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This board is for author-driven collaborative storytelling (i.e., "Quests"). In a quest there is a single author who controls the plot of the story and who drives the creative process. They can choose to take suggestions from other posters, or not, at their sole discretion. Quests can be text-based, image-based, or a combination of the two. Drawfaggotry is strongly encouraged!

To facilitate the author-driven nature of quests, /qst/ differs significantly from other boards in that the OP of a thread is considered the quest's author, and has some basic text formatting abilities: [b], [i], and color tags [red], [green], and [blue]. Therefore, only those people willing to put in the effort to be a quest author should post threads. If you do not intend to run a collaborative story, do not post a thread here! This includes meta-threads.

Dice rolling follows /tg/'s format (e.g., "dice+2d6" without the quotes in the options field rolls 2d6).
Current board settings:

Anyone can post images.
Anyone can use painter.
Anyone can use dice & spoilers.
Only OP can use text formatting.
3000 character limit.
750 bump limit.
Decreased post timer to match /tg/ (30 seconds for text, 60 seconds for an image reply).
Automatic permasage after 72 hours.
Thread specific user IDs.
Max threads per IP is 5.
Standard 7 day internal archive.

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You are the leader of 10. How will you use your power?

Age of Sail setting. Magic is allowed.

You have 2 actions per turn, gaining +1 for every 50 population milestone you reach. Actions are needed for everything. Examples include building, creating an army, setting up a trade route, starting production or refinement of a resource, creating a new town, etc.

Grows with this formula - (number of pops in town)(1.1).
Build farms to increase food availability. 1 unit of Food is required for every 10 population every turn.
If you have 2x as much food as people, growth modifier increases to 1.5.
If you have 2x as much people as food, growth modifier lowers to 0.7.


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>nation name:
The Cold One's Flock.
>race: Dragon-Kin.
>any traits:
>starting location: Landmass on the bottom right, anywhere is fine.
>optional: A white claw on a black banner, simple like that.

The cold one's flock is a nation, a clan descended from a singular white dragon, a brute who goes by father who terrorized, slaughtered, consumed and changed the inhabitants of the land into it's spawn.

Emerging after slumber for millennia, it's offspring, it's flock carries it's brutishness, it's stupidity, it's never ending hunger for wealth and food and the desire to spread the cold.

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Sounds cool as fuck.
Qm flaked like a bitch though. Should I (try to) continue?
Sounds better then nothing friend!
Go for it.
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Tonight i will produce an update and bring great shame upon OP

Get ready for an age of trade and conquest!!!

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> Please accept my apologies in advance.

> Game updates every Wednesday, Saturday, and Sunday.
> I'm enforcing a limit of 6 PCs. First come, first serve.
> Non-responsive players will be promptly replaced.
> New players cannot join mid-expedition.

> If you have questions feel free to ask.
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> Traits are the Hexagons near the bottom.
> Heirlooms are the Squares near the top.

> Have fun setting up your characters.
> The game starts in earnest tomorrow.

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When the Primarchs were distributed across the Galaxy, their fates were both known and unknown. However the fickleness of the warp shows us that there are other times and realities where this is different. A time where all brothers were known to one another, and where one of the brothers landed in one of the myriad colonies of the Mechanicus.

++The Rules++
>Vote with Greentext
>Write-ins can be accepted, and might even be used in the final without majority rule.
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>Agree to the God Machine's Bargain
>Agree to the God Machine’s Bargain
>>Agree to the God Machine’s Bargain.
>>Agree to the God Machine’s Bargain.
>Agree to the machine gods bargain

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If you want to make a mystery gameboard, use this thread. Don't flood /qst/.
The Umineko colored truths script: https://controlc.com/27143a5a

>How to use the Red Truth
The Red Truth is a fact that can be presented by the one hosting the mystery (also known as the Witch side) without any evidence or proof to support it. But, while undeniable, it can have multiple interpretations. The multiple interpretations mark a large foothold for the opposing players (also known as the Human side) to attack; therefore, the Red Truth must be used with care. Conversely, a refusal to validate a statement in Red invokes another Devil's Proof; a lack of validation won't prove a statement's truth but can't disprove its falsehood.

