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Terra Battle Quest

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Thread replies: 64
Thread images: 17

File: Terra Battle Quest.png (1MB, 1418x753px) Image search: [Google]
Terra Battle Quest.png
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The primordial civilization of Gallus, is soon to meet its end. Those who remain on this decaying world, wander in twilight, ill times for all who inhibit this world. All manners of races live on this ruined planet. Human. Beastfolk. Lizardfolk. Stonefolk. Many other races dwell upon this world destined for demise.

Desolation,

despair,

those are the only feelings that await the denizens of Gallus.

Has the Maker of the world, abandoned you, abandoned all of the people of the world? You set out on a pilgrimage to discover the truth. You are...

A female Beastfolk healer, gifted with the ability to soothe the pain of others. In addition to soothing allies, you possess a unique talent in bettering your companions.

A male Human Warrior, balanced in strength and capable in the sword. You are light on your feet, which has manifested in an unique skill in your possession.

A Lizardfolk mage of indeterminate sex, not really proficient in elemental magic but you do have a unique disposition towards non-elemental spells, of which only few have access to.
>>
>>51204
>A male Human Warrior, balanced in strength and capable in the sword. You are light on your feet, which has manifested in an unique skill in your possession.
>>
>>51204
>A female Beastfolk healer, gifted with the ability to soothe the pain of others. In addition to soothing allies, you possess a unique talent in bettering your companions.
>>
>>51204
>A male Human Warrior, balanced in strength and capable in the sword. You are light on your feet, which has manifested in an unique skill in your possession.
>>
>>51204
>A Lizardfolk mage of indeterminate sex, not really proficient in elemental magic but you do have a unique disposition towards non-elemental spells, of which only few have access to.
>>
>>51234
>>51236
>>51294
You are a human Warrior, you possess skills in swordsmanship.

While you do practice the sword, alone you will not be a match for the countless creatures that wish to use you to survive another day in this barren world. You must seek companionship so you head to a tavern to form a Pact of Truth to gain allies.

You see three, one of whom might be moved by your determination.

A female duelist with what seems like a dark disposition.

A female Archer, who seems like she might be quick on her feet.

A male beastman, you can feel terrible destructive urges within him.
>>
>>51382
>A male beastman, you can feel terrible destructive urges within him.
>>
>>51382
>A female Archer, who seems like she might be quick on her feet.
>>
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>>51393
You choose to seek companionship with the male beastman.

You seek to inspire him to your cause. You speak of the desolate and dying world, one of which no one is safe or destined to thrive.

He reluctantly agrees, to aid in your quest. He introduces himself Zenzoze the Dusky, he wields a spear and the power of darkness.

With you and your new ally, you head to the capital for you hear rumors of other beastfolk and lizardfolk who may hold knowledge to where the Maker is.

Before that you...

Try to seek out one more ally to your quest.

Check to see what abilities you and your ally wield.

Other
>>
>>51664
>Check to see what abilities you and your ally wield.
>>
>>51664
>Try to seek out one more ally to your quest.
>>
>>51695
Switching to ally
>>
File: Kuscah.png (793KB, 681x739px) Image search: [Google]
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>>51695
>>51729
>>51769
You decide to seek out another ally to your cause.

The two other women from earlier are long gone. In their place, however, is another man. He looks to be wise and not as standoffish as your now beastman partner.

He introduces himself as Kuscah, a cleric on a spiritual journey. He is all too happy to join you on your quest. He informs you that he can heal wounds but his biggest talent is a joke.

You ignore the last part and continue onward. You head to the capital, taking note of the people you pass. You seem to be drawing the attention of a number of beastfolk and lizardfolk. Sensing this may be trouble, you decide to...

Take on the group of lizardfolk

Take on the group of beastfolk

Take on both

Move quickly to evade them

Other(write in)
>>
>>51873
>Take on the group of beastfolk
>>
File: Warrior.png (526KB, 578x753px) Image search: [Google]
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The current skills you have.

