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You're the bastard son of the mythical sasquatch and a heavyset barmaid. You're also a monster hunter, 'cause people don't trust you and that's the best way to make ends meet. Making the world a better place is a cherry on top. You never liked cherries but it is what it is. Right now you're sitting in a rotting tavern trying to decide if you want to risk the lice or sleep on the ground again.

You scratch yourself and look at the table in front of you. It barely goes up to your waist and it's empty, 'cause the barmaid doesn't want anything to do with a hairy whatever the hell you are and you didn't push the issue. Tomorrow's a big day. You've tracked a vicious monster back to its lair and you're going to hit it like a hammer. It's been plaguing the land around this town for the last couple of months. Folks have gone missing and there's a bounty on its head.

You remind yourself which one it was.

>A Gang of Looters. Eight or nine thugs who think they're hot shit 'cause they can hit up merchant wagons. Maybe they are. You're about to find out.
>A Man-Eating Bear. Extremely dangerous, even for you, but the pay's good and this won't be complicated. You could probably eat it afterward.
>A Witch. Evil to the core with even deadlier magic. Scary shit. The only reason you took the job was that it was stealing kids.
>>
>>4862655
>A Witch. Evil to the core with even deadlier magic. Scary shit. The only reason you took the job was that it was stealing kids.
>>
>>4862655
>A Witch. Evil to the core with even deadlier magic. Scary shit. The only reason you took the job was that it was stealing kids.

There's ALWAYS a witch...
>>
>>4862655
>A Witch. Evil to the core with even deadlier magic. Scary shit. The only reason you took the job was that it was stealing kids.
Burn her
>>
>>4862655
>A Witch. Evil to the core with even deadlier magic. Scary shit. The only reason you took the job was that it was stealing kids.
>>
>>4862748
>>4862770
>>4862806
>>4862980
There's a witch in the woods. There's always a witch in the woods. You've hunted witches before, twice, and both times you barely got out of it with your hide on your back. Witches scare you. There's no way to be sure what to expect. The first witch's den was crawling with spiders the size of dogs and she threw fire from her hands. The second had the men of an entire hamlet wrapped around her finger and made you see things that weren't there. Neither of that was natural.

Somehow you managed and got enough pay to keep yourself nice and tidy for a month. Both times. You still decided you wouldn't take another witch contract, especially one that didn't pay premium. When the mayor of this town brought it up you rejected it out of hand. He only wanted to pay you for two weeks but then he begged you to listen and you did. Four disappeared in a fortnight. All of them kids. Three boys and one girl, not one over ten. You scratched your head for a minute and didn't even haggle. You're hunting a witch.

The townies made your job easier. A couple of woodsmen tracked down her hut but when the boldest stepped into the clearing to deal with it, he was struck blind. It's been five days but he still can't see and nobody else wants to take that kind of risk. You on the other hand, are getting paid and witchcraft doesn't count you as a man. You know that because the second witch cursed your name, gave you the evil eye, and broke the neck of a doll she made of the hair she got a charmed man to steal and you never felt anything but a tingle. You don't see why this witch would be any different. You'll need to be careful though. You aren't immune. The first witch's spiders still bit and her fires still burned, the second witch's minions still mobbed you and she still tricked your senses. Only reason you won was dumb luck, a half-baked plan, and your "heirloom". Mostly your heirloom.

>cont
>>
>>4863028
You never met your father but he left his legacy behind. The thick and wild blood of the sasquatch runs in your veins. You have a few tricks from it but there's one that would make someone mistake you for your old man in dim light. Your inheritance.

