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Archived threads in /qst/ - Quests - 298. page

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A character is about to begin the adventure of a lifetime to accomplish a lifelong goal.

>A street urchin steals food from of the many markets of Agrabah, leading a band of thieving youths.

>A Sultan's son, heir to the throne of Agrabah, trains in his courtyard to be a member of his father's guard.

>A young wizard studies under the Sultan's most trusted advisor and magician, the Vizier.
15 posts and 1 images submitted.
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>>928323
>A young wizard studies under the Sultan's most trusted advisor and magician, the Vizier.
>>
>>928323
>>A young wizard studies under the Sultan's most trusted advisor and magician, the Vizier.
>>
>A young wizard studies under the Sultan's most trusted advisor and magician, the Vizier.

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I'm trying something a little different and it's in its raw phase so please be gentle with me as I am working on rules as it goes but I have a GENERAL idea of how I want this to work out.

So, first part is creation of your "society"

You pick a name, a color and starting territory (I'm good with US geography so don't hesitate to say a county name or town name) after that you get ten pieces of surrounding territory. Then you get 15 points to spend in one of six categories and you all start with 1 point in each:

Diplomacy:
Martial:
Trade:
Intelligence (books and research):
Subterfuge: (spies, thieves etc)
Organization: (how well your society is held together, this is not neccesarily a stat more of a 1-10 scale of how your society functions 1 being the roving gang of marauders and 10 being The Institute or BOS from Fallout lore)

Then a little flavor text (as much as you want) to add spice to your society and also help in decision making.

The next part is leader creation. A watered down version of society creation with four stats

Strength
Dexterity (encompasses what would be considered either martial arts or stealth)
Intelligence
Charisma

You have 13 points to spend and all of them start at one as well.

When all is said and done. You will use these numbers to determine your strengths and weaknesses in your society. These numbers also determine dice rolls. So e.g: Boris "Chain-Hands" Starvaski is leading his marauder band to attack a small farming settlement. His personal strength is 9 and his society martial is 4 but with an organization of 2. that would dice+d20+15. If he were to roll the max of 35 he would dominate the settlement, take it over, raze it whatever he chooses.

This is a dynamic, player driven game. I am merely a moderator and will tell how certain things work. Like I said, this is something brand new I am trying and would LOVE feedback, criticisms, add-ins etc.

Please, come on in and enjoy!
25 posts and 2 images submitted.
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>>928233
Dark Red
North Maine
>Diplomacy:4
>Martial:3
>Trade:1
>Intelligence:4
>Subterfuge:4
>Organization:5
Due to being a small Island, Britain rapidly pulled itself together under a collection of university based city states, sponsoring societies attempting to accomplish something. The Royal tag is given to something that all city states agree and fund. Harold Harthington seeks to bring a measure of order back to the USA after the apocalypse.
>Harold Harthington
Strength:4
Dexterity:4
Intelligence:5
Charisma:7
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>>928284
Nice, once more people show up, i'll create the map and then start allowing choices to be made.
>>
Cyan
Orlando Florida
>Diplomacy:4
>Martial:1
>Trade:1
>Intelligence:4
>Subterfuge:1
>Organization:10

After the apocalypse, the cyrogenic freezing systems in Walt Disney's underground mansion stopped working, waking him up for this new world. With infinite wisdom, Disney strives to unite the USA

>Walt Disney's Unfrozen Head
Strength:1
Dexterity:1
Intelligence:8
Charisma:7

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Previous Thread:
>>911985

It's back after 2 days late but it's back! Again...

It seems that getting back down stairs seem rather more nerve wracking with the threat of crashing planes crushing you. Once you're out the front the door of the building you do have to run back through the street the Mech is destroying everything sent it's way, which is lucky that the direction you're supposed to head into is the one his back is to.

Running through the now deserted streets you get treated to the sight of the sky being a sight straight from one of those Transformer movies, explosions everywhere. And you see one of those flying battleships crash in the direction of your house!

The big explosion when it does crash opens a pit of despair inside of you. Though you continue to run regardless.

You can't think of any way that your life could properly recover from this, is what you think when you see that your entire street is gone beneath the blackened bulk of the ship. Just before your knees give out another sound, distinct from the continuing explosions. The sound of cracking glass, but like in slow motion.

You turn around and look back into the hellish sky. What you see is even weirder then the rest of the stuff today, a fucking crack in the middle of the sky. Blinding white light is coming from the cracks. And when pieces of the 'sky' fall from the crack the Light seems to wash over everything. Everything but you.

A seeming 'reverse spotlight' is upon you. And before you know it the light show is over. The city is back to normal as if nothing ever happened. The only thing making you think that you weren't a part of some psychedelic experiment is the little ball of metal that just flew as fast as a bullet to you. It's right in front of your face.

What the fuck.

>[ ] Touch it.
>[ ] Just go home.
>[ ] Write-in
31 posts and 3 images submitted.
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>>928113
>touch it
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>>911985
>Touch it
>>
>>928113
>>[ ] Touch it.

