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File 164843611638.png - (43.92KB , 640x640 , Book-Eater_Quest.png )
1027472 No. 1027472 ID: ffc7d3

They say gnoll’s with blue eyes are a rare breed, destined for great things and favoured by the gods. Book-Eater is one such gnoll, having taken up the practice of alchemy. The ability to alter the state of matter, to bring forth properties from both substances and imbue them with magic. The alchemist Book-Eater has been tasked by Boss-son to expand the tribe’s territory and test out some of his suggestions to strengthen the tribe.
Expand all images
>>
No. 1027473 ID: ffc7d3
File 164843614703.png - (6.33KB , 400x400 , Gnoll_Achemist_Learned_from_Who.png )
1027473

In the past, an alchemist from another race was captured. Book-Eater learned from them the craft, yet what race was this person? They will govern what alchemist formula the gnoll alchemist knows along with starting him off knowing their language.

> Dwarf: Stout creatures of industry and stone. Able to turn most things into alcohol, most of there alchemy uses booze as a base. They also use Rune-craft to enhance there formula and effects.

> Human: Apes without the fur, builders of walled towns. They experiment with all sorts of branches of alchemy, seeking strange thing like the ability to turn lead to gold or elixirs of eternal life. Generalists to the extreme.

> Elves: Knife eared tree huggers. They like to shape trees into the tools they need. Less alchemy and more herbcraft, wort-cunning and witchery. They know how to use blood and creatures body parts to augment there potions.
>>
No. 1027474 ID: e51896

Dwarf because alcohol
>>
No. 1027475 ID: e7c7d3

Let's learn transmutation with the humies
>>
No. 1027476 ID: c92a02

Elf. Wort wort wort!
>>
No. 1027477 ID: 894419

>>1027472
Dwarves, secondary vote human if Dwarves don't win
>>
No. 1027478 ID: d98cb8

Dwarves because booze means flammable and some stones are also flammable and some are explosive.

These gnolls need to dominate the world via superior alchemic firepower.
>>
No. 1027479 ID: 10a721

Elf alchemy!
>>
No. 1027482 ID: 629f2e

Dwarfs!
>>
No. 1027483 ID: ffc7d3
File 164843844063.png - (8.07KB , 400x400 , Gnoll_Achemist_Magic.png )
1027483

Of course, the captive was a dwarf. A man lost in the tribe’s territory taken prisoner. A wasting disease having taken to his lungs. The man wondering the earth practicing his craft trying to find something, anything to cure his plight. His journey at its end, he taught Book-Eater what he had learned and passed from the world. From him Book-Eater has a dwarven alchemist set, blank red leather-bound tome along with a few books.

Many forms of magic shape the world, does the alchemist have any magic abilities? Domain mages have one type of magic available tot hem. The forms of magic that exist available are.

> Vitae: Life & Nature. One can heal, give vigour, and the like.

> Dynamo: Fire, force and light. Create explosions, shock waves, create fire.

> Caeli Aestus: Flow, be it air, water or other substance. Intune with the weather,

> Theama: Mind, perception and thought.

> Hermetic: Able to delve into more than once sphere, though they will never master anything. Many alchemists are hermetic so they can imbue different magics into their potions.

> No magic: Who needs magic? You’re a gnoll.

> Write in (There may be more forms, gnoll’s only know of these types.)
>>
No. 1027484 ID: e51896

Dynamo is the perfect combo for alcohol because fire.
>>
No. 1027486 ID: 629f2e

Theama! Let's use MIND magic
>>
No. 1027487 ID: d63ea8

No magic, you're a gnoll! Gnolls don't need magic.
With chemistry and explosives you will be able to accomplish anything!
>>
No. 1027488 ID: 36784c

>>1027483
Dynamo
>>
No. 1027490 ID: 10a721

Mind and emotion is the name of the game.
Faith moves mountains.
>>
No. 1027492 ID: 894419

>>1027483
Dynamo
>>
No. 1027493 ID: d98cb8

I'm sold on Dynamo. Let's lean into the booms.
>>
No. 1027494 ID: e5709d

Anti-Magic (Your skill with magic-based chemistry is deeply lowered, but you can negate magical effects based on your willpower and can dispel magical properties on crafting materials - especially curses)
>>
No. 1027495 ID: cdabe3

what are those cracks in the wall thing
>>
No. 1027496 ID: c92a02

Hermetic.
>>
No. 1027497 ID: ffc7d3
File 164844922973.png - (5.48KB , 400x400 , Gnoll_Achemist_Magic_2.png )
1027497

>>1027494
Mage-banes, witch hunters, templars. Those who can nullify magic have many names to many different groups. Some use potions to dampen their bodies response to magical influence alongside years of training and meditation. Others carve runes into there bones, be it with or without a vitae mage to heal them up after the surgery. The most dedicated have there souls removed and put into a phylactery, one can’t alter the mind of a soulless body after all.

While one can dispel magic, say a Caeli Aestus propels an object towards a target. The magic propelling the object will cease yet the momentum remains. Just as one can stop a Dynamo mage from lighting a fire, yet once lit it cannot simply be dispelled. There are many groups that think that magic is evil or wish to supress its dangerous potential. Those with a great force of will cab cripple many magical creatures and mages best qualities and weapons.

>>1027495
Entropy, the forbidden domain. Under which necromancy rests. One would think rot would belong under it as a sphere, alas not. For Entropy leaves NOTHING, not matter or soul on those it rends. While anyone preforming necromancy may be using a sphere of Entropy, the domain itself is very rare and dangerous. Nearly every culture and race despise this domain, for good reason. For only it has the power to destroy a soul.

Two new domains have opened. People can change their vote, otherwise there original will be counted. The domain will be something that can be mixed into alchemy.

