[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Archived threads in /qst/ - Quests - 45. page

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

File: hivequeenQUEST.jpg (97KB, 612x792px) Image search: [Google]
hivequeenQUEST.jpg
97KB, 612x792px
The tunnels of Gemini's sewers echo with the joyous songs of taidaren workers, their labors set in time to the tempo of their chants. The mass of coordination has all the hallmarks of workers within a hive as they sing praises of their matriarchs. You watch them through their eyes as the sewers become grand expressways as the matriarchs or representatives of various clans are carried on makeshift palanquins by their children and flanked by their mates and bodyguards. The underworld has been turned upside down seemingly overnight, and clans are sending representatives from across the continent to determine exactly why and how, and with luck, to get a piece of the pie and ally with the new ruling clan of the criminal underworld. Your parasites chance hands, taidaren doctors perform their crude butchery in back allies and dank basements. Your influence spreads, seemingly without end, and your eyes and ears spread far and wide across the planet into places even your flies have not thought to look before.

Welcome back to Hive Queen Quest!

>Archives http://suptg.thisisnotatrueending.com/archive.html?tags=Hive%20Queen%20Quest
>Twitter https://twitter.com/HiveQueenQuest
>Various pasta http://pastebin.com/u/QuestDrone
>FAQ ask.fm/QuestDrone
>Discussion page http://1d4chan.org/wiki/Quest_talk:Hive_Queen_Quest
570 posts and 34 images submitted.
>>
File: HQQ known space.png (1MB, 7723x4550px) Image search: [Google]
HQQ known space.png
1MB, 7723x4550px
>>1698270
You feel the notice of a Distant Mind
>Psionic research has received a small boost
>Slip drives have a 10% chance to alert you to their usage

>Current resource reserves
Nutrients: 28,387,150N
Metals: 19,934,864M
Credits: ₡602,226
Credits in Lyle’s account: ₡1,175,000

Active trade routes
>Leeland – Lanway: HMS Orphan, Captain John Spreckels
[FormOther brand Fusion Reactors]

>Construction underway
made but unpaid for
[Light Fleet] x5
[Heavy Fleet] x15
[Ambush Fleet]x10
[Fast Assault Fleet] x5

>Formed fleets and orders
Citadel Hive Ship – [Awaiting orders]
Small Heavy Defense Fleet [Patrolling Leeland space]
25 Heavy Battle Fleet [Supporting Commonwealth Liberation]
5 Missile Ambush Fleet [Awaiting orders]
30 Light Fleets [Supporting Commonwealth Liberation]
20 Light Fleets [Awaiting orders]
10 Fast Assault Fleets [Awaiting orders]
10 Ambush Fleet
6 Carrier Battle groups

Clone upkeep/special projects and expenses
[Gemini]
3 Taidaren Hybrids (105)
4 Human flash clone upkeep – 120
18 Human hybrid clone upkeep – 540
Specializations:
>Tech
>Engineer
>Brawler
[Hive space]
100 Human Hybrids – 3,000
Lyle Rogers – 57
Jackob Eisner – 56
Dillon Reager – 30
Clone/project upkeep – 3,908N

>Income
Metals: 2,950,500
Nutrients: 7,636,000
Net:

Total upkeep
Nutrient costs: 6,675,390

(Nutrient stat + structures) * 1k * dev score + modifiers = Nutrient income total
(Metal stat + structures) * dev score + modifiers = Metal income total

Espionage Activity
Gemini: This planet holds an embassy, random chance to gain intelligence each day, +1 Active Operation available. This planet's population is highly irritable and aggressive to Hive influence. All failure and detection chances are increased. Increased rate of psionic resistance in the local populace. Any attempt to increase unrest will receive a bonus to success chance and increased detection rate.
[Covert Infiltration] Resources: 1 sleeper cell planted in maintenance and sanitation department.
>Beggars and Taidarens

Path: This planet is currently under military lockdown, dramatically increasing failure and detection chances. The local population is anxious and afraid of the future due to recent events, increasing the population's psionic vulnerability to influence.

Huron: This planet's condition is unknown, no monitoring effort is under way.
[Maintain Concealment]
>>
File: HQQ.jpg (38KB, 490x275px) Image search: [Google]
HQQ.jpg
38KB, 490x275px
>>1698270
Time to make mother happy
>>
>>1698288
Hive Territory
[G-426]
*Leeland (capital)
N 60+40
M 45
Development 50

Income:
4.886MN
162.5KM

Defensive structures
>Surface to Orbit Missile System: Uses long range missiles to attack enemy ships in the system (1KN, Additional costs per launch)
>Anti-orbital battery grid: Directly attacks enemy ships in orbit (8KN)
Military structures
>Hangar facilities: Deploys atmospheric and orbital drones to intercept attackers, uses aerodynamic and fighter drone designs (4KN)
>Psionic Shroud: Conceals hive activity from psionic senses (1KN)
Industrial structures
>Docking Pylon: (2000) (100KN)
[Empty docks: 8000/8000]
Economic Structures
>Capillary Tower [under construction]
>Smart Mines active: Calculates development stat twice for metal income
>Algae Farm: +25N
>Film harvester dock: +15N
Asteroid mining base: 50KM per day added to nearest planet.

