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Archived threads in /qst/ - Quests - 125. page

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My name is Mary.

I now own a dungeon.

Not by choice, mind you. I was forced into this when the previous owner placed a curse on me after I tried to audit him. Now I'm the ruler of this place until my asshole of a boss decides to send someone to free me from the curse.

So, anywhere between a month and forever.

But I'm trying to make the most of it while I'm here.

Lately, however...
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>>1445942
Assets

G: 270
Runes: 17
Mana: 21
Staff: 5

Known Runes:
Water
Fancy
Stone
Comfy
Explode
Sword
Metal
Wood
Container
Fist
Cloth
Magic
String
Fire
Mind
Oil
Music
Mithril
Psionic
Levitation
Wind
Light
Tech
Law
Dark
Mundane (Anti-Magic)
Plain
Chaos
Gravity
Candy
Poison
Time
Glass
Heal
Shield

===Items===
Chests: G10
Food: Good- G10, Excellent- G20

===Tier I Units===
Builder: Can build rooms. Can also construct hallways for the dungeon and fill any space with basic traps. (Purchased)
Cook: Cooks food. Boosts morale for other units. (Purchased)
Dungeoneer: Builds magical traps and manages the Army. Can also infuse demons with more runes. (Purchased)

===Tier II===
Archiver: Upgrade to Librarian. Can transmute runes. G-600 (Purchased)
Carpenter: This will halve the price for all rooms. Costs G300 (Purchased)
Chef II: Cooks food better. G100. (Purchased)
Demonologist II: Can fuse two runes together to create an Opposite Rune. G-3000. Minus 50 for each rune known. (Purchased)
Dungeoneer II: Can create six runed monsters and, with Carpenter II, can create multiple dungeon floors.
She can also create Extra Boss rooms that can house any demon with more than 5 runes.

===Tier III Units===
Archiver II: Cost of conversion to opposite runes dropped to 1. New runes can be created randomly by destroying two runes. G- 9000. Price drops by 200 for each rune known.
Carpenter II: Allows for the creation of a second dungeon or added floor. G-3000
Demonologist III: Price to create demons dropped by 1 rune. 5 rune demons will cost 4, 3 will cost 2, etc. Demons can go on Expeditions to retrieve material for the dungeon if they are 3 runes or higher. Higher runed demons bring back greater rewards. G- 4000
Dungeoneer III: Allows for the creation of 7 rune monsters. Can alter the runes in a demon once, only. Allows Final Boss rooms to contain 6 rune monsters. Allows Extra Boss runes to contain 7 rune monsters. G-5000
Calculator: Invests money into otherworldly affairs. Money is generated as more money is poured into investments. G-2000

===Tier I Rooms===
Kitchen: G-200
Barracks: G200
Empty Room: G50
Treasure Room: G100

===Tier II Rooms===
Mini-Boss Room: G100
Final Boss Room: G1000
False Final Boss Room: G500 (Must contain a trap of some kind)
Trapped Room: G75 (Requires Builder)
Magical Trap: G100 (Requires Dungeoneer)
False Wall: G25 (Requires Dungeoneer)

===Tier III Rooms===
Entrance Repair: G300 (Requires Carpenter)
Dungeon Outside Change: G500 (Requires Carpenter)
Slime Breeding Room: G500 3 Water Runes. Additional rooms cost G600. 1.5x rune production per room.
Extra Boss Room: Holds 6 Rune Monsters. G-1200

===Tier IX Rooms===
Added Dungeon Floor: ??? (Requires Dungeoneer II. Requires Carpenter II. Requires 2 Boss demons to have been made)
Extra Dungeon: ??? (Requires Dungeoneer II. Requires Carpenter III. Requires 3 Bosses to have been made)

Note: Rooms are furnished with the bare minimum. They can be enhanced with runes.

https://pastebin.com/4gAZ7sWf
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>>1445942
LATE
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>>1445942
My first live audit quest! I'm very excited!

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The moon peeked over the clouds allowing a few dim rays of moonlight to illuminate your surroundings just enough to see the dirt path and the outlines of the trees and bushes. You walk hurriedly up the dirt path hoping that you get to your destination, Cartwright Rest, which was a three hours walk away. Further along the path you began noticing some strange happenings around you, the occasional rustling of the leaves which seemed distant at first grew closer by the minute, lights flickering in the distance, and you swore you saw a silhouette move between the trees a minute ago. You curse yourself under your breath as you quickened your pace from a walk to a jog, you curse yourself for accepting a to work as a(n)....

>Cartographer

>Armed Escort

>Laborer

>Doctor
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cartographer
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You curse yourself under your breath as you quickened your pace from a walk to a jog, you curse yourself for accepting a to work as a Cartographer. Though to be fair the pay is good and you finally get out of your office, or your Ex-spouse's Basement.

After three hours of walking later you find yourself in the Cartwright Rest, a meager trading post set up by a bunch of /pol/acks three maybe four months ago. You ask around the outpost for a /pol/ack going under the name of MechaJew or as you'll have to call him now, Boss. Fortunately for you MechaJew has decided to stay in the Cartwright inn until the morning so you haven't missed them however unlike the rest of the crew you will have to be paying for your own room and board though you didn't mind all too much since you have a bit of money to spare that and you were too tired care as you had been walking for 12 hours straight.

You awake in the early hours of the morning and took advantage of T H E B A T H and washed your face and admire your Physique which was rather...

>Stout

>/fit/

>fat

>Scrawmy

>/c/ute
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>>1444157
>/c/ute

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Remove Kecleon From Premises

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Pokemon%20Island%20Adventure%20Quest
https://twitter.com/GobbleQM
Character info pastebin in progress: http://pastebin.com/iB0tb7rz
Dice odds for best of 3: http://pastebin.com/994WTT3g

General rules:

There is a 10 minute voting period after each post. Non-contradictory votes will be combined as best as possible.

Write-ins for all votes are always welcome and encouraged. They may not all make it into the post or be altered to fit in, but I'll do my best to at least try to address the spirit of the write-in.

Very important or contentious votes may be redone in a stricter voting system as circumstances warrant.