Each gives passive bonuses to things based on how strong they are as a mage. Dynamo can walk though fire without being burned or are resistant to the kiss of flame. Vitae my shrug off poison and illness. Caeli Aestus may dodge blows more easily by altering the flow of there form. Theama mages are very good at empathising with others, which gives them a social edge. Hermetics have no innate bonus but are good generalists. Not being a mage would allow one to focus more on the body and mind over another skill that takes a lot of training. While anti-mages have passive resistances to being affected by magic. Entropy does not grant passive bonuses to anything for its destructive power, instead it eats the body and soul of its wielder.
>>
No. 1027505 ID: 53560f

I’m going with anti-magic, nothing more frustrating than a fair fight. Though entropy sure is tempting.
>>
No. 1027512 ID: 708905

>>1027497
Anti-magic could be interesting let's go with that
>>
No. 1027513 ID: e5709d

Anti-Magic
>>
No. 1027514 ID: d63ea8

Sure, I also vote for anti-magic!
>>
No. 1027518 ID: ce39da

Gonna throw out a Hermetic vote - versatility is the name of the game for an alchemist.
>>
No. 1027548 ID: ffc7d3

Dynamo
>>1027484
>>1027488
>>1027492
>>1027493

Anti-Magic
>>1027505
>>1027512
>>1027513
>>1027514

Theama
>>1027486
>>1027490

Hermetic
>>1027496
>>1027518

Looks like things are tied between Dynamo and anti-magic. If there is no tie breaker in the next say 20 minutes then I have something in mind for both winning. Mind you, nether will be as strong combined. Fire however is one of the few elements that could work with a theme of stopping magic.
>>
No. 1027549 ID: 629f2e

Swapping to Dynamo to break the tie, and since nobody wanted mind magics.
>>
No. 1027550 ID: 713339

Dang I was gunna say anti magic but that just puts us back into a tie. Magic negation seems really strong for an alchemist dealing with magical properties all the time.
>>
No. 1027551 ID: ffc7d3

Voting done, writing update
>>
No. 1027568 ID: ffc7d3
File 164852519302.png - (5.19KB , 400x400 , Gnoll_Achemist_Dynamo.png )
1027568

Dynamo. Fire had always drawn the alchemist to it, some part of his very soul tied to the flames. A special place in his heart for the very useful and destructive element. From clearing land to stoking the forges, keeping the tribe warm during the frigid winters. Its use alongside dwarven alchemy brings many benefits, alcohol and fire find each other very agreeable company after all.

Cantrip known: Spark fire
Book-Eater can infuse the aspects of dynamo into his potions.
>>
No. 1027569 ID: ffc7d3
File 164852525975.png - (13.61KB , 400x400 , Gnoll_Achemist_Anti_Magic.png )
1027569

Yet there were those that feared your abilities after they manifested. Gnoll’s are not known for there magical proclivity, those that do often awakening to vitae and caeli aestus. Yet fire made a home in Book-Eaters soul, the entrails told of a grand fate for the young male. A sect of the religious order acted, abducting Book and conducting the bone carving ritual upon him. An action that should have severed his connection to magic completely only served to dampen the fire within. Hindering his potential as a mage while allowing him to silence magic around him. The men responsible were executed for the act. Too this day one has to wonder what level of potential was prevented, the occasional painful sting of muscles moving over carved bones a reminder of what was taken from Book-Eater.

Ability gained: dampen magic
Book-Eater can prepare potions that dampen magic.
>>
No. 1027570 ID: ffc7d3
File 164852547206.png - (6.12KB , 400x400 , Gnoll_Achemist_Dice.png )
1027570

Now it comes to deciding what the Alchemist has been focusing on aside from alchemy. These will come in the form of qualities. Some gained by training, luck of birth or even fate or the gods nudging things into line. As a gnoll you gain some innate qualities, they are:

Night eyes, Sinister, Tough, Carrion Eaters and Bite. What they do will be explained a little bit later.

Book-Eater also has the Anti-magic and Sorcerer: Dynamo quality from his past.

Going forward three qualities can be picked. Unless flaws are taken, each flaw gives the ability to take one more quality with a max of 3 extra.

Let’s start with the qualities that are very hard to gain during adventure. Such qualities tend to be traits of birth or the like, very unlikely to be able to be gained during adult life.

>Attractive: Being handsome opens many doors, this sort of animal magnetism goes across species lines as well. Dampening the negatives that may come from those who dislike other species that are not their own. (Reroll 1’s on persuasion test up to half total persuasion rank rounded down, minimum 1 reroll)

>Lucky: The gods or fate favour you, once a day reroll one test and take the better of the two rolls. Allowing one to turn defeat into victory or attempt for a greater feat or success during an important moment.

>Polyglot: You have a great facility with languages. You can read any language in which you have at least 1 rank (as appose to 3 ranks). When exposed to a language with which you aren’t familiar, you may make a Cunning test. If this test succeeds, you gain 1 rank in the language for the duration of the scene. For every two additional degrees on the test, you gain an extra rank. Polyglots learn languages faster.

> Gifted Spellcaster: It’s not so easy to quell the magic in your veins. Add will to magic rolls, reroll 1’s on magic tests.

> Massive: You have giantism, with all the perks and drawbacks that brings. Increase size category by 1, height is set to a few feet above race max along with weight. Makes it easier to hit you, you’re not crawling though any kobold tunnels anytime soon. Though you can wield in one hand what others of a medium size must use two to hold. Great swords, boar spears and the like can be used in one hand.

> Anti magic II: rather than just nullifying magic on yourself. You trained hard over the years to allow yourself to project a field of anti magic around you. One can also focus on a single mage at close range to silence there magics. (This can be picked up in play but would take a good while in game months if not years to pick up.)

>Fury: You are wrathful and filled with rage in battle. You gain a new combat maneuver. Able to sacrifice accuracy for devastating attacks.
>Heirloom: Start the game with an artifact.

Now for some qualities that can be picked up in play a lot easier.

> Animal Cohort: You have an animal buddy which always follows you around. Choose an animal from the following list: dog, eagle, horse, lynx, raven, or wolf. This animal is extremely loyal to you and aids you in combat. So long as your animal cohort is adjacent to you or your opponent, you gain boost to Fighting tests.

> Beastfriend: You have a knack for handling and dealing with animals. You gain extra dice on Animal Handling tests made when Charming or Training them.
> Mantle of Authority: You hold an air of Authority that has others stand to attention. When engaged in an intrigue you automatically go first in the round (if two people have this quality, they roll off to determine order among themselves).

> Cohort: You gain a cohort. Your cohort is loyal and follows your commands to the best of his or her ability. If your cohort dies, you lose this quality and the Destiny Point you invested to gain it. A cohort earns experience at half the experience you earn. While your cohort is adjacent to you, increase your Combat Defense and Intrigue Defense.

> Danger Sense: Your keen senses help you anticipate danger before it reveals itself. You may re-roll all 1s on Agility tests made to determine the order of initiative. In addition, whenever you or a unit to which you are attached is surprised in combat, your opponent does not gain the surprise attack bonus.


> Eidetic Memory: You have an astonishing capacity for recalling details about something you have seen or read.
> Fast: You are uncommonly fast on your feet. When calculating your move, your starting move is 5 yards. When running, you move five times your Movement. (Standard movement is about 4 yards and x4 when running.)