[M-662]
Raligha
N 90+20
M 10
Development 25

Income:
2.75MN
0M

Defensive structures
>Surface to Orbit Missile System (1KN)
>Anti-orbital battery grid (8KN)
Economic structures
>Bloodroot collectors: Pipes running from Bloodroot trees extract nutrient rich sap +20N
>Greystalk farms: [under construction]
>Greenwall pit: Genetically engineered plant efficiently recycles waste material, Extra N income x2
>Temple alter: A place for the Ralighan locals to worship and bring offerings to your hive, built in the likeness of your local fake queen, +500N per day

[M-323]
>Orbital docking pylon: Space for docking and construction of 4 sub capitals or 1 capital ship, (50N)
[Empty docks: 0/4]
>Mining corvette salvage operations +2,688,000M per day (+8000M per corvette)

[Farcast]
Derelict Sensor array

Glassed Hive world
N 0
M 100
D 10

Income:
0N
100KM

>Smart mine mantle excavation: Calculates development stat 3 times for metal income

Deep space waystation
>100 docking pylons (10KN)
[Empty docks 400/400]

Espionage Rules
https://pastebin.com/kH6fmTV6

File: Trawler Quest Title 11.jpg (158KB, 1024x600px) Image search: [Google]
Trawler Quest Title 11.jpg
158KB, 1024x600px
Clinging to the railing of a gas-cell catwalk, the cavernous depths of the airship Maîtresse are a void in your world of pain. Clutching at your sword, you watch the monstrosity that was once a man advance on your group…

You are Commander Reynolr of the Citadel Empire, proud captain of the CAS Brora (PS-4-917), an armed trawler based in the wretched Kraegsk Archipelago. Your presence here is tied to the nature of the storm-ravaged Kraegsk - north of resource-rich islands and a major naval warzone, the floating wrecks of great warships are carried by the currents to smash against the jagged coasts of the Kraegsk. You are to recover Citadel personnel from wrecks, protect salvage ships, and ensure that the enemy Republic and its craven mercenaries does not gain control of the Kraegsk from their own naval base, at the opposite end of the archipelago. Every month, a convoy of cargo ships picks up scrap that cannot be used or embezzled by the forces of the Kraegsk and takes it back to the naval yards of your homeland - loss of these ships is unacceptable.

Before the Citadel-Republic war, the Kraegsk was inhabited by a series of destitute fishing communities living in the shadow of the ruins of the old Astaeran Empire. Now they are forced into the service of the belligerents, powerless to resist the meager forces allocated to the Kraegsk.

Now on leave, you've taken to something of a side hobby in joining treasure-seekers on expeditions to dangerous ruins. With all grace, you'll manage to live to see the Brora again.

You are aboard Mr. Bucard’s airship, the Maîtresse. After discovering a group of fanatics amongst the crew that aim to end the mission of Bucard and his treasure seekers, you’ve tracked down an equipment cache and are fighting its defenders. One is dead - the second has warped into an insane monster, flesh bubbling and flaking off in sheets, claws stained with your blood.
303 posts and 18 images submitted.
>>
File: Survey Ship.jpg (166KB, 1024x437px) Image search: [Google]
Survey Ship.jpg
166KB, 1024x437px
Archived threads:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Wretched%20Sea

1st Thread: Introduces naval combat and economic mechanics.

2nd Thread: Introduces looting in the ruins, the large-scale Battle of Sbvysek.

3rd Thread: Heavy exposition for the Republic, the Citadel Navy, and Reynolr himself.

4th Thread: Revelations about the unsettling amulets popularly worn by Scrap Bay nobility, and a great deal of exposition in general from a untrustworthy and evasive source in Céleste Chapuis.

5th Thread: Strange journeys with Miss Chapuis using the amulet - after dropping off the Republic prisoner with your new acquaintance in Scrap Bay, you set out into the southern Interim Sea on escort duty only to face a remarkably accurate Republic ship in a blinding storm.

6th Thread: Exploring the ruins of the fortress, you encounter a thinking relic of the Old Empire, and after an unsettling encounter, repair the Brora. After, you find your way to... Vryag, was it? You were chasing something, but you can only really remember the red speckling the walls, and a wreck-strewn beach. It seems like another world, but no one else shares your memories.

7th Thread: You explored an island, didn't you? Something about a mission, and cliffs of crystal... a sharp headache dulls this line of thought. You've stopped thinking about it, mostly - the present, your duty, and your crew - those are what's important.

8th Thread: You fight a battle with an uppity civilian, and the cargo you seize entangles you in the mission of Mr. Bucard, who seeks an ancient spire north of the Kraegsk.

9th Thread: Alongside Céleste and Kenneck, you pass the time on a cargo ship with stories. Upon reaching the Volcano, you board Bucard's airship, where all is not right…

10th Thread: Aboard Bucard’s airship, you settle in, take stock of your situation, and land yourself in a desperate fight against fanatics that want nothing more than Bucard’s expedition meeting its end before the Spire is ever sighted.

Twitter: https://twitter.com/ScribeQM
>>
File: Monster.jpg (89KB, 955x429px) Image search: [Google]
Monster.jpg
89KB, 955x429px
The situation is desperate - your skin is torn in a half dozen places, deep cuts that stain your clothing with blood. Céleste is clutching a gunshot wound on or near her shoulder - you can’t quite see. Kenneck is the only uninjured member of the group, standing in the front and facing down the monstrosity with a levelled rifle. The demonic visage writhes in front of the clothed Visage, an apparent statue that was the jewel of the cache - you’ve wounded the monster, and it’s growing and boiling, fissures and pus exploding from the brittle skin as it strains its unholy self for a final effort.

Kenneck: Damn you, monster! You won’t have my soul!

Céleste: Reynolr, the amulet - I can use it, I can get us out of this before he gets hurt too, or worse -

>Never! Madness defeating madness doesn’t help us! We kill it with steel!
>No! Céleste, you can’t use that damned thing, not like this - we kill it with steel!
>Alright - end it, if you can! Be careful!
>Something else?
>>
>>1698189
My favorite quest. Finally caught it live. Glad to have you back, Scribe. Don't forget to update Twitter if you haven't yet.