Combat mechanics involve three rolls of 1d100, taking the best, and using the base accuracy and crit ranges of the game, roughly, but the 'turn order' will be more like the anime, where sometimes you can do a few moves in a row or be hit by a combo of moves yourself, all depending on circumstances. Stronger moves tend to take more time and have more cooldown than weaker moves, so beware of that timing. Speed is more important for closing ground, intercepting, and other things and doesn't necessarily mean going first. Infact, you can do more than one move in a row like the anime, but so can your opponents.

Call me out on a mistake and receive a suggestive picture, mostly likely a butt.

Pokemon:
Gobble (Munchlax)
Mace (Roggenrola)
Belladonna (Roselia)
Dice (Totodile)

Badges: 3

Recently: You had some bonding with Laki, met Max, a potential new rival, and have a new task to round up Kecleon from this small island so that the native Vigoroth and Slaking can once again prosper!
278 posts and 47 images submitted.
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First for Laki Best Girl
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Wow, haven't been this early in about 40 threads or so. Nice to see you gobble.
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>>1442963
[Thanks! You too!]

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It's late at night.

It feels so strange, after so long an exile, to be finally able to sleep once more in your old bed.

Well, truth be told, there is remarkably little sleeping involved. Tia makes rather sure of that throughout the night.

The next morning, the palace wakes up early, with attendants and secretaries and dignitaries crowding the corridors and hallways. The chatters and murmurs and footsteps of the gears of bureaucracy grinding back to full speed fill the air.

Trying your best to relax your mind after the rather busy week you just faced, you stare up, fixing your eyes on the silken canopy hanging over your bed, and let your mind wander.

Strange, mechanical Exalted from another dimension are considering invading your own in order to keep their world alive. And you'll have to find a way to stave off that war, possibly by retrieving a legendary artifact of doom of which no one seems to know anything.

Your father is back in charge as the Despot of Gem. None is the wiser that you and your friends are Exalted, at least for now, so his position should be relatively stable. And hey, he approved of your marriage, or at least didn't make a fuss of it, so there's that.

Your mother's whereabouts are still unknown. Your best hope is that she will reveal herself once news of this little coup d'etat you just did reaches her. So she knows that Gem is safe for her once more.

And your sister finally got dad to approve of her marriage, too. I mean, it's not a mystery he doesn't like Rankar Jr, and that is understandable. But at least he's not opposing it anymore.

...You pray this isn't going to tear apart your family any more than it already is.

In the end, what Karas said yesterday is true: you can't afford to stay too long here in Gem. Not with the Realm being suspicious after all the weird stuff that happened recently.

...There are still a few things you absolutely must do before leaving, though.

"What's wrong, Maka?" Tia's face pops up from under the blankets. "You're worried about something?"

(cont.)
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"...I was just thinking." You try and smile. No sense being worried now. Everything went... about as well as you could have hoped. Right? "Better get up and get dressed. We have still a few things to take care of before we return to Tianna."

"Boo." Tia mopes, locking her arms around your waist to keep you from getting up.

You groan. "Tia, please. I know all this talking and all this bureaucracy business bores you, but I have to do it."

>And you have to come with me. Pretty please?
>You don't have to come with me. You're free to wander around the palace.
>You don't have to come with me. You're free to wander around town.
>You don't have to come with me. If you're bored, why don't you go to the fighting pits?
>You don't have to come with me. If you're bored, why don't you go to the red light district?
>You don't have to come with me. If you're bored, why don't you go to the marketplace?
>You don't have to come with me. If you're bored, why don't you have a walk outside town? There might be Fair Folk outside!
>(Other?)
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>Who are we?
Maka, an exiled noble Exalted as a Zenith-caste Solar. Queen of Gem, now ruling the western island of Tianna. You have gathered a vast amount of allies and friends, and defeated every threat to Tianna up to now, though not without difficulty.
You recently discovered that Tianna is actually an artificial island, built around a First Age Titan: an almighty flying fortress. Your forces have crushed the Bodhisattva Anointed by Dark Water, a Deathlord who tried to usurp its power for himself.
And now, on the day of your wedding, the Unconquered Sun Himself appeared to you and crowned you Princess of Creation, asking you to be an example for others in these dark times.
After securing the alliance of the nearby realm of Neck (or Okeanos, as they prefer to be called), you received news from your remote homeland of Gem: Rankar, the man who usurped your throne, holds your father and sister prisoner, and is about to marry her to his own son in an attempt to solidify and legitimize his power over the city.
You found out that Rankar was dealing with Alchemical Exalted, strange machine heroes from another world. Their world is dying and they're desperate to find the raw materials they need to repair it, and you're trying to find a way to avoid a war that could endanger Creation...


>Solar? Zenith? I don't know Exalted...
This quest is as newbie-friendly as possible, and I want it to work as a newbie's intro to Exalted. If you have ANY question, ask in thread. For the setting, google "1d4chan exalted".

>Archive?
http://suptg.thisisnotatrueending.com/archive.html?tags=Tianna

>System?
Dicepool-like system. When performing an action, everyone rolls 2d10 when posting. The first X rolls are considered, where X is equal to attribute + ability.

>XP?
Attributes cost [current score x5] xp. Abilities cost [current score x3] xp, except Zenith costing [(current score x3) -1]. Charms cost 10 xp, except for Zenith-based charms (related to charisma and physical/mental fortitude) which cost 8 xp. At the end of every "session" (thread) you will be presented with a list of possible acquisitions.

>Twitter?
@exaltedfag

>Any questions?
http://ask.fm/Exaltedfag

New System Info: http://pastebin.com/pvAZpsJ6
Characters info (player-made): http://pastebin.com/5WnD47jp
Quest in ebook format (player-made): https://www.dropbox.com/s/0wl5obxcwuakgdj/Exalted%20Quest%20-%20Threads%2001-101%20%5Bpdf%5D.rar?dl=0
Meanwhiles: http://pastebin.com/u/Exaltedfag
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Here's the calendar. You're making plans to leave Gem tomorrow at dawn, and return to Tianna.

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>Welcome back to Xenomorph Quest!