>Furtive: Re-roll any result of 1 on all of your Stealth tests. When making a Stealth test to sneak, you may add a number equal to your Agility ranks to your test result.

> Gifted Athlete: Pick an athletics specialty (Climb, Jump, Run, Strength, Swim, Throw) When testing Athletics to perform your chosen specialty, you may treat one-half your bonus dice (round down, minimum 1) as test dice. (If you want to bench press horses down the line. Gifted Athlete strength is what you take.)

> Hardy: You can ignore the strain on your body and not be held back by the first few scratches, bruises and broken rib you might have. You ignore the first injury, wound and fatigue for the purpose of penalties they would have otherwise given you.

> Head for Numbers: Beginners study tactics, experts study logistics. You know your numbers, able to swell fortunes brought in by the tribe, crunch logistical tasks and are generally very good at math. Helps gain resources on a tribe level when you manage affairs and helps work out what it will take to field an army.

> Inspiring: Able to push troops to fight with valour and vigour. In warfare, you gain 1 additional command each round. In addition, when testing Warfare to issue a command, you may sacrifice a command to re-roll the test and take the better result.

> Natural Leader: A natural leader keeps his troops from running from the field without even needing to spend orders to do so. Once per round of a skirmish or battle, you may automatically reorganize one disorganized unit or rally one routed unit. Using this quality does not count as an order.

> Miracle Worker: Able to save those most normal medically trained individuals would declare a lost cause. If you want Book-Eater to be really good at healing, pick this.
>>
No. 1027572 ID: ffc7d3
File 164852574947.png - (6.12KB , 400x400 , Gnoll_Achemist_Dice_2.png )
1027572

Now for the flaws. Some of them can be bought off over.

>Bound to the bottle / addicted: You turn to an addiction in times of stress or hardship. Whenever you are faced with a troubling situation, you must succeed on a Will test or turn to your addiction for comfort, indulging in it until circumstances pull your focus away from it. This includes any of the side-effects of indulging, such as getting drunk, the effects of drugs, losses to gambling, and so forth.

>Childhood Ailment: A disease or sickness in your youth left you weak and frail. Decrease your Health by 2.

> Cowardly: Whenever you are engaged in combat or intrigue, you take a penalty on all tests. Each round as a Free Action, you may attempt a Will test to find your courage. If you succeed, you remove the penalty and gain a small boost on all tests.

>Crippled: You suffered a terrible injury or were born twisted in some way. You reduce your Movement by –2 yards (to a minimum of 1 yard).

> Cruel: You are heartless and wicked, lacking in compassion and empathy. You take large penalty on all Awareness tests involving Empathy. In addition, when engaging in intrigues, your opponent’s disposition is always one step worse if they recognize what you are.

> Disturbing Habit: You have an unusual compulsion, a habit others find unsettling. When recognized and using Persuasion to Intimidate, you gain a bonus. In all other uses of Persuasion, however, you take a penalty on Persuasion tests.

> Forgetful: Your mind wanders, and you have problems recalling small details. Whenever you test Cunning, you must re-roll any die result of a 6 and take the second roll.

>Furious: You have a terrible temper. When rolling Persuasion tests, your first roll must use Intimidate. In addition, you take a penalty on all Persuasion tests made to Seduce.

> Lascivious: You have a powerful libido, and it guides most of your interactions. During an intrigue, if your first Persuasion test does not use Seduce, you take a penalty to Intrigue Defense until the end of the scene. Seduction rolls against you have great effect.

> Honor-Bound: Honorable to a fault, you must re-roll all 6s on Deception tests and take the second roll, even if it’s worse than the first roll. You find it very hard to go back on your word.

> Ignoble: You have a reputation for treacherous and dishonorable tactics. You take penalty on all Persuasion and Status tests.

> Reviled: You are widely reviled and despised. When engaged in an intrigue, your opponent’s disposition is one step worse than normal. In addition, you take a penalty on all Status tests.

> Inept: You are slow and clumsy. Whenever you test Agility, you must re-roll any die result of a 6 and take the second roll.

> Haunted: The memories of the past torment you. You take a penalty on Awareness tests, but during the first round of combat, you may add the number of Memory bonus dice to your Fighting test results

>Maimed: You lost a limb in battle or by accident. As Marked, plus lose any one limb. If the limb lost is a leg, halve your Movement and take penalty on all Athletics tests. If the limb lost is an arm, you cannot wield two-handed weapons (unless your massive), and you take a penalty on any test that requires two hands.

> Supreme Arrogance: The higher the clime, the greater the fall. Your arrogance blinds you to the dangers swirling about you. You take a penalty to all Awareness test results equal to your Status.


Pick what qualities you would like to see the gnoll having. Many of them will alter stats, while quite a flew flaws alter personality alongside there other affects. One can list up to six qualities in order of priority they want them. And up to three flaws if they want more then just the three free qualities. Though flaws can be taken without more qualities bought, leaving more Destiny on the table to turn things Book-Eaters favour.
>>
No. 1027573 ID: e7c7d3

Massive, heirloom, animal cohort: eagle, hardy, and inept
>>
No. 1027574 ID: e51896

Heirloom
Attractive
Cohort
Gifted Spellcaster

Lascivious
>>
No. 1027576 ID: 629f2e

FEATS: Anti Magic II, Attractive, Lucky, Massive, Beastfriend

FLAWS: Lascivious, Inept
>>
No. 1027579 ID: 36784c

Massive
Attractive
Danger Sense
>>
No. 1027580 ID: d98cb8

Oh hell yes, let's go:

Massive, Anti-Magic 2, Attractive

AND take the Lascivious flaw so we can also have Gifted Spellcaster

HORNY GIANT GNOLL ALCHEMIST
>>
No. 1027583 ID: c92a02

Qualities:
>Massive
>Antimagic 2
>Heirloom
Desirable extra qualities:
>Gifted Athlete (Strength)
>Fast
>Gifted Spellcaster
Passable flaws (ideally 2):
>Haunted
>Furious
>Ignoble
>>
No. 1027585 ID: 96c896

>>1027570
Massive
Anti-magic 2
Hardy
Gifted Athlete (Strength)
Fast

flaws:
Inept
Lascivious
>>
No. 1027586 ID: 894419

>>1027570
Miracle Worker
Massive
Attractive
>>
No. 1027589 ID: ffc7d3

Current votes

Massive 7
Attractive: 5
Anti magic 2: 4
Heirloom 3
Gifted Spellcaster 3

Currently tied for 6th place.

