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Life goes on as you approach the 100th day of living in the swamp. Over 3 months of this place and you're still alive. Everyone is busy preparing for a sort of celebration to commemorate the moment, though you still have work to get done. As a slightly accomplished magician you would like to keep practicing. Maybe bring up some new apprentices considering one of yours died in that brutal attack. Well, it's always a good time to practice your skills....

>Blood magic
>Enchantment
>Nature
>Write-in

We're back after a fairly long break. The end is approaching so hopefully I can speed up now.
Previous threads: https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Kobold+swamp+survival
>>
>>5359267
What happened to our votes at end of thread 6, QM?

I stand by mine:

>Cultural and magic
a la >>5351555

>Exploration and Military
Take our apprentices to visit the fiddler a la >>5352116
>>
>>5359267

> Nature

But also fully in support visiting the fiddler.
>>
>>5359267
>>Nature
>>
>>5359267
>Enchantment
>>
>>5359271
Votes from the last thread were accounted. General consensus seemed to be magic and or scouting.
>>5359332
>>5359442
>>5360148

You get cracking with the newer recruits and try to instill in them the details of magic. It's always a difficult thing but at least you have the old apprentice to better convey the specifics. On the bright side, having them try and grow plants a little faster is an easy and relatively safe way to ease them into things. You on the other hand are mastering the finer arts of causing spines of wood to burst outward and impale things. Think you're relatively getting the hang of things at this point? Another tool in the kit.

As the work is done, some important and maybe worrying news comes through. While scouting around for the source of that mad fiddler music you've been hearing, humans were spotted. An entire large battalion of the damn things marching to the north-east. They seem far more well organized and put together than the last group of mediocre settlers. Lots of armor, and a bright red theming. Few flags depicting some kind of fire symbol. Are they looking to settle back in the old spot the others died in? They certainly outnumber your tribe anyway and would probably easily trounce you in a straight out war. The fiddler hasn't been seen yet, but the music persists. As the day turns to night you start thinking about contingency plans...

DAY 98

KOBOLDS: 61
SLAVES: 6
FOOD: Secure
MORALE: Wary

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In

>
>
>
>>
>>5360268
>Exploration and Military
>Construction

Time to start setting more traps throughout the area
>>
>>5360268
>>Tools and research
We must make new weapons of war
>>
>>5360268
>Exploration and Military
>Construction
Supporting the trapmaking idea. We ARE kobolds, after all.
>>
>>5360268
>>5360345 +1
>>
>>5360268
>>Exploration and Military
did we ever tap the magic tree for sap?
>>
>>5360820
Nah, we've been cutting them down and adding them to out totem of protection whenever we get our hands in one.
Since they just keep spawning those wood abominations if they're left alone.
>>
>>5361147
I thought we did bottle some sap before choping it down last time?
>>
>>5360820
You cut down the magic node tree, so there was a bit of sap that could be collected along with the lumber
>>5360345
>>5360433
>>5360596
>>5360766

It's only natural that you'd want to set up defenses when faced with that ridiculously sized force. It's only now that your population is recovering and even then humans aren't supposed to be the ones outnumbering kobolds in a fight, even if yours are better fighters than the average bold. Great care is taken to add to the traps fields between you and that group. Incursions of the wood creatures have slowed down to a trickle after your offensive so they won't be eating the bulk of them at least. Then again they were a barrier to travel before they were eliminated.

Fortunately the humans seem to be content to settle down and create a camp about half a day away near the forest. They're far more perceptive than the old group, and the fact that one of your scouts had to dodge bullets is a statement to their equipment. By the next day a significant amount of protection has been deployed and you're feeling quite confident about your odds in at least damping any incursions.

What you're not confident about though is the goblin war party approaching pointedly from the west. It's absolutely bizarre that the goblins of all creatures are doing a march like this but then again you're the warrior kobold talking... Point is, there's a lot of green coming for whatever reason. There's probably over a hundred of the bastards a few hours away and approaching. All covered with their patchy scrap armor, accompanied by giant spiders and awful feverish music.

4d100 best of 3 for your stance

>Hunker down and trust the traps
>Meet them out in open combat
>Create an ambush
>>
Rolled 17, 1, 29, 68 = 115 (4d100)

>>5361744
>Create an ambush
>>
Rolled 41, 85, 27, 76 = 229 (4d100)

>>5361744
>Create an ambush
>>
Rolled 16, 18, 54, 84 = 172 (4d100)

>>5361744
>Create an ambush
Ambushes and traps
Finally a Kobold like assault
>>
>>5361750
>>5361760
>>5361783

41, 1, 29, 68

The general plan to deal with the approaching goblins is an ambush to break them apart. So far from what you've dealt with the goblins were far from impressive. A fairly strong attack and they'll likely shatter... Things do not go as planned.

The first part is how the greenskins charge into your zone far faster than expected, leaving the ambush unfinished and forcing a melee in order to protect those who were caught out. The second is that these are not the usual goblins you've encountered. These ones are ornery and angry as hell, almost crazy in how they're fighting. A few casualties are immediate, especially when the spiders get going, leading you to an unfortunate position of disarray.