Anyway, could we use the amulet to power up Reynolr's pistol? 3 points of damage (2 base + 1 red) will probably do the thing in.

File: lethbridge town.jpg (54KB, 500x684px) Image search: [Google]
lethbridge town.jpg
54KB, 500x684px
>>1686643
Previous thread

Glory to Alainn! You are one of the chosen elite, the 13th Legion, scouting a world 4231 years after your country won the Grand War and placed itself in cryostasis to allow the planet to recover.

You have assumed the false name "Ace Locke" for your hunter identity. So far, you have blended in, and are not suspected of anything.

You are located in the sunny Koro Duchy, which is mostly idyllic farmland. There is an as yet unexplored duchy nearby called Inis.

so far you have:
>Updated your bunker database
>registered to the Hunter's guild (and flirted with the receptionist)
>Recruited Pisteia, the Mercenary Princess (Knight)
>Completed Nissa Estalise's quest
>Eliminated a raider stronghold
>Taken control of Outpost Charlie and looted it.
>Repaired a Raider buggy
>Repaired the lift to the outpost garage
>Secured an Otharthurian Outrider
>Secured a Patrol tank
>Met with the Archivum
>Got a lot of money
>Went to Lethbridge
>Discovered and recruited fellow 13th legion soldier Almeda
>Acquired quest from Captain Hendrick to obtain his ship.
>Entered the Ruined Ollamic City of Kantrel
>Secured an Ollamic luxury floatcar
>Looted swimsuits, towels, guns, everlights, and batteries.

The following is information you have collected:
>The Archivum is a worldwide network of academic nature that is studying the ruins of the past. They pay well for artifacts.
>Nissa went to Lethbridge to return to Korlanis
>A blood dragon is the current concern of the duchy
>the 14th legion turned on Alainn and are now the raiders
>The Ollamic Kantrel ruins are the raider's target in this region
>the raiders are under the orders of a general
>There is a city called 'Korlanis' Where Nissa came from.
>If you bring your Archivum crest and a signet from the duke, the Archivum will give you something impressive for them.
>There is something going on in Inis duchy. A man named Alexander might be responsible
>There are... things... in Lethbridge
>Kantrel has a flickering silhouette of a child that randomly appears.


---------------------------------
Current tasks:
>Secure the terminal of Kantrel
>Get Everlights and Ambassador circuit for Captain Hendrick

Your current score:

Vehicles obtained: 3 (+1 extra)
Permanent party members obtained: 2

>continuing.
128 posts and 14 images submitted.
>>
File: Kantrel map 9.png (2MB, 1283x929px) Image search: [Google]
Kantrel map 9.png
2MB, 1283x929px
>>1697708
>>1697625
You steer the vehicle to the right, finding yourself in a vast room. Sunlight streams in from a hole above the center, which appears to be a glass window under the river above. It must be morning now.

The light shines down on a city that fills the chamber. There are four large structures that support the rest of the chamber, and a monument sits in the center. You can make out the remains of people in the center, it looks like some sort of protest occurred. Most of the buildings are intact, but a few appear to be broken into and looted.

A shopping complex (not as impressive as the ones in your homeland) dominates the quarter on your immediate left after entering.

The road seems to rise in the north, as well as straight across.

You would need an army of people to loot this place, as well as a whole bunch of transport vehicles.

There are no military installations, just upper-class homes, schools , and entertainment buildings. This was a city for the rich. Ollam had let its labor and workers burn in the city above while the wealthy elite lived below...

...Only to starve to death and riot it seems.

The girl flickers into being above the monument. Speakers crackle.
"It's... coming... civilians... behind... barricades... All... defense... beach..."

You can hear a clamor as you see several war machines leave the streets and charge up the northern road.

It seems this place is protected from... whatever is happening to the north.

What do you do?
>Explore (and loot) the city
>Go back
>Go straight ahead
>Follow the war machines to the left
>Go down to the right.
>>
>>1697817
>>Explore (and loot) the city
>>
>>1697817
Follow the killbots. I want to know what exactly is trying to get out.

File: giant forest.png (2MB, 675x962px) Image search: [Google]
giant forest.png
2MB, 675x962px
>Third Time's the Charm Edition

An ancient forest of giant trees somewhere in the Golden State, where you tagged along for a mission to an abandoned Gem structure. From what you've been told the place is some sort of recording center, but just because it's abandoned doesn't mean it's inactive. Having found out the hard way, the team came under fire by defensive measures in place within the structure, which reacted to your entry. Furthermore, the discovery of an old greenhouse resulted in an attack by a monstrous plant creature.

With the group scattered and who knows what danger still lies ahead, you're starting to wonder if you picked the wrong alien space rocks to associate with. More so, now that they're gone.
61 posts and 27 images submitted.
>>
File: jade box.jpg (56KB, 1000x1000px) Image search: [Google]
jade box.jpg
56KB, 1000x1000px
>>1699269

Went on hiatus for a couple weeks but back again, to continue where things left off, directly from the previous two threads;

>http://suptg.thisisnotatrueending.com/qstarchive/1514772/
>http://suptg.thisisnotatrueending.com/qstarchive/1596007/
>>
File: windows open.jpg (39KB, 1217x913px) Image search: [Google]
windows open.jpg
39KB, 1217x913px
You are Owen, a 20-year-old newcomer to the town of Diamond Shoals, and new acquaintance of the resident Gems there. In your spare time you've been helping them out with the odd job here and there, though this is another proper mission you've accompanied them on. And so after making your way through the structure within the first giant tree and onto the second, you've taken shelter from a dangerous monster. Some sort of hostile plant mass having sprung to life in the greenhouse after the team made an effort to restore it to some working order. No thanks was given however, as the monster attacked any and all around it and forcefully disbanded the group, some being smashed out the greenhouse windows and to a likely fatal fall.

