will have the support of the distant immensity of the Empire. If.

hard choice
>>
>>4331139
>An Imbengala raiding sloop. Agile and well armed, the vessel out of the ports of the badlands is packed full of pirates and imbengala wild-men. You were once an Imbengala too - raised in the strict style of the desert raiders, but whether you have kept to the sacred laws or turned truly to the roystering life of piracy is yours to know.
>>
>>4331139
>A Zhengxi Junk. You and your crew are from shores afar, from the lands of the mighty Son of Heaven, dispatched by the Sacred Chancellory to explore these foreign coasts and learn of the black-skinned yi-barbarians hereabouts. You have been instructed to settle the new land, if you can, and if successful you will have the support of the distant immensity of the Empire. If.
>>
Rolled 1 (1d2)

>>4331145
>>4331262
Gelen Dhow

>>4331213
>>4331227
>>4331331
>>4331372
Imbengala

>>4331394
>>4331364
>>4331333
>>4331319
Zhengxi Junk

It's a toss up between Zhengxi(1) and Imbengala (2)
>>
>>4331541
The Junk is a sturdy, deep-bellied ship, painted in the fine black and deep red of the Sacred Chancellory's Fleet of the Right Arm. With three decks and a cabin in the forecastle, yours is a larger vessel by far than the primitive dhows of the barbarians. Your men were all recruited from the imperial commanderies, apart from a dozen scribes. The men of Zhengxi are smaller in stature than the local Mbande, with fine tan-olive skin from the long journey across the great ocean. Each trims his moustache and keeps his hair carefully according to his rank, and every man knows his place among the castes with rigid certainty.

The journey from the Empire was long and exhausting. Your vessel travelled for weeks along the coast of jungle-bound hind, trading with the half-civilised locals for your provisions before plunging out into the great ocean. Loaded heavy with fresh water, white rice and gunpowder at your departure, you arrive in this new land with little but the latter left to you. By powder, steel and the will of heaven will you find victory in this land, and, with luck, the kind of glory that will bring you imperial favour. Or, perhaps, you will be tempted by the delights of this land, so far from the emperor's armies or the claws of his secret police.

Regardless, you think as you shake yourself from the reverie, re-braid your uniquely long hair and return to the ship from the abandoned old jetty, you must win glory before you can give or steal it. You know very little about this land, beyond that it is as sweltering as the Jin jungles of the south and thrice as fly-bitten. The air is baking, the wildlife is ruthlessly bloody, and the people are, by the accounts of the ancient traveller-sages, utterly primitive in their barbarism. A whiff of powder should see them off- or perhaps you might bring them the enlightenment of civility. By hook or by crook, though, you will have victory.

>Who are you, oh commander?
>An experienced soldier, given your first high-commission after your victory against the Jur nomads to go upon this perilous journey. Your men are drilled and loyal to the extreme, but you are little favoured at court, lack the skills for much diplomacy or complex management on your own.
>A diplomat-chancellor of the Divine Chamber of the South - you have been trained since your youth to beguile the Barbarians and guide them to enlightenment. You are accompanied by skilled scribes, and are well favoured at court, not to mention your greater familiarity with the locals, though you lack in most practical skills.
>A sage-engineer of the Crown Prince's Corps of Fire-Lancers. You are amazed to have wrangled this posting - you are an engineer, not a politician or general. You are, however, a man of intense ingenuity, mechanical knowledge and familiarity with black powder. While the crew are already armed with simple fire-lances and muskets, you bring 6 bronze cannons on this expedition - sacred weapons never yet seen in these lands.
>>
>>4331579
>A diplomat-chancellor of the Divine Chamber of the South - you have been trained since your youth to beguile the Barbarians and guide them to enlightenment. You are accompanied by skilled scribes, and are well favoured at court, not to mention your greater familiarity with the locals, though you lack in most practical skills.
>>
>>4331579
>>A sage-engineer of the Crown Prince's Corps of Fire-Lancers. You are amazed to have wrangled this posting - you are an engineer, not a politician or general. You are, however, a man of intense ingenuity, mechanical knowledge and familiarity with black powder. While the crew are already armed with simple fire-lances and muskets, you bring 6 bronze cannons on this expedition - sacred weapons never yet seen in these lands.
>>
>>4331579