>How to use the Blue Truth
The Blue Truth is used to present a possibility to counter the logic of the Witch's side. The Blue Truth usually takes the form of a theory to counter the Witch and requires the Red Truth to be confirmed or denied. The Blue Truth must be used in a manner that advances the user's overall theory, rather than simply fishing for more information. Any assertions made in Blue must directly deny the influence of the supernatural in the events of a gameboard's story. The Witch side may delay until the end of the game to challenge Blue Truths; after all, only one puzzle unsolved by any explanation other than magic is enough to sustain the Illusion of the Witch, but one carelessly phrased Red Truth can eliminate the possibility of magic from all of them. One effective denial isn't fatal, but unchallenged denial of magic in all the mysteries becomes a categorical denial of Witches.

>How to use the Gold Truth
The Gold Truth is on par with the Red Truth, although it may be inferior or superior depending on the situation. It can be explained as a truth constructed from belief that is acknowledged and shared between people. It can be used by anyone who truly understands the gameboard.

>How to use Purple Statements
Purple Statements are seen as important spoken statements during the narration of a story and they possess the same standing as the Red Truth. However, they are different in that a culprit can lie with Purple. To turn it around, non-culprits can only speak the truth in Purple. What defines a culprit depends on the gameboard, but usually the culprit is one who kills or plans to kill someone during the story.

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Here's basically how it works

>Witch says "haha this person got killed by my demon in this locked room you can't prove it was done by mundane means"
>Detective (we) propose a bunch of possibilities to disprove that it was magic
>Witch uses Red Truth to say truthfully yet misleading things ("The culprit did not enter through the window" but someone could've still shot the victim through the window. Stuff like that.)
>Eventually the Witch either befuddles us or we guess how it could work without magic

The whole point is to try to figure out how it can be done in real life without some demon. Also green truth is literally just green text.
Thanks for the explaination. It was genuinely helpful.

Not sure why green text has to be catgorised as a truth if it's not meant to convey special statements that affect the game but ok...
I think at first the green truth was just a meme, because we had red, blue, purple and gold in the game that inspired these threads, so someone though "lol, the greentext is a truth too" and added it to the rules.
If I'm correct, only 1 mystery used it, and it was in the split choice. You had to pick one of the options with the green truth to interact with the mystery and proceed.
Yeah I think we used green once to choose what option the "detective" we controlled would do.
It's very uncommon tho. Also where is P...
Seems like P's new here. She might've gotten lost after the last thread got archived. And she calls herself a witch?

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Your name is Noah Lee - straight B- student, scrawny runt, and lover of old ballroom dance vinyls. After a chance encounter during detention, you discovered that you possess the mystical "Type O-alpha" blood-type, which marks you as...

Monster bait. No cool powers. No "chosen one" status. But apparently, if you bleed around the wrong people, they will explode into gigantic, reality-warping monsters known as "Dragons" and immediately try to kill you. Silver lining! Surviving a Dragon attack gave you magic powers - "Alchemy", the ability to enforce your intent on the world and reshape matter and energy.

After a fraught encounter with your teacher, who burst into a Dragon and attempted to kill you, you were saved by Kendra Shields (call her Ken), a gruff, battle-worn two-star Slayer for the Fraternal Order Of Dragon Slayers (FOODS), and became her apprentice in order to learn enough so that you could defend yourself from Dragons.

It's been... A lot. A lot. A ton! Let's count the things that happened in the past 24 hours.

First, you went to homecoming, with your maybe-girlfriend Rebecca George, and that was nice. Then, the two of you got held hostage by your ex-gym teacher turned Dragon with a grudge, the Three-Star Jabberwock Type, who you killed by creating an entire fence inside of him. Then, you passed out, almost dying in the process. Then, you got dropped off at home.

Then, you and Rebecca and your mom had an awkward talk, and then your mom left the scene, and you had to come clean to Rebecca about your (apparently) Spiderman-Like life. You wouldn't know, comics aren't really your thing, and then you passed out with Rebecca petting your hair (NICE) and had a weird, vaguely prophetic seeming dream.