Levitation, Equip
[Passive. Evade ground attacks and floor traps.]

Megasword
[Sword attack on foes.]

Your two companions are Zenzoze and Kuscah, of whom you don't really know much about.

The quest will continue later tonight, if anyone is interested. Just post the next course of action and we will continue after a day of work.
>>
>>51914
Thanks for running for a bit. Hope more people will come.
>>
>>51929
Thanks you guys for being interested, more allies awhile later. After we get out of this skirmish.
>>
File: Beastfolk_Warrior.png (544KB, 627x701px) Image search: [Google]
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You decide to take on the group of beastfolk.

You see a group of six beastfolk, but none of them seem to be anything more than brutes. You are not too experienced in combat but perhaps your beastfolk companion might be greatly of assistance.

You see one of the beastfolk seems to be different than the others. Stronger than the others. Maybe that one is in charge. Surely if you take out their leader, the rest will follow suit.

You decide to...

Pick the beastfolk warriors one by one.

Charge the one who seems to be the leader.

Let Zenzoze run wild through your enemies.

See if you might be able to reason with them.

Roll the dice with your opinion to see how effective it will be.
>>
Rolled 35 (1d100)

>>58177
>See if you might be able to reason with them.
>>
File: Beastfolk_Hero.png (639KB, 537x765px) Image search: [Google]
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>>58183
You put away your blade and explain your situation.

You direct your voice towards the one who looks to be in charge. You tell him of your quest and how you just left the outskirts of town to reach the capital.

The Beastfolk Hero looks uninterested, him and his men ready their blades to continue their assault on you and your allies. It was no use, they seem intent on harming you and your comrades.You ready your blade, so too does Zenzoze. Kuscah is ready to tend to your wounds.

You decide the best course of action is...

Pick the beastfolk warriors one by one.

Charge the Beastfolk Hero

Let Zenzoze run wild and unbridled through your enemies.

Roll the dice with your opinion to see how effective it will be.
>>
Rolled 39 (1d100)

>>58239
>Charge the Beastfolk Hero
we team-up to aim the beastfolk hero, trying to kill it in instance thus scattering the minions
>>
File: Beastfolk_Hero_icon.png (27KB, 106x106px) Image search: [Google]
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>>58255
You and Zenzoze combine your efforts together to attack the Beastfolk Hero.

Both of you rush him faster than his men can react. Your blade clashes with the Beastfolk Hero's blade. You can feel his strength overwhelming your own strength.

Is this the difference between strength and experience?

He is far stronger than you expected but there is just one factor that decides the outcome. With you holding him at bay with the best of your abilities, Zenzoze goes in for the kill.

The Beastfolk Hero is able to evade but not without taking damage. The battle ensues...

Charge the Hero once more.

Focus your attention to his allies.

Split your efforts and allow Zenzoze to deal with the minions.

Split your efforts and allow Zenzoze to deal with the hero.

See if it is not too late to settle this with words.

Roll for effectiveness
>>
>>58321
>Focus your attention to his allies.
>>
Rolled 28 (1d100)

>>58338
Third time's a charm, right?

Right?
>>
File: Zenzoze_icon.png (28KB, 106x106px) Image search: [Google]
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>>58338
>>58346
You and Zenzoze turn to focus on his allies instead of finishing him off.

The Beastfolk Hero is stunned from the blows he received earlier. It will take a minute for him to get the composition to begin his assault again. You and Zenzoze decide to pick off the weaker Beastfolk Warriors now.

You attack one of the Beastfolk Warriors, but you feel yourself struggling to handle just one. Your back is unguarded through, with just you and Zenzoze as the main attacking presence of the group, you cannot rely on Kuscah to be of any aid on the battlefront. While Zenzoze is a formidable ally and most certainly has the advantage over your sword wielding foes, at most he can dispatch three foes at this time, leaving one to attack you from behind.