>A sage-engineer of the Crown Prince's Corps of Fire-Lancers. You are amazed to have wrangled this posting - you are an engineer, not a politician or general. You are, however, a man of intense ingenuity, mechanical knowledge and familiarity with black powder. While the crew are already armed with simple fire-lances and muskets, you bring 6 bronze cannons on this expedition - sacred weapons never yet seen in these lands.
>>
>>4331579
>A sage-engineer of the Crown Prince's Corps of Fire-Lancers. You are amazed to have wrangled this posting - you are an engineer, not a politician or general. You are, however, a man of intense ingenuity, mechanical knowledge and familiarity with black powder. While the crew are already armed with simple fire-lances and muskets, you bring 6 bronze cannons on this expedition - sacred weapons never yet seen in these lands.
>>
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>>4331842
>>4331779
>>4331730

The journey was a damnable hard one for you. You've scarcely ever been to sea before, and even then only to watch the fireworks when you blew the walls of Wuzao apart and put an end to the siege. Your father played an important role in getting you here - despite being merely his bastard the old veteran managed to win you a commission from his cousin the Chancellor of the South. Still, the old man is damn near dead, and his trueborn sons have little time for you - probably best you find yourself on the other side of the world.

The men have begun to grow used to your commands, though they take more liberties than you'd like - with such little practice at command you can hardly blame them. You aren't much of a letter write either, and had little luck getting through to the native fishermen you captured a few days ago. Still, you've made proper landfall now, and filled up on water and some supplies in this jungled cove upon a small island - spotted, you might add, by your hand-crafted spyglass. It isn't a masterwork, but it quite does the job, and has served you very well for spotting ever since you crafted it during your final imperial examination. More impressive are the stock of 25 fine lacquered muskets you brought along to equip your men, and the brace of fine pistols you wear at your breast - any man who tries to mutiny against you will have to bring twelve of his closest friends and stand behind them.

The six cannons, three on either side of the ship, make a yet more impressive impression, both on your men and on the fishermen you loosed a volley at a few days ago. The way they dived from their boat and swam like mad for shore set the crew in fits of laughter. The barbarians have nothing to match an iron cannon-round shredding their hull and turning their men to pulp. The machines are sturdy, beautiful and shine a polished bronze-green. They are your pride and joy.

Along with those, you have two hundred fine crew-men aboard, ranging from eight year old powder-monkeys climbing in the rigging to a few zuoling sub-captains in their mid fourties. The Junk is packed to the brim with sailors and soldiers, and hammocks are hung two deep in every free space. The air hangs with the smell of chewed kola nuts and tobacco, while the few remaining barrels of white rice are split out and eaten in sparse porridge. The men need food, and want some glory.

>Location - Unnamed Island [1 - Jungle, Cove, Blood-Harpies] off the mainland.

>Stats
>Crew: 200 Sailor-Soldiers.
>Equipment: All equipped with basic arms and armour. 50 shoddy fire-lances and muskets. 25 fine lacquered muskets. 6 Bronze Cannons.
>Supplies: Little Food, Fine Water, Abundant Powder
>Morale: 4/10
>Discipline: 3/10


>Actions (Pick one)
>Sail north along the coast
>Sail south along the coast
>Explore the small island - attempt to gather supplies
>Explore the small island - attempt to build a small outpost-camp from which to resupply later trips. Incautious.
>>
>>4331947
>Explore the small island - attempt to build a small outpost-camp from which to resupply later trips. Incautious.
>>
>>4331947
>>Explore the small island - attempt to gather supplies
>>
>>4331947
>Explore the small island - attempt to build a small outpost-camp from which to resupply later trips. Incautious.
>>
>>4331947
>>Explore the small island - attempt to build a small outpost-camp from which to resupply later trips. Incautious
>>
>>4332038
>>4332396
>>4331964
You give the order of Jiun, your first mate, and the squat old sailor languidly spits out his tobacco and hobbles down the deck, shouting out orders to the mass of the men. Before long one hundred and fifty of them, divided into six banners of 25, are assembled in loose gangs on the old quay and the small beach of the cove. Armed with machetes and a few pistols, they set out into the dense jungle, each crew heading out in one direction to map the small island.