3d100 best of 3

>Tactical retreat
>Take to the field yourself
>Form up and defend
>Write-in

-Abilities available-
>Berserker: Successes count much more and losses are more damaging
>Shield wall: Dice failures are lessened
>Flesh smith: An amount of deaths will be completely prevented
>>
Rolled 69, 46, 59 = 174 (3d100)

>>5362805
If you're doing Bo3, shouldnt the third dice be 54, and the fourth dice be 84?

>Take to the field yourself
Fuck these assholes, lets kill em all!

>Flesh smith: An amount of deaths will be completely prevented
>>
>>5362805
>Tactical retreat
Grab our dead and fall back...
>Shield wall: Dice failures are lessened
Erect a shield wall...
>Throw the corpses into the hell-portal
Grow some demon kobolds to replenish our numbers!
>>
Rolled 76, 8, 64 = 148 (3d100)

>>5362805
Oh, and roll
>>
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>>5362816
What is this? it smells like bitch in here. Why not kill these fucks, torture them for intel, and eat their corpses?
>>
>>5362805
>Take to the field yourself
>Flesh smith: An amount of deaths will be completely prevented

Fuckin greenskins, prepare to die
>>
Rolled 29, 59, 70 = 158 (3d100)

>>5363012
>>5362805

Forgot my dice
>>
>>5362805
>>Take to the field yourself
>Flesh smith: An amount of deaths will be completely prevented
>>
>>5362809
That was just me being delirious and not adding numbers correctly. Dice rolls take the best total result, but 1's will replace any roll in their slot. It wasn't a good result regardless.
>>5362816
>>5362817
>>5363012
>>5363013
>>5363677

69, 46, 59

If you want something done right you've got to do it yourself. If these goblins think they'll have an easy fight then they're sorely mistaken. You bring yourself into the fray and hack away at the wretches with terrible force. Your magic is put to use at the same time, mending the fallen and keeping them from death. If there's one thing you've come to accept in your time here is you're quite strong, and your presence immediately anchors the spirits of your warriors.

The goblins aren't too much of a pushover though compared the last times you've faced them. They're still furious fighters, though less refined than you. There's hundreds of them as well and whenever one falls another takes its place. Beyond the tide of flesh there's more than regular fighters. Shamans chant some wretched tune and a shower of venom rains down on you all. Paired with the giant spiders their spirit remains intact and the fight continues.

3d100 Best of 3

>Hunt down the priority targets
>Form up the warriors and clear the chaff
>Breakthrough wedge
>Remold the flesh, fight with rage
>write-in

-Abilities available-
>Berserker: Successes count much more and losses are more damaging
>Shield wall: Dice failures are lessened
>>
Rolled 63, 32, 83 = 178 (3d100)

>>5363684
>Breakthrough wedge
>Shield wall: Dice failures are lessened
We need to get at their shamans.

Note to self: invest in war beasts, leather tanning of goblin hides, and find mines to dig up ore.
>>
Rolled 21, 46, 68 = 135 (3d100)

>>5363684
>>5363713 +1
>>
Rolled 24, 10, 12 = 46 (3d100)

>>5363684
break and shield/ When we kill them all, and we will, let's try to keep some alive to torture and sacrifice to gods or something.
>>
>>5363684
>Breakthrough wedge
>Shield wall
>>
>>5363713
>>5363739
>>5364269
>>5364277

63, 32, 83

Well It won't do to have your forces spread out like this if they're going to attack in force with such methods. With intense shouting, you manage to rein in the warriors and create a wedge formation to break further into the lines.

The shamans try to put up a fight, sending a wave of malediction your way, but the bolds manage to steady themselves despite the pain and discomfort. You personally slaughter them to get some breathing room in this battle. With the shields up your troops find themselves in a circle, surrounded by the many remaining goblins seemingly uncaring to some of their leadership dying. There must be still over... 80 of them left? In fact the more that die the more aggressive they get somehow. And even now someone is playing some damn music that pounds your head.

3d100 Best of 3

>Take an aggressive stance on them
>Hunt down the spiders first
>keep tight and fire on them all
>Rely on magic to win the fight

-Abilities available-
>Berserker: Successes count much more and losses are more damaging
>>
Rolled 43 (1d100)

>>5366100
>>Berserker: Successes count much more and losses are more damaging
>Hunt down the spiders first
>>
>>5366100
>Rely on magic to win the fight
WIZARD BATTLE
>>
File: 37grsp.png (279 KB, 483x527)
279 KB
279 KB PNG
Rolled 85, 79, 3 = 167 (3d100)

>>5366100
>Rely on magic to win the fight
>>
Rolled 14, 12, 18 = 44 (3d100)

>>5366100
>Rely on magic to win the fight
>>
Rolled 41, 80, 34 = 155 (3d100)

>>5366100
Oh, forgot my roll for WIZARD BATTLE



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