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Frusian Expansion

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Thread replies: 89
Thread images: 6

File: Frusia-World Map.jpg (57KB, 819x460px) Image search: [Google]
Frusia-World Map.jpg
57KB, 819x460px
You are agents of the island country of Frusia (red). You and a small group of highly trained agents have been tasked with the sabotage of key enemy locations to weaken Remonian forces so the allied troops may claim the land that much easier. As we speak your team is being assembled and the Remonian Empire (green) is steady conquering the lands of our allies and advancing towards us.
>>
This is a mission by mission multi character adventure taking place just five years after the first advance of Remonian troops. The stars represent the capitals of your allies, pretty much any non-Remonian, as well as yours. The golden star is the Remonian capital, your job is to hit each of thee black dots (aka your sabotage operation) to aid allied troop movements in reclaiming land from the Remonian Empire.
>>
We will start after 3 or 4 people arrive and create a basic character. Just core stats, Strength, Agility, Endurance, Wisdom, Intelligence, Charisma. You have 20 points to spend
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>>328294
Str +5
Agi +7
End +2
Wis +3
Int +3
Cha +0

Need anything else?
>>
>Travis Jones
>STR: 3
>AGI: 4
>END: 1
>WIS: 7
>INT: 4
>CHA: 1
>>
>>328286
Save my spot I'm just getting on my PC
>>
>>328349
Strength:3
Agility:6
Endurance:4
Wisdom:2
Intelligence:2
Charisma:3
>>
Want to tell us how the game is gonna work while we wait for new characters?
>>
>>328361
basically it's 1 by 1 dot to dot. your told your objective before you head to the location and you must do. Every roll is a d20 plus your stat. Missions range from assassinations to sabotage to stealing plans.
>>
Slim Jim, Akimbo, and Travis... the three of you have spent the last 3 months in hell. Taking shit from an spawn of Satin's anus herself, your drill master. But now that's over, and for the foreseeable future your a "highly trained" operative in the motherland's service. You're first mission is to sabotage a Remonian supply caravan on it's way to the city of Gharlorn. It doesn't matter how you do it. Just make sure that caravan does not make it to the city. It is heavily guarded, but you are welcome to gear from the armory.
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>>328383
Can we rig the road with land mines?
>>
File: Frusia-1.jpg (57KB, 819x460px) Image search: [Google]
Frusia-1.jpg
57KB, 819x460px
>>328383
you are each equipped with standard issue armor as well as a short sword.

everyone pick 2 pieces of equipment
>>
>>328384
grab some equipment and you're welcome to try when you get there.
>>
File: Caltrops.jpg (28KB, 500x459px) Image search: [Google]
Caltrops.jpg
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>>328386
Oh we're in medieval(?) times. I'll take as many caltrops as I can..
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>>328392
If I rig the road with caltrops, and somebody esle gets a barrel of gunpower and matches, we can just roll that onto the road once the caravan has been stopped.
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>>328386
I'll take a gun and some bullets, thanks.
>>
>>328397
it's more renaissance, it's less Colt more led and flintlock
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>>328400
Ah... I'll take a sword and an axe, please.
>>
Want to start?
>>
ok so Travis brings with him an axe along with his sword and armor. And Slim has brought caltrops and his gear. Slim if your rigging the road with caltrops give me a d20 to hide the caltrops on the road and both of you give me a d20 plus your agility to stay hidden from the caravan.
>>
>>328386
Barrel of black powder and brace of balanced knives. Can you explain the standard issue armor?
>>
>>328405
You also give me a d20 plus agility. also the Armor is just some simple leather barding.
>>
Rolled 12 + 4 (1d20 + 4)

>>328404
Okay then. Here I go!
>>
Rolled 20 (1d20)

>>328404
>>
Rolled 19 + 7 (1d20 + 7)

>>328407
Is it night? Please tell me it's night.
>>
File: Kek.jpg (28KB, 493x386px) Image search: [Google]
Kek.jpg
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>>328409
>>
>>328409
Slim, you have vanished completely
>>328411
it is night... you were all trained enough to know that you should do this stuff under the dark of night.
Also your also well hidden
>>328408
Travis you also just barely manage to sit in the bushes and hide

as the caravan comes close you can see that this is a HUGE line of carts maybe 8 carts each with 2-3 guards each. The first cart passes over Slim's caltrops and you all hear a horse whinny in pain and see 3 guards hop off to check on the horse...

