Age Of Cataclysm Civilization Quest - /qst/ (#6257527) [Archived: 23 hours ago]

Anonymous ID: r4lXpBZo
6/13/2025, 6:32:53 AM No.6257527
choose
choose
md5: 74164d63aaa707637100cd9bc1c9bba4🔍
The gods were not born—they were.

Timeless and terrible, they shaped the void with thought and gave it order through song. Where their voices harmonized, land rose from the deep. Where their wills diverged, seas churned and the stars cracked. And when they had made a world fit for beauty and pain alike, they wove beings from golden light and named them the High Men.

These radiant children were not like the lesser beasts. They were given form eternal, bodies immune to time, and minds sharp as the storm’s edge. For thousands of years, the High Men built cities of living marble and floating stone, where music never ceased and sorrow was but a word in ancient texts. They learned to speak to fire and command the tides, and they dwelt close to the gods, basking in divine favor.

But nothing perfect lasts.

No one remembers precisely what shattered the age of glory. Some say the gods quarreled and turned their faces from the world. Others claim a great wrong was done by one of the High Men—a theft, or a murder, or a forbidden love. Whatever the truth, the Cataclysm came. Mountains split. Rivers turned to acid. The sky wept ash for a hundred years. And immortality cracked like fragile glass.

The High Men died in droves. Their shining cities fell into the sea or were swallowed by the earth. Some of the survivors pleaded with the gods for mercy. None answered. In desperation, a few turned elsewhere—to older powers, darker names carved into the bones of the world. They drank blood. They swore oaths. They became Vampires, no longer truly alive, but no longer dying. They fed on others’ lifeforce to survive, trading sunlight for eternity.

A cure was eventually discovered. It burned the curse from their veins—but not without cost. Those who took it became known as the Primeval, their skin forever marked with a bluish hue, their hunger undiminished, though no longer for blood. Their bodies healed fast, sometimes too fast. They were changed, and their children were born changed too. Neither god nor man would claim them. So they claimed nothing—and no one.

In the thousand years since, the world has shifted again. The High Men, though fewer and mortal now, have rebuilt some of their ancient halls. The Vampires brood in hidden places, fractured into cults and courts. The Primeval wander or form enclaves where the wild grows thick. And outside these crumbling legacies, the world keeps birthing the strange.

The Barbarians of the far west, unmarked by old glories, have come raiding, wielding iron and prophecy.
The Aberrations, born of warped magic and cataclysmic exposure, slither in the forgotten reaches of the world—each one a living riddle.
And the Witches, those rare few who have found power not from gods or curses, but from within—walk the line between reverence and exile, their fingers stained with the threads of fate.
Anonymous ID: r4lXpBZo
6/13/2025, 6:37:24 AM No.6257530
Who are your people in this world of broken light and blooming darkness?

> High Men – Mortal now, but proud, clinging to the shreds of a divine legacy.
> Vampires – Undying, clever, and cursed. You walk a thin path between predator and person.
> Primeval – Healed from one curse only to carry another. Outcast and hungry, but free.
> Barbarians – Fiercely mortal, born of hardship and wind. You make your own fate.
> Aberrations – You should not exist. And yet, you do.
> Witches – Power is yours because you dared to take it.
> Write in – Create something the world hasn’t seen before. Who dares rise now?

And who are you? What makes you special?

> Bladebound - Masters of martial combat. Whether disciplined or feral, they live by the blade and die with it.

Subclasses:

Duelist (precise, agile, deadly in single combat)
Vanguard (heavily armored frontline defender)
Reaver (aggressive, brutal, thrives in chaos)
Oathbound (fights with sacred or personal vows)
Beastblade (fuses weapon and beast, savage style)

> Witchfire - Unstable magic surges through you—drawn from pact, instinct, or inheritance. You bend the world by force of will.

Subclasses:

Elementalist (controls fire, frost, storm, etc.)
Cursewright (hexes, blights, pain-based spells)
Dreambinder (illusion, mind-magic, nightmare spells)
Pactwrought (serves a greater—perhaps forgotten—power)
Chaosbrand (wild magic, unpredictable effects)

> Hollowed - Scarred by death, corruption, or revelation—you’ve been through the worst and came back different.