>Sasquatch's Brawn. You're bigger and broader than any man you've seen, and every inch of that is ripcord muscle. You're strong enough to wrench an ogre's arm out of socket and throw his bulk across the tavern then do the same to his fatter, uglier brother. Strength isn't everything, though. People make excuses to leave when you walk in a room, make their kids look away when they see you in the street, make you haggle to get served anywhere but the seediest places. It's no life to live.
>Sasquatch's Craftiness. You're big and stronger than most but that's not what most people notice about you. The thing is, most people don't notice you and when you don't want to be seen it's like you're a ghost. If you put your mind to it, you could sneak into a bandit camp, help yourself to their booze, and be gone by sunlight. You know, you've done it before. The problem is you can't stop sneaking and when you draw people's attention to you, or catch it by accident, they tend to freak out.
>Sasquatch's Wildness. You're not a normal human, maybe a man could fool himself into thinking you're just big and hairy and maybe you could wear a disguise to help that along but there's no changing what you are. You aren't human and everything about human places sets you on edge. The sights, the sounds, it's all wrong and you have the same effect on people. Out in the woods, it's the other way around. Animals like you enough you can talk to them without words, you never lose track of where you are, and if you wanted to, you could live fat off of nature's bounty for the rest of your days. It's come in handy before.
>>
>>4863033
>>Sasquatch's Craftiness. You're big and stronger than most but that's not what most people notice about you. The thing is, most people don't notice you and when you don't want to be seen it's like you're a ghost. If you put your mind to it, you could sneak into a bandit camp, help yourself to their booze, and be gone by sunlight. You know, you've done it before. The problem is you can't stop sneaking and when you draw people's attention to you, or catch it by accident, they tend to freak out.
>>
>>4863033
>Sasquatch's Wildness. You're not a normal human, maybe a man could fool himself into thinking you're just big and hairy and maybe you could wear a disguise to help that along but there's no changing what you are. You aren't human and everything about human places sets you on edge. The sights, the sounds, it's all wrong and you have the same effect on people. Out in the woods, it's the other way around. Animals like you enough you can talk to them without words, you never lose track of where you are, and if you wanted to, you could live fat off of nature's bounty for the rest of your days. It's come in handy before.
>>
>>4863033
>Sasquatch's Wildness. You're not a normal human, maybe a man could fool himself into thinking you're just big and hairy and maybe you could wear a disguise to help that along but there's no changing what you are. You aren't human and everything about human places sets you on edge. The sights, the sounds, it's all wrong and you have the same effect on people. Out in the woods, it's the other way around. Animals like you enough you can talk to them without words, you never lose track of where you are, and if you wanted to, you could live fat off of nature's bounty for the rest of your days. It's come in handy before.
>>
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>>4863033
>>Sasquatch's Craftiness. You're big and stronger than most but that's not what most people notice about you. The thing is, most people don't notice you and when you don't want to be seen it's like you're a ghost. If you put your mind to it, you could sneak into a bandit camp, help yourself to their booze, and be gone by sunlight. You know, you've done it before. The problem is you can't stop sneaking and when you draw people's attention to you, or catch it by accident, they tend to freak out.
gonna have to recommend this cinematic beauty to all of you fine gents
>>
>>4863033
>>Sasquatch's Craftiness. You're big and stronger than most but that's not what most people notice about you. The thing is, most people don't notice you and when you don't want to be seen it's like you're a ghost. If you put your mind to it, you could sneak into a bandit camp, help yourself to their booze, and be gone by sunlight. You know, you've done it before. The problem is you can't stop sneaking and when you draw people's attention to you, or catch it by accident, they tend to freak out.
>>
>>4863107
+1
>>
>>4863107
>>4863146
>>4863150
>>4863197
If you'll be honest to yourself, the reason you didn't get served straight away is that the barmaid didn't notice you walk in and take a seat and if you called her over now, then she'd know you've been sitting here for the last fifteen minutes without saying anything. Might be awkward but you're not worried about that. You live with that, but there's no need to rush it. Especially when you can just push your seat in, stroll over to the counter, and skip the whole situation. You tap on the splintery wood and clear your throat. The farmer that was drinking next to you does a double-take and goes back to his drink when you smile. The barmaid comes back. She's missing some of her teeth, the wrinkles are deepset, and there's more than a few strands of gray in her hair. Reminds you of your mom. She wasn't a very good mom and you ran out but she tried. You'll give her that.