The two bipeds still seem shell-shocked at your new ability. Amongst their babbling malignant and blurred thoughts form.

Nest. Have nest. (Resting spot??? Hiding???) They meat-- I'm similar. Similar nest? Should ask. What word is nest for them? (Meat nest?) Good idea.

M̶̧̛͠E̛͢A̸͢T̷̡̕͡ ̵̵͞͠N̨͘͝͝È̢͡S̷̴̷̵͜T̵̨͢?̷̴̢͡ you creak out.

"M-meat-eat nest?"

Ŗ͠E͘͢͢͝S̴̨̛͜T̡̨̕Į͡Ǹ̶G̸͡?̶̨̕͟

They look at you with confused faces.

"What'd you think it mean by that?

"Maybe it sayin' this meat pile is its nest."

"That's fucken retarded Carl!"

"Yer the one askin' fuckface!"

They continue like this for some time. You finally interject after several minutes of arguing.

R̵̀̀͜E̕S̸̢̨͡T̡̢̕ ͢Ņ̧͜E̛͝Ś̸̷T̕͡!

Both of them pause.

"I think it askin' if we got a home."

"Reckon we bring it over? It ain't being harmful."

"It's also the only other thing besides them little blue fellers that can speak. We could show it to Pa he would know what to do with it!"

You hiss happily and begin bobbing up and down. The two take notice and the three of you begin making your way to the what they call "the farm."
You begin to space off during the walk.

Little blue fellers. (What is blue?) More meat. More speaking meat. Equated with me? Inferior / superior? (Inferior at speaking, superior at killing.) Navigation is good here. Nest is in a tree? (Should search for tree meat.) (What is a tree, truly?)

T̸̕͡R̶̷̡̀Ę̀͢͠Ę̨͢ ́͜͝͠͞Ḿ̶͟͜Ę̶̵́À̵T you grumble before snapping back into reality.

The "farm house" looks more or less the same last time you saw it. Some yellow plant fields are missing however.

"Stay here...ugh you." Ben says.

He then stomps into the house shouting "Pa!". A few minutes later an older biped with hair on its chin walks out.

"Well here it is, Pa."

"Ere's whot? The devil 'imself?


>Speak up (Enter Dialogue) (d20)
>Stay Quiet
>Attack (d20) (Kill or Capture)
>Other
27 posts and 2 images submitted.
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>>1442995
>>Stay Quiet
>>
>Speak up
"WHAT IS DEVIL"
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>>1442995
>>Stay Quiet

Some resources: https://mega.nz/#F!rFIDxRRK!IEzkLlroRoPwmDqtxKRMsw

Discord: https://discord.gg/GQMr35k

Character Sheet: https://pastebin.com/3RDN1ra0

Dice system: rolls are all d10's. 8, 9, and 10 are successes. Unless stated otherwise on the sheet, 10's and only 10's explode into additional dice (this is called 10-again). Willpower is spent to increase a roll by 3 dice.

Previous thread: >>1423117

Mary's last thread: http://suptg.thisisnotatrueending.com/qstarchive/1371192/

You double-check your hair clips as you get off the bus and head down to the park, the late-afternoon sunlight scorching your colorless skin. It's finally Saturday, which means that Orion and Alfie are going to try and settle their argument over whether ghosts are real or not, and you've been asked along as an "arbiter", whatever that is. You're pretty sure Uncle Terry wouldn't approve of this, but he's out at work now and besides, you want to have some fun with your friends.

Speaking of them, you can see the rest of your friends grouped around one of the benches. Orion's looking at a big folder on top of a wheeled suitcase, his brows furrowed in concentration. Alfie's digging through a backpack while going down a checklist. Moonbeam... appears to have fallen asleep in the grass by the bench, her hair partially wrapped around her front like a blanket. And Rowan-

"HEY BESTIE!"
-is right behind you, pulling you into a half-hug, half-crush.

"Eep-I mean... Hi, Rowan!"

Rowan lets go of you and runs around to the front. She's wearing a hot-pink T-shirt and shorts the color of a tangerine. "Great to see you today! So, you ready to do Orion's dumb nerd thing? I mean, we probably aren't going to find any ghosts, but it'll be fun! Just a bunch of friends, hanging out, being friends, after dark, in, like, a haunted house... it'll be so cool!"


>I guess...

>You aren't worried?

>Has Orion done this before?

>Write-In
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>>1440635
>Has Orion done this before?
>>
>>1440635
>You aren't worried?
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>>1440635
>>You aren't worried?
>>Has Orion done this before?

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First to three votes wins.

Select an SCP or multiple (as explained by rules in pic) then select a companion or multiple (as explained within pic)

Once we have those selected we can start.
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>>1444828
889, 914, 054
>>
>>1444828
008, 292, 049, 999
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>>1444828
713, 914, 085.

I can show you the wooorrrrld~

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Previous Thread: >>1412127

New players are always welcome!

In this quest you assume the role of an aspiring student who is about to enter the Mageknight Academy. You must hone your skills, make some friends (and perhaps also some enemies) and fight battles in order to prove yourself worthy of graduating as a fully fledged Mageknight! Each year (every 100th turn) your character will be tested by the academy to see if your character is progressing well and meeting the Academy's high standards. After the 3rd year your character will head off into a their first mission for a final test.

How to Join:
New players must fill out their character sheets. The sheet must include the following information:
>Anyone can join at any time. Latecomers and laggers are given bonus action points to catch up with the other players.
1) Your character's full name
2) Your character's backstory, appearance and any other useful information.
3) You are given 3 Skill Points. Choose 1 starting spell and 2 other skills or spells.