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Drifting in space in your cryo pod, you start having visions, dreams. Each of these visions are more brutal than the last and ends with you and some creature.

You are awoken by your computer telling you about a signal that she detected, a signal that is only a second long and is white noise. It says that you are starting to drift near it. Orion 12, owned by UCOS and is one of the mining planets that has not received any new workers in 10 UGF standard years.

Being the nosy UGF officer you are, you say to start the decent onto the planet. Your computer says there is enough time to hone your skills on the holodeck

>Keep at the controls
>Go to the holodeck
44 posts and 2 images submitted.
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>>926296
>Keep at the controls
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>>926343
You decide to stay at the controls and land your ship onto the planet, still picking up the signal.

You look up on your screen any information about UCOS and their management history. It is said that UCOS was forced into the Orion system by their ex-parent company Star fliers for illegal use of basically slave labour, long hours, no pay and security that was paid to rough up the workers as much as possible. Being forced into the Orion system made it so they can perform these activities to their desire, without involvement from the UGF.

You ask the computer why you are even in the outer ring system in the first place. It gives you a non-answer, dodging it by saying "I picked up the signal".

As you land on the planet, you notice all of the surface structures are rusted and worn down.

There are 2 entrances, the main office and mining baracks.

>Barracks
>Office
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>>926518
>Office

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Eclipsed Moon Quest Episode 142
Sheets and Info: pastebin.com/u/phantomcrossing
Twitter Account: https://twitter.com/Artemis_QM
Ask.fm Account: ask.fm/Artemis_QM
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Eclipsed+moon


Quest Intro

You are Mikage Chiba, second year high school student, fifteen years old. You used to be the third woman to carry the mantle of the magical guardian of love and justice known as Sailor Moon, after your mother and older sister. A year and a half ago you had a traumatic experience fighting the corpse of the father of your best friend, struggled victory leaving you thinking you had killed the
man you had set out to save and prompting you to abandon your heritage. More than that, the relating emotional collapse lead you to abandoning yourself. Developing disguises and personas to inhabit and do the things you could not in secret, to live while you let yourself wither, you carried on.


Now you know the truth and have been taking measures to put yourself back together, reconnect with old friends, and make new ones. More than that you’ve been doing your best to support your younger sister, Koyomi, as she has become the fourth to carry the title as Sailor New Moon.

Quest Start


Land, roll, right yourself, two or three steps, and then you leap again over the expanse with the dark of your cloak catching the wind behind you while neon and white lights blare beneath. Traffic below is at a packed standstill as whole neighborhoods are probably being evacuated and closed off now. Not that it will matter, an evacuation and cordoning off of the area, as the cause is extremely mobile.

Nephrite Knight keeping up beside you, somewhere behind you the others are regrouping and heading your way as well. Beyond that the distant roars of the soaring dragon who you hope won’t start heading this way just yet.

“Are you sure she’ll go after him?” Nephrite Knight asks as she deftly sidesteps an old rooftop antenna being used as a clothesline..

“She’s on her own, I don’t think the enemy is giving her a direct orders...so of course she’ll go after him,” you reason after the dragon’s obsession.
92 posts and 9 images submitted.
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>>925969
No, it’s only a dragon in form right now. She is your friend, Hanako Minami. Twisted by the whim of infectious Chaos feeding off the worst in her and a future that isn’t her own. Though...the shadow of that fate now hangs upon her.

As she is now, it’s likely she’ll target the person she’s obsessed with. The person whose love she wants more than anything, because of barely understood memories from a life that is not her own that she remembers in flashes because of who she could have been in a completely different life.

An experience you are perhaps intimately familiar with.

The two of you come to a halt with the building before and beneath you. An apartment complex in Tokyo Midtown, probably quite expensive. Traffic is fare lighter here, and you can see a crowd expanding out of the base of the building, and hear the distant sound of fire engines on approach.

As klaxon and danger roam closer, you weigh what to do next.

>Head into Byakuya Hoseki’s apartment
>Wait for the others to arrive
>See if you can spot Hisako Ito in the crowd
>Get on the roof of that building
>Head down into the crowd
>Write in
>>
(30 minute voting window from first vote, subsequent votes will only have a 15 minute voting window. Sorry it took so long to get us up and running today)
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>>925975
I don't suppose there's a wide open park that isn't occupied nearby? As epic as a rooftop battle on the high-rises of Tokyo would be, I recall we had some trouble with falling last time.

If there is, maybe we could ask Hisako to bring Byakuya there, or arrange a different decoy to lure the dragon.. Disguise Pen?

Not quite a vote yet, just fact finding.

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This is a rougelike, death is absolute and likely, play carefully and you may make it to the end.

You groan and sit up, the steady dripping of an unknown liquid echoes through whatever dim room you sit in currently.

"Hello there." A deep voice booms from in front of you as a small wisp of mist blows up and forms into a man with dark pants and a red velvet vest.