What do?
>>
Rolled 10 (1d20)

>>328417
Check one of the carts to see if there's anything in it.
>>
>>328417
How many horses per cart?
>>
Rolled 3 + 6 (1d20 + 6)

>>328417
Wait till Akimbo sends the burning powder barrel towards the line of carts. Until then, move towards the back of the caravan SLOWLY.
(rolling for stealthiness)
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>>328419
is that a search roll?
or a stealth roll to get to the cart?
>>328420
1
>>328421
As you move to the back you lose your footing and *SNAP* goes the twig. 1 of the guards currently pissing off the back of the 3rd wagon in the line pulls a halberd and starts towards the bush you were walking behind.
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>>328426
Stealth roll, sorry.
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Rolled 5 (1d20)

>>328426
SHIT.
Well, I can't use strength to overpower him, so I hope I'll get a good first strike. Rolling for a sneak attack on him.
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>>328429
5+6=11. So I guess it shocks him?
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>>328429
because it's a stealth attack you have advantage roll twice take the highest.
>>328428
10+4 so 14 you manage to get up to the cart unseen
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Rolled 10 + 6 (1d20 + 6)

>>328432
REROLL
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>>328430
also add strength to attacks
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Rolled 8 (1d20)

>>328432
Now look inside the cart! Hopefully there's something good...
>>
Rolled 10 + 7 (1d20 + 7)

>>328417
>>328426
Pop the bung from the barrel so it leaves a trail of powder as it rolls. Cricket-pitch it down the line so as to land under the third cart. Spark the knives on the powder line.
> Shoulda brought matches, fuck
> Rolling agi to hit
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>>328433
+3. So 19!
>>
>>328435
+4=12. So I guess there's something decent!
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>>328435
you got up to the second cart which is mainly full of barrels of animal fats and hides. Remember this is a military convoy mainly transporting food and weapons
>>328436
the barrel rolls slowly past the the first,second, and third carts stopping at the third. as it rolls several guards notice and are freaking the fuck out. As the spark goes down the line the 3rd cart *BOOM* and goes up in flames. The horses nearly all the carts are spooked beyond calming and guards are now on full alert.
>>328440
As your at the second cart. give me a d20 plus endurance to try to shield yourself from the blast or d20 plus agility to get the fuck out the way.
>>
Rolled 18 + 4 (1d20 + 4)

>>328445
Fuck that shit, I'm gonna run.
>>
>>328438
you managed to stab the guard in the neck before he got a word out... but then you hear a massive fucking explosion and most the rear guard now rushes towards the front.
>>
Rolled 13 + 3 (1d20 + 3)

>>328445
I'm assuming I killed the guy. Now, take his armor, and walk towards his friends. I'll attack the first. I'll use my charisma and strength added on to the roll to determine if I fool them
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>>328448
you deftly jump off the dirt road and out of harms way.
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>>328450
plus another three. Keep stuffing up these dice+1d20 +3 +3. So just 19! Yeah!
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>>328452
it would take you a moment to put on his armor which i'm assuming you do? by the time your done stripping the man all of the rear guard has ran to the front.

before you attack i need a d20 plus charisma to blend in as one of them.
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Rolled 15 + 7 (1d20 + 7)

>>328445
>>328445
That should be carts 1 through 4 dealt with, sorta, so begin circling around to evade the rushing guards and approach the side of cart 6.
> Agi to stealth
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>>328454
As you approach the 6th cart, you pass 20-ish guards. Travis' prone slightly singed form, and up ahead you see Slim finishing stripping a man nude.
>>
Rolled 20 + 3 (1d20 + 3)

>>328453
My wifi is a bitch
>>
Rolled 16 + 4 (1d20 + 4)

>>328451
Well, now that everyone's attention is to the front, check out the last cart.
>Roll for stealth
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>>328458
Call to Travis, as we are both near the last cart. Because I am wearing their armour I have to make sure he doesn't kill me.
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>>328461
Well, what are we gonna do now? All the carts are pretty much useless.
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>>328462
I need to blend in. Chase me up to the front. I'll stab them when I get there, and then we can regroup and attack.
>>
Had to reconnect to wifi and reload page don't know if that affects ID

>>328457
You seamlessly blend with the guards as they freak the fuck out.
>>328458
the last cart is cart 8 and it is currently abandoned as the guards try to put out the now roaring flames erupting from the first five carts from the explosion and now flaming animal parts.
>>328461
Your wearing the red scale mail of the Remonain footsoldiers... but your team still recognize you.
>>328462
Your objective is to destroy the entire caravan and get the fuck outta dodge to the town of Gharlorn. Carts 6-8 are still operational
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>>328463
there are twenty of them... just to let you know.
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Rolled 15 + 3 (1d20 + 3)

>>328464
Well, shit. Use the axe to destroy cart six.
>Rolling for strength
>>
Rolled 17 + 3 (1d20 + 3)

>>328465
Huh. Well blend in. Kill as many as I can, and then leg it with my 4 endurence and 6 agility.
Rolling with +3 strength to see how well I do.
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Rolled 18 (1d20)

>>328464
>>328456
From the bushes, throw a knife at the rear leg of the horse on cart six.
> agi(7) to hit, str(5) to cripple?
>>
>>328470
>>328467
Or cart 7, I thought you were still at eight.
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>>328467
This is a big ass cart you think you can probably smash it given a few minutes but not with just one swing.