Now it's just you and Sarah, another of the group, having taken cover together in the water irrigation room joined to the greenhouse. By hiding, keeping quiet and merely watching (no easy task after watching your teammates cast out), you noticed that eventually the plant creature gained some composure overtime. As if getting used to its surroundings, it uprooted itself and after a short exploration of the room, made for the exit onwards. Perhaps driven by whatever force animated it in the first place. Even out of immediate danger for the moment, naturally you and Sarah aren't any less worried. For yourselves, for your friends, if they're even alive that is.

>Move into the next room, the greenhouse, and see what the aftermath is. The monster may have moved on though, but you still want to be discrete about it.
>Check your belongings, see what you have left. With just the two of you remaining, success or survival may come down to what you can use and rely on.
>Assure Sarah that it's going to be alright. You have no idea if it will of course, but she's just a kid and it must be hard for her after seeing her friends dispatched in such a brutal fashion.
>[Write-in.]
>>
>>1699291
>>Assure Sarah that it's going to be alright. You have no idea if it will of course, but she's just a kid and it must be hard for her after seeing her friends dispatched in such a brutal fashion.
And then go and retrieve the gems.

Welcome to Mischief Managed: A Marauders Era Quest. This quest takes place in the Harry Potter universe in the year 1971 and follows our PC’s years through Hogwarts, Tom Riddle’s rise to power, and the First Wizarding War. Book canon will be followed for most things. Every other year will be skipped, for times sake, but only while you’re in Hogwarts.

You play Cyril Selwyn, a first year Slytherin, who's just trying to make his way through Hogwarts and maybe even learn a little on the way. Last time, Cyril successfully found Severus and you both spent the rest of the day studying. You still hold a vial of some unknown hair that you, James, and Sirius discovered in the Shrieking Shack. With exams beginning this coming this coming week, you cant help but be nervous.

Today is December 19th, 1971;the Sunday before your first exam but also the day of the famous Slug Club Christmas Party.
Previous threads: http://suptg.thisisnotatrueending.com/archive.html?tags=naust (this is missing several threads that were never archived, but nothing too important is skipped)
Pastebin: http://pastebin.com/J4QTEEDi
Discord: https://discord.gg/Bs9qeTa
47 posts and 2 images submitted.
>>
DECEMBER 19TH, 1971

Slowly but surely, you open your eyes. The dim light of your common room reaches your eyes and you're once again thankful for the Slytherin dorms for having such soft lighting. Being under the Black Lake probably plays a big role in that, you think. Stretching yourself out, you move yourself out of your bed and let out a yawn. Jeez, it feels like you slept for months! Wiping the sleep from your eyes, you look around and survey the dorm. From the looks of it, you seem to be the first one up. Everyone else sleeps soundly around you, and you even swear Sev is snoring. Grinning to yourself, you think about what you want to do today. Slug Horns party is later tonight and youre invited. But until then youve got no real obligations, except maybe study a little if you feel like it.

>A. Wake up everyone
>B. Get ready and leave
>C. Study until everyone wakes up(specify subject)
>D. Other
>>
>>1706600
>>A. Wake up everyone
>>
>>1706600
>A. Wake up everyone
F

File: 064916.jpg (98KB, 1920x1077px) Image search: [Google]
064916.jpg
98KB, 1920x1077px
Whaddup guys! Ive got an idea for a quest I think would do well with a different OP than me. A Alternate history WW1 quest with a heavy emphasis on steam/dieselpunk and excessively mechanized forces. The MC could be a young recruit, freshly drafted into service and serving aboard a light Mech. The MC could be Russian, German, British, French or American.

Perhaps each nation would confer bonuses and have specific strengths and weaknesses.

This is just an idea Ive had noodling around in my head for a while and was wondering if anybody would like to take a crack at it. Id be open to discussion and brainstorming in this thread or on discord
16 posts and 2 images submitted.
>>
>>1701584
What about /qtg/?
>>
>>1701663
/qtg/
>>
>>1701663
>>1701667
/qtg/?

File: Title Card.jpg (678KB, 2000x1601px) Image search: [Google]
Title Card.jpg
678KB, 2000x1601px
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 talked to your crew about some things, and decided to take a nap. Currently, however, you are not in the present day, but the trenches of Firebase Oliver North, and the Imperials are attacking. Good luck, and fair skies.

Twitter: https://twitter.com/ZapQM
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Starcaller
77 posts and 14 images submitted.
>>
File: Like this but FUTURE.jpg (526KB, 780x1204px) Image search: [Google]
Like this but FUTURE.jpg
526KB, 780x1204px
This hasn’t been the best evening of your military career. First, you and your formation get grounded because of maintenance issues, then you learn that Major Castro is going to be shipping back to Earth for court-martial in a couple weeks, and now the whole base is under massed attack. You look down at the freshly-dead Imperial soldier, feeling your stomach threaten to turn. You’ve pulled triggers and dropped bombs before, probably killed hundreds since the War started. But you’ve never seen someone killed up close like this.

“I need a weapon,” you say to the marine.

“Right,” he nods. “Take that guy’s shotgun if you want. He’s certainly not using it.”

You pick the shotgun up, checking the chamber to ensure it is loaded. It’s an old-school pump shotgun with a heat shield and bayonet, either an antique or replica of one. Certainly not standard issue. “Okay. Lead the way.”