Subclasses:

Ghostbound (communicates with or channels spirits)
Plagueward (sickness, decay, toxic resilience)
Boneharrow (enhanced healing, death-defying tank)
Soulbrand (tattoos or marks give mystical power)
Ashheart (resists flame, trauma, and fear)

> Skinwalker - Adaptable and elusive. You survive by becoming something else—hunter, beast, shadow, trickster.

Subclasses:

Shadowstepper (stealth expert, teleportation, escape)
Beastkin (mutates or partially transforms into animals)
Doppelganger (mimics faces, voices, forms)
Mirage Dancer (illusionist and agile combatant)
Bloodhowler (terrifying presence, fear magic)

> Relic-Seeker - You study, scavenge, and rebuild. Magic, knowledge, and ancient tech are your tools.

Subclasses:

Artificer (enchants gear, builds gadgets)
Lorekeeper (wide knowledge, language, history-based powers)
Scrapwright (uses found materials for tools/traps)
Echo Mage (casts from recovered scrolls or runes)
Godless Scribe (uses relics to mimic divine power)

> Flamecaller - You’re a force of inspiration or unrest. Your voice, presence, or fire can turn the tide of battle.

Subclasses:

Battle Herald (aura-based buffs, shouts, war cries)
Dirge Singer (song magic that weakens or empowers)
Bannerbearer (rallies allies around symbolic objects)
Firebrand (incites mobs, inspires revolt or zeal)
Ember Saint (burns with literal or metaphorical flame)

> Write in - Show the world your uniqueness.
Replies: >>6257538 >>6257545 >>6257681
Anonymous ID: r4lXpBZo
6/13/2025, 6:41:50 AM No.6257532
In the write in you can choose a class and a subclass of a different class, two classes or two subclasses.

If you want to invent something entirely new, make it Fun.
Anonymous ID: 8gQddp9y
6/13/2025, 6:49:04 AM No.6257538
>>6257530
>> Aberrations – You should not exist. And yet, you do.
> Hollowed - Scarred by death, corruption, or revelation—you’ve been through the worst and came back different.
We've been around the block. Hell, we remember when there WAS a block to be around. But now we're BACK MOTHERFUCKERS, AND WE'RE BUILDING ANOTHER CITY OF GILT MARBLE. Even if we have to accommodate for having tentacles now.
Replies: >>6257539 >>6257652
Anonymous ID: 8gQddp9y
6/13/2025, 6:50:30 AM No.6257539
>>6257538
Oh, we get a subclass immediately.
>Boneharrow (enhanced healing, death-defying tank)
The Reaper Calls. But, unfortunately for him, we left through the back door.
Anonymous ID: ILC5ZDpN
6/13/2025, 7:02:59 AM No.6257545
>>6257530
>Witches – Power is yours because you dared to take it.

> Witchfire - Unstable magic surges through you—drawn from pact, instinct, or inheritance. You bend the world by force of will.
Cursewright (hexes, blights, pain-based spells)
Replies: >>6257621 >>6257740
Anonymous ID: r4lXpBZo
6/13/2025, 7:15:57 AM No.6257568
I'm gonna leave the vote open until tomorrow, then we'll start with whatever gets more votes.
Anonymous ID: 3FxWLwai
6/13/2025, 9:08:55 AM No.6257621
>>6257545
Supporting
Anonymous ID: rpZ9eSMo
6/13/2025, 10:56:32 AM No.6257652
>>6257538
+1
Anonymous ID: CkziiByV
6/13/2025, 2:31:57 PM No.6257681
>>6257530
Interesting choices from the get-go.
>Witches – Power is yours because you dared to take it.
>Relic-Seeker
>Lorekeeper (wide knowledge, language, history-based powers)
Replies: >>6257740
Anonymous ID: r4lXpBZo
6/13/2025, 7:32:29 PM No.6257735
I think we have a tie currently if we g for complete choices.

I will close the vote soon.