How to Play:
1) Each turn you will be given 2 [Action Points]. Post your character sheet and your chosen actions along with a 2d100 roll.
>Normally your roll must pass the [Difficulty Challenge] of 25 in order to succeed.
>Getting a 10 and below is a [Critical Failure] while 91 and above is a [Critical Success]
2) All players must wait for the "TURN GO" post before submitting any actions posts. After which you must post your actions only to that post.
3) After all actions are processed and a new turn begins, update your character sheet.
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>>1441536
Acquiring and Improving Spells & Skills:
1) Study, research, explore, train or take classes to discover and learn new spells.
2) Training an already learned spell or skill will raise it further to the next tier once enough [Progress Points] are accumulated.
4) The progress threshold is based on the Fibonacci sequence (1,2,3,5,8,...)
>Usually Spell and Skill tiers are named as Basic => Intermediate => Advanced => Expert => Master
>Alternatively you can label the tiers as T1, T2, T3 and so on.

Spellcrafting:
Spellcrafting involves fusing spells with various skills, knowledge and even other spells that your character has learned together creating a new spell or skill.
>The name of the resulting new spell will be determined by the QM. By default it will be "Cast A B C..."
>Your dice roll will affect the result of the spellcrafting. Lower rolls will result in weaker or negative version of the intended spell and vice versa.

Social Interactions:
1) Role playing with other players is a free action. Role playing with NPCs, however, will cost an action point to do so.
2) Collaborative Player-to-Player actions like trading, tutoring and PvP, will cost an action point to do so.

Combat:
1) Post 2 actions like you normally would. Your opponent will roll their own 2 actions.
2) To defeat your opponent, you must overcome their defensive or evasion roll and vice versa
>If you have not rolled an evasion or defensive roll then your opponent must pass normal DC to hit you and vice versa.
>If both combatants attacked successfully then it's a Double KO.
>If both combatants defended successfully then it's a Stalemate.
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>>1441543
Website: https://sites.google.com/view/mkam/home
In-depth Rules Explanation: https://docs.google.com/document/d/13unrqxqUiX3G0rau6CpEu7Pd5FxEsXz54pfVS9PfGEs/edit?usp=sharing
NPC Database for Madrid: https://docs.google.com/document/d/14Rf_RGpYIs0cdy1eUYYs-hr8_hqVaLrkSSvbzACtoFI/edit?usp=sharing
Discord Server: https://discord.gg/pEEkNkr
>>
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[===Academy News===]
In current news, the Grimwoods threat continues to necessitate regular patrols to ensure the safety of the Academy as well as the greater Madrid community at large. The Principal's Administration previously reestablished [The Watch] as a precautionary measure. But is it enough? Most recently some Second Year students have taken it upon themselves to travel to the [Grimwoods Outpost] in order to tackle the threat where it spreads. Arguably the lost of diplomatic relationship with the Deertaur has hindered investigation of the source of the [Grimwoods Corruption]. Would they not know better what plagues their home? For First Year students and all others this is a reminder that the Curfew of 10:30 PM is still in effect. Please sign in with your Residential Assistants, so that we know you are safe.

>Mechanics for [The Watch]
>Principal Hernandez has reestablished the old school organization, [The Watch]. You may sign up in order to help patrol the school, and see whether any problems are arising. However, being a member of [The Watch] requires that one spend at least one action every other turn to patrol the school, at little to no personal benefit. Every three actions of patrolling the school will earn the student a League Point, up until the cap of 9. A tenth League Point may be earned by finding something particularly important, or putting down a major threat. Missing one of these actions results in probation from [The Watch]. Missing two will result in being kicked from [The Watch].

In other news, students have witnessed a strange arrangements of the Gargoyles atop of Academy buildings. The stone guardians have been seen across the campus perched on the Library. It is known that the Holy Order commissioned the creation and placement of these stone guardians. So we asked the attending priest whose roof is the creation's original perch to help us understand. In response, "Please do not be too overly concerned, unless you are a roofer, haha. These what you might call Gargoyles, or Golems, will not harm anyone. We allow them to roam the campus every do often so that their mobility is tested. And so that if there are problems, we may restore that mobility."

And Now returning to news stands after a very long time:
[==Madrid Enquirer==]
"Servants of God"
Andrew Thomas writes about the Hebdomad. These servants of god were described in the ancient Nag Hammadi texts as parasitic off-world beings who infected the minds of kings. These servants feed off human fear and create as much bloodshed, agony, and chaos as possible.

"The Voynich Manuscript"
Taylor Davis comments on the enigmatic document. Dated back to the early 15th century, experts have failed to decipher the encoded script. So far, experts have been able to identify 12 words, mostly the names of plants and planets.

[======]

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Welcome back to Dark Empire Quest, where you the players aid the reborn Emperor Palpatine and Commander Alana Tyrna as they fight to rebuild the Empire after the crushing defeat at Endor and the subsequent collapse. We will guide their choices, deal with the consequences of their actions, and work to ensure the Empire rises once again.

Important links:

Archive
>http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Dark+Empire

Pastebin for info dumps
>https://pastebin.com/u/Timekiller21

Twitter feed I use to announced planned game times.
>https://twitter.com/DarkEmpireQuest

This is the map system I use for planning
>http://www.swgalaxymap.com/

And this is a gold mine resource for Star wars info, take with a grain of salt since this universe follows its own continuity.
>http://starwars.wikia.com/

I allow between ten and twenty minutes for voting depending on the importance of the issue and how divided the vote is. If the vote is tied up, I usually allow an extra five minutes for a tie breaker, and if no one votes, I roll for the tie breaker (The will of the dark side).

I always try to incorporate (and encourage) write ins if they don't violate the spirit of voted decisions, though I may edit or tweak them to fit better.

***

Previously:

>>1430538

A widespread rash of mutinies and desertions has occurred in the Imperial Navy on the eve of the Howlrunner + Maelstrom campaigns intended to reclaim the Corellian System for the Empire. The exact extent of the problem isn't clear, but it doesn't appear to be crippling, though as Commander Alana Tyrna, you can't know for sure how deep the issue goes. The navy has long been reliant on conscripts to man its vast fleets and fill out the ranks of its armies. In the past, pride in the Empire, fear of punishment, and a strict officer corps kept them in line.

With the Empire and officer corps greatly reduced, morale among the conscripts has sunk quite low. Though recent victories have bolstered it, there are many who have lost their faith in the Empire completely. The problem was exacerbated by a reliance on drafted officers to fill in the gaps in manpower. Clearly many, if not most of the conscripts are still loyal to the Empire, but the actions of a few have left a negative impression on the High Command.