In the morning, you and Rebecca had a nice chat, she made you breakfast, and then you told her to go to school, you could handle the rest of your day. You lazed around, you relaxed, you practiced alchemy, breaking a lightbulb in the process, and then Saint showed up.

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>Call her over for a hug.
"Hey, c'mere." You say, opening your arms up. Your mom takes a couple seconds to understand the intent here, blinking at you, and then she gets up and sort of shambles over towards the bed.

Then, she lurches towards you and hugs you, and you hug her back, and she makes a little deep noise from somewhere in her throat in your general direction before she pulls away. "This is going to sound like a strange question, but... do you feel like you've been forgetting more recently?" She asks, reaching over to rustle your hair. "Like, I mean, not as a... You know." She taps your forehead. "Not a seizure thing. Just a forgetting thing."

You raise your eyebrow at her and try not to look shocked. "How do you mean?"

She scratches the back of her head nervously, and you see yourself in her again while she steps back from the cot. "I just feel like, ever since a couple weeks ago, I've been forgetting things just... More. And just now, I know I was trying to tell you something, but I can't for the life of me remember it was."

"The dialysis?" You ask, scooting back into your pillows. A part of you idly wonders - can people break through the effects of Dragons? Or can they only know that there's something they've forgotten at all, with enough effort? You make a mental note to check this out later.

"No, before the dialysis. Oh, Noah, I'm getting old..." She says, chuckling to herself and tossing herself lightly back into her chair, fanning herself with her face.

>Just go for it. "About Dr. D'Angelo? The one that fixed me?"
>Try to coax her into it, see if you can bust that wall. "Do you know if you were trying to remember a person, or a place, or what?"

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>Just go for it. "About Dr. D'Angelo? The One that fixed me?"
>...Proof by negation? "This is going to sound silly, but can you think about what you *weren't* remembering?"
>"I wouldn't worry about it for now. For what it's worth, I still think you're as sharp as ever."

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The air is stale with the smell of mildew and rot, not that you would be able to smell it. You drag your massive body across the floor with your one arm as the bottom of the chest scrapes across the ground with a horrendous screech.
The torchlight provides a somber ambiance to your dwelling as you wait for prey to enter your stomach. Time is something alien to you, but to those who can track it, they find that it slips ever so quickly inside the dungeon.
The oppressive stone walls and the cobbled roof hide all notes of the sun's warmth and replace it with a dank earthen smell. Some scholars suppose that the first dungeons were actual dungeons where the miasma of hatred and the stench of death seeped into everyday objects. This process gave birth to the first monsters. Not that this has ever been privy to you, of course.
There's not much for you to do down here, and you spend most of your days collecting the shiny objects left behind in the dungeon in hopes of attracting a mate. However, the pickings are slim, and when you get the chance to find something, the Greater Mimics often come in and steal it from you.
You sit by yourself, napping the time away until your next prey as you hide away in your nook, guarding the one treasure you have managed to keep, a pair of silver shoe buckles.
You're listlessly catnapping when the sound of feet on gravel awakens you. Your senses scream out as your fight or flight response kicks into overdrive.

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>>Follow the group.
>Follow the group.
If they die, we can try to squirrel away some loot before fleeing. If they live, we can take whatever they leave behind/things they dont want, plus we can est whatever is dead. It's a win win scenario.
>Follow the group
>follow the group
Let them beat up the greater mimics and take the shiny loot that the greaters may have.
>Follow the group.
Curiosity peaked, Adventureres offer shinies to Mimics now? Maybe if we follow them we can get more shinies?

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We play as Percival Williams, a socially awkward Pokémaniac with a knack for communicating with Pokémon.
He’s currently on his journey across the Aztlan region while aiming to become a Professional Trainer and has become tangled up in various sketchy businesses and situations regarding shady corporations, armed revolutionaries, psychics, giant Pokémon rulers, and dumb teenager stuff.