You scramble backwards with a yell.

"Who in the 9th hell are you?" You shout

"Your bound servant, sire. The entity that brought you here has secured me to you. I am a Gjin, a wish granter, a mere servant to your desires. Brothers of mine were captured by the dozens and bound to other...promising individuals such as yourself." He says with a sneer

You run your head confused.
"Entity? Other individuals? What in blazes is going on here?" You ask shakily standing

"Let me tell you as simply as possible as it was told to me. Some Light King, or Shrouded Lord has brought you and others to this realm for a simple reason. A tournament of sorts for the position of being their champion. Now I am to grant you materials to be wielded during this spectacle. So tell me, what were you in the life you had before this?"

>Cleric
>Assassin
>Knight
>Bard
>Pirate
>Tower Guard
>Monk
>Necromancer
>Merchant
>Nobleman
>Executioner
88 posts and 9 images submitted.
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>>924831
>Executioner
>>
>>924831
>Assassin
>>
>>924831
>Assassin

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Previous thread: http://boards.4chan.org/qst/thread/901272#bottom
Last time on Worm Quest: We triggered, made a few friends, consequently hit Shadow Stalker in the face with a car, and took an offer.

Right now, you're just standing around. You were going to meet the rest of the Undersiders but shot caught up with you

>What now?

And remember for rolls!: lower is better so 1 is crit success, 20 is crit fail
27 posts and 3 images submitted.
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>>923558

>shit not shot

Ahhh posting after a long day and staying up late at night.

Isn't it wonderful anons?
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>>923563

>trigger not tigger

This is....this is going to be a good thread...
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>>923558
You should link the previous thread if it is still available >>901272
Also you forgot to mention in OP that we SIGNED UP WITH COIL

> continue on to the meetup but make a couple of brief detours in the way to look for tails.
And tell them about what happened. Metagamung wide tattletale is working with coil already so she might cover for us if it is an issue

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You hear nothing but silence.

The sky is completely white and seems endless. The vast amount of cold hard ground you are standing on stretches out in all directions.

You reach into both of your pants pockets. You find a passport in the right one. You don't recognize the person on it. You try to remember something - anything... nothing comes up.

What do you do?
31 posts and 12 images submitted.
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>>921994
Meditate on the bleak emptiness of all existence until you achieve enlightenment.
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>>921994
Scratch your ass, you got an itch.
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>>921994
Wallow in misery

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Pastebin:http://pastebin.com/jCGAA6J2
Archive:http://suptg.thisisnotatrueending.com/archive.html?tags=dog%20days%20quest
Twitter:https://twitter.com/Announcer_QM

Wind howls outside, much to the discomfort to the passengers aboard the creaking aircraft. The pilot of the vessel turns her utmost attention to keeping everything steady, and keeping her crew satisfied.

Thanks to her efforts; Kayda's still asleep. She sleeps soundly in a cot, and is covered by layers of blankets. Her summoner lays equally devoid of consciousness next to her.

Phooey!

You are Louise Lacerte! You are the stunning young princess-hero of Gallete! You are also BORED BORED BORED BORED BORED BORED!

BORED!

It's been at least an hour now! Why hasn't anything changed? No storms! No monsters! Nothing! Just the howling, piercing cold buffeting the ship and making it difficult for you to sleep!

It's always the same thing when you go to talk to the only other person on the ship: 'Louise, we're still an hour out', 'Louise, you just asked that ten minutes ago', 'Louise, please stop, I'm trying to concentrate on flying.'

On and on and on and on!

This is awful.

You're trying to occupy your mind, by laying on the floor of the airship and throwing knives at the wall. You giggle every time one changes course in mid-air and strikes the nails in the wall with a statisfying 'Clank!'. You know you shouldn't be throwing these things indoors, but you don't care. This isn't indoors anyway; it's on a ship.

Well, as long as Jack doesn't find out about all the tiny holes you're putting in the wall of his airship. You're sure they can just polish those right out!

In the meantime, you think back on today's events.
You were escorting Kayda around; trying to make sure she did nothing harsh.

Then she did something harsh, and proceeded to steal this exact airship. Then she flew to Bruschetta to find her missing summoner.
Which, somehow, that worked! Kayda managed to find Greta and she's bringing her back on this airship. So, mission accomplished, right?

Everyone has their summoner, and the maid is gone somewhere. So mission accomplished!

You're not going to question good luck, and instead look toward the ceiling.

How should you occupy yourself for the next hour of your life?

>Throw knives at the ceiling, too!
>Go outside and make big flashes in the clouds!
>Try to sleep again.
>Go bother the pilot.
>There has to be something! You're in a ship! Flying through the sky! Isn't this the best thing ever?!
>Other?
179 posts and 40 images submitted.
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>>921766
Here we go!
Hiya Announcer, how ya doing today?
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>>921808
Pretty good! I wish this thread was up an hour ago, though.
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>>921766
>Try and gently test magic that won't bring too much attention.