If I closed the vote now we'd go with witches of the most voted class and subclass, but let's see how things develop in the next few hours.
Anonymous ID: YcDsZt1Q
6/13/2025, 8:19:13 PM No.6257740
Switch me >>6257681 to Witch + Witchfire + Cursewright in support for this anon >>6257545 to break the tie. I'm mobile posting so my ID will change.

I still think playing with lore as the base would be more fun than standard witch curses, but if I must choose between witches and aberrations then I'll pick the former, whatever our class may be. If by some miracle other anons agree I'd be happier, obviously.
Anonymous ID: r4lXpBZo
6/14/2025, 1:01:38 AM No.6257816
You are Eleonora, a Witchfire Cursewright from the village of Pan. You live deep within the forest with your witch friends.

The current leader of the settlement is a Skinwalker Shadowstepper named Parmati. With her powers of stealth and teleportation, she keeps an eye on the neighbours and maintains the safety of the settlement.

There are roughly four thousand people living in this forest that you know about. They live in many scattered thorps, led by one witch or a small coven.

The witches gather on every new moon to do Concealment rituals under the guidance of Parmati.

This has kept us safe for many many moons.

The settlement you inhabit is considered the main one, though none of them have more than 80 people living in them - it is difficult to conceal a larger population through magical means. The witches from each settlement come here for the rituals monthly and the population almost doubles.

There is a wide variety of skilled witches within your territory. They know a great deal many spells, though most of them only know up to handful of them.

The most popular spells amongst the witches are those dealing with concealment: spells like fog, misty step and invisibility are commonly in the arsenal of most witches, taught by Parmati herself.

In terms of offensive spells, all trained witches can cast some variety of Bolt spell, be it raw arcane energy, psychic or some element. How often they can cast it is the real bottleneck - most of them can't cast all day without consequences, and the few that can are called upon missions fairly often.

In the end, most witches end up relying on melee weapons like warglaives. This is an ancient designed which existed all over the place in the past, so many people became proficient with it by finding and using such weapons, rather than crafting them.
Replies: >>6257817
Anonymous ID: r4lXpBZo
6/14/2025, 1:02:40 AM No.6257817
>>6257816


There is a large number of poorly explored ruins in this forest. It was probably the site of some ancient city thousands of years ago. The ancient sewer is particularly problematic being home to a community of Abominations. We can't really say we live at peace with them, skirmishes are frequent.

To the north there is a walled city of Primeval. Their ravenous hunger on occasion lead them to overhunt the forest. In the past, we had to fight them to protect our hunting grounds. There are fewer of them than us, but their magic is strong and they are capable fighters. If we had to compare, we'd say that they are martially superior, though slightly inferior magically, plus they lack the intimate knowledge of the woods you have. Their leader is a strong warrior called Daru. They are constantly at odds with a small group of vampires that consider them traitors of the race and harass them nonstop.

To the south, there is a large tribe of High Men. They reclaimed an ancient cathedral. They are led by a woman called Nikki. She's not particularly gifted in terms of magic or martial prowess, but she's an extremely good orator and rallies her people to her cause. Untold treasures lay hidden in the catacombs of the catedral, and the lower levels are still contended with Abominations.

To the east and the west there are large enclaves of barbarian. They expanded through the forest, breeding like rabbits, coming from the west, and built a settlement in the east which is fast growing. They seem to have very little concerns other than securing the repopulation effort. They marry early and their women often have over twelve children. They raid for resources often and they don't have a particularly developed sense of morals. Their leadership is constantly changing, due to deaths in raids, but they have a Council with which it is possible to have some longer term relations. Their caravans can often be seen traversing the forest and they are constantly encroaching upon your territory, building small villages. They consider the forest "cursed" after too many encounters with us and the abominations and prefer not to settle it in large numbers, but occasionally some brave young settlers do lay claim to the land.
Replies: >>6257818
Anonymous ID: r4lXpBZo
6/14/2025, 1:03:40 AM No.6257818
>>6257817


You grow Wildflowers (for honey), Wild Tubers, Peppercorn, Lettuce and Onions in random patches across the forest.