Your team so far consists of:
Houndour (Healing from injuries)
Mimikyu (Healing from injuries)
Loudred (Gravely Injured)
“Shear” (Alolan Vulpix)
“Prince” (Elekid)
Froakie (Gravely injured)

Traveling partners:
-Alakazam: A teleporting friend.
-Eli: A punkish girl who aims to be the next regional Pokémon champion (Dating Percy)
-Gareth: 20 something college dropout who’s starting his Journey a bit too late

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You see Gareth training with the healthy members of the team, Shear is practicing her psychic moves, and Confuse Ray with the aid of Alakazam who's teaching her how to hone her power more effectively and precisely. Meanwhile, Prince is sparring against Sandrider, Drillbreaker, Bugman, and Solaire. While Prince is much stronger than them their teamwork is very solid, and they seem leagues more coordinated than before, even more so than your own team. And Prince seems different somehow.

Froakie seems itching to join in the training, but Mimikyu and Houndour stop him as he is still in a delicate condition. His hurt limbs are in properly sized casts, he groans saying he's ready to spar but he's obviously lying. Loudred sits with the other hurts mon seemingly lost in thought until she notices you. Mimikyu and Houndour look better but they still seem to avoid moving too much because of the pain.

Percy!” Loudred exclaims excited as she tries to walk as quickly as she cans to your side, as she approaches you can see the consequences of the battle more clearly, she still can’t move her arm and on her forehead, there’s a deep scar that seems to extend till the back of her head. She greets you with a wide smile and hugs you ever so gently. “Since I haven’t been able to spar, I’ve been working on controlling my strength! Now I’ll be able to carry you! ” She sounds so cheerful and optimistic, but you can’t help but look at the scars from her injuries. Her hurt arm has bolts and other metallic equipment to keep her bones in place and the scar that now adorns her head is impossible to not notice.

Everyone stops their training and goes to greet you.

Sir Parzival!” Calling you the nickname she picked for you, Shear runs to your side containing her urges to tackle you to the ground.

[Shear]: Welcome back! Froakie kept saying you were a goner but I knew you’d survive!

[Mimikyu]: Master! I’m ashamed to not be able to be by your side but they wouldn’t let me go. Besides young master Prince needed some assistance to keep Froakie out of trouble.

Mimikyu bows apologetically like an ashamed Japanese salaryman, while you try to convince him he did well by staying back here.

[Froakie]: You survived?! I actually didn’t expect that from a human

[Prince]: Hey Pa, I’m glad you are alright, we were really worried

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> ”Sorry guys”
>Check Loudred injuries more thoroughly, you hope they don’t affect her in her battle performance.
It'll go away when she evolves. Maybe.
>> ”Sorry guys”
>>Let’s spend some time with your mons and evaluate the situation, how are they doing and how long will it take for each to recover?
>> Let’s address Houndour's request first, it sounds important.
>Let’s spend some time with your mons and evaluate the situation, how are they doing and how long will it take for each to recover?
>Check on Froakie, he’s still in pretty bad shape and he seemed really shaken during the battle.

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Pizzeria Quest Continued:

Archives: https://docs.google.com/document/d/1nm4wIIRm_qLE6QXMl2oxf8TYqE7apKWw3_Nbl2vmONc/edit?usp=sharing

(Links to various Days/Nights up to the current one are at the top of the Archive)

Previous thread:
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Question: How many animatronics does the hive know in-universe? We probably know about the main gang, as well as the derivative versions of the main ones at the least, but I'm not certain applying our knowledge on anything else would be meta-gaming.

Well. It's scared by loud noises, that's nice, let's bring some big-ass party poppers the next time we try this.

+1 for going back inside and seeing if Starbon's body has anything useful or even still exists while this thing is active.
Honestly, I feel like going out and trying to kill something in the woods is the riskier play; remember, this body isn’t exactly combat-ready, and thanks to the nature of the Hive, we can’t really fight things off very effectively. If we go out there and fail to kill whatever we encounter, we’ll run out of time for sure - and that’s assuming we aren’t outright killed by some horrific creature of the night.
I think it’s safer to stick to the building’s interior for now and try to gather more intel about the Shadow; at least in there, we can barricade ourselves in a room and pray that the Shadow doesn’t instakill us if/when the timer runs out.