Hardy 2
Gifted Athlete 2
Fast 2

Animal cohort 1
Cohort 1
Lucky 1
Beast friend 1
Danger sense 1
Miracle Worker 1

flaws

Amount of flaws.

0: 2
1: 3
2: 2
3: 1

Lascivious 4
Inept 3
Haunted 1
Furious 1
Ignoble 1

Will finish the count tomorrow morning Australian time (+10) to give some of the Americans on the coast who went to bed a chance to vote. Massive and attractive do seem to have a solid lead. Going to have a big gnoll alchemist.
>>
No. 1027597 ID: f38941

Let me try to tie-brak by picking Gifted Spell-Caster and 1 flaw.
>>
No. 1027599 ID: 713339

Feats: Massive, gifted spell caster, attractive, heirloom, and anti-magic 2
Flaws: Inept and horny

If we got that many votes might as well take an actual flaw along with being horny.
>>
No. 1027601 ID: d63ea8

For Qualities: Massive, Hardy, Gifted Athlete and Miracle Worker.

For Flaws: Inept
>>
No. 1027602 ID: ce39da

> FEATS
Massive, Gifted Spellcaster, Attractive, and Anti-Magic 2

> FLAWS (1)
Lascivious
>>
No. 1027605 ID: a9af05

Attractive
Massive
Hardy
>>
No. 1027610 ID: ffc7d3

Votings wrapped, making update!
>>
No. 1027659 ID: ffc7d3
File 164865590450.png - (8.31KB , 400x400 , Gnoll_Achemist_Qualites.png )
1027659

>Massive
You always had a big appetite alongside being born bigger than other gnolls. People wonder if one of your grand or great grandparents were a hill gnoll. Standing well over others, Book-Eater has giantism. No need to look up to anyone in the tribe.

>Attractive
Book-Eater grew up to be quite the dashing male. Soft well-kept fur, a large fluffy tail and all the right shapes. Practicing regular bathing has helped and his alchemy provided means to keep better groomed then others. Ladies are sure to blush in close proximity while others will find it hard to call you and ugly mutt when you have a face every mother loves, not just your own.

>Anti-Mage 2
While many would have rejected the use of counter magic after having their potential as a sorcerer potentially destroyed, Book decided to make use of everything he had access too. Learning from other witch-banes how to properly use the abilities the bone carvings gave him. Studying for years to be able to project a field to halt magic.

>Gifted spellcaster
Despite having his wings clipped, it seems Book-Eater is gifted in the use of magic. Magic is in his blood, had his very bones not been carved with wards to supress it…. The feats he could have achieved. Yet despite that he keeps training, a small flicker of hope that he can though hard work and innate power one could get around such a thing.


> Lascivious
It seems the fire was not only in his soul, but after Book hit the age of majority it was also very much kindled elsewhere. The urge to find a mate is strong, others may exploit this to get what they want from the big gnoll.

1/4
>>
No. 1027661 ID: ffc7d3
File 164865594941.png - (9.06KB , 400x400 , Gnoll_Achemist_Forest_1.png )
1027661

They say a journey starts with a single step, yet you have taken much more than that to get all the way out here. Wherever here is. You are Book-Eater, a particularly large blue eyed gnoll of the blood bite tribe. Who has the ability to perform alchemy at a novice level, use Dynamo magic if rather hampered by the forced recruitment into the ranks of the Witch-Bane. Leaving you able to both somewhat use magic, more able to infuse it with ritual and time into your concoctions. While also being able to supress magic if you try, leading to quite the odd amalgamation of stuff that makes up who you are. No ordinary gnoll for sure.

Having learned from a dwarf, you always looked at the rather simple and spartan lifestyle as something that could use some improvements. Currently the tribe sites mostly idle, taking care of large herds of animals. Marching out during the waring seasons to find some plump target to raid. Don’t really trade with anyone or build walled settlements. Unlike the humans who only build their walls higher every few seasons or the dwarves who dig deeper, constructing their strange contraptions. The elves, they sure do keep elfing . You’re not sure what they do… The goblins remain a rather large nuisance. Nothing that leaving a very large dead zone between them and the tribes can’t handle.

Not wanting the tribes to be left behind, you have made it your goal to see if you can’t kick things up a notch. Keep up with the various short stacks, hairless apes and leaf ears. You convinced your friend Boss-son to allow you to set up an expedition out into an area unclaimed by the tribes in the confederation to try to test some new ideas out. Get a new tribe going unaffiliated with the confederation of tribes, try to get trade set up and the like. Hell if you could find and get some dwarves on side that would be great. Other then that you can really do what you want.

2/4
>>
No. 1027662 ID: ffc7d3
File 164865597292.png - (8.61KB , 400x400 , Gnoll_Achemist_the_Gang.png )
1027662

You got six other gnolls coming along for the ride along with some starting supplies. Some other tribes convinced into sending some helping hands by your friend. You have a brewer named Buzz, A forester and wood worker named Woody. Then you have Nick Nack the clay worker and potter, need him to make the vials for your potions. Paddy the cook, Whack the woodsmen and finally Dog-Bone of your own tribe. A craftsman who works with hides along with being good with the bow.

You also brough a few animals and some carts. Got a bird you can send back to the tribe when your set up, they will send another group after with more stuff once you find a spot worth settling.

3/4
>>
No. 1027663 ID: ffc7d3
File 164865603022.png - (5.33KB , 400x400 , Gnoll_Achemist_cabin.png )
1027663

You have stumbled into what looks like a cabin in the woods. Worth checking out, walking over to the carts you stop to decide what to do.

Which reminds you, what weapon did you bring with you again? (Decides favoured weapon type from axes, bludgeon, spear, blades)

>Boar spear (Impale quality weapon, gives more reach then other weapon types)
>Wood Axe (Great against shields, people and trees)
>Maul (They had armour. Good for breaking skulls and rocks.)
>Sword (Not a greatsword, gnoll’s don’t have the smiths for that. If you get good with these you can
>Fists and fist accessories (Leaves hands free, got decent reach thanks to massive and teeth. Gnoll’s can grapple with their teeth

>Write in

Now what to do about the mystery cabin.

>Walz into the cabin
>Scout the cabin out
>Ignore the cabin and continue forward
>Write in

4/4
>>
No. 1027666 ID: e51896

A hammer. BONK!

knock on the cabin door.
>>
No. 1027668 ID: e7c7d3

Go with the poky spear

Knock on the cabin door and find that the door breaks at your touch
>>
No. 1027672 ID: d63ea8

I'd also say maul, we already have reach advantage due to our size.