Feeling the pain of the slash wounding your back, you withdraw from your clash with the other warrior. The battle ensues...

There are three remaining. Zenzoze managed to finish off three but the Beastfolk Hero still remains and the two foes you were engaged with are still starting strong.Your wound is not fatal but if you continue on and take more, you might not survive this encounter.

Have Zenzoze take over and get Kuscah to treat you.

Charge the Beastfolk Hero.

Deal with the other two minions before they become trouble.

Split your efforts and allow Zenzoze to deal with the minions.

Split your efforts and allow Zenzoze to deal with the hero.
>>
>>58408
I forgot to say roll as well.
>>
Rolled 18 (1d100)

>>58408
>Deal with the other two minions before they become trouble.
>>
Rolled 47 (1d100)

>>58408
>Deal with the other two minions before they become trouble.
>>
>>58461
>>58465
You continue your combined assaulted against the Beastfolk Warriors.

There are only two left, you and Zenzoze can surely dispose of them quickly. You both decide to take one on. You decide to engage the one you were previously locked in combat with., while Zenzoze deals with the one who attacked your back.

Your blades meet once more, sword against sword, in a contest of steel. From the corner of your eye, you can see Zenzoze has finished his prey off. Holding your enemy in place with your blades locked, gives Zenzoze a chance to pierce him with the might of his Shadow Strike.

Having dealt with the lesser Beastfolk, you turn your attention back to the Beastfolk Hero. You decide to...

You are still wounded, one misstep might be your undoing.

Charge the Beastfolk Hero.

Allow Zenzoze to deal with him while you get treated.

Prove your skill and take on the Beastfolk Hero by yourself.

Roll for effectiveness.
>>
Rolled 49 (1d100)

>>58501
>Allow Zenzoze to deal with him while you get treated.
>>
Rolled 31 (1d100)

>>58501
>Allow Zenzoze to deal with him while you get treated.
>>
Okay guys we will continue this later, thanks again for being interested in seeing where this goes.
>>
>>59064
Thanks for running.
>>
File: Beastfolk_Sword.png (121KB, 367x605px) Image search: [Google]
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>>58508
>>58556
You allow Zenzoze to take over and get treated by Kuscah.

Now it is just Beastman against Beastman. Zenzoze has the added advantage of his spear, but the Beastfolk Hero will not go down without a fight.

As their battle wages on, you take a minute to get Kuscah to heal the wound on your back. You feel he pain melting away from your body as a light emits from Kuscah hands.

You took your eyes off the battle for just a minute but it seems like Zenzoze has finished the deed. There are none of the Beastfolk remaining, while except for Zenzoze. You catch a wicked grin escape his face, his destructive impulses has lead to him brutalizing his foe.

There is a sword remaining in the aftermath, you take it and continue forth. You do not get the answers you seek and the opposing Lizardfolk appear to have left in the midst of your skirmish. You still need a clue about the Maker, anything at all. You decide to...

See if you can find the Lizardfolk that left.

Continue to the capital.

Ask Kuscah for advice.

Speak to Zenzoze.
>>
>>64348

>Speak to Zenzoze
>>
Rolled 60 (1d100)

>>64348
>Speak to Zenzoze.
>>
>>65195
>>65477
You speak to Zenzoze.

He is reluctant to speak. A long pause of silence fills the air between the three of you. Finally, Zenzoze decides to share something with you.

He tells you of his destruction impulses, that occasionally he is filled urges to wreck and destroy everything in his surroundings. He cannot control these impulses but he thought it was best to tell you.

You can feel a strong sense of despair and loathing from his part. However you must go on, maybe something or someone will solve the problem of his impulses, your life is in danger with Zenzoze around but he is a strong ally regardless. You decide to...

Head to the capital.

Seek advice from Kuscah.

Part ways with Zenzoze.

Head to the borderland instead.
>>
>>66454

>Head to the capital.
>>
File: Knight_icon.png (30KB, 106x106px) Image search: [Google]
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>>66580
You make your way to the capital.

