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Skallenkald, The Broken City Quest

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File: Skallenkald.jpg (136KB, 900x558px) Image search: [Google]
Skallenkald.jpg
136KB, 900x558px
Skallenkald, the City of Silver, third largest trade port in the Imperial Holdings, home to the Imperial College of Magisters, seat of the Arch-Magister, chief advisor to the Emperor on all matter of magic. 4 years ago, what started as a magical contest became a war between forgotten factions in the College. After the spells stopped, the city was broken, ruined, the guard dead and the Arch-Magister trapped in a pillar of stone. Ork bands snuck into the now undefended city, only to meet undead risen from forbidden magics run out of control. Any sign of law and order vanished. The Emperor declared the whole city outcast land, revoking any responsibility, and opening it up to adventurer bands seeking knowledge and gold, hoping that enough land would be reclaimed to allow the Imperial forces to retake the city, using reclaimed land as a beachhead. After 4 years however, the situation has barely changed, with only the half-destroyed Ducal Fortress being secure, under the control of a powerful adventurer, who feels no loyalty to the Empire. You are now joining the ranks of these adventurers, hoping to find fortune and glory in the ruins....

This quest is a cross between a civ and a classic quest. You control the leader of a band of adventurers. It is inspired greatly by Mordheim and Malifaux, with some Forbidden Realms thrown in for good measure. You will choose your leader, then randomly generate your warband. Dice system is d10, with Target numbers. You roll d10's equal to the stat you are using, and are looking for a number of success, depending on the task. You will have talents that can modify rolls. I will take the best of the first 3 rolls. More details about stats will be posted once the warband has been rolled up.
>>
>>1708027
The Choices for Warband Leader are as follows
>1. An Exiled Captain. Did you sleep with the Dukes daughter, did you disobey an order, or did you simply piss of you Duke with the wrong response? No matter now, you and a group of loyal soliders are looking to make your way in the Broken City.
>2. A Mercenary Commander. Dukes either too compasionate to risk thier own men, or too miserly to pay for equipment hire mercenary companies to fight for them. You chose the wrong contract, and now all thats left is you and a handful of specialists, looking for a way to reclaim your lost prestige.
>3. A Failed Merchant. The Arms trade is a cut-throat buisness, and betrayal is commonplace. Cheated out of a deal, you take your last product, and a group of caravan guards, and see if you can learn how to use what you made your money selling.
>4. A Church Crusader. The Arch-Bishops messanger called you from prayers. Put on your armour, raise your weapon! A Relic will emerge, gold is to be won! Take a squad of Church militia, and the Arch-bishop will send some experts from his court, and seek out artefacts and riches in the Broken City!
>>
>>1708055
>>1. An Exiled Captain. Did you sleep with the Dukes daughter, did you disobey an order, or did you simply piss of you Duke with the wrong response? No matter now, you and a group of loyal soliders are looking to make your way in the Broken City.
>>
>>1708055
> >4. A Church Crusader. The Arch-Bishops messanger called you from prayers. Put on your armour, raise your weapon! A Relic will emerge, gold is to be won! Take a squad of Church militia, and the Arch-bishop will send some experts from his court, and seek out artefacts and riches in the Broken City!
>>
>>1708055
>4. A Church Crusader. The Arch-Bishops messanger called you from prayers. Put on your armour, raise your weapon! A Relic will emerge, gold is to be won! Take a squad of Church militia, and the Arch-bishop will send some experts from his court, and seek out artefacts and riches in the Broken City!
>>
>>1708055
>1. An Exiled Captain. Did you sleep with the Dukes daughter, did you disobey an order, or did you simply piss of you Duke with the wrong response? No matter now, you and a group of loyal soliders are looking to make your way in the Broken City.
>>
>>1709275

Chaining my vote to Church Crusader.
>>
>>1709463
>>1709386
>>1709284
>>1709404
You open your eyes and look up at the roof of your tent. The ashes of the fire still smolder outside, with the now diminished numbers of Church militia sleeping under their cloaks.
>How many Church Militia survived the trip to the Broken city? (1d6)
>>
I'll take the best of three
>>
Rolled 2 (1d6)

>>1709477
>>
>le doos vult

lame
>>
Rolled 4 (1d6)

>>1709477
>>
>>1709492
Trust me, the Church is not Crusading here.
>>
>>1709502
One roll per player please
>>
Rolled 2 (1d6)

>>1709477
>>
>>1710442
>>1709481
2
It has been a hard journey here, bandits , desertion and bad weather have taken their toll. Now only 2 of the 10 militia you left with are with you, their faith in your mission undiminished. You stretch, and glance at the two tents forming the rest of a rough circle around the fire.
>Give me a d6. I will take the first 2.