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You are Allen Starwind, a starship captain and veteran of the Great Interstellar War. Your starship is old, yet (mostly) reliable, and you must take on jobs in order to bring in enough cash to keep it flying. Last time, you explored a ghost ship, picked up some salvage from said ghost ship, and had a nightmare. Good luck, and fair skies.
Twitter: https://twitter.com/ZapQM
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Starcaller

Some useful Pastebins:
The Ship: http://pastebin.com/dUaVH74m
Factions: http://pastebin.com/HRxg787x
You: http://pastebin.com/shBD8ATY
174 posts and 18 images submitted.
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The rest of the trip to Triton was relatively uneventful. You decided to take up the preacher, Claude, on his offer to listen to your war stories. Though you aren’t sure if it helped, it was kind of nice to talk about it with someone who isn’t an immediate friend. Other than that, not much happened though. You learned from Cynthia that the gold you took from the wreck of the Wales doesn’t have any tracking devices, which certainly makes things easier.

Triton is pretty much exactly as Claude described it: no atmosphere to speak of, with all human settlements being in massive, metal pods on stilts. You peer out through the bridge windows as the Bad Habit pulls up to the oldest and largest of the pods, Station McArthur. A remnant of the pre-Federation colonization of the solar system, it still has the massive red white and blue flag of the US painted on the side.

The Bad Habit pulls into a docking slot that opens on the skin of Station McArthur, and you feel the barely-noticeable shudder of the landing gear deploying. During the trip over, Cynthia tweaked the speed settings on them so that they would open more smoothly.

The ship touches down in a space that looks more like a massive hangar than a dockyard. You see that most of the vessels parked in here are either the Bad Habit’s size or smaller. It makes sense, Triton is kind of out of the way compared to the moons of the more important outer planets.

“Cargo door’s opening, sir.” Tom swivels around to face you. “I’ll head down and see about meeting with the port authority.”

“Sounds good,” you nod. You get up from your chair and head downstairs with him, stopping in the Wardroom to get some coffee. Tom heads down without you as you turn the television on and switch it over to the news.

There is more coverage of the explosion at the Imperial Navy yard that occurred a couple of days ago. Still nothing substantial, but the Imperial military appears to be trying to shut down any speculation until they complete their own investigation.

You turn the TV off and head downstairs, helping Tom unload the cargo, which the dockworkers quickly take off your hands. The refined palladium and ammunition took up quite a bit of space in your hold. Tom stretches as the last of the forklifts leave. “Well Captain, I’m going to head back upstairs and get everything else squared away. I’ll collect the fare from our passenger too.”
>>
You wave him off and lean up against one of the hydraulic supports, rubbing your eyes. That nightmare from a couple of days ago rattled you more than it should have. You figure that it has something to do with the Wales, but you don’t normally lose your nerve so easily.

“Good afternoon,” an Imperial accent catches your attention. “I presume you are the captain of this vessel?” You look over to see a man in an Imperial Navy uniform, probably a junior officer, if you had to take a guess.

>”Yeah.”
>”Depends on who’s asking.”
>”Buzz off.”
>”Something wrong?”
>Write-in.
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>>920943
> yeah
Shit, Corrigan has already reported in, that was fast.

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You are Lieutenant Richter Von Tracht, an armor officer of Strossvald, and part time supernatural wrangler, as it turned out. Locking ghosts in vaults isn’t the usual work of a tanker, but your first days in the service have hardly been usual. You had thought that the unusual times had ended, and you could get back to the more orthodox troubles of national security and suppression of insurgencies, but no sooner had you rid yourself of one trouble than another had appeared in its place. A masked fellow calling himself Poltergeist had appeared but seconds after you had trapped the terrible soul consuming monstrosity known as a demiphantom, and had disconcertingly asked you to free it for him.

Naturally, you had refused, but even without your aide Maddalyn’s explanations you knew that this man was the sort who wouldn’t simply leave because he was asked. At the very least, he wasn’t going around eating people, but it was certain he would be up to nothing good.

The most pressing matter at this time, however, is the militant organization of Imperial sympathizers known collectively as the Dawnseekers. Attacks by their parties had stolen an unthinkable amount of military equipment, as well as taking numerous prisoners; a matter that you and your allies felt was not being responded to appropriately by seemingly lax and apathetic local military forces, who had taken no major actions against this threat. The most fighting you had any knowledge of against the Dawnseekers was the fighting you yourself had gone through; three separate encounters, one where the train you arrived on was attacked, the band you had rescued your comrades Von Metzeler and Krause from, and finally the group you had encountered on the way north of the city, in the mountains, where you had been attacked by a bunch of them wielding equipment stolen from the battalion train coming in.