You take Zenzoze's words to heart but he is too valuable an ally to leave behind. Kuscah leads the way to the capital.

It does not take long to reach the capital. Contrary to the the landscape you saw while in the dying fields and depressing outskirts, the capital is brimming with life.

Are the people here just in denial at the coming death of the world?

Are you wrong about the world being in peril?

Before you have time to ponder the situation, Kuscah points to a tavern. It seems the priest wants a drink, and maybe get lucky with a chance encounter with a nice woman.

You decide to...

Head to the tavern and maybe pick up another ally.

Let Kuscah have his fun for a bit and search for information elsewhere.

Wander around the capital and hope to stumble onto something.

Go seek your own entertainment elsewhere.
>>
>>66888
>Head to the tavern and maybe pick up another ally.
>>
Rolled 61 (1d100)

>>66888
Head to the tavern and maybe pick up another ally.
>>
Rolled 17 (1d100)

>>66906
I guess I'll roll.
>>
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>>66906
>>67214
You head to the tavern with the intact of maybe moving someone with your truth.

You and Kuscah head into the tavern. Kuscah heads straight to the bar. For a priest, he sure indulges his cardinal sins far too much. You excuse yourself from him and search around.

You see three who could be potentially useful for your cause. You...

Talk to the Stonefolk woman who seems to have took a likening to Kuscah.

Talk to the Lizardfolk man who seems to have just as big an appetite as his huge mouth.

Talk to the Lizardfolk male in the corner, he seems to be really flashy.


This is the end for day, who will be moved by your truth.
>>
>>67304
>Talk to the Stonefolk woman who seems to have took a likening to Kuscah.
Well, she likes Kuscah so far. That's a good start.
>>
Rolled 79 (1d100)

>>67304
>Talk to the Stonefolk woman who seems to have took a likening to Kuscah.
>>
File: Daiana.png (583KB, 698x746px) Image search: [Google]
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>>67333
>>67372
You attempt to speak to the Stonefolk woman.

It does not seem really necessary though. As you approach, Kuscah notices you and introduces you. He tells you that the woman's name is Daiana and she is also known as a witch. You also notice her mane of fire brimming from her head.

"She is also quite the hothead."

You really cannot believe that he made that joke, nothing good can come from that. You wait for the backlash but all you can hear is loud snickering from both Kuscah and Daiana.

Kuscah tells you that she agrees to join your group in search of the Maker. She also says seeking out the "King" of the Lizardfolk in the Tower of Temptation might be the best bet to get some information.

You thank her for the information and for agreeing to join your quest. Her and Kuscah continue their drinking.

"How do you lose a witch?"

You leave before you hear the rest of Kuscah's corny joke. You decide to...

Seek out Zenzoze and get some training in.

Take a rest, it has been a long day.

Look around the capital a bit more.

Wait at the tavern and hear the end of Kuscah joke.
>>
Rolled 4 (1d100)

>>71384
>Look around the capital a bit more.

Look if anyone else wants to join our cause of finding the maker and the giant spaceship... as well as escaping the explosion of the planet...

Also stonefolk were supposed to be a hidden underground race that you don't really meet until you have traveled quite a lot, but whatevs at least my favorite mobile game is getting some love
>>
>>71384
>Wait at the tavern and hear the end of Kuscah joke.
Then
Seek out Zenzoze and get some training in.
>>
>>71731
I generally decide the characters who will show up based on that first pick of Zenzoze and Kuscah. Everyone in the tavern this time, were A class adventurers so I just chose characters who drink or look like they might be in a tavern.

Gotta find a nice spot to insert Bahl, since we skipped her in the intro. Bahl leads into Samatha. Also Zenzoze leads into someone too but we will find that out later.
>>
File: Daiana_icon.png (22KB, 106x106px) Image search: [Google]
Daiana_icon.png
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>>71731
>>71737
You decide to wait a bit to hear the outcome of Kuscah's joke before exploring the capital a bit more.