One Carrack-class is missing, presumably hijacked by deserters. More pressingly, the Lancer-Class frigate Turmoil was unsuccessfully seized by mutineers, resulting in a number of casualties, and ultimately, a standoff with the mutineers holed up on the bridge. The mutineers are in negotiations with Commander Tyrna. They have control of Turmoil's bridge, and your former XO Lieutenant Tierce captive. You hold one of the mutineers, former Lieutenant Ralitar aboard your brig. The mutineers have offered a trade, Tierce and return of Turmoil for Ralitar and safe passage away aboard a Lambda shuttle.

You have opted to agree to the terms and then stab them in the back.
148 posts and 16 images submitted.
>>
The mood on Splinter's bridge is tense. The unease is palpable. With the communication from Yazz instructing you to treat all conscripts with suspicion, well over half of the fleet is now on watch, and they know it.

After Ralitar was escorted off your bridge to the brig, you breathed a silent sigh of relief. You half expected the trooper to refuse your orders as one of the mutineers. That did not stop you from double checking the brig records that Ralitar was taken there successfully.

Now, the situation seems to have stabilized somewhat, with the mutineers barricaded onto the bridge of Turmoil with at least Lieutenant Tierce as a hostage, and potentially more. The mutineers demands are as follows:

1: Withdrawing all boarding craft and personnel from Turmoil

2: Sending Lieutenant Ralitar aboard, along with a shuttle, untampered with, to be confirmed by a technician among the mutineers

3: Withdrawing the fleet to a specified distance, allowing the mutineers to board the shuttle and leave. They will take Ralitar with them, and leave Tierce, and Turmoil behind.

You intend to let the mutineers think they've won and then strike when they don't expect it.

There are a few methods of doing this, all of them carry some risk. Represented by me rolling 2D6 and totaling the result. Dice! Options to follow.
>>
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>Ambush the mutineers aboard Turmoil with a platoon of Stormtroopers. (8+)
This will require speed and precision since the Mutineers can verify with scanners that Turmoil is empty. In essence, you will have to determine when the mutineers are moving and dispatch a boarding party. This carries the risk of the mutineers fighting off your boarding party, killing the hostages, or getting to the shuttle and taking hostages with them
>Sabotage the shuttle. Either by planting a hidden remote bomb, or disabling the hyperdrive (8+)
This will be hampered by time constraints. A skilled tech could do either of these almost undetectably given enough time. You don't have all the time in the world. If the sabotage is botched, it could either be detected ahead of time, resulting in upset mutineers and potentially dead hostages, or it could fail to activate at the appointed time.

>Intercept and disable/destroy the shuttle with fast craft like fighters. (8+)
This one, according to the mutineers stated goal of not brining hostages along, is the safest for your people, though it carries a significant risk that the shuttle will escape to the hyperlimit before your fighters reach it, since the mutineers are demanding all fleet craft withdraw to a safe distance. You currently have 3 avengers traveling through hyperspace searching for Thrasher, your missing Carrack. They could be called back, but their jump would require pinpoint accuracy to drop them near the Lambda, as well as perfect timing to arrive on time. This is astronomically unlikely to happen perfectly.

>Write-in.
Heck, I can't think of everything, but every plan carries a risk. If you go with write-in, be prepared to have me explain the risks involved, and why it won't be as simple as you suspect. But who knows, you may pull off a win here.

>On second thought, let them go and put trackers on the shuttle instead. This is too risky.

I only put this option in, because with the visible risk (8+) I figure some people may change their minds. For this option to succeed, it must get more votes than all of the other votes combined, otherwise a plan will be executed.
>>
>>1440516
A difficult choice. I say that we

>On second thought, let them go and put trackers on the shuttle instead. This is too risky.

And then have fighters jump to their location

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Dungeon Civ takes place inside a stereotypical RPG Dungeon.

You are a race of Slimes living on the 55th floor of the Dungeon. Floor 55 is a Ruined City which grants defensive bonuses. The most recent Dungeon God has granted all the creatures on your Floor sentience and the ability to grow beyond their initial parameters. You were a mid level boss named Kulnarth (the all consuming) a Royal Slime.

Recently a former colleague of one of your Heroes nearly wiped you out. Frederick was only repelled by the combined effort of yourself, Ash, and both Skaven Heroes. You are rebuilding, but will it be enough to keep you safe?

>Stats
Breeding determines how quickly your race spawns and respawns, and the Floor unit cap for your race.

Melee determines how well you fight with Melee weapons, and the maximum level of Melee weapons your race can equip. Also determines your base defense against Melee attacks.

Ranged works like Melee, but for Ranged weapons. Ranged weapons do less damage than Melee weapons on average. Also determines defense against Ranged attacks.

Magic determines what type of Magic you can equip. Equipping a type of magic will often change your type conferring bonuses and weaknesses. Also determines the strength of your magic and defense against magic.
(Some magic will require a Melee or Ranged roll)

Technology is useful for building and detecting traps, and determines the best equipment your race naturally produces. Also effects accessory limits.

Diplomacy affects party size, trade, and your diplomatic interaction with other races. Also determines whether or not you can accept a certain race into your Hero's Party.

Many of these can be improved or modified.

>Heroes

A hero is a unit well above the average for its race. Some Dungeon Races generate Heroes naturally, others have to work towards them. Heroes are allowed to equip special equipment and act independently of their racial holdings.

Sometimes a group of Heroes will descend into the Dungeon from the Outside. These are almost always powerful beings hoping to challenge the Dungeon God. It is not unheard of for such Heroes to annihilate entire Floors.

>Floor

The Floor is your world, but that doesn't mean you know all its secrets. Becoming the dominant Race on a floor can allow you to increase its Level.
Floor 55 has recently become a level 2 Floor.

>Stronghold

The Stronghold is the center of your Race's power. Heroes will rest here when not on assignment or questing. And the items of fallen Adventurers and Heroes will be stored here. If your Stronghold is destroyed all of your basic racial units on that floor will die immediately leaving only your Hero units. Your Stronghold is the Ruined Baths zone next to the Floor starting area.