You and the marine make your way through the trenches leading to the command center, narrowly avoiding death several times. Eventually, you both arrive at an area where the trenchworks have been completely destroyed, leaving only craters in their absence. It’s a damn killing field out there in the open, with Imperial and Federal bodies lying all over the place. Littered about are wrecked vehicles and equipment. You’re sure they would make good cover if you decided to cross, but would you be able to make it?

You look to the marine, both of you grimacing. He is the first to speak up as you both duck behind cover. “That was a hardened trench half an hour ago.” He pauses to fire from cover at something just out of your view. “We can go around, but it’ll take a lot longer than if we try to book it across the craters…” He frowns sternly. “It’s your call, sir. I’ve got your back regardless.”

>”Let’s move.” (charge across the craters, roll 1d100)
>”I don’t want to risk it. Let’s find another way around.”
>>
Rolled 19 (1d100)

>>1701237
”Let’s move.” (charge across the craters, roll 1d100)
>>
>>1701237
>”I don’t want to risk it. Let’s find another way around.”
We have nowhere to hurry to.

File: 1.png (6MB, 5000x5000px) Image search: [Google]
1.png
6MB, 5000x5000px
So anyone remeber this quest that I ran a while ago ago: http://suptg.thisisnotatrueending.com/qstarchive/1032590/
No? Well that's fine. Because it seems I have lost all the art files for it anyway!
Not to mention, I want to change some things about it, so with that in mind...

You are DAN FARNICK. You have recently located the ALCHEMY PORTAL, a magical rift in spacetime that can COMBINE ITEMS. Sometimes LITERALLY and sometimes METAPHORICALLY.
You're going to use it to RULE THE WORLD.
This things power is not to be underestimated. It is said that it could even create items with MAGICAL PROPERTIES. But even if that winds up being untrue, it can still make all kinds of awesome shit.
But before you can take it for yourself, you need to pass a TEST.
You were trapped in this room. You must escape.
If you can do it, you will be granted the use of this power any time you want.
If you can't...
Well, you guess your going to starve to death?

...But it won't be a problem. You're sure that you can escape long before that happens.

But with that said...

A quick rummage through your BACKPACK reveals that you don't have much to work with!

Inventory:
Peanut butter and jelly sandwich (X2)
Plastic container (containing the sandwiches)
Pocket knife
Compass (seems to have stopped working after being put in this room...)
Bottle of water (X5)


If you want to get out of here, you will most likely need to utilise the alchemy portal. Simply toss in two or more items, and it will create a brand new item!
You get the feeling you are going to need to get fairly creative if you want to get out of here.
21 posts and 10 images submitted.
>>
Oh hey, I remember this. It was sorta nifty.

>Cut off a small corner of one of your sandwiches
>Pour some water into the portal along with the sandwich corner.

First things first, gotta solve the food problem first.
>>
File: 2.png (7MB, 5000x5000px) Image search: [Google]
2.png
7MB, 5000x5000px
>>1699907
You create the TUNA SANDWICH.

Inventory:
Peanut butter and jelly sandwich
Peanut butter and jelly sandwich (missing a chunk)
Plastic container (containing the sandwiches)
Pocket knife
Compass (seems to have stopped working after being put in this room...)
Bottle of water (X4)
Bottle of water (2/3 full)
Tuna sandwich
>>
>>1699952
Let's cut off some of our hair, than put lock of hair into portal along with compass.

File: Order In The Court.jpg (232KB, 1200x720px) Image search: [Google]
Order In The Court.jpg
232KB, 1200x720px
>Twitter: https://twitter.com/Judge_Presiding
>ask.fm: https://ask.fm/Judge_Presiding
>Last Thread: >>1675497
All rise, this court is now in session.
As mentioned on my Twitter and in the last thread, this is a special session of American Arcana Quest, designed to allow for some fluff and general questions, recap basic events for new players, and overhaul the combat system, which took too long between posts.

First order of business is the combat system, which will be replaced from the existing overly complex system to a more narrative 2d10 system, using the four already existing stats (Proficiency. Knowledge, Charm, Courage) and situational modifiers. Fellow allies will have stats, in the case that they need to be themselves tested or help you, and they will have areas they are naturally better and worse at. Myths will also have similar strengths and weaknesses, but they will be more general rather than more specific.

As an example, here's fighting an Imp:
The imp sneers at you and raises its claws to face your group, a wicked smile on its face as it hops from one foot to the other.

>>Command? (Roll 2d10)
>Have Faust tear him in half with his claws (Courage +2)
>Use Faust's superior psychic abilities to confuse and overwhelm the imp (Proficiency +3)
>Attempt to contact the Imp (Charm +2)
>Try to determine which story the Imp comes from (Knowledge +4)
>Change Myth (Blackbeard, Velveteen Rabbit, Red Riding Hood)
>Order (Tell another person to do something specific)
>Item (Cinnamon Roll, Mad Bull, Breakfast Taco, Holy Water, Liquid Courage)
><Write-In>

Here, Faust's superior Knowledge and Proficiency increase Solomon's own stats by +2 and +1 respectively, making certain approaches easier or harder. If he switched to Blackbeard, he would gain +2 Courage, +2 Proficiency, but also -1 Knowledge. Elemental affinities will also play a part, but more on a '+2 for strong affinities and -2 for weak affinities' basis. Damage will be more general, rather than numeric. I'll tell you when someone's more or less hurt.

The floor is now open for other questions. I'm going to play this by ear, so it's not going to be as rigid as previous threads.