Maybe scout out the cabin first, if it's out here in the wilderness then it has to have some defenses we're not seeing.
>>
No. 1027673 ID: c6a29f

Lettuce scout the cabin, mail in hand and at the ready.
>>
No. 1027674 ID: c6a29f

*maul
>>
No. 1027682 ID: 96c896

>>1027663
Maul.
Walk right in like you own the place.
>>
No. 1027696 ID: ffc7d3
File 164869027474.png - (5.48KB , 400x400 , Gnoll_Achemist_Knocking_on_in.png )
1027696

Grabbing your maul you head down to the cabin while the others find a path for the carts. No smoke or signs of movement mean there might not be anyone home. Arriving at the door, you give it a single pound with your fist only to find the door swinging open. The sound of metal ringing hits your ears, yet your eyes see no one inside. Your nose tells you that no one has been inside for a bit, no scent of anyone in particular lingers.

There are plenty of bits and bobs stored on the walls and the like. Got a fireplace that is cold with wood stacked near it. You do have to lean down to look into the place, being this big does have its downsides when it comes to buildings.


>Search the place, then loot it and continue on.
>Search the place, then settle in to use as a resting place while scouting the rest of the area for a place to settle down.
>Try to work out who or what lived here. (Something that can be done alongside other options.)
>Move on.
> Write in

(To search / be perceptive, one rolls 4d6 and keeps the highest 3 dice to be totalled. Will do a whole best of three thing were the first three people who roll will be the best of. Though if anyone of the first three rolls all 1’s trying to get a better score then funky stuff will happen. The higher the roll the more stuff will be noticed and the like. Will make a character sheet soon.)
>>
No. 1027697 ID: 96c896

>>1027696
Search, loot, see if you can figure out who lived here.
Is the cabin big enough for everyone to sleep in it?
>>
No. 1027699 ID: 96c896

rolled 6, 6, 1, 1 = 14

>>1027697
Rolling.
Is the investigation task a separate roll?
>>
No. 1027700 ID: ffc7d3

>>1027699
Did not think of that, Can have it be a Cunning roll alongside the search roll. So another 3 dice rolled.
>>
No. 1027701 ID: 96c896

rolled 6, 6, 1, 6 = 19

Alright.
>>
No. 1027702 ID: 96c896

lol
>>
No. 1027703 ID: ffc7d3

>>1027702
Was three dice for cunning not four. I will have to write up a thing on how the sheet and dice system I picked out work. Still solid roll. Hell might just get a how the dice thing posted up before I start work.
>>
No. 1027711 ID: ffc7d3

So one person has rolled both awareness and cunning. Two more peeps can roll just awareness for the first two options but also add the cunning if they pick the figure out option.
>>
No. 1027715 ID: 96c896

What about our magic skill stats? Is Anti-Magic a separate attribute from Dynamo, and they're both 2 with no bonus skills?
Shouldn't we have a bonus stat for Alchemy, under Knowledge?
>>
No. 1027721 ID: d63ea8

rolled 1, 1, 5 = 7

I'd rather roll Cunning to see who was here previously, and more importantly why they left.
>>
No. 1027952 ID: 3a4e94
File 164886301545.png - (7.65KB , 400x400 , Gnoll_Achemist_Trinkets_three.png )
1027952

Having to duck into the place, it seemed just large enough that everyone could stay in it. It would be a tight fit with yourself in there though, the animals would be left outside. Looking about, seems that supplies and tools are still in their places. No signs of looting, the supplies for a longer trip still seemed to be about. Whoever lived here likely left for their normal business and never made it back unless they had extra supplies and took those.

Moving to look over the shelves, the floor creaks when a rug is stepped on. Keen mind realising that a dirt floor should not creek, a quick shift of an animal skin rug shows a trapdoor down into a basement area. Focusing on the upstairs for now, some of the trinkets, tools and objects might give you a hint as to what race lived here and other clues.

The first easy clue found is the bed a roof height, no dwarf would build a bed so long or ceiling so high. Ruling them out, the tree dwelling elf types would scoff at cutting down trees. That just narrowed it down to a human.

Shuffling though the shelves and high spaces, A wooden figurine of a dragon is found. Crude, knife whittled. Another little figure of a kobold is also found, could be that some of the short reptiles were in the area. There is also a bit of amber with a horn beetle in it, gnoll tribes tend to collect and use amber for stuff. Though anyone can just pick it up so it’s not like it means much besides being pretty.
>>
No. 1027953 ID: 3a4e94
File 164886303656.png - (5.37KB , 400x400 , Gnoll_Achemist_Grog_and_Stoneware.png )
1027953

Poking your head into the basement, seems to be quite well stocked with food, pelts and bottles. Catching your eye is a few of them have dwarven runes marking them as booze. Considering there is a solid supply of them, there is a good chance there are dwarves within trading range of this cabin. If nothing else its good for drinking or if its strong enough using for alchemy.

The next thing to catch the eye is a simple bowl, easy to miss but its stoneware. Not just any stoneware, fire clay! You have to check one of the books you got from your mentor, which does confirm your suspicions that its fire clay. A form of clay used to make stoneware over earthware like normal clay, fire clay can be used to make fire bricks. That then can be used to build furnaces that can take more heat than anything the tribes currently have! A resource worth getting hold of for sure, both for the furnace thing and because stoneware pottery is tough enough to not get scratched by iron tools.
>>
No. 1027954 ID: 3a4e94
File 164886309420.png - (7.73KB , 400x400 , Gnoll_Achemist_pages.png )
1027954

Well you now have some idea as to what might be in the area. Time to decide what to do with the cabin and your next efforts. The cabin just has enough room for everyone to sleep in but with you in there some are gonna have to get cuddly. It will be able to keep the night chill at bay and structures tend to help ward off night creatures that might try there luck.

>Use the cabin as a camp.
> Take what you can and keep going.

Now for what to focus on next.

> Try to find the kobolds .
> Try to find the dwarves.
> Try to find the clay.
> Just scout around until you find something interesting.
> Find a better place to set up the settlement or a camp site.
> Write in.
>>
No. 1027957 ID: e7c7d3

Loot the place and look for a different place. Preferably with fresh water
>>
No. 1027962 ID: 96c896

This sounds like a usable spot to me. Take over the cabin for now. We can just move later if we need to.