>Dice

All rolls are 1d20 best of three. Your roll will be modified by magic, equipment, accessories, racial bonuses, and other modifiers as deemed necessary.
274 posts and 30 images submitted.
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>>1439332
For some reason I keep getting a connection error
>>
>>1439332
Alchemist nods enthusiastically at your orders for various exotic poisons and venoms, but seems a bit bored with the orders for potions and stat + items.

"So usual adventuring fare with a bit of spice, I can do that. Swing by the shop in a couple of Turns and everything will be ready to go.

You handled that. You handled that exactly like a boss. You are her boss.

Ha!
>>
>>1439344
Riding a wave of authoritative success you roll into the Treasure Vault and sweep up all of your Xp tokens.

Go big, or get your home destroyed by lunatic Adventurers in league with Diabolos little brother.

Off hand you toss six tokens into your mouth. They shine ever brighter as they swirl around your core before merging with it.

>Kulnarth has attained Level 4

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Welcome to The Lost Island Quest. Last thread our hero, Vrimkis, a Moonferal Skaven and the latest in a long line of curious adventurer types, finally convinced a group of strange foreigners from a distant land who are either kind or ignorant enough to tolerate those with his affliction, to accompany him on an expedition into the ancient Dwarven stronghold of Khagh Moldir.

Relevant Information:

http://pastebin.com/W5vqnRBU (Alan's Character Sheet)
http://pastebin.com/3LPDLd9u (NPCs)
http://pastebin.com/Rr58BsBi (Bestiary)

Archive of Past Threads:

http://suptg.thisisnotatrueending.com/archive.html?tags=lost+island

Updates and announcements:

https://discord.gg/kg36FTs
41 posts and 8 images submitted.
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What my great grandfather told me of the dwarves,” your great grandfather chitters out to the rest of the mischief, gathered all together in one of the deeper chambers of the Warren to listen to another of his stories. “Was that their propensity for callous cruelty was only ever outshone by their master craftsman approach to technological innovation and . . .

. . .

The human male – Alan – dashes down the upper entry corridor of Khagh Moldir in pursuit of the small, scuttling remnant of the fort's former inhabitants. The whirring noise emanating from the machine makes it all the easier to follow with your eyes as the tall, tailless creature outpaces the small device's scurrying gait. Once within striking distance, before they get too far ahead, he bends down and lashes out with an open hand, ripping the many-legged machine off the wall before holding it up in the air, its legs kicking futilely as it struggles to escape.

“Got it,” Alan informs the rest of the expedition, turning back round and walking towards the group at a much more casual pace.

You watch the metal product of Dwarven intellect as the human approaches. Your nose twitches as you dwell on how simple that solution seemed to be.

“That easy?” you mutter to yourself in your native tongue, looking about for some sign of . . . something. Your tail is still tingling so something must be up.

What eventually draws your wary gaze is seemingly captured machine Alan holds proudly. The large red gem at the center of its carapace begins pulsating at a faster rate. It takes you a second of watching it to realize that not only has the rate increased, but it steadily continues to do so, getting faster and faster with each passing moment of supposed captivity. Even the tailless being holding the small, spherical intruder has its attention drawn to this rapid change.

What is it doing?

. . . Your hairs stands on end.

. . .

Their propensity for callous cruelty was only ever outshone by their master craftsman approach to technological innovation and . . . their affinity for explosives.

. . .

>Run up and rip out the gem
>Shoot the machine with your crossbow
>Shout out a warning
>Something else? (write-in)
>>
>>1440462
>>Run up and rip out the gem
while shouting out a warning
>>
>>1440462
>Shout out a warning

Start with the word 'bomb' before anything else.

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The walls and roof are reinforced with the spare stones of the mountain. The hard work of your villagers shines through as the construction of the nursery is completed months ahead of the estimated date.

You now have room for 40! Baby shrooms. Not only that, a large door has been added to the side to allow for bigger bodies to be dragged into the building.


>Kinder-garden: done

---

The time has come! The ogre will be given to the sun god U-SO. Hopefully with this tribute the god of sunlight will finally put you into his good graces.

The body of the Ogre is burned before the shrine of the gods (As U-so has no fully dedicated shrine) with the Priest shroom overseeing the event. He tells you the future will surely shine bright through this offering that hos been given.

>Something for your hard work-

---

A bolstering of the army has become a must. After losing several of your troops to the battle against the Ogres, several villagers have requested to learn to protect and serve your people.

First and foremost however you must construct the weaponry and armor for this new generation of warriors. Wood is taken from the forest and crafted into armor, stone is crafted into some new spears.

>+10 Stone Spearmen
>+20 Armored spearmen

---

Event: Priest has given word from shroom and u-so. They tell of riches to the north within your realm. They tell gold, weapons, books, and more all yours for the taking. However this is where the priests are conflicted.

The Priest of U-so urges you to take this bounty and kill any others who would try and take your rightful gains. But the original priest, the priest of Shroom tells you otherwise. This bounty is not yours to take, it should be returned to the land from which it came.

>Free Action: Side With U-so of the sun, or Shroom of nature, or of course neither.
207 posts and 12 images submitted.
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>3 actions
>>
>>1439807

>Improve Weapons with Copper
>Build Shrine for U-So (Ever burning flame, also this will hopefully offset any anger that might have when I vote against taking the bounty for ourselves)
>Explore North, try to find this store (Probably siding with Shrom but I would like to hold off on committing until we know how difficult it will be to return or how hard we have to fight for these resources)
>>
>>1439825
Ya got like 8 copper bars. How many do you want to use on weapon improvements.

Also the northern thing is an extra action. You still got another action.

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The entire eastern seaboard of North America and much of the progressive northern cities have been completely destroyed during a short duration, high frequency thermonuclear war. Amidst the vast ruins and wastelands of the countryside, a few cities remain. The lifeblood of these cities is the many rivers that sprawl across the otherwise barren landscape. San Luiz serves as a port city along the old Mizipi River, servicing surrounding communities of food and supplies within a 300-mile radius.