>>Open Floor
>Let's go over the combat in more depth.
>I want to know more about the characters.
>I think we should change the quest's name.
>Let's get to the recap.
><Write-In>
53 posts and 3 images submitted.
>>
>>1699285
>Let's go over the combat in more depth.
I want to ask about the mechanism for missing an attack, crits, and determining damage.
>>
File: 220px-Ye_not_guilty_(Big_O).jpg (8KB, 220x165px) Image search: [Google]
220px-Ye_not_guilty_(Big_O).jpg
8KB, 220x165px
>>1699412
>I want to ask about the mechanism for missing an attack, crits, and determining damage.
I guess I'll answer this to start off.
>Missing an attack
I will have a hidden DC for certain actions. The reason why it's hidden instead of direct is to give you the opportunity to feel out and discover weaknesses. A near miss will result in less damage, a very bad roll will result in no damage.
>Crits
A base 2 is always considered a miss, and overrides other rolls unless there is a critical hit (a base 20) present. Critical hits will always down an enemy, meaning that if they are a single non-Monster enemy, they will immediately try to negotiate, if they are in a group they will not take their next turn, and if they are a Monster the whole party will gain a temporary buff.
>Damage
Less numeric, more narrative. I'll have a general idea of how much damage you do, but since people seem not to like me taking the time to work with a lot of numbers, I'm not going to. I'll just indicate 'how much' damage you do with an adjective, like 'Massive' or 'Sicknasty'.

>>Open Floor
>I still want to know more about the combat.
>Can I suggest a different resolution method?
>I want to know more about the characters.
>I think we should change the quest's name.
>Let's get to the recap.
><Write-In>
>>
>>1699285
>>Let's go over the combat in more depth.
Personally speaking, I actually rather enjoyed your combat system, but admittedly it is overly complex and bogs things down. I'm curious how the ew combat system will affect specifically Faust, because of his Devour ability.

File: opopopopopopopopopop.png (309KB, 1024x1024px) Image search: [Google]
opopopopopopopopopop.png
309KB, 1024x1024px
The dark energies swirl above your head like a twisting vortex, a spiral of despair and distress that spins and spins, pulling everything around it into the pitch-black center like a cavernous mouth, devouring endlessly, unable to satiate its eternal hunger.

Well, that’s probably what it is, if dark energies exist, which they probably, most likely do.

You are 99% percent sure. Just because you, Yamikigo Kyougetsu, can’t see it doesn’t mean it’s not real. Because it is super real.

And that’s final.

The source of your frustration and annoyance, of course, is a promise made at almost the start of the school year, one that’s probably long forgotten and he doesn’t remember. At all.

Okay, you’ll give Katsuya this one. He’s busy, you know that, but...

He sure wasn’t busy the week before. Or the one before that.

Okay, you sort of cornered him in the heat of the moment, but come on! He hasn’t played a single doubles game—tag-team, duos, whatever they call it—ever since that day.

He also hasn’t brought it up...

You shake your head, running your hands through your hair and messing it up.

You step out of the bathroom, sighing.

You should... stop thinking about this so much.

Yeah. Okay.

As if you had all the time in the world, you walk around,

And you run into...
>Hitsujikaze Yukikata.
>Yuu Saki.
>Kaori Etou.
>No one?
144 posts and 31 images submitted.
>>
OP2: https://www.youtube.com/watch?v=cArNMUNnnU0
Twitter: https://twitter.com/hopelessQM
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Psion+Academy+Quest
Characters: https://pastebin.com/2uQXup9i
Abilities: https://pastebin.com/XzQPrsQU
To do list: https://pastebin.com/r7Fj6rCL
>>
>>1698533
>Yuu Saki.
>>
>>1698533
>>Yuu Saki.

We all know of Mossflower. Of Redwall Abbey and Salamandastron, of Martin the Warrior and the great badger lords. But this tale is not about any of that. For this tale takes place far to the north of Mossflower. There lies a stretch of land ruled by snow in the winter, and blessed with green during the short summer.

The land is called Whitenort by its inhabitants. Many years ago, gentlebeasts and vermin alike settled in this northern land, but they all found the weather unforgiving, and the lords of the land deadly. For Whitenort Forrest was home to the fierce Bonebeak kingdom, a clan of murderous and territorial crows. The gentlebeast and vermin of Whitenort lived in perpetual fear of the Bonebeak crows, until Vandal Bloodfur and his wildcat kin drove them back at the battle of Sullied Snow.