You supplement your diet hunting game like snakes, boars, deer and bears, plus eating also grubs and small woodland animals. You often fish in nearby streams.

Though most of your population is busy trying not to starve, you can dispatch small teams of 3-5 witches to short missions.

Parmati has her own team, focused on stealth.

You have a team as well, but though your have some stealth capabilities, it is more focused in crippling the enemy through Hexes.

You know hexes to Slow down your enemies, to inflict heavy Pain upon them, and to cause Blight upon their crops.

With your coven, the power of your spells is amplified. There needs to be at least three witches working together for this to work.
Replies: >>6257819
Anonymous ID: r4lXpBZo
6/14/2025, 1:06:33 AM No.6257819
>>6257818


The last new moon ritual of the year was a success!

After the ritual, Parmati takes you aside and tells you:

"I grow worried by the threat of the abominations and barbarians. Could you do something about it?"

(New Mission: deal with abominations and barbarians. Reward: reputation)

***

Food 2/10 (drops by one each year you don't spend acquiring food)
Magic 5/10 (drops by one on each mission that you use magic; increases by one or more through magical enhancements and occasionally through knowledge or defense)
Resources 1/10 (resources available for building stuff, take into account that having permanent structures can be dangerous)

Reputation 2 (the total amount of witches plus focus that you can take with you into missions that you decide to go on by yourself)
Witches 52 (the amount of witches available in the nearby settlements)
Focus 1 (the amount of magical items your people have through which to channel your magic, they increase your power)

Rituals:

Concealment 8/10 (your people maintain the concealment ritual, reducing the chance of being located by magical and non magical means. Drops by one point each year you don't spend an action on it, magical enhancement)

Mission:

deal with abominations and barbarians. Reward: reputation

It is the year 1040 of the post cataclysm.

What do you want to do next? You can pick two actions.

A. Foraging and Survival
B. Hexing Missions
C. Exploration and Knowledge Gathering
D. Magical Enhancements
E. Defense and Diplomacy
F. Cultural and Strategic Growth
G. Other

After you choose your options, I will give you a further list of at least three things you can do within those options. Feel free to make suggestions if you have something specific in mind.
Replies: >>6257925 >>6257949 >>6258029
Anonymous ID: nau6tOhh
6/14/2025, 4:13:35 AM No.6257925
>>6257819
>A. Foraging and Survival

This is the just the basics for survival. We need food and we don't have very much of it.

>C. Exploration and Knowledge Gathering

Before we really deal with the abominations we need to figure out there capabilities and the forces they have. I'm leaning towards wiping out the abominations and making some kind of deal with the barbarians. Two at one time is probably too much to deal with.
Replies: >>6258029 >>6258207
Anonymous ID: 3FxWLwai
6/14/2025, 4:29:07 AM No.6257949
>>6257819
>A. Foraging and Survival
>C. Exploration and Knowledge Gathering
Replies: >>6258207
Anonymous ID: Ne7+xEQl
6/14/2025, 8:02:37 AM No.6258029
>>6257819
>>6257925
I'll support this. Solid opening moves.
Replies: >>6258207
Anonymous ID: r4lXpBZo
6/14/2025, 8:43:23 PM No.6258207
abomination
abomination
md5: a810e109fc431c68d98e9c24f11172a2🔍
>>6257925
>>6257949
>>6258029

Foraging and Survival

A. Forage the nearby area - safe enough, might deplete over time. +1 Food, to rolls.
B. Send a large foraging party - might draw unwanted attention. Roll 3d100 DC 10 (-40 due to concealment ritual), +1 food per success. Double food on crit (100). Attacked on failure, easy enemy on 1 failure, hard enemy on 2 or more failures. Crit fail (1), party wiped out.
C. Overfish the nearby rivers and boil lots of saltwater to make salt to preserve them - get a lot of food real quick, but the rivers will be depleted for awhile. Boiling salt water also draws a lot of attention. Same as B, but DC is 30 (+20 drawing attention, -40 concealment ritual) you get +2 food per success roll. Rivers deplete for 3 years +1 per each Food you get.