There were oddities in these events, however. A prisoner you had interrogated during your most recent conflict had hinted at some sort of knowledge of the local forces’ movements; they had not expected you in that area, and claimed to have good reason to as well. Odder than that, however, was the ominous claim of finding out “everything” in a mere few days at most. With such a time limit, you concluded that the most reasonable course of action would be to delve deeper into the mystery of the Dawnseekers as soon as possible. Straight from one mission to the next; there would be no rest for the weary.
95 posts and 4 images submitted.
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Not that you didn’t have time for a quick bit of fun. Maddalyn had seemed somewhat dissatisfied with your decision to shut the demiphantom inside the secret facility, instead of leaving her in to most likely either be eaten by the demon or killing her with the blast from the hellfire’s core exploding, destroying the evil spirit once and for all.

“What, not even a peck on the cheek?” you say with mock derision to her, “I sort of saved your life, after all.”

Maddalyn flushed nearly as bright red as her hair, and looked away, flustered. “W-w-wait, n-not here…”

“I promise not to watch too much,” Hans, one of your crew, sneered from below. Stein simply closed his eyes and sighed. Maddalyn was fidgeting disconcertedly as Hans whistled at her. “Hey, princess, you’re in my spot. Unless you want to start lugging shells around.”

Maddalyn looked back at you one more time before obliging and climbing back down into the radio operator’s position. Your red haired (and faced) fiancée was replaced with your crass radio operator turned loader, making up for his inability to relieve his stress on the radio with even more banter than usual.

“Your flunky wanted to plan what we were going to do, by the way,” Hans informed you, referring to Von Metzeler in a way that would never pass were he in the same space as you two. “Said that we should move back into the city to get a few things, but if you have different plans, I can, well, the ginger midget can tell him.”

“Richter!” Maddalyn whined, “Your crewman is calling me rude names!”

You struggle to not roll your eyes. Maddalyn couldn’t notice if you did it, but Hans did not share her condition, and he would surely inform the girl of your gesture.

>Go back into the city to plan a larger operation against the Dawnseekers
>Hunt down the last group you encountered; best to not leave them to lie
>The Imperial Gate’s garrison is near here, in their mountainous camps; go and check on them, and perhaps ask them what they’ve seen; you will have to abandon your armor temporarily to climb to them, however.
>Other

>Previous threads link pastebin: http://pastebin.com/UagT0hnh
>twitter is @scheissfunker for updates and scheduling
>>
>>920797
Go back into the city to plan a larger operation against the Dawnseekers
>>
“No, that’s fine,” you say, “There isn’t much we can do with what we have right now anyways. We’ll convene in a safer place where we can get everything established before we do it.”

Your trek back is not interfered with, despite your expectations. Either the militia you encountered were hiding from the devil you spun a tale about just before sealing it away, or they were hiding from you. You would prefer the latter; you did quite well for a first battle, you think. You kept a keen eye out nevertheless.

You passed back through the tiny town of Schoffes once again, seeing no sign of the dignitary you had dropped off there. A good thing, as a few men who couldn’t help but look suspicious had appeared since your last visit. They nervously regarded your armored vehicles.

“You’d think they’d just go over the mountains if they wanted to cause some trouble,” Stein said disdainfully, looking out a turret door view port. “Plenty of imperials over in Czeiss.”
“They’ve got forts over in the Reich too, Stein,” Hans said, “Suicide might not be their cup of tea.”

In actuality, the Grossreich’s side of its border with Strossvald was only lightly fortified. The Imperial Gate’s constructions were winding tunnels carved in the mountains, with uncountable firing ports and artillery batteries recessed behind the reliefs of the rock. Companies of Ducal Engineers were poised to obliterate the roads and bridges in the passes with pre-positioned explosives, forcing any invaders to travel off the paths and through lands dotted with all manner of mines. Deep in the fortresses also lay stores of chemical shells and tankards to be used in chemical projectors in the valleys; technically banned by most nations, but kept there as a deterrent regardless. Bertholite and Phosgene inhabited those armories, but also a foul compound called Composition F2, more colloquially known as Flayer Gas.

Feared by all who had seen its work, Composition F2 caused the skin to blacken and peel upon contact with its vapors; victims’ skin would slough off with a touch. It was actually quite poor at killing if its targets were wearing masks, but it caused suffering so hideous that only months after it saw use in combat it had been banned by all nations.

In contrast with the invincible natural and manmade walls protecting Strossvald from its Imperial neighbor, the Reich’s defenses against her eastern neighbor consisted of but some concrete bunkers and earthworks, with defenses that were only ever lightly manned. You had heard frustrated accounts from garrison officers fresh from their time on the Imperial Gate that their foes did not fear them, or even act like they existed.

“You didn’t have to go that deep into it,” Hans grumbled at your lecture, “You could have just said they don’t have shit on the other side.”

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"ROOM'S CLEAR!"

The sergeant barked as you and Logan breached into the cell block with your weapons raised. But as you scanned around the room, you felt that his assessment was made in jest.

The cell block seemed to follow a similar building scheme as the other accommodation areas in the bunker. However the area was much wider, featuring a small workout area in the centre of the room. The cells were built into the walls, both on the first and second floors of the high room. A pair of walkways on the second floor were connected by a walkway bridging across the centre of the room.