The barmaid's voice creaks. "Ehhhuhhh, excuse me suuuh but..." You close your smile. You know what she's about to say and you don't like it. Lots of places say it but you interrupt before she can get the words out. "Miss, I'm here on business. First thing 'morrow I'm hunting that witch. Then I'll be gone. I'd like a room for the night." You feel the tension lift a little. "Just the night." The barmaid straightens her back and sizes you up, like she's trying to remember how you look like for later. "...oh. Help yourself then. Only four coppers for a witch hunter." A human probably would've gotten it for free but you don't mind. You count out five coppers, then push them into her wet, clammy hand. It's smaller than yours and she clenches it shut. Her gap-filled smile reminds you of your mom too. "Up the staaairs, first one on the left sweetheart."

>cont.
>>
>>4863309
You grunt and leave her to it. You aren't sure why you left a tip. You probably shouldn't have. You've only got twenty more, about enough for half a week give or take. Not enough to resupply, just keep yourself fed while you try to break even. With talent like yours, stealing would be easy but it always felt like... No, now you're in the room and have an excuse not to think about it. The room isn't a very good room, it's cramped and there's mold but the roof isn't leaky and none of that matters. You can get some sleep on the straw bed. Remind yourself that you're still half human. Not yet. You need to prepare.

You empty your sack onto the bed and take a good long look. The tools of your trade. Every monster hunter has a different approach. Only a few seem to last longer than a couple of months on the job. You've been at it for three years and counting so you've got to be doing something right.

>What's your loadout? Choose a MELEE WEAPON, a RANGED WEAPON, and a SPECIAL, which can be a tool, attachment, piece of equipment, or whatever you please. By default you have thick yeoman's clothes, a heavy knife, a firestarter, and some rope. Anything else is on the table, as long as it's late medieval or earlier technology. Early firearms are available but might be unreliable in some of the places and fights you'll be taking them. You can also get exotic but anything too out there could pull attention, which is both good and bad for a monster hunter.
>>
>>4863314
>Melee weapon: club
>Ranged weapon: throwing axes
>Special: a sense-sharpening amulet; we hear and see what no man can.
>>
>>4863314
melee weapon: great axe
ranged weapon: javelins
special: magic chains, good for trapping and tying up prisoners
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>>4863314
>Melee weapon: club
>Ranged weapon: throwing axes
>Special: magic chains, good for trapping and tying up prisoners
>>
>>4863314
Melee - trusty ol' club
Range - boomerang of the halfsquatch
Special - grappling hook B^)
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>>4863314
Melee: Spiked club (rusty metal)
Ranged: Harpoon launcher
Special: Grappling hook
>>
>almost everyone chose the club
Based. Club and throwing axes are locked. There's a tie between magic chains and the grappling hook so I'm leaving the vote open for some more time. If there isn't a tiebreaker in another hour or two then I'll roll and we'll get this show on the road.
>>
>>4863799
Grappling Hook loses, we riot
>>
Rolled 1 (1d100)

It's been long enough. If this roll's an odd number your SPECIAL is the grappling hook and if this roll's an even number your SPECIAL is the magic chains. You can get more equipment over time, this is just what you start with.
>>
>>4863976
>critfail on the first roll
This bodes well. Good thing that wasn't a regular roll. No need to riot, you get the grappling hook.
>>
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>>4863385
>>4863403
>>4863538
>>4863570
>>4863700
You spread out your bag and take a look at your tools. They've served you well in the past. The first and most important is your club. There's nothing elegant or fancy about it. It's just a branch of dried wood you've whittled down into a twenty pound bludgeon. Most people would have a hard time wielding it but it feels light as a twig in your hands and you can swing it with deadly speed and accuracy. Doesn't matter if the target's armoured or naked either. If you get a full swing and it hits, something's going to break. The best part is that it doesn't matter if the club breaks, because you can whittle another one for free.

The second is the throwing axes. Much trickier. You've got eight of them and you used to have twelve. They're balanced, sharp, and you can throw one into a man's skull at thirty feet without worrying about missing unless they're damned quick or lucky. The problem is that they're expensive to replace and have a tendency to snap. Still better than a rock and a hell of a lot easier to hide from townies than a longbow would be.