Exploration and Knowledge Gathering

D. Map the Hidden Ruins. Chart the ruins where the abominations dwell. Roll 3d100 DC 70 (+20 due to Danger), one success you find a Focus, two successes you locate their Hive, three or more you identify their surface Leader. For each failure, there is a combat, one failure an easy enemy, 2 or more a hard encounter.
E. Spirits of the Fallen. Commune with witches of old and question them about the abominations. DC 50, 1 success you get general information, 2 successes you learn some weaknesses, 3 successes you learn a hidden path into the heart of the sewers.
F. Enter the Sewer Maw. Explore a breach in the ancient sewers. The place is choke full of abominations. DC 80 (+30 due to Danger), finds 1d6 Focus per success, two successes or more you identify their deep leadership. Each failure is a hard encounter, 3 or more failures and the party is wiped out.


Anyone who votes can roll, I will choose the most voted options and the best rolls.
Replies: >>6258226 >>6258226
Anonymous ID: DAfI7hE5
6/14/2025, 9:07:00 PM No.6258226
Rolled 30, 51 = 81 (2d100)

>>6258207
>>6258207
Foraging and Survival
>B. Send a large foraging party
Exploration and Knowledge Gathering
>D. Map the Hidden Ruins

Rolling one d100 for each choice.
Replies: >>6258345 >>6258514
Anonymous ID: r4lXpBZo
6/14/2025, 9:26:56 PM No.6258230
It is probably a better idea to roll all 3d100 with your choices. Waiting for each anon to roll 1d100 could take too long.
Replies: >>6258265
Anonymous ID: DAfI7hE5
6/14/2025, 10:43:49 PM No.6258265
Rolled 23 (1d100)

>>6258230
Here's the third one then, in addition to the 2d100 I already rolled.
Replies: >>6258514
Anonymous ID: r4lXpBZo
6/14/2025, 10:48:21 PM No.6258267
sure, those can be for B

just need 3d100 more for D
Anonymous ID: UlYDM3Bm
6/15/2025, 1:09:40 AM No.6258345
Rolled 14, 36, 56 = 106 (3d100)

>>6258226
Support
Replies: >>6258514
Anonymous ID: r4lXpBZo
6/15/2025, 5:51:29 AM No.6258514
Rolled 80, 98, 77 = 255 (3d100)

>>6258226
>>6258265
>>6258345

You send a large foraging party to the surrounding areas in the forest! They find good gathering spots, and return steadily with many large basketfull of food all year long! This is a large boon of food! (+3 Food)

Your exploration of the ruins, however, nets you only trouble. You find nothing useful. At some point, a massive abomination bursts out of the ruins and starts chasing your group! Stalking them, it goes straight past the concealment spell! It is a crisis that must be addressed!

> You can deal with it, take a couple witches and go wipe it out (+Reputation if succeed) (DC 50)
> Ask Parmati for help, this is too much for you (DC 40)
> Let someone else deal with it (-Reputation if someone dies) (DC 60)
> Other

In any case, roll 3d100 to beat the monster
Replies: >>6258520 >>6258647 >>6258709
Anonymous ID: UlYDM3Bm
6/15/2025, 6:09:22 AM No.6258520
Rolled 47, 78, 82 = 207 (3d100)

>>6258514
>> You can deal with it, take a couple witches and go wipe it out (+Reputation if succeed) (DC 50)
Replies: >>6258965
Anonymous ID: nau6tOhh
6/15/2025, 10:36:24 AM No.6258647
Rolled 61, 55, 21 = 137 (3d100)

>>6258514
> You can deal with it, take a couple witches and go wipe it out (+Reputation if succeed) (DC 50)
Replies: >>6258965
Anonymous ID: 1UsvN5M1
6/15/2025, 2:12:40 PM No.6258709
Rolled 97, 25, 82 = 204 (3d100)

>>6258514
> You can deal with it, take a couple witches and go wipe it out (+Reputation if succeed) (DC 50)
Replies: >>6258965
Anonymous ID: r4lXpBZo
6/16/2025, 12:33:14 AM No.6258965
babytentaclemonster
babytentaclemonster
md5: 3117f2076321de1731ba82cddaa4042b🔍
Rolled 27, 74, 88 = 189 (3d100)

>>6258520
>>6258647
>>6258709


You personally go with your witches to deal with the aberration.