1. Church Knight (Good Fighter, Secondary Leader)
2. Monk (Medic, researcher)
3. Archivist (Better maps, Researcher)
4. War-Deacon (Trader, Administrator)
5. Church Magister (Elementalist, speciality in Fire)
6. War-preacher (Good fighter, encourages people)
>>
Rolled 6 (1d6)

>>1712935
>>
Rolled 3 (1d6)

>>1712947
>>
Rolled 6 (1d6)

>>1712935
>>
>>1712935
>>1712947
>War-Preacher
>Archivist
As you look at the tents of the Arch-Bishops Specialists, you see Duncan's head stick out. The young archivist has not had an easy trip, jumping at shadows and hiding under the wagon. However, him and his scrolls made it through, and he seems in high spirits. No doubt this was down to Eckhart, the War-preacher sent along with him. Eckhart's tent is empty, the preacher undoubtedly taking advantage of the sunrise to wash and prepare himself for the coming day. Able to rally the militia, despite their small numbers, he has held your followers together despite the trials of your travels. You see him crossing the clearing towards you. He raises his hand and as he gets close he greets you. "Hail. Maybe you should arm yourself. We are close to the Broken city now, if Duncan has read his maps right, and a leader should always look prepared." You reach back into your tent, grasping for your weapons.
>Give me a d6
1. Warhammer and Shield
2. Two-handed Warhammer
3. Sword and Shield
4. Two-Handed Sword
5. Flail and Shield
6. Two-handed Flail
>>
Rolled 1 (1d6)

>>1713064
Gimme that flail boy
>>
I'll wait 30 mins then let people vote on rolled options. Weapons are less necessary to be randomly genned, only the warband
>>
>>1713109

So we vote on want we want or we have to take the roll?
>>
>>1713214
>>1713064
Well I was going to have you vote on rolled results. But you might as well vote on the preferred weapon.
Go for it! Vote on your weapon!
1. Warhammer and Shield
2. Two-handed Warhammer
3. Sword and Shield
4. Two-Handed Sword
5. Flail and Shield
6. Two-handed Flail
>>
>>1713230

You should do one or the other not a mix of the two.

2. Two-handed Warhammer
>>
>>1713236
It will be vote for everything bar Warband generation
>>
>>1713236
All the random generation stuff is done now anyway.
>>
>>1713234
2. Two-handed Warhammer
>>
You heft your Warhammer out of the tent, and rest it on the ground beside you as you begin strapping on your armour. While it is larger and slower than most weapons used in war, the devastation it causes when it hits rightly more than makes up for it. As you pull the breastplate on, it presses the scroll case at your waist against your hip.
"By Order of the Arch-Prelate, the Bearer of this Scroll, while he acts in the cause of the Church, is acting as an agent of the Church, and is fully empowered to carry out her work as they see fit. All lands they take are the Church's, all Riches, the Church's, all relics and artefacts, regardless of origin, are the Church's. So Wrote It Be"

You remember signing your name at the base before heading out.
>What is your Name?
>>
>>1713334

Sigismund Roth
>>
>>1713362
Go with this.
>>
>>1715083
>>1713362
"Sigismund Roth, you are hearby commanded to travel to Skallenkald, the City of Silver, and reclaim the Cathedral District for the Church." The Arch-bishop then had leaned in and smiled. "Under law, you are part of a Crusade taking place 200 miles across the sea. However, we didn't save you from the noose so you could die burned alive by a hydra. So go to the Broken City, get as much land as you can for the Church, and don't make us look bad. Also, watch out for the Ducal Fortress. The man who reclaimed it had a bad run in with some more radical members of our flock. So tread light around there."

That meeting almost 4 months ago still rings clear in your mind. The Church saved you for your soul, and your skill, and they will not let you go to the grave without first gaining their investment back.

>Stats
Target number to hit (Melee) = (Weapon Skill + ½ Strength)
Target number to hit (Ranged) = (Ranged Skill + ½ Agility)
Target Number to Defend (Melee) = (Weapon Skill + Opponents Combat Score)
Target Number to Defend (Ranged) = (Agility + Opponents Combat Score)
Successes needed to crit = (14 – Accuracy)
Health = 20+(Toughness d10)
Damage = Weapon Dice + (Str x 5)
>Now rolling for health. Character sheet following
>>
Rolled 4, 8, 6, 9, 2 = 29 (5d10)

>>
File: Church Crusader.jpg (5KB, 189x267px) Image search: [Google]
Church Crusader.jpg
5KB, 189x267px
Sigismund Roth
Health= 49