Try to find the dwarves, since you can talk to them. You've got pelts to trade, you can use those to barter for a map or just verbal information about the surrounding area, which means you could move to a better spot if there is one.
>>
No. 1028044 ID: c92a02

Take what you can and look for kobolds.
>>
No. 1028050 ID: eae08b

Take anything of value and burn the place down just to spite everyone
>>
No. 1028053 ID: 3a4e94

Gonna roll a d4 cos suggestions are split. Came up two. Gonna go with that for now but with loot the place.
>>
No. 1028063 ID: 3a4e94
File 164893247371.png - (8.60KB , 400x400 , Gnoll_Achemist_Forest walk.png )
1028063

Deciding that the place is not worth crowding around into nor far enough from the tribes to camp in you decide to push forward. The others can rest here for now while you push on and scout out a better area to set up in. Picking the place clean while you find a better spot. There should be fresh water nearby, and hopefully the dwarves.

Grabbing your shield you set off in search for the manlets.

Its not an hour into your journey when you hear screeching nearby followed by growling and snarling. Sounds like two things are getting into a fight. It would not be hard to sprint into the fray and see what’s going on.


> Run into the fight.
> Sneak towards the sound.
> Ignore the noise and continue forward.
> Write in
>>
No. 1028073 ID: e7c7d3

Towards the fight. Could be easy food if you just need to bonk the tired victor
>>
No. 1028075 ID: 96c896

>>1028063
Run towards fight. We are not good at sneaking!
>>
No. 1028077 ID: eae08b

Hide in the foliage and try to investigate the combatants before going in.
>>
No. 1028087 ID: 3a4e94
File 164894160874.png - (8.43KB , 400x400 , Gnoll_Achemist_Big_owl.png )
1028087

Running towards the scuffle, you emerge to find a giant great horned owl attacking a wolfman! The smaller lupine person does not look to be very well against the much larger foe. The wolfman is about the size of a dwarf, while the owl is about the size of a pony in the body with its wings reaching out about 10 ft. Yet despite its size it can hardly be that durable compared to land-based critters!

>Run in and reckless attack the owl! (Better hit, leaves one open to counter attack)
> Charge the creature and try to shove it off with the shield.
> Drop weapons and use sling (Less damage them melee, ranged.)
> Write in
>>
No. 1028101 ID: 96c896

>>1028087
Reckless attack the owl. I don't think it's going to stick around after that.
>>
No. 1028112 ID: e7c7d3

Charge and shove, put your weight to use
>>
No. 1028114 ID: d63ea8

>>1028112
Agreed.
>>
No. 1028117 ID: 3a4e94
File 164895550968.png - (8.90KB , 400x400 , Gnoll_Achemist_Bird_bap.png )
1028117

Deciding the bird needs a proper smacking, you rush in and swing at it with the maul. The creature taking the hit square in the chest to crash into the forest floor in a tangle of feathers and screeching. Its not dead, but its also not in any fighting shape. Another blow takes it out, leaving quite the large feather corpse for you to take back for dinner. Which just leaves what to do with the injured wolf-man. Which i[]are[/i] different to gnolls….. slightly. This one seems scared.
>>
No. 1028118 ID: 3a4e94
File 164895555844.png - (7.70KB , 400x400 , Gnoll_Achemist_Smol.png )
1028118

>Be the scared wolfman

You just got attacked by a massive owl and now there is a giant gnoll that just came in and killed it and is now turning towards you. What do?

> Run
> Hide
> Hit it in the knee then bolt
> Beg for your life
> See what the gnoll does
> Write in
>>
No. 1028119 ID: e7c7d3

Beg for your life. Roll onto your belly to show your submission
>>
No. 1028122 ID: c92a02

Roll over and beg, you're not outrunning him.
>>
No. 1028207 ID: 3a4e94
File 164903761064.png - (7.25KB , 400x400 , Gnoll_Achemist_Grovel.png )
1028207

> Be Book again

Turning to the small creature, it seems to be on the ground begging for its life? You can understand a bit of what it is saying. There is just a lot of ‘don’t kill me’ or ‘don’t hurt me’ by the sounds of it. Now you are not entirely sure on anything else they are babbling on about.

What do you do now is the question?

Not limited to one option

> Just take the owl corpse and leave.
> Try to patch the wolfman up.
> No witnesses
> See if you can’t get them to introduce you to their tribe.
> Write in
>>
No. 1028208 ID: 96c896

>>1028207
Patch up wolfman, see if you can get an introduction.
Definitely don't leave the owl corpse behind.
>>
No. 1028210 ID: e7c7d3

Take the owl and go. Resources for your tribe is more important than this wolf thing
>>
No. 1028235 ID: 06c1f4

See if you can’t introduce yourself to this tribe.
>>
No. 1028299 ID: e51896

patch him up!
>>
No. 1028986 ID: 060b37
File 164973755182.png - (6.50KB , 400x400 , Gnoll_Achemist_Bandage.png )
1028986

The smaller critter has dirt in the wound, the owls talons not the cleanest things about. Leaving it with a chance of infection. Thankfully with the light training in healing and medicine you got from your mentor you can clean, sterilize then bandage the wound. Reducing the infection chance down from high to next to none.

Gathering a lot of the knocked off feathers into your pouch and roping the legs of the owl to carry. Book indicates to the small lupine person that you would like to make sure he gets back to his tribe safely. Trying to get across the desire to meet them. The banged up wolfman seemed to get the intention, very much relieved that they are not being eaten alive.
>>
No. 1028988 ID: 060b37
File 164973759648.png - (7.06KB , 400x400 , Gnoll_Achemist_Ride.png )
1028988

Since they seem a little unsteady you put them on your shoulders and get them to direct you back. Attempting to trade small talk. Getting from them they were out hunting for their tribe before they got attacked.

Apparently, some big monster trounced though their tribe’s home and they all had to flee from it. Leaving them scattered to the winds unable to meet back up due to the various dangers about.
>>
No. 1028989 ID: 060b37
File 164973762738.png - (8.70KB , 400x400 , Gnoll_Achemist_Camp.png )
1028989

After a bit you arrive at the small camp that the wolfman belongs too. It seems the tribe’s chieftain is with this group, the leader and ten others gathered about. Stoking a fire, seems to mostly be women and children. Two other abled bodied fighting men along with the chief and the wolfman you saved the only fighters. Five females and three kids.

The men quickly draw weapons on noticing you enter the clearing, the one you saved starts talking to them. Calming them down a bit before you let them down off your back. More words are exchanged before the chieftain greets you.

What is your goal here? What should you say to the guy?

>Write in
>>
No. 1028990 ID: 96c896

>>1028989
Well, we're new to the area. Tell them you want information about the general area, and are interested in establishing a trade relationship.
>>
No. 1029026 ID: e7c7d3

Ask them about local dangers
>>
No. 1029162 ID: b01382

>>1028989
Ask them where we can find the big monster thay trounced them. I bet its worth a lot of meats and bones. Maybe the teeth and claws can be used as weapons, and our tanner can use its hide to make clothes.