The third and the one you use least is the grappling hook. It's a bitch to use in a fight and dangerous to try 'cause all you can do when you hook a monster with it is pull them in closer but you're accurate at a longer range than the throwing axes. It's very impressive to see. For actual climbing it's a godsend. If you have time to wind up a swing you can go from the ground to a tree trunk in ten seconds flat with very little noise. It's helped you get the drop on your targets in the past. Almost nobody looks up until it's too late.

These are your tools. When you've made sure everything's like you left it you put them back in your bag and go to sleep. The bed is about as splintery as the countertop was but there's a layer of straw and it's not bad after a week on the road. You wake up about an hour before dawn. This is the day, either your last or the witch's. You go to leave the tavern and see nobody else is awake. Good. That gives you time to plan. A monster hunter that goes in without a plan is a dead man that doesn't know it yet. From what the woodsmen told you the witch's hut is a few hours outside of town in a clearing next to a muddy pond. You've memorized the instructions they gave you and have no doubt you can trace their steps.

The question is what time you're going to hit the witch.

>Dawn. As soon as possible when she should be just waking up and not expecting anything.
>Noon. When she's in the middle of her day and shouldn't be anticipating a sudden attack.
>Twilight. A few minutes before sunset, about when most honest people are going to sleep.
>Night. This would be a bad idea but you can see in the dark and are as sneaky as it gets.
>>
>>4864033
>Night. This would be a bad idea but you can see in the dark and are as sneaky as it gets
>>
>>4864033
>dawn
later times she either would be fully awake or doing witchy things. Neither of which are particularly pleasant to think about meeting her during either of those, especially when you're just as sneaky during the day as at night
plus this way you can do something about the children quicker
>>
>>4864033
>Dawn. As soon as possible when she should be just waking up and not expecting anything.

We're just as sneaky in dawnlight as evening, I'd wager.
>>
>>4864033
>>Noon
Catch this witch bitch by surprise. She may be shleep?
>>
>>4864033
>Dawn. As soon as possible when she should be just waking up and not expecting anything.
It's a well-known fact that witches HATE waking up early.
>>
>>4864033
>>Dawn. As soon as possible when she should be just waking up and not expecting anything.
All we need is a rope and some wood.
>>
>>4864033
>Twilight. A few minutes before sunset, about when most honest people are going to sleep.
>>
>>4864033
>>Dawn. As soon as possible when she should be just waking up and not expecting anything.
>>
>>4864524
>>4864529
>>4864548
>>4864906
>>4865000
You'll strike at dawn. The sun being up doesn't make too much difference to your knack for sneaking and it's a witch. You don't know much about witches but everyone knows they do bad things after dark. Those kids haven't been gone for long. The witch might've already done whatever she was planning but if she didn't... A slight tactical advantage isn't worth looking that mayor in the eye. Besides, most witches are out after dark which means she might be asleep now. At least that's what the folktales say.

It'd be nice if you could catch her without her broom. You leave the tavern and head for the woods. The second you step into the treeline you're in your element and between your dark clothes and dead-quiet gait a hawk would have a hard time catching you. Most men would find it impossible but this isn't a man. It's a witch. You're going to have to be on edge. You clear your head and go through the plan you made last night. Two hours later you see a clearing in the woods and in the middle of it, a hut made out of sticks and mud. Everything about it looks sinister and you can feel the hairs rising on your neck. You ignore the fear and analyze the situation. Just like you planned.

You're going in...

>Violent. No room for tricks, no bullshit. Charge in, kick down the door, and cave her head in.
>Sneaky. More quiet than on the walk here. Wait for an opening and hope she can't sense you.
>Open. Lots of people think you're a monster. If you lie to the witch you can catch her offguard.
>Hot. Burn the witch! The kids are probably captured in there somehow but you can figure that out.
>Tricky. You've got a plan... What's the plan?
>>
>>4865660
>Sneaky. More quiet than on the walk here. Wait for an opening and hope she can't sense you.