From that day forward Vandal and his line took on the task of protecting Whitenort from the sporadic raids of the Bonebeaks. With the help of the settlers of Whitenort, Vandal erected a castle known as Kirotr, and from there watched over the lands. Over time his sons adopted the role of rulers of Whitenort, and taxed the gentlebeasts food and craft in exchange for protection. The vermin were drafted into the Kirotr army.
54 posts and 6 images submitted.
>>
File: Mossflower Far North- Whitenort.jpg (961KB, 1024x768px) Image search: [Google]
Mossflower Far North- Whitenort.jpg
961KB, 1024x768px
Now the grandson of Vandal Bloodfur, Undred Bloodfur, rules Kirotr. There has not been a Bonebeak raid since his youth, and the Lord of Kirotr has many winters under his belt. He grooms his son and daughter, Fick and Lisinna, to rule after his passing. The Kirotr army has never been bigger, and threatens to overtax the gentlebeast families of Whitenort. To the northwest are the Snowhare tribes, reclusive but dangerous when provoked, and to the south lies the Rakka Tan Kingdom, a large collection of warrior squirrel clans that have always eyed the Bloodfurs with mistrust.
>>
Castle Kirotr is frozen in a moment of chaos. You feel it, practically walk through it as you pass under the gatehouse. You and your soldiers enter to find the castle grounds full. Gentlebeasts from the river and fields, Kirotr soldiers looking worn from the days fighting, the wildcats in their plate armor. But in the center, surrounded by all these creatures, is Reginald and his trope. The various squirrels, mice, hares and otters are holding tightly to the youngins you and your soldiers rescued from the hoard. Your eyes narrow, the tired wheel of your mind turning.
“What’s going on,” You say, crossing the grounds towards the center. You motion at Reginald. “Why are you holding on to those dibbuns,”
“The children are the foolbands!” Fick yells, stepping forward with a raised fist. The son of Undred Bloodfur now wears a jagged three lines diagonally across his face, from where a Pine Martin clawed him.
You turn to Reginald again. “These are your children?”
Reginald, head raised, nods. “And we thank you for rescuing them,” He says, his voice oddly neutral. You are too tired to process this. Something is wrong, but between the cold morning air and the battle you can’t get your mind to work.
“Commander Blackfur,” Undred Bloodfur says, stepping forward. “This trope’s children were taken by Drakkold the Sly as leverage for their cooperation,” Undred points a claw at a small squirrel child huddled behind its mother’s legs. “They were to work their way inside our castle, earn our trust, and when Drakkold and his hoard arrived they were going to open the gates for them,”
Your eyes find Cass, the ottermaid who was so skillfully performing only a day ago. She meets your gaze. Beside her is a young otter cub, grasping at her hand. “But you didn’t stay in your castle like Drakkold thought you would,” Reginald says. His ears have drooped some. “You took your army out to meet him in battle, surprising the dastardly villian.”
“But had we stayed,” You said, the blood rising in your rattled head. “You would have opened the gates to them,”
“We had too,” Reginald says. You think you catch a hint of pleading in his voice. “He had our children,”
“Commander,” Undred Bloodfur says. “I must bury Tobbi Hackles, among his kin in the catacombs,” Undred turns away, as do most of the wildcats. “I ask that you take care of this,”
The wildcats leave, bearing the wrapped body of Tobbi Hackles on their shoulders. You turn to Reginald and the trope. Your soldiers, almost unconsciously, form a loose circle the trope.
"Please sir," Reginald says, doing his best to keep his chine up. "We did it for our children,"

>Punish the trope, be it lightly or....most severely
>Be merciful
>>
old thread >>1682654

File: Skavene.jpg (127KB, 965x609px) Image search: [Google]
Skavene.jpg
127KB, 965x609px
Thread 1
Snikspekt the Terrifyings amazing rise to inevitable and entirely predictable glory, Chapter 1
You bravely raided your former home you were cruelly exiled from, and recovered some clearly stolen Skyre gear. You then charismatically persuaded your long time favourite brother Vutch to protect you as you undertook a holy journey to Skavenblight to become a Grey Seer.
Reality
You snuck back into your home nest that you were kicked out of for being grey. You stole a single bag of grain and a bag grabbed at random. You were then ambushed by Vutch, who had seen you before, and whom you had told you were a ghost. Vutch took this as a message from the Horned Rat to accompany you to Skavenblight to fulfill his destiny or some such nonsense

Thread 2
Snikspekt the Diplomats amazing rise to inevitable and entirely predictable glory, Chapter 2
You emerged into the lands that you one day will rule once the manthings realise they can never defeat skavendom, and then cleverly moved into a forest, so as to explore your future land. You took brief command of a beastmen horde, who escorted you to a river, where you dispensed of their totally unneeded help and crossed the river, before cleverly infiltrating a Man-thing big-nest.
Reality
You ran into a forest to avoid being seen, where upon you walked into a clearing of Beastmen erecting a herdstone. The Gor lectured you on proper chaotic behaviour, complained skaven liked cities too much, then directed you to the nearest settlement. You almost drowned crossing a river, before arriving a a Brettonian town, whereupon you crawled through a sewer grate to get in.
Thread 3
Snikspekt the Shadows amazing rise to inevitable and entirely predictable glory Chapter 3
You carefully and delicately, like a shadow of a bat, crept into the manthings nest and firmly laid your claim upon your rightful property (after all, it will be eventually all yours). You ate a meal fit for warlords, all offered as tribute by the manthings. You settled where you wanted, and sneakily tricked the manthings into carrying you as royalty to a new town.
Reality
You and Vutch crept into a warehouse, and pigged out on cheese and wine, before lying down in a box of silk. You woke up with 2 men outside talking about life. You now need to decide what to do...

>Attack! These Manthings will cower before you!
>Hide! These Manthings will cower before you, but first they need to have their back to you.
>Wait! See what will happen, maybe the Manthings will cower of their own accord.
10 posts and 1 images submitted.
>>
>Thread Theme
https://www.youtube.com/watch?v=pOlBcMLyqkk
>Character Sheet
https://docs.google.com/document/d/1-eNk92s6EpIHyVpv59rJFOgex9Q-IVyVK-VPkhxwCgI/edit?usp=sharing
>>
>>1697122
>Hide! These Manthings will cower before you, but first they need to have their back to you

We're not scared, it's tactical
>>
>>1697122
>Hide! These Manthings will cower before you, but first they need to have their back to you.

File: 2dv21j8.png (14KB, 500x500px) Image search: [Google]
2dv21j8.png
14KB, 500x500px
You are Hat Stevens,

>wrangle a beaver you jive turkey cat hazard
>visit 7
>make milk
>get wapon
>writ in
53 posts and 16 images submitted.
>>
File: IMG_2002.png (46KB, 500x500px) Image search: [Google]
IMG_2002.png
46KB, 500x500px
>>
You visit 7.

He is not happy.