You cast your best spells but the charred flesh of the creature continues to regenerate.

Once you exhaust your spells, you're caught and ravaged by the beast's tentacles!

Seemingly satisfied, the beast let the three of you go and return to its tunnels.

Feeling completely violated, you go seek advice from the elderly witches.

They put you under careful watch for the next several weeks.

Then you notice you became pregnant of the abomination!

No matter what abortive methods you use, you can't get rid of this cursed child!

You end up taking the pregnancy to term. Seven months after the fight, you give birth to a deformed being, full of tentacles.

At around this time, you get news that the tentacle aberration is back menacing the villages!

What will you do?

> It is your child, you will raise it
> Give the tentacle monster baby to its "father"
> Gather your witches to murder the tentacle baby
> Gather a party and try to kill the tentacle monster again
> Write in

If you choose to fight, roll 3d100 (DC 60).
Replies: >>6258970 >>6259029 >>6259037
Anonymous ID: UgVMIR7U
6/16/2025, 12:39:31 AM No.6258970
>>6258965
>It is your child, you will raise it
Replies: >>6259146
Anonymous ID: UlYDM3Bm
6/16/2025, 2:33:11 AM No.6259029
Rolled 70, 48, 54 = 172 (3d100)

>>6258965
>> Gather a party and try to kill the tentacle monster again
Replies: >>6259146
Anonymous ID: nau6tOhh
6/16/2025, 2:46:12 AM No.6259037
>>6258965
> It is your child, you will raise it

We didn't pass the DC? Is it roll under?
Replies: >>6259137 >>6259146
Anonymous ID: r4lXpBZo
6/16/2025, 6:20:12 AM No.6259137
>>6259037

You passed the DC, but you got two successes and the Thing got three.
Anonymous ID: r4lXpBZo
6/16/2025, 6:35:35 AM No.6259146
>>6258970
>>6259029
>>6259037


You let others deal with the abomination this time.

The other witches get horrified by it, but you are adamant - it is your child, you will raise it.

The local leaders get together and tell you that this thing is a danger to us all, and that you can't raise it in the village.

You take to a secluded grove and start raising your little monstrosity in relative peace, being visited only by you closest witch friends and occasionally by the village leaders, who want to see whether - or when - this monster you're nurturing will become a danger.

Parmati tells you:

"You decided to mother this creature. Well, do it properly then. Find an aberration that can teach it their language."

(Mission: find a friendly aberration. Reward: your monster child learns how to speak.)

A large caravan of barbarians has been noticed. This one is coming from the east. They must have looted something important to be sending it back home.

(Mission: figure out what the caravan is all about and steal something valuable from it. Reward: Reputation)

***

Food 5/10 (drops by one each year you don't spend acquiring food)
Magic 4/10 (drops by one on each mission that you use magic; increases by one or more through magical enhancements and occasionally through knowledge or defense)
Resources 1/10 (resources available for building stuff, take into account that having permanent structures can be dangerous)

Reputation 2 (the total amount of witches plus focus that you can take with you into missions that you decide to go on by yourself)
Witches 52 (the amount of witches available in the nearby settlements)
Focus 1 (the amount of magical items your people have through which to channel your magic, they increase your power)

Rituals:

Concealment 7/10 (your people maintain the concealment ritual, reducing the chance of being located by magical and non magical means. Drops by one point each year you don't spend an action on it, magical enhancement)
It is the year 1041 of the post cataclysm.

What do you want to do next? You can pick two actions.