Use our natural stealth to our advantage; why else choose it? Plus, almost anything else risks tipping her off and/or endangering kids.
>>
>>4865660
>Tricky. You've got a plan... What's the plan?
I'm gonna assume this is a write in one, if so then climb the trees, when you're above the house stare chopping the tree until it'll fall barely in front of the witch's house with a push, when she comes out to investigate it sneak around her, *very* quickly look over to see if the kids are in the hut, and then hit her on the head or back of the neck with the club until she's paste
If tricky isn't the write in then
>Sneaky. More quiet than on the walk here. Wait for an opening and hope she can't sense you.
>>
>>4865755
This sounds like a good tricky/sneaky plan, which I can support.
>>
>>4865660

>Tricky. You've got a plan... What's the plan?

Use part of anon's plan here >>4865755 but replace chopping a tree with snapping a bough off onto her roof. Chopping is a distinctive sound, hard to mistake and leaves obvious marks. If there's a poplar or beech in reach, snap off the crown or a big branch and throw it. They shed branches a lot in heavy winds, so it's less obvious then a pine bough. Break it off a ways away, climb up a spruce or pine, something with big bushy boughs, and hide among there when they come out. We may even get a clear shot with a hatchet if we're lucky enough.
>>
>>4865875

>hard to mistake.

That should be 'hard to mistake for anything else.' My bad.
>>
>>4865755
It is the write in choice. Doesn't matter what it is, write ins are always allowed.
>>
>>4865875
This.
>>
>>4865660
Hot
>>
>>4865875
This
>>
>>4865755
I don’t think we should smash her head in. We just need her knocked out and secure in case we can’t find the children or if there might be something wrong with them. And then we can take her back to the village for a nice bonfire show.
>>
Rolled 45 + 20 (1d100 + 20)

>>4865755
>>4865863
>>4865875
>>4865915
>>4865947
Only a fool would face a witch head-on and only a savage would risk burning children for a tactical advantage. You may be both but you're also crafty like the sasquatch. You had a plan going into this. You're going to climb the tree closest to her hut in the middle of the field, a pine tree, not what you'd prefer but nothing's perfect, and then you'll snap a branch and chuck it onto her roof as hard as you can fling it. When the witch comes out to see what happened, you'll creep behind her and knock her in the head with your club. Nice and simple. In theory.

There's a couple of steps.

>Roll 1d100+60 to ??? (+40 Squatch-Blood)(+20 Dawn)
>Roll 1d100+80 to sneak to the tree undetected. (+80 Stealth Mastery)
>Roll 1d100+30 to climb the tree without any issues. (+30 Athletic)
>Roll 1d100+30 to convincingly snap the tree branch. (+30 Athletic)
>>
Rolled 83 + 60 (1d100 + 60)

>>4865965
>>
Rolled 1 + 80 (1d100 + 80)

>>4865965
>>
Rolled 56 + 30 (1d100 + 30)

>>4865973 bruh
>>4865965
>>
Rolled 37 + 30 (1d100 + 30)

>>4865965
>>4865973
motherfucker
>>
81 is still pretty good though, right?
...
Right?
>>
>>4865973
Don't worry bros. OP hasn't said anything about crits, so there probably aren't any!
>>
>>4865982
This post begs to differ >>4863978
How could we fail to sneak the trees undetected bros, how?
>>
>>4865969
>>4865973
The first part goes great. You step into the field, feel a tingle on your shoulders, and shrug it off. The second part doesn't. It was going so well too. Not a sound in the woods but the rustling leaves. You were like a ghost of vengeance, preparing to render justice when it happened. You were halfway across the field, getting ready to climb when you stepped into a foxhole and slammed to your knee. "FUCK!"

It was a freak accident. It happens.