>wrangle a beaver you jive turkey cat hazard
>cheer up 7
>make milk
>ask 7 for wapon
>writ in
>>
>>1702036
>>make milk
MILK 7

File: Dwarf_hold.jpg (8KB, 225x224px) Image search: [Google]
Dwarf_hold.jpg
8KB, 225x224px
"The sun is setting..." Bjorn remarked casually. "Are you sure you're ready for your first night shift?"

He stands beside you, a stocky, ironclad figure illuminated in the bronze light of the setting sun. In such a light, one might think he was a Dwarven Noble, but you've known Bjorn Bloodstone for far too long to think anything of the sort. No, Bjorn, a dear childhood friend who you have known for many years, is nothing more than a common guardsman in this Dwarven keep of Anvil.

The sun sinks lower, and dips behind a line of heavy, dark clouds, ready to burst and release their frigid payload of ice and snow upon the mountain range. A chill wind blows as a sobering reminder to the hostility of this frozen wasteland. And here you stand, dressed in your regulation mail shirt, sword and shield in hand, prepared to wait out the quiet hours of the night, and stand vigil by the gate.

"You've received orders from the captain for the evening, yes?"

The captain was quite clear - keep watch at the gate. It was to be unlocked only for merchant caravans bringing trade goods to the city. Private citizens and non-commercial traffic is to only be granted entry to the hold during daylight hours. And, above all, the stern words of your captain echoed in your head - do not leave your post.

"I leave you to it then. I'll be by in the morning to relieve you of duty. Stand strong, brethren."

Bjorn gives you a friendly punch in the arm with a chain covered fist, and starts making his way through the town square. In a few moments, he disappears into the crowd, and you stand alone at the West gate, staring into the setting sun from atop the fortress wall, the portal to its entry now sealed against the rapidly encroaching night. You settle in for your shift.
5 posts and 1 images submitted.
>>
As the light dies, so too does the vivacity of the hold. The town square is soon desolate as the citizenry flock into their domiciles for the evening, leaving you standing alone atop the wall, silhouetted against the night by a burning brazier. The square is devoid of life now.

Your mind begins to wander, conjuring up wistful images of your bed, calling your name...

And with a start, panicked cries for help jar you from your daydream. They're coming from an alleyway, just out of sight from your position atop the wall.

>What do you do?
>>
>>1701632
Stand fast. Our job is an important one, we have our orders.
>>
>>1701877
The Captain's orders echo in your head as the screams echo through the streets. By a fear of will power alone, you stifle your curiosity and stand at the gate. Eventually, the screams die down and the streets are quiet. By the light of the torches illuminating the town square, growing dimmer as the early hours of the morning tick steadily by, you see a hooded figure, taller than a dear friend, and taller than even most men, emerge from an alleyway behind the Frostholm Inn. His robes glisten by the fire and moonlight, and appear to be damp with what you can only assume to be blood. Nonchalantly, he begins to walk deeper into the city of Anvil, taking the road towards the warrens.

The warrens, you think to yourself... What a pit. Once a great mining district for iron and silver, once the deposits dried up, so too did the work for the miners, and, now, most are left living in squalor and destitution. Those that don't often resort to criminal activities to bolster their paltry incomes.

You wonder to yourself - having suspicion of a crime being committed on your watch, and a potential suspect, can you now justify to yourself leaving your post?

>Stay put
>Pursue your mark
>Write in

File: Loanah locations with card4.png (82KB, 1024x768px) Image search: [Google]
Loanah locations with card4.png
82KB, 1024x768px
Aura Voyeur

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 the PTU system, 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 and also may leave you open to an interrupt, so beware of that timing. Speed is more important for closing ground, intercepting, and other things and doesn't necessarily mean going first.

Pokemon and trainers are unique, and may have certain specializations, skills, or other things that the video-game mechanics might not allow. Some examples: That kung fu Bellsprout in the anime, that crystal Onix, or a Roggenrolla that can fly. Herb's perception skills, pokemon knowledge, context clues in general, and other things will hopefully come into play to avoid completely unfair, unforeseeable bullshit, but expect more bullshit from more advanced trainers.

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

Pokemon:
Gobble (Munchlax)
Mace (Roggenrola)
Belladonna (Roselia)
Dice (Croconaw)
Vulpix (Vulpix)

Location: Eelilee island

Recently: You get a new pokemon, give Laki some attention, have a strange moment with her and dream
260 posts and 37 images submitted.
>>
File: Relationship 3.0.png (5KB, 193x192px) Image search: [Google]
Relationship 3.0.png
5KB, 193x192px
>>1694345
First for Devil Herb! Hope you're having a good night Gobble!
>>
File: bbbfb4f8371646851ca656b0bb183476.jpg (315KB, 1056x2048px) Image search: [Google]
bbbfb4f8371646851ca656b0bb183476.jpg
315KB, 1056x2048px
[The rule 63 has some, but not all of the stories done. I was going to release it today and do the other parts after, but it feels a little unfair. I wasn't happy with the quality of some parts.

I can't apologize enough for being so late with it. This will be many times larger than any other lewdbin though, so I hope that helps partially make up for it.]
>>
File: 9f8708c71f2b82ee235045a698e65f71.jpg (662KB, 935x1323px) Image search: [Google]
9f8708c71f2b82ee235045a698e65f71.jpg
662KB, 935x1323px
>>1694366
[Thanks! I've been pining for more all week. Had a lot of surprise last minute things come up and missing too much sleep.]

Pages: [First page] [Previous page] [35] [36] [37] [38] [39] [40] [41] [42] [43] [44] [45] [46] [47] [48] [49] [50] [51] [52] [53] [54] [55] [Next page] [Last page]

[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.