The room itself was certainly clear, as in clear of life. Corpses of people who you assumed were prisoners littered the centre of the room, the bullet wounds signifying that they had been mowed down by automatic fire. A number of cell doors were also open, with corpses laying out of the doors as prisoners tried to run at their executioners defiantly.

From the looks of it however, a few of the prisoners had put up a fight, the corpse of an SS guard lay with the corpse of a prisoner draped over him. A stone shiv jutting out of the soldier's face-plate.

From what you could tell however, the Nazis has simply not bothered with other cells, simply barring them shut or even going as far as to weld the door shut. Trapping the unfortunate souls inside.

You had seen scenes like this before, homes and buildings turned into charnel houses. Filled with the corpses if the Reich's enemies, or those poor souls that the SS had deemed unfit for society. The sickening scent of spilled blood mixing with the scent of burnt gunpowder, creating a cloying mixture that could cause less hardened soldiers to toss up whatever they had last ate.

A good example of this being provided by Strasse as she loudly deposited her last meal on the ground with a mighty hurl. You didn't blame her for this, you had thrown up the first time you had seen a corpse.

Either way, your attention was drawn to the very centre of the room, where the woman in the white gown knelt over one of the corpses, her back to you and the door as she focused on one of the bodies.

>Approach the woman slowly, keep your rifle at the ready.
>Call out to the woman, hopefully she understands either English or German.
>Ignore the woman, check out the cells.
>Other (write in)
102 posts and 10 images submitted.
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>>920523
>Ignore the woman, check out the cells.
NOPE
>>
>>920523
>Approach the woman slowly, keep your rifle at the ready.
>>
>>920523
>Approach the woman slowly, keep your rifle at the ready.

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Welcome to ZatchBell Quest Part 4. You are Michael Anderson, a young man who has taken a very special little girl as his sister. She has the power to bring out strength in her friends and force her enemies to their knees. We pick up after a fight with a plant demon and learn that our partner Alek and his demon Psyche have truly terrifying abilities.

Previous threads
>http://suptg.thisisnotatrueending.com/archive.html?tags=Zatch+Bell

After each session I ask for feedback from you all on how to improve and what you would like to see in the future. Any questions or comments will be appreciated at end of the session. Thank you for reading and I hope you enjoy.


As you sit on the floor comforting Dizzy whom is still shaking and fearful from the spell that Alek and Psyche used to force your attackers into submission you look around the room at all the various things happening. Hunched over the ashes of his former book the assailant is crying, repeating over and over the name "Kaz" the name of the plant boy you and Alek defeated. Psyche is wrapping herself around one of Aleks arms and talking to him. Possibly about the fight or... Possibly the chance to take us out... Alek however doesn't seem to be paying attention. He is simply looking toward you and Dizzy with a sorry expression. When your eyes meet with his he turns away to go off and talk to Psyche.

"Bro... w-what happened... what was that thing?" Dizzy seems to be regaining her composure.

"To help us win, Alek cast a spell. Its affect was to terrify its opponents. You were just in the wrong place... Im so sorry I told you to go over there and try to take the book."

"Its okay. Wait what happened to your legs! They are all burnt up?!"

>A) I ran over to save you and the flowers exploded
>B) I got his by one last spell after you Psyche got you
>C) Don't worry about me I'm fine
>D) Other
101 posts and 9 images submitted.
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>>920499
>>C) Don't worry about me I'm fine
Big brother feels nothing but his little sister's pain.
>>
>>920499
C)
>>
>>920499
>C

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We got new pastebins, yaaaaay.

Status: http://pastebin.com/iWY2NchK
Holdings: http://pastebin.com/Aiarv93P
Dice: http://pastebin.com/ZgtYJ5pB

Twitter: https://twitter.com/twinklecakings
Archives: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=not%20AI
259 posts and 21 images submitted.
>>
Your name is Bob. You're a fledgling wizard, possessing godlike power which you've yet to fully master. You're sitting on the broken doorway to your tower, a hollow tube of stone filled with little but broken crates and rubble. In front of you is a smooth clearing, flattened with earth magic. There is nothing on it, but 20 feet below is the man you just murdered.

In your defense, you only did it to preserve your life. Said man tried to kill you with no explanation and wrecked half your tower in the process. Technically, you wrecked the tower while attacking... no, defending yourself. You had no choice. He was uncooperative, and you couldn't read his thoughts, and what little you did make out was hateful. Vile, even. Sure, he was helpless after he knocked himself out, but-

You had no choice! You are a wizard, feared and reviled by so many, and you have to do what's necessary to protect yourself. What if he was part of a group? What if you're being hunted? It's not implausible.

Gods, you hope your parents are alright.

You wonder what they would think of you. Would they have you arrested? Would they try to support you? You look down at your hands as they tremble for some reason. Why would you even be shaken? This person tried to murder you even though you never wronged anyone in your life. You didn't know him, except that he was hateful and prejudiced; a zealot even. And yet, you feel emotionally exhausted.