Most of the industrial and urban core of this once prosperous city of the Ancient’s became decimated during the war. A few outlying suburbs of San Luiz remain. The shipping docks along the city’s east shore have been rebuilt and provide employment for the vast majority of the population. The cultural climate of San Luiz if very diverse as many different genotypes and persons of various creeds have emigrated from the hazardous swamplands of the south. Although organized crime is the overall activity of choice among the streets of San Luiz, the city center remains protected from rural denizens due to the natural barriers of the large Mizipi River and a well-armed local citizenry.

San Luiz has been rumored to hold refuge to the largest Restorationist clan ever known. This clan controls and directly influences the local economy and trading systems. They are also responsible for unearthing the hidden secrets of the Ancients that have been concealed since the war. Their competitors range from river robbers to highly organized tech-raider gangs. Along with the Restorationists, it has been reported that several of the smaller local clans and gangs have discovered secrets of the Ancients and are learning to use it against one another to take control of the city. These rumors have brought mercenaries and other nasty folk seeking personal gain from across the lands to San Luiz…
59 posts and 5 images submitted.
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With a slight push of hand, the off-centered door creeks open. Caliban enters the derelict residence and scowls at his new surroundings with a steady, surveying glare. His rubber-soled boots squeak across the warped wood floor as he conducts a quick investigation for any evidence of rats and other vermin that may be lurking in the various dark corners and moldy crevices of the small East San Luiz apartment. After discovering no signs of imminent invasion, Caliban scans over the room with his orange eyes and concludes, “What a dump” with a deep-throated sigh.

After flipping over the soiled mattress and checking it for any anomalous lumps, Caliban begins to unload his gear in the far corner of the room near the closet. He takes the leather sheath from off his right shoulder and props it against the wall. The light machine gun encased within the leather sheath sturdily rests against the molded plaster wall of the dilapidated apartment. Caliban runs his hands over his body and decides to keep his Needler pistol in its thigh holster just in case some unfriendly neighbors come knocking. He checks his blades and finds his throwing daggers in their appropriate locations: one stuffed in each boot, one tucked under the sleeve of each forearm, and two resting on his waist. Next, Caliban removes his long sword from his waist sheath and places it next to where his rifle is leaning against the wall. He then unstraps his backpack and hefts it to the floor. With the flick of a buckle, Caliban removes his personal force field generator and gently places the small artifact near his backpack.

Moving away from the closet and along the far wall, Caliban approaches the solitary window in his room. He steps up to the window and glances around outside at the city streets below. Looking out upon the ruins of a once proud city of the Ancients, Caliban contemplates aloud. “I bet this place has seen better days.”

Returning to his preparations, Caliban makes his way over to the small desk found within the room. He grips the desk on its far side and pushes the wooden chunk of furniture in front of the door. After feeling a little more secure, Caliban lies down upon the mattress, fully dressed in his gray patterned jumpsuit, and waits for the arrival of his contact.
>>
A few moments pass before footsteps are heard in the hallway outside Caliban’s room, which prompt him to move quickly to his feet. Caliban jumps up from his resting spot, snatches up his rifle, and rushes over to stand beside the door. His heart begins to race as he anticipates what could be someone other than his contact people standing outside his doorway. A dozen uncomfortable seconds pass and then the sound of footsteps stops just outside Caliban’s door. A knock is heard. Caliban pauses and then yells through the wooden barrier. “Just a minute!” He stands in silence beside the door, gripping his weapon, and carefully listens for any conversation that might indicate that his visitor is someone less expected.

After hearing nothing but silence, Caliban props his rifle against the wall and quickly moves the wooden desk away from the doorway. He then cracks open the door to see two armed men standing before him. One of the men is of husky stature and appears to be of a pure strain human stock. He has white skin, short blonde hair poking below his tan cap and a trimmed, blonde beard. Standing just over six feet tall, Caliban notices that he does not appear to be wearing any armor, just a button-up shirt, with the sleeves rolled above his elbows, and green camouflaged fatigues. Caliban’s attention is immediately drawn to the man’s right arm, seen wielding a dual-barreled machine gun. He then turns his head toward the humanoid beside him. The second stranger is of slighter stature, with dark, sandpaper-like skin. He appears tall, angular, and abnormally thin for his size. The humanoid seems to be ill at first glance. Wearing only a metal helmet for armament, the humanoid’s beige shirt bears a red embroidered cross on his left shoulder and right breast pocket. A dark green visor covers his eyes. Gripped in his right hand is a sub-machine pistol. A rocket-propelled grenade launcher can be seen strapped to his back.

Caliban looks at the blonde-haired man and addresses him. ”Hello, Zeiliff.” He then turns to the humanoid, nods his head, and says, “Sven.” Without receiving any response from the two visitors, Caliban abruptly turns away from the door and walks toward his pile of gear that is stacked up next to the closet. “I’ll be right with you.”

The strangers exchange glances of bewilderment. ”Who the hell is Zeiliff?” the blonde man asks his partner in a gruff tone.
“More importantly, who is Sven?” the thin man replies with a curious accent. The blonde man shrugs his shoulders and peers into the apartment after Caliban.

Caliban stands by the closet while he collects his gear and straps on his backpack and force field generator. He looks over at the blonde man who is found locked in a fixating stare at him and says with a leering smile, “I took a guess with your names. But, hey, nobody’s perfect.”
>>
The blonde man remains expressionless and then loudly speaks. “You must be Caliban. I’m Arinar. This here is Doc. We have a vehicle waiting outside for you.”

Caliban nods toward the man in affirmation, grips his sword, and slides it into his belt sheath. He then walks toward the door, retrieves his assault rifle from leaning against the wall, and exits the apartment behind Arinar and Doc. The three men walk briskly down the short hall and outside of the dilapidated apartment complex. A restored civilian ground car is found parked on the curb. Doc makes his way for the driver’s side while Arinar opens the back door and motions for Caliban to get inside. As he prepares to seat himself, Caliban notices a disheveled pedestrian walking across the street. The pedestrian stops and stares coldly at the car...