Offer to trade them some of the owl corpse. If they can clean it up, we can give them some. We would also like a map or an idea of the general surrounding of this place.

Im liking the quest so far QM. What inspired you to do it?
>>
No. 1029163 ID: b01382

>>1028989
>Cantrip known: Spark fire
>Book-Eater can infuse the aspects of dynamo into his potions.
What are examples of us using this cantrip?
>Book-Eater recruits the help of Buzz to brew up some booze and alcohol
>Book-Eater uses the cantrip "Spark Fire" to imbue a bottle full of spirit/alcohol with dynamo
>Book-Eater throws this "imbued potion" at someone he doesn't like and they light up like a bonfire.
Something like that?

Would Whack and Dog-Bone know what to do with the feathers of the giant bird we killed? Can the large firm feathers be used for arrows? Can the small fluffy feathers be used to make pillows?

>What is your goal here? What should you say to the guy?
Ey yo do they wanna join our tribe?
>>
No. 1029164 ID: 060b37

>>1029162
Gnoll Quest on 4chan along with a lot of the quests that got me into reading quests. Also bit of a history buff and play odd games like dwarf fortress. Decided to give questing a go and see if I could not use it to bet to a solid quest art level though consistent practice.
>>
No. 1029169 ID: 060b37
File 164985596570.png - (6.54KB , 400x400 , Gnoll_Achemist_Thoughts.png )
1029169

The wolfmen tribe know that there are kobolds in the area near there territory, they keep them away from there hunting grounds and the lizards have kept mostly to themselves. They don’t know where the dwarves are, they keep to their own territory for the most part. Sometimes if there tribe members outside their territory try to sleep, strange creatures haunt them while they attempt to rest.

You would offer to set up some form of trade with them, but right now without there main camp and full numbers you don’t think it would really do much. All their tools to make stuff and make use of what you give them would be in the main abandoned camp. A trade relation would only work if they were a whole united tribe once more and not scattered.

>>1029162

Judging by what they are telling you, it sounds like a Forgotten Beast stumbled into there camp. They were lucky to have gotten away intact! Such monsters are said to be the leftover playthings of the gods when they were moulding the world, at least according to your dwarven teacher. Gnoll’s think there just challenges to take on. Some are strong enough to wipe out multiple tribes and need an army to bring down, others can be slain by a single fighter. They tend to have unnatural body compositions and sometimes be made from strange materials. Like snow, easy to bring down. Other times they can be made of metal and breath fire. Flesh is thankfully what a vast majority are made of.

The one being a problem here seems to be a two headed creature with a large, armoured shell and short legs. It moves slowly but has a large stringer tipped tail. Its lack of speed allowed the tribe to flee, yet its shell has stopped any attempt to bring it down with thrown spears. It should have parts that you could experiment on with alchemy and the like, such creatures are things of mythos and have been around since before most races were running around. They come up from the underground or hidden places sometimes to cause trouble before stomping off on their way or occasionally getting put down. You just never got taught if they have anything useful since there very rare monsters.
>>
No. 1029170 ID: 060b37
File 164985600635.png - (5.19KB , 400x400 , Gnoll_Achemist_Dynamo.png )
1029170

>>1029163

Due to having your magic dampened via runes carved into your bones, your ability to spontaneously cast is quite hampered. Clicking your fingers, you can produce a spark like flint and fire iron. If you concentrate, you can take the heat from a touch or fire and throw a ball of fire at things. Its not that impressive yet and tends to fizzle out before hitting its target. The more you train the better you will get at it.

There is still ritual’s and enchanting however. Though spending time carving runes, symbols and preforming a ritual you can cast more powerful spells at the zenith of the ritual. Such things take time however and most creatures are not going to wait around for you to dance for ten minutes to a few hours. It can however let someone go from throwing a fizzling lick of flame to throwing an intense campfire at someone or keeping people warm without a fire on a winter night.

Enchanting allows you to imbue dynamo into an object. You would make a clay plate keep the warmth of the sun in it. It could be laid out during the day and remain warm for quite some time at night. Enchanting can be combined with rituals, carving symbols and preforming rituals and the like before trying to enchant something allows for greater effect. The level of feat you can imbue in an object is tied to how good you are at magic. Get better with your magic and you could make swords that bite with the heat of a forge at some point.

As for alchemy and dynamo, its like enchanting but not quite. Alchemy can be used to bring out properties in substances, plants and minerals via boiling, mixing and other practices. One can also use circles to make substances closer to the divine as the old man put it. Though its really hard to make the perfect circle, you were not really paying that much attention to that part of things if you’re honest. It was way more interesting to learn how to put fire into things. You still have the book on that however to study if need be.

Alchemy can also infuse magic into the mixture, you have been cheating by just carving runes into the clay mixture holders and using enchanting and ritual to allow them to spark when they break. Igniting anything put in them, from high proof dwarf booze to wood filings. Given some time you could make up new stuff or put in the effort to imbue substances within the bottles with dynamo. You have a few made up back with the others and tend to carry one on you. It’s best to not carry too many as if you fall on the pouch there in then it will be a bit of a all body on fire rather than pants on fire situation.
>>
No. 1029171 ID: 060b37
File 164985604354.png - (6.83KB , 400x400 , Gnoll_Achemist_Thirsy.png )
1029171

Looking over the small group, you could probably take the fighters if you wanted to just enslave them. Vaterkrieg the chief deity does promote conquest, gnolls are bigger and stronger the most races. These guys are weak and could easily be subjugated.

You could also always just go and slay the monster, be it with the aid of the wolfmen tribe, some of your own guys or just yourself. Slaying a forgotten beast solo is possible, just rally hard. The one that is being a problem sounds doable alone, you have a maul and those do well against bone plates. You would have to stack everything in your favour, as just walking up and trading blows is a really good way to end up dying. If you killed it the tribe could reunite and trade or team up with you. You inquire that if you were to slay it if they would join up, the chieftain laugh’s and says they will join up if you kill it by yourself as a full tribe. Otherwise they are fine trading and forming an alliance if it dies. They would also be grudgingly fine with relocating if they got all the fragments of there tribe back together.

The tribe also has quite a few nice-looking ladies from what you are seeing. You’re lascivious nature is starting to flare up. If you killed the thing by yourself then you are sure you could win over the best ladies from any group in the entire valley! You can turn off magic and set things on fire, if you scout the monster out and set up right surely you can take it on?