>>328468

Also i should probably explain combat. Your health is 10 plus you're endurance. Attack damage is 1d6 (for shortsword) plus your strength.
d20 plus agility to hit.
>>328470
you hit the horse roll for damage 1d4 (dagger) plus strength
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>>328472
I thought I ran up to cart six, since eight was abandoned.
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>>328476
no you ran to cart 8 after the explosion.
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Rolled 2 + 3 (1d6 + 3)

>>328468
So I hit.
>>
Rolled 7 + 3 (1d20 + 3)

>>328479
Ah. Well, destroy cart eight then!
>Rolling for strength
>>
Rolled 4 + 5 (1d4 + 5)

>>328473
>>
Rolled 15 + 3 (1d20 + 3)

>>328481
you stab one of the guards in the back (sneak attack == auto crit so double damage) and he drops like a sack. About 7 of the guards turn towards you and draw shortswords, one swings a halberd(1d8) at you.
>>328482
roll for damage with your weapon axe is 1d6 plus strength.
>>328483
that thing is not walking again
>>
Rolled 2 + 3 (1d6 + 3)

>>328491
Here I go...
>>
Rolled 3 + 4 (1d8 + 4)

>>328491
leather armor will give you base +5 ac but you stole the guards mail which is +8 so he does still hit Slim for...^ subtract that from your health which is 10 plus your endurance.
>>328492
It's still a pretty functional cart
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Rolled 3 + 6 (1d20 + 6)

>>328491
Dodging! Rolling 20 and adding agility
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Rolled 17 + 3 (1d20 + 3)

>>328491
Find a lantern or a torch, get this last cart burning bright while Slim tries to fight a horde.
> Wis to locate and light properly
>>328481
Run you fool
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Rolled 6 + 3 (1d6 + 3)

>>328493
Attack the cart again.
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>>328494
And then LEGGING IT! Running away from teammates to split their forces in half, dropping caltrops along the way.

(BTW dodge was shit so still took all damage)
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>>328494
dodging is part of ac 10 + armor + 1/2 agility. no wait sorry he wouldn't have hit you cause he needed 21(10+8+3) sorry
>>328495
you pull a lit lantern of the back of the cart.
>>328496
cart's looking like shit but still ridable you think one last hit will finish it.
>>328497
roll d20 plus agility to run without them hitting you as you turn your back on them.
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Rolled 5 + 6 (1d20 + 6)

>>328499
Okay. Can OP also say how many follow, and if any step on caltrops?
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Rolled 2 + 3 (1d6 + 3)

>>328499
Kill that fucking cart.
On a side note, I need to go to sleep soon. Should I give my sword to one of my allies?
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>>328501
All seven are running after you. the rest are trying to put out the fires. The fastest one steps on the caltrops stopping him as he screams as his foot as wrecked. the other six pause and take a moment to step around them.
Give me an agility check to outrun them.
>>328505
you came with leather barding and a shortsword standard.
>>
Rolled 13 + 3 (1d20 + 3)

>>328499
Light 'er up.
>Did you need a separate roll for that?
>>
Rolled 5 + 3 (1d6 + 3)

>>328507
Ah. Well, dedicate the last roll into destroying those carts!
I have to go to sleep now. Thanks for running this, OP!
>>
Rolled 18 + 6 (1d20 + 6)

>>328507
If I can shed the heavy armour then do that. If I can't just keep going, hopefully my high-ish endurance will persevere
>>
>>328513
If the carts are destroyed, I just got a heft agility roll. I should outrun them. The caravan was destroyed, so mission complete!> I'll run to my allies, since we are in friendly territory. See you tomorrow(?) OP!
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>>328505
the cart is slain.
>>328508
the oil in the lamp is enough to get the wooden cart alight. carts 7 and 8 still have their goods
Do you wanna cut horses 7 and 8 loose and take em for an escape? all the other horse are dead or lame but cart 7 and 8 still do still have their supply are you burning one of those?
>>328513
it's on pretty well, but you easily out run them. The armor is made to be protective and light for field troops.
>>
Rolled 17 (1d20)

>>328520
Steal the mounts, burn the remains. Get the vacant-eyed Travis out of there.
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>>328529
You hop on horse 7 and cut loose horse 8. Travis climbs onto the horse and you two bolt away towards Gharlorn leaving Slim and his 6 new friends.
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>>328519
not friendly territory... you 3 are the sent into enemy territory, before allied forces march in, to disrupt supply lines and weaken defensive positions.
>>
File: Frusia-1es.jpg (57KB, 819x460px) Image search: [Google]
Frusia-1es.jpg
57KB, 819x460px
>>328536
you are here (green is enemy territory)
>>
File: tegaki.png (6KB, 400x400px) Image search: [Google]
tegaki.png
6KB, 400x400px
goodnight all i will see u on the marrow
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>>328537
Well, we're boned.
>>328542
'Night
Thread posts: 89
Thread images: 6


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