>Roll 1d20 to see if you're damaged

>1- Your leg's broken in three places
>2-4- Your femur's got a compound fracture
>5-8- Your femur's got a hairline crack
>9-12- You twisted your ankle sideways
>13-16- You got off with some bruising
>17-19- You're just fine, and still shouted profanity
>20- You're just fine, and actually didn't say that out loud
>>
Rolled 4 (1d20)

>>4866009
>>
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>>4866011
*SNAP*

GODDAMN. You put all your weight into your fall and snapped your leg in two. FUCK. It fucking hurts FUCK. You won't be able to walk like this, let alone run if that witch has something up her sleeve. You club won't make for a very good crutch but maybe you can improvise. You'll have to think fast. If you CAN think through the pain.

>Roll 1d100+40 to eat the pain (+40 Squatch-Blood)
>>
Rolled 33 (1d100)

>>4866017
>>
>>4866021
"FUUUURRRAAAAAAAAGH!" GAH! FUCCCKER! MOTHER OF FUCK! NO! NOT NOW! NOT LIKE THIS! MMMNNNNHHHH...

You push the pain to the back of your head and think rationally. Your left leg is broken and unusable. The pain is severe but manageable. The surprise from the sudden shock caused you to shout, loudly, which when you consider the distance from the hole to the witch's hut, means if she's not deaf or in a coma she must've heard you. It's been about five seconds and the witch hasn't run out. That might mean she's surprised into inaction or preparing something. It might also mean she doesn't care but you doubt that and if she didn't care about a potential intruder, that would mean she's either gone senile or is out of your league. You have to assume the worst.

She could be out of that hut any second. Plan A is gone. Time for Plan B.

>Look for a branch to support your weight.
>Improvise some temporary leverage with your club.
>Pull yourself out of the hole and on the ground.
>Hide as well as you can under the circumstances.
>Get your sharpest throwing axe ready.
>"Come clean" and think of a lie.
>You've got a better plan. What?
>>
>>4866029
>Hide as well as you can under the circumstances.
>Get your sharpest throwing axe ready.
If she sees us right away, we'll have a weapon ready. If she doesn't, we let her come closer, improving the chances of a killing blow.
>>
>>4866029
>>leave the scary witch hut
>>
>>4866029
>"Come clean" and think of a lie.
Go with the plan where we bluff our way in. We're an injured monster-man seeking aid, and heard heard was a fellow ostracized outsider. Kindly let us in?

We can kill her when her guards down, and still learn the fate of the kids.
>>
>>4866029
>You've got a better plan. What?
use the grapple hook to get to the other side of the house, because the witch would be looking where the screaming was, and ready your throwing axes to throw at her. 1st aimed at the back because the pain would make aiming for the head harder, and if that hits then aim a 2nd for the head, if it misses then try again
>>
>>4867124
If we aren't going for the bluff in >>4866401
(which was me, so this isn't a double vote), I'll support this.
>>
>>4866249
I switch from this to grapple hook and axe option here >>4867124
>>
>>4866401
This, fuck it.
>>
>>4866401
I don't think trying to use sympathy on a child abducting witch is going to work well...
>>
>>4867542
She may not have sympathy for children of human society, but a fellow monster? Maybe.
>>
>>4867557
>devil worshiper
>regularly kidnaps children for satanic ritual
>turned one man blind for simply walking near her house
>kind to a monster that for all she knows is going to trick and eat her
Anon...
>>
>>4867589
Hang on, he may be on to something...
Maybe we can join the witch's ranks as her thrall? Children look like mighty fine eatin'...
>>
>>4867604
You know they're probably pretty tender, and our skills are perfect for abducting them too...
>>
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>>4867646
EVIL SASQUATCH FATHER'S GENES TAKING OVER... OH FUCKKKKKKK
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>>4867604
I just want to lure her into a false sense of security and axe her.

>>4867657
Who says Dad was evil?
>>
>>4868174
>Who says Dad was evil
I 'unno
>>
>>4867542
>>4867557
Not sympathy. Pragmatism and selfishness. If she believes she can use us for her own ends, she might be nice.
>>
Also, I want to be used by a mommy dommy witch
>>
>>4866029
>>Improvise some temporary leverage with your club.
>>
>>4866029
>>Hide as well as you can under the circumstances.
>>
Let's squatch!!!