It doesn't help that you can still feel his body down there, just at the periphery of your earthsense. A man-shaped outline, surrounded by unnaturally even stone. This is the state it usually settles in after you have it act like mud. Like when you sank him down there a few minutes ago, to suffocate him while he was still unconscious. Although, it does feel like you've been sitting here a lot longer than that.

You had no choice.

You don't have time to be sulking around like this. The world around you is full of danger, and you must build up your defenses if you are to survive much longer. With that resolve, you quickly stand up to get some work done. As you do so, the pain on your shoulder flares up something fierce and blurry spots swims around in your vision.

Right, first things first. You have to make sure you aren't dead from infection or magical sickness before anything else. You take off the very poorly-made bandage you've tied around yourself, clenching your teeth as the cloth is peeled away from the exposed flesh. You throw away the blood-soaked and shredded remains of your tunic; it isn't of use to anybody now. You take off your pants as well, leaving you in your undergarments. They too are torn and tattered, though surprisingly cleaner than your shirt. With a knife you retrieve from your backpack, you cut off a long strip, unmaking a leg with a perpendicular cut that swirls from foot to groin, and tear away the filthiest bits. After you repeat the process with the other leg, you think you have enough to cover the entire wound.
>>
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Before you do that, you open the larger canteen of water you have with you, which miraculously survived unscathed from all your battles so far. A channel of ether flows forth as you adjust your stance, and a stream of water flows out of the container and envelops your wound. It's actually harder to hold water in place like this than have it flow; metaphysically speaking, water seems to demand movement. You oblige by stirring up an internal current which sweeps over your open wound to clean it as best as you can manage. You hold it there, as it soothes the pain, but slowly, the water becomes too bloodied for you to properly control, so instead of wasting your energy, you allow the bubble to splash on the ground.

Next, you awkwardly tie and wrap the strips of cloth around your right shoulder, hopefully covering the wound entirely. It's hard to treat oneself this way, even with a magical grip to reach those unreachable spots- you can't see your own back. Finally, you don the robe you removed from your would-be killer before you... Well, you ended up leaving him as naked as you were before. He won't need them anymore.

The torn brown robe is surprisingly comfortable and warm, a welcome change after being naked. You don't put on the amulet you've found on him, not before you've determined what it does. There is a faint magical aura coming from the square-cut stone, though there don't seem to be any obvious runes on it. Strange.

The sash seems to be similarly magical in nature. This one is quite easy to identify, the runes crudely drawn on the inside fairly familiar to you. It appears to stop ether from being drawn out of the wearer's body without his consent. For someone with meager reserves, this would also serve as a stopper of sorts, overloading one's body even after it reaches full magical capacity. Is that what happened to this man?

Something tells you that this won't be a problem for you, not with how much you generate. The runes will simply fail to stem the intense flow of magic emanating from your person when you're at full capacity. So you put it on, and though you feel it become active, there is no immediate effect. You still have space to spare in your body, so you suspect you won't see your theory confirmed until you're at full magical capacity. You probably won't see it do anything unless something tried to interfere with your reserves from the outside, somehow.

And finally, there is a letter on his person. The ink itself is clearly not mundane, and the contents aren't either- there seems to be a tiny spell circle drawn on it. The pattern and symbols are not runic, so you can't readily identify what it would do if you activated it, but it would definitely do something low-powered. You put this away as well.
>>
Four of your golems are clearing the rubble behind you, retrieving the supply crates you'd stored in your tower. You inspect these next, and though the crates themselves have been damaged or smashed to varying degrees, their contents are thankfully intact. You confirm that Skittles has also avoided harm, your cellar completely untouched by the conflict. He's quite antsy, though.

Around you, your tower is in shambles. Outside, the smelter you'd been working on is completely destroyed. You're almost out of both food and water, and your injury is still mostly untreated. Also, you're sick as hell. On top of all that stuff, you still have a nature spirit to question and a deal with a giant spider to fulfill or renegotiate.

Best get started.

>You may be sick, but you still need to go and gather food and water.
>Travel to the town to find a healer or Fatrat.
>Rest for the remainder of the day. You feel like shit.
>This is no way for a wizard to be living in. Repair your tower.
>You're gonna rebuild that fucking smelter right fucking now.
>Do something else. (Write-in)

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Previous thread: >>903431

"Alright, then, THIS is how its going to go:

We rent a room under a fake SIN and wait until the mark leaves for filming. We slip out of the room, switch the files, and slip back without raising the alarm. We'll just need Sudo to hack the cameras."

"That'll be WAY easier on-site."

"Good. Then we hit the director on his way back from the suite. We should also smash things up in the warehouse around the same time, make it look like a sabotage attempt instead of a simple robbery."

"Sounds like a plan".

>Buy gear
>Go directly to run
>Write-in
330 posts and 24 images submitted.
>>
>>919515
Welcome to Shadowrun Occultist Quest!