A. confront the pedestrian in a hostile/intimidating manner
B. greet the pedestrian in a friendly/nice manner
C. stare back at the pedestrian, saying nothing
D. ignore the pedestrian and seat yourself into the car

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Carry on through the fog, get the lay of the land and you might just find yourself.

Previous Thread: >>1419250

>The Story thus far:
https://docs.google.com/document/d/1luH5Oaavz0AAtPkgwpXlKeueBEqfMVj-nTBTpe3-Nvg/edit?usp=sharing

>Inventory
https://docs.google.com/document/d/138JZKd8t5aCoy4tyBxSmZgEwT5slqLUF37_kK_I2sk0/edit?usp=sharing

You have just returned from Annice behind the other tent at the campsite. You walk over to Kaydin and sit down next to him.

You now recall Kaydin offering to sell miracles to you back in the town. You decide to ask about the nature of miracles, in case you might want to use them.

“Miracles are stories of the gods, passed down through generations of pilgrims and priests, and all who would have need of their favour. Miracles are cast using a special metal pot called a censer. A censer channels divine power through the burning of incense, the kind that is used in most censers will last a lifetime, so you never need to worry about refilling it.
“Miracles are ever changing in their nature, being translated and rewritten and scribed just from memory. What I have to offer is just a small fraction of the potential power that miracles have to offer.”

Kaydin’s Shop:
Miracles:
Heal: four soul (heals some health)
Med Heal: seven soul (heals a medium amount of health)
Homeward: six soul (returns you to the last bonfire you rested at)
Walk of Peace: five soul (slows movement of all creatures in the area)

Censers (miracle catalysts):
Prayer Pot: two souls
Priest’s Thurible: four souls

You only have three souls left[/Blue]

Do you…

>Buy the Prayer pot

>Leave for the hill that Annice spoke of

>Head south

>Head north

>Write in...
9 posts and 3 images submitted.
>>
Try to sell the traveling gear for a soul or two.

If we sell, buy the thurible.

Ask if he knows somebody whole sells pyromancies.

Go to the hills.
>>
>>1439110
>>1439233
This
>>
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You offer to sell your old clothes to Kaydin.

“What use could I have for those? I’m a warrior not a merchant.”

You ask him if he has an idea of where to find or purchase pyromancies from.

“I don’t know for sure, but I have heard of a pyromancer passing through the forest maybe a few days ago. They say he went through the ravine searching for something.”

With that you depart the campsite, turning to the hills. The sky begins to grow dark but you worry not, you simply light the way with puffs of flame. Times passes, maybe almost an hour, before you reach the hill. Atop the summit you gaze over the scattered remains of countless soldiers and buildings. Bones and debris strewn around, overgrown with foliage and sinking into localised bogs that dot the landscape.

From this vantage point you can see all the way to the castle. What you couldn’t see before is that there is a river dividing the land, separating the mountain and Fort Grauffa from the rest of the moor. But there is a bridge across it, but seems to be blocked by a gate of some kind. In front of the castle gate, in between it and the river, there is some sort of makeshift fortification. A pit surrounded by large spikes protruding from the ground.

A foul wind blows your way, the stink of centuries of rotting corpses fills your senses.

No sound but the wind can be heard.

The sky darkens and the fortress fades to invisibility.

Do you…

>Move down into the boneyard

>Go around to north

>Go around to the south

>Turn back

>Write in...

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Oh, how long you’ve waited, for twenty years and twenty more if she would have it, but your patience can only wear so thin. The summer solstice approaches, and it is then that you will steal from her what she hangs over your head like a carrot on a stick, what she flaunts to the witless masses. Her place of a Cardinal, a centerpiece of power wherein all beings naturally gravitate toward. A power in the form of a blessing from the skies above, pilfered from its original bearers for its creators had forgotten a simple fact: if it can be owned, then it can be stolen. It had exchanged hands then, it will do so now until the end of time, and when the stars are at its highest and brightest, that is when their powers weaken enough to be broken.

She has no name, and you doubt you will ever know it. You believe this even as you stand beside her and her throne. The Cardinal of Envy has her legs crossed, mumbling to herself as she reads a scroll of paper. Long, unkempt black hair flows down, its nature due to neglect. She wears a dress, a dark red lined by gold. Her clothes are weathered, if the faded flourishes patterned on them were not obvious enough. If one did not know better, it would be assumed that she belonged to the domain of Sloth. But, appearances matter little to an immortal.

“I’m in no mood for threats, especially so with the upcoming solstice,” Her voice echoes through the room, only the commander, a messenger, and you are here to listen. The poor soul who had to deliver the letter is before her, on a knee, barely able to keep himself from trembling. Perhaps he should have decided on a less dangerous profession. “Acius.” It is your name she calls.

“Yes.”

“Tell me, what shall I do with him?”

Questions. What does it matter if he is killed or not? An envoy of Wrath who brings only dire warnings is never expected to live. After all, it is only polite to return their gestures in kind. No one will blame you for it. But to ask you, what are you to know? You are only a simple royal guard, humble and loyal enough to serve two decades. Two, meaningless decades.

You were not born here, but hail from...
>the domain of Wrath. [+10 to combat. -10 to speech.]
>the domain of Pride. [+10 to mind. -10 to combat.]
>the domain of Lust. [+10 to speech. -10 to combat.]
>the domain of Sloth. [+25 to power. -10 to all.]

And your answer.
>Leave him to you.
>Throw him into the dungeon.
>Make an example of him.
>Release him.
53 posts and 1 images submitted.
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>>1441108
I always like these 7 sins settings, was messing around with something similar in my head! Hope this goes well OP

>Domain if sloth
Maybe they don't expect our upcoming betryal because we're from the sloth

>Make an example of him
>>
>>1441108
>the domain of Pride.
Clearly we're meant for more than a simple guard

>Make an example of him
>>
>the domain of Pride. [+10 to mind. -10 to combat.]
In this scenario, we'll probably want to be more careful about what we're doing, because these seem to be powerful beings we're dealing with.

>Make an example of him.
Might as well demonstrate our cruelty

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Read more on this topic here - https://archived.moe/talk/thread/1694/


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