A. Foraging and Survival
B. Hexing Missions
C. Exploration and Knowledge Gathering
D. Magical Enhancements
E. Defense and Diplomacy
F. Cultural and Strategic Growth
G. Other

After you choose your options, I will give you a further list of at least three things you can do within those options. Feel free to make suggestions if you have something specific in mind.
Replies: >>6259261
Anonymous ID: BuOIUmW8
6/16/2025, 3:06:55 PM No.6259261
>>6259146
>C. Exploration and Knowledge Gathering
>E. Defense and Diplomacy
Replies: >>6259444
Anonymous ID: r4lXpBZo
6/17/2025, 12:00:37 AM No.6259444
vampires
vampires
md5: 2152c2e71aa5e356044b030db07e06bc🔍
Rolled 39, 70, 52, 19, 31, 11 = 222 (6d100)

>>6259261

Exploration and Knowledge Gathering

A. Retrieve the Skull of the Witch Saint: your scouts believe they have located an ancient catacomb of a witch saint from centuries ago. Problem is the place is infested with abomination. Clearing the place will take a lot of magic. DC 80 if you go with your small team, DC 70 if you ask Parmati for help, DC 60 if you spend lots of magic on top of it (2 magic expenditure). Reward: one or more Focus, some extra lore. 2 successes required.

B. Swallowed Thorp: some strange fluctuation in the Concealment ritual made an entire thorp disappear overnight. Investigate what caused the disturbance, maybe you can improve upon the ritual. DC 40, but you need 3 successes. If you spend a lot of magic (2 magic expenditure), you just need 1 success.

C. Find Friendly Aberration: your scouts heard of an aberration called Creepkin, who was once a forest creature before being turned into an aberration somehow. Most of the other aberrations consider him a traitor, and he lives isolated in the forest. DC 50 to convince him, you need three successes. If you offer him a lot of food (-1 food), you only need one success.

Defense and Diplomacy

D. Haunt the Borders: curse barbarian trailmakers for them to become lost in the forest, discouraging further incursions. DC 30, only need 1 success

E. Vampiric Alliance: You heard from a seer the vampires are planning a big attack on their enemies. Broker a pact with local vampires for a joint attack at the Primevals. Could build up trust for further diplomacy. DC 90, needs one success. Can reduce to DC 30 if you offer to be the vampire's thrall for a few years.

F. Caravan Raid: shadow and rob a valuable barbarian caravan returning east. DC 60. One success you learn what they are carrying, two successes you steal something valuable, three successes you leave them stranded, confused and vulnerable then come back with a big team to loot all their cargo

Write in:

G. Describe what you want to do.

In any case, roll 6d100 with your choices. My rolls can modify even the stated outcomes, if they are sufficiently better or worse than yours.
Replies: >>6259672 >>6259746
Anonymous ID: MrIp1obG
6/17/2025, 5:14:40 AM No.6259672
Rolled 50, 6, 6, 40, 80, 91 = 273 (6d100)

>>6259444
>C. Find Friendly Aberration: your scouts heard of an aberration called Creepkin, who was once a forest creature before being turned into an aberration somehow. Most of the other aberrations consider him a traitor, and he lives isolated in the forest. DC 50 to convince him, you need three successes. If you offer him a lot of food (-1 food), you only need one success.
Offer him the food.

D. Haunt the Borders: curse barbarian trailmakers for them to become lost in the forest, discouraging further incursions. DC 30, only need 1 success
Anonymous ID: nau6tOhh
6/17/2025, 6:37:55 AM No.6259746
Rolled 45, 52, 88, 79, 50, 71 = 385 (6d100)

>>6259444
>C. Find Friendly Aberration: your scouts heard of an aberration called Creepkin, who was once a forest creature before being turned into an aberration somehow. Most of the other aberrations consider him a traitor, and he lives isolated in the forest. DC 50 to convince him, you need three successes. If you offer him a lot of food (-1 food), you only need one success.
>>OFFER FOOD

>F. Caravan Raid: shadow and rob a valuable barbarian caravan returning east. DC 60. One success you learn what they are carrying, two successes you steal something valuable, three successes you leave them stranded, confused and vulnerable then come back with a big team to loot all their cargo

Guess we're allying with the abberations and attacking the barbarians. The opposite way lmao
Anonymous ID: r4lXpBZo
6/18/2025, 11:07:28 PM No.6260770
I want to keep running this quest, but I won't be able to update everyday. Heck, I might only be able to update once a week. But I haven't abandoned it, I'll be back.