>What is Shadowrun?

Shadowrun is an RPG series set in the world of 2072, 60 years after "The Awakening", the return of magic, spirits, and fantasy races into the world. Metahumanity now lives in a world of advanced technology and magic, where megacorporations are above the laws of nations and one-third of all humanity have no legal rights. Crime and corruption run amok, and mercenary operatives known as "shadowrunners" ply their services to both the criminal underworld, and to the very corporations that officially fight against them.

>How are success and failure determined?

A number of d6's are rolled equal to the relevant attribute+the relevant skill. 5's and 6's are successes, and the dice are rolled against a target threshold (1 for something trivial; 6 for a highly difficult /intricate task. 10 for something next-to-impossible). Each 6 rolled results in one additional die being rolled in the pool. Results are as follows:

Target number of successes is met: the action is a success.

Target number of successes is not met: the action is a failure.

Target number of successes is met, but more 1's are rolled than any other number in the pool: a "glitch" occurs: a minor outside complication arises that prevents success.

Target number of successes is not met and more 1's are rolled than any other number: critical glitch. Your actions fail in a way that is potentially disastrous for your long-term goals or your health.

You will have 2 points of Edge each "session" that you can spend to tip the scales in your favor. When requesting an action, you may specify that you want to spend a point of Edge to add "luck" or "effort" to a roll. "Luck" will add five dice to the roll's pool (great for situations where Redd is forced to work out of his depth). "Effort" will re-roll all failed dice on a roll if it does not meet the threshold, glitches, or critically glitches (the point will be refunded if none of these happen). This is good when you are playing to Redd's strengths, but want to make sure you don't botch something.

Good luck, and remember the fundamentals of shadowrunning:

>Shoot straight!

>Conserve ammo!

>Never make a deal with a dragon!
>>
>>919515
>Buy gear
I'm thinking hair nets and plastic gloves from a cleaning/food services outlet.
Maybe some bleach and spray bottles from Stuffer Shack?

We need something to get us through the key card reader, and we'll need to somehow crack the magical ward.
>>
>>919520
Dramitas Personae:

>Rhun "Hela'R Dryw" map Gaelwynn
A short, toned, and angry Welshwoman who serves as your crew's close-combat expert and recon gal. Has enough chrome and bioware in her body that she could probably tank a fall from the 10th floor of a skyraker into an acid vat. Against all odds, holds a Master's degree in Welsh History. Likes: Parkour, sex, narcotics, alcohol, swordfighting, Welsh autonomy from the UK, Lofwyr (The CEO of Saeder-Krupp), Saeder-Krupp. Dislikes: The English, the Irish, the Scottish, Tir Elves, "wankers", people who don't like Lofwyr or Saeder-Krupp. Struggling Bliss addict.

>Rex Stirling
A Chicago native and former cleaner for Saeder-Krupp, now demoted to shadowrunning due to a series of unwise decisions that started with a decision to do a hit-and-run on the leader of a major street gang. A veteran of the Sinai Shadow Operations of 2065. Consummate professional (apart from the hit-and-run) and a hard, hard man. Likes: clean runs, gray suits, the Chicago Shatterers Urban Brawl team, and "Pacey Rae", his Gauss rifle. Dislikes: Messy runs, being double-crossed, "wizard bullshit", you. Has some unresolved trauma from the Sinai.
>Sudo Morphus/"N0b0dy"
The crew's decker. Used to just be an IT nerd, until S-K got leverage on him for redirecting spam-mail from one of their subsidiaries back to said subsidiary's servers. You have the closest relationship to him our of anyone on the team. Suffers from Sudden Unexplained Resurgent Genetic Expression (SURGE), which gives him oily, bright-green scales instead of skin, along with a tail. Likes: MMO gaming, decking, "me time", you (in a platonic way). Dislikes: violence, being overworked, Rhun, himself. Mildly depressed.

>Tizona Cortez

An ex-pirate technically-nun, Tizona Cortez is your group's mage. She channels the power of God to smite your enemies and bring down the heretic government of Aztlan (formerly Mexico). Lives apart from the rest of the crew, in a convent in Charlotte. Likes: Jesus, helping the unfortunate, low-riders, sangria, Marlboros, fire, killing Aztlanti. Dislikes: heresy, blasphemy, apostasy, hangovers, Aztechnology, The Aztlanti, being ordered to spare the Aztlanti.

>"Barbie"/Lenore Lancester
Not a part of your crew, but a close associate. A total ditz when it comes to anything but fashion, smoothies, and calculating the thousands of variables needed to make the perfect sniper shot. Over 40 confirmed kills. Color-coordinates her duffel bags with her outfit. Suprisingly nice for a professional sniper. Does her work to help out her large family. Likes: fashion magazines, shopping, smoothies, small animals, her BFF Rhun, killing "bad guys". Dislikes: white after labor day, socks and sandals, unnecessary violence, reading.

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