You lead the crew of sailors who you know best to run up the middle of the island, likely the longest trip. Priming your brace of pistols and holding a touch fuze between your lips, you give the order and march out. The thick vegetation - winding roots and dense canopy - takes time and effort to hack through, and the men are mobbed by leeches, flies and the occasional snake. You end up blowing the head off a small cavy boar at half a dozen paces when it startles you - the men would laugh, but the little creatures make a fine dinner, so instead they set about hunting them down without pause or mercy. Slowed by the jungle it takes about a day to cross the island. The terrain is relatively flat.

About three quarters of the way across the island your party spots a few blood harpies circling around the peak of an exceptionally tall tree, apparently their nest. Concealed by the canopy you're quick enough to keep your men from firing at them and drawing attention - the creatures seem far more concerned with catching fish, eels and local fishermen than with you. The only other thing you encounter are a few ancient walls of piled stones - what look like ruined houses, buried by the jungle.

The march back brings you out at nightfall, and a campfire is set for the other banners to report their findings. Your zuoling captains meet with you as the men roast a few dozen cavies and rest on the beach. Three report nothing of interest besides the occasional small harpy nest evident from scatterings of their fine feathers, those of which that could be saved having been stored up as valuable trade goods. The one you sent north along the coast of the island reports having found another cove, this on hidden by a mangrove swamp. Within, he claims to have found what looked like an abandoned native village - small reed-built houses on stilts in the brackish water. It seems people had lived there until very recently, and he thinks they might've fled when you landed.

Cont.
>>
>>4333043

With that done, your men rest for the night, and get to work the next day. Trees are felled, harpies are scared off with musket-fire and the island's cavy population is hunted mercilessly to fill up the food stores. Their pelts are quickly being used to patch boots, coats and for a hundred other purposes. The sailors hack apart the fine wood of the island, and set about building a small outpost around the apparently abandoned old quay. Three large stockades are built in a ring at the edge of the cove - squat, sturdy housing for perhaps seventy five men. A wall of stakes surrounds the ring of stockade, warding off the rest of the island. Supplied by a small wellspring, the place is barely self-sustaining while there are still cavies to hunt - it will not last long, but in the meantime it makes a fine point of garrison and resupply.

>Unnamed Island [1 - Jungle, Cove, Blood-Harpies, Cavies, Abandoned Native Village (?). Small Outpost (75)] off the mainland.
>Little Food -> Fine Food
>Fine Water -> Abundant Water
>Morale +1
>60 Cavy Pelts and a few Blood-Harpy Feathers acquired

>Stats
>Crew: 200 Sailor-Soldiers.
>Equipment: All equipped with basic arms and armour. 50 shoddy fire-lances and muskets. 25 fine lacquered muskets. 6 Bronze Cannons.
>Trade Goods: 60 Cavy Pelts. Few Blood-Harpy Feathers.
>Supplies: Fine Food, Abundant Water, Abundant Powder
>Morale: 5/10
>Discipline: 3/10


>Actions (Pick one)
>Sail north along the coast
>Sail south along the coast
>Investigate the abandoned native village
>Something else? (Write in)
>>
>>4333049

>Investigate the abandoned native village
>>
>>4333049
>Investigate the abandoned native village
>>
>>4333049
>Investigate the abandoned native village
>>
You there QM?
>>
Give me the CUM QM
>>
Oh yeah! abandoned thread!



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