> Loudly proclaimed that you will take the monster down by yourself. Making sure to flex for the ladies.
> Get some of their fighters to team up with you and your group to hunt the monster down.
> Help them get there tribe back together in a different area and see if they will settle down with your group.
> Enslavement time!
> Not my problem, leave.
> Write in
>>
No. 1029180 ID: 344f1d

go full chad, take it down solo
>>
No. 1029184 ID: b01382

>>1029171
> Loudly proclaimed that you will take the monster down by yourself. Making sure to flex for the ladies.
But only at their biggest WAH-MAN!
Big dick energy, lets 1v1 the monster, but do we have to go right now? Perhaps we can prepare some potions, brews, and bullets for our fight.

BTW the horny energy towards the wolfmen women is funny. Its like that one image of a bat trying to eat a banana. It just wont fit. Sorry Book-Eater, but youre too big.

You mentioned a sling was an optional weapon for fighting the bird. What kind of bullet projectiles do we have for it? Any iron? Specially carved piercing ones? Accuracy bullets?

What are we doing with the giant owl corpse? Can we drop it off with our gnoll friends while we go off to kill the great beast? Its not going to stay fresh forever if we dont process its body.
>>
No. 1029303 ID: ba605b

>>1029171
>short stacks as far as the eye can see
Gnoll god give me strength
>>
No. 1029316 ID: ba605b

>>1029171
Question can Gnolla and wolfmen interbreed or no? If not, its best to save the horny for our Cook, or anything sith a pulse depending on how terribly desperate Book-Eater is.
>>
No. 1029516 ID: 060b37
File 165020172513.png - (6.33KB , 400x400 , Gnoll_Achemist_ShowOff.png )
1029516

Having such fine females be unable to accesses their main camp, can’t have that now can we? You can gain there admiration along with the tribes if you take the thing on by yourself! Steeling your gaze and focusing yourself, you stop staring at the female lupines.

“I Book-Eater will kill the monster that has your camp under siege!” You loudly proclaimed to all gathered, raising your war maul and striking a pose. Be so big, its hard for the diminutive wolfman not be animated by your display. A few of them cheering for you as you get where their main camp is from here.

Resolve gained you leave the camp and start heading back to your own group. You will need to prepare for the upcoming battle. It may take a few days to get everything ready, but so long as you get it done within the week it will be hard for anyone to get on your back about the monster.
>>
No. 1029517 ID: 060b37
File 165020181296.png - (7.02KB , 400x400 , Gnoll_Achemist_SingandCross.png )
1029517

>>1029184
Only a drunk fool would try to take on such a dangerous monster without preparation. Great beasts like this require every favour sticked on your side. Preparing potions, scouting a good location in which to battle it. The digging of earthworks and setting of traps. Making sure it has no tricks it can pull, much should be done to effectively fight such a monster.

You do carry a sling, the rocks you can fling are bigger then your standard size gnoll. No special shots besides the hollow clay balls in which you can put booze or other substances to make various effects. Smoke and fire at the two main ones, more types can be made with local materials.

>>1029316
You don’t know…. Gnoll’s tend to keep it in the species, as do most races. The lupines stir the blood as they are quite close to gnoll’s in shape. You will have to prey to Vaterkrieg for strength later to resist the temptation they pose. Crossing species lines is more of an elf thing from what you have heard. You know what they say about elven women and beast races.

Now you have a few options, it would be best for the others to scout and find a good spot to set up while you take this monster on.

> Scout the monster out, know thy enemy.
> Start making potions.
> Make more bombs (You have three fire pots currently).
>Start trap making and earth works an area to fight in.
>Write in


I will note that despite the taking of lascivious this won’t be a lewd quest. The main character just has that sort of point to them, some of the thinking will be done in places that are not the brain. The power of horny can compel and motivate but not rule this quest. Gonna behind the curtain that sort of thing.
>>
No. 1029518 ID: b01382

>>1029517
> Make more bombs (You have three fire pots currently).
>>
No. 1029529 ID: 344f1d

Given the monster's description, even a relatively shallow pit trap would be effective. If possible, put a bunch of oil at the bottom to ignite with a firebomb and cook the thing from below.
>>
No. 1029541 ID: 96c896

Scout out the enemy. The more we know, the better preparations will go.
>>
No. 1029570 ID: 713339

The bigger they are, the harder they fall. Trap making seems like the best option, even a few feet or some cleverly placed narrow dance post holes can make a massive difference.

Doing this alone is just a tiny bit super fucking dumb though, maybe we can get some of the other peeps in the tribe to scout it out? You can still “fight it alone” technically while getting some help with setup. Not like you need to be skilled to dig holes, take advantage of the amount of free labor around here.
>>
No. 1029677 ID: 3ec67f

>>1029541
This
>>
No. 1029721 ID: b01382

>>1029517
Hmmm
> Scout the monster out, know thy enemy.
I'll support this. The monster is slow so we can always outrun it.
>>
No. 1029894 ID: 758001

>>1029517
>not a lewd quest
Appreciated.

Do you think it'd be acceptable to
>>1029570
get some help with setup? Digging holes is hardly heroic anyway, after all.

Regardless, before you do any other preparation, I recommend getting a peek at the monster, so you know WHAT to prepare for.

How long do potions and bombs take to make? And I'd expect hole-digging to be sorta slow, but maybe gnolls are fast at it?
>>
No. 1029946 ID: 210f04

Go do some scouting.
>>
No. 1030019 ID: b01382

>>1029517
If we do kill the beast, and their tribe does reunite, could we ask for some studded leather armor as a reward? Im not talking about a full body set of leather armor. Just some for the arms and legs.
>>
No. 1030559 ID: b01382

>>1029517
Dead quest? Darn.
>>
No. 1030748 ID: 5eae95

>>1030559

No just got stuff on for a second. Trying to do something a bit more complex for art but will see if it pans out.
>>
No. 1030987 ID: b01382

>>1030748
What? I cant hear you over the dead remains of all the gnolls.
>>
No. 1030991 ID: 36784c

>>1030987
If they have things going on irl, then that takes priority over continuing the quest.

You making fun of them to try and get them to update the quest is extremely rude and will get you banned. Do not do that again.
>>
No. 1031003 ID: b01382

>>1030991
Make fun of? Nonesense. I'm throwing words to get my brain to wrinkle more. Like what the hell are we gonna do when and if we unfortunately encounter a bigger gnoll? How do you beat that?
>>
No. 1032319 ID: b01382

So crazy we're having today am i right?
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