Strength 5
Agility 3
Toughness 5
Leadership 6
Intelligence 5
Awareness 4
Empathy 3
Weapon Skill 6
Ranged Skill 4
Accuracy 4

TN (Melee)= 8
TN (Ranged)= 5
Crit= 10 successes needed

Two-Handed Warhammer Damage (26-35)
>>
File: Skallenkald map.png (745KB, 858x762px) Image search: [Google]
Skallenkald map.png
745KB, 858x762px
Duncan walks closer to you, holding a scroll case. "Sigismund, those rocks over there should be one of the outer farmhouses. If we follow this road here, we will be in the city in an hour. Unless you want to enter via a different route."
He shows you the map.
"The Map is quite faded, and some parts of it are inaccurate, but its better than anything else anyone is working with."

>You are currently heading towards the north gate.
>Continue towards the North Gate
>Ask about one of the points of interest (Numbered on the map)
>Choose a different direction to enter from
>Other....
>>
>>1715462
>>Ask about one of the points of interest (Numbered on the map)

8, 5, and 7

If we enter by the north gate we should know what lies ahead of it.
>>
>>1715655
Duncan looks at where you point.
"Ahh, the building in the North East, thats the Arch-Magisters tower. It apparently has a private zoo, a large library and I assume a pillar of stone with an Arch-Magister inside it, seeing as it is assumed to be the last place fighting took place during the Breaking of Skallenkald. The area in the river is the Water Markets, one of the main commercial hubs of the city. Most of the canals are apparently blocked now, and some of the southern areas are flooded. The place due west of the Water Markets is the secondary watch house of the City Guardians. It was enchanted when it was built to resist magic, so its most likely the only building not affected by the breaking, though it may be occupied for that exact reason. Good place to camp if its empty though."
>>
>>1716621

Very well, enter the city by the north gate and then more to secondary watch house. Its likely occupied but should check it up first. If its empty we can make camp there.
>>
>>1716621
ask duncan where the cathedral is. That is what the church sent us to reclaim and should serve as a stronghold within the city
>>
>>1717913
Duncan points at point 3 on the map. "The whole place was fortified, it was one of the inner fortresses of the city. But we would need far more than the 5 of us to actually secure it."
>>1717398
>>1717913
You travel down the road for about an hour, and before long you are moving through ruined houses, with large ruined walls looming ahead of you. The walls are overgrown with a strange dark green plant, that seems to cling to the walls, and pulsates slightly. Stepping through, you can see the plant originates in a cone about 50 metres inside. In the middle of the road is a thick orb of plants, growing out of the thick carpet the plant makes on the floor. Eckhart grimaces when he sees it. "Damn Magisters. No idea when to dial back their spells." The ground pulses as you walk across it. Near where the plant begins, there is a crossroads.

>Investigate the orb
>Head towards the Watchtower
>Head towards the Water Market
>Scout out the surrounding buildings
>Write in....
>>
>>1718605
>>Scout out the surrounding buildings

Looks like a good place for an ambush, better check for that.
>>
>>1718671
Okay this is the first roll you will be making, so I will explain the system in more detail.

You roll d10s equal to the stat that you are using.
You need to get under the target number as many times as possible. I will say the target number before the roll.
1 success is a partial success. 2-4 is a normal success. 5+ is a triumph, which will yield additional information or a reward unrelated to the roll.
For example, getting a triumph on climbing a wall might allow you to spot an enemy moving into cover, due to your speed at climbing.

This roll is Awareness. Target Number for outskirts is 4. You have 2 warband members to aid you. This makes the target number 6. You can have a maximum of +4 to the target number from warband members.
Specialists, unless they are specified as being able to, cannot alter scouting rolls.

Therefore, you roll 4d10, looking for equal to or less than 6.
>>
Rolled 2, 8, 8, 1 = 19 (4d10)

>>1719515
>>
>>1719567
You gesture to the two militia, who were skirting around the orb. "Check the buildings either side. We may have just entered, but these ruins are crawling with Ork bands. And who knows, we may find some useful equipment." The militia shoulder their spears, and begin to move through the houses. You head to the opposite side of the street, stumbling slightly as the plant pulses organically. You enter through a door, into what looks to be a former tavern, judging by the bar and stools. The plant covers the floor here as well, and climbs up the walls. Behind the bar is an area where the plant has been cleared back, with a thick black line of burnt plant standing out, with new growth on one side. It reveals a trapdoor, a you can see a few of the vines are creeping down the edge, into the cellar below.
>Go down into the Cellar
>Call for the warband to gather, then go down together
>Return to the road and continue moving inwards
>Write in...
>>
>>1723203
>Go down into the Cellar
Thread posts: 45
Thread images: 3


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