"How do you lose a witch?", Kuscah revs up his joke.

"How do you lose a witch?", you can't believe Daiana is going along with this.

"You...ditch her!", Kuscah strikes with a line you did not think capable.

Daiana and Kuscah both start thunderous laughter that turns heads in the tavern. Can she really find this man funny? Is it just the alcohol? Well with that joke told and burned into your memory for a bit, you decide to leave the tavern and explore the capital.

You wander around the capital a bit and take in the sights. You spot many adventurers who all have distinct flare. So many races coexist within this space that you find a renewed sense of hope to save this struggling world.

As you walk around, you feel a presence following you. It can't be more than one person. Did you do something to stand out? Regardless something must be done. You decide to...

You are alone at the minute. Kuscah and Daiana are still at the tavern. Zenzoze is off alone, making sure he stays away from others.

Continue walking but pick up your pace.

Stay strong, turn and face your follower.

End it in one blow, regardless of who or what may be behind you, you can sense they are right at your back.

Seek out one of the many adventurers in the street to aid you.
>>
>>72167
>stay strong, turn and face your follower

maybe is someone we shouldnt attack
>>
>>72167
>Stay strong, turn and face your follower.
>>
File: Beastfolk_Archer.png (451KB, 580x713px) Image search: [Google]
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>>72431
>>72853
You turn and face your follower, an air of strength emitting from you.

You see a Beastman, a lone Beastfolk Archer. You wonder what it is doing following you so you ask. apparently it want revenge for what you and your allies did to that group of Beastfolk.

It readies its bow, and you your sword. You decide to...

Wait for the arrow and try to cut it midair.

Charge the Archer and cut it down before it has a chance to fire.

You don't wish for more conflict so you put your blade away.

You are are not too far away from the city dwellers so you run towards people.
>>
>>72981
Also roll for effectiveness.
>>
Rolled 84 (1d100)

>>72981
>You don't wish for more conflict so you put your blade away.
>>
File: Beastfolk_Bow.png (117KB, 367x605px) Image search: [Google]
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>>73013
You put your blade away, there is no need for a fight here.

The Beastfolk Archer sees your display of peace but still readies its bow. You can see their feminine hands shaking. You remain still, your courage and bravery radiate to the Beastfolk Archer.

Your act of strength seems to have made an impact. The Archer lowers its bow, the Archer realizes revenge against you won't solve anything. All you did was defend yourself and the Archer understands that fact.

The Archer hands you its bow, from this day forward, a new life begins that Beastfolk Archer.

That confrontation ended with no one hurt. With that solved you...

Take a rest, the day has been long.

Seek entertainment in the city.

Continue roaming around the capital.

Gather your allies and plot your next course of action.
>>
>>73306
>Take a rest, the day has been long.
It has been a long day. Time for rest though check on your companions first.
>>
>>73306

>Take a rest, the day has been long.
>>
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>>73489
>>73324
You decide to go to an inn you passed and rest for the night.

It has been a long day and your body is weary. You are sure your allies won't leave the capital before you awake. Kuscah and Daiana are surely going to stay at the bar all night. Zenzoze is no where to be found but he most likely will turn up in the morning.

You reflect on your day, you started a quest today. In search of the Maker who could possibly save this dying world, you must be gather allies and get information. That information is in the hands of the Lizardfolk King, who is currently held up in the Tower of Temptation.

You rest, the day is over and your body spent. Visions of a pretty Stonefolk woman, fills your dreams. Tomorrow the quest continues...
>>
>>73748
Sweet
>>
File: Terra Battle Colored.jpg (346KB, 2048x1536px) Image search: [Google]
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Young Kuscah bump
>>
This board is going faster than before.
>>
Should I stop bumping, OP?
>>
The board is going pretty fast. If the thread dies before I update again, I'll make a new thread.

/qst/ is one of my new favorite boards.
Thread posts: 64
Thread images: 17


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