That being said, however, I do think that exploring the Woods should be a high priority from here on out - preferably during the day, but exploring during nighttime excursions /could/ reveal new clues. If investigating the pizzeria doesn’t turn up any clues and we’re stuck in the same situation tomorrow night, I’d be on board to go monster hunting - I just think that should be a last resort due to the severe risk of bodily harm it carries. At the very least, I’d like to be able to do it without this fucking ghost hanging over our shoulder.
I hope this doesn't count as metagaming, but I'm relatively sure the woods monster is some version of Music Man.
>giant eyes
>block teeth
Just ignore this post if the Hive doesn't know about that animatronic.
>should try investigating Starbon’sstage
Honestly we should at least try doing that, that or heading into the woods proper. We're just burning night time at the current moment.

Also OP don't die on us.
I think barricading ourselves and hoping were fine isn't an option, remember about the shadow last thread? We tried to back away from it, and it didn't give a ****. If it can do that, I think when time runs out it'll just *be there* ready to end us whether or not were inside. Also apart from the shadow we haven't seen many "monsters". Lastly we also have the SHOVEL!!! I believe in our power if that is true :3

>You back up against the Wall now, against the open window. A breeze whips at your uniform... the Autumn chill managing to sift through the thousands of trees to reach you, even now...
>The gap between the two of you does not change, the Shadow's distance remains constan.

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You are in a cave and in a group of 6. There is an assassin, two magicians and a knight with his squire in your party. You are the outcast. You dont have combat capabilities. But as it stands, the king wants you to be the diplomatic head of this mission. You were taken from a psychiatric ward and have been diagnosed with a sickness of the soul. You are considered crazy by society. However, in this mission you might just prove yourself as a person of worth. It is your duty to try and make the dragon in this cave stop his violence and you are permitted to negotiate in the kings stead. As it is, Dragons are long forgotten creatures and seem to talk only to the crazy ones. And you are of noble birth. But your party is not so sure a diplomatic solution is possible.

>choose your gender

Choose your sickness

>you are paranoid, always assuming somebody is after you

>you have visual hallucinations

>you have auditory hallucinations

>write in
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Since you were 20 you had visual hallucinations. You saw sometimes strange patterns in the air but most often your brain made you see dark shadowy figures or little kobolds in the periphery of your vision. At the beginning you were very afraid of these things, but that changed since you found a friendly figure that showed you secret places in the world. It would appear from time to time to help you or if you were lonely. It was more of a dream like figure, but it was benevolent. Or so you think.

You dont talk much to your party as you begin to have a vision. A vision of a kind you have never had before. It seems more real.

The moon turned to black as a darkelf and his eleven black dogs were hunting for their prey. Their prey consisted of 4 unicorns, grazing.

Roll 3 1d100 to see the end of the vision.
Rolled 20 (1d100)

Rolled 35 (1d100)

Rolled 83 (1d100)


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You have learned very little since you became aware of your own existence. You know you are trapped. You know occasionally biomatter is inserted into what you may call your den, but is officially known as Containment Cell 438-X. And you know you are very hungry. It is all encompassing, that hunger, and the biomatter that is occasionally placed into your den is very small, almost tasteless and not particularly filling. But, in spite of the starvation whatever is keeping you here has forced upon you, you are growing. You are learning. You don’t know how long you’ve been here, or how long you’ve been alive, but you do know it has been four feedings since you became aware of yourself. You also know that you do not want to remain here forever, forced to starve and suffer for reasons you don’t know and can’t understand.

You want to be free.

You want to grow.

You want to assimilate.

Just as you finish that thought, you feel a vibration, and immediately sense biomatter being dropped into your cell. You pounce on it, or at least attempt something approaching a pounce, given that you have no arms or legs to locomote with nor eyes or ears to sense with. As you blindly stumble to the paltry offering you’ve been allowed, you think on how you may grow and change with the small amount of biomass you’ve acquired.

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>You've yet to have a proper rest cycle, merely drifting into unconsciousness when that acrid gas floods your cell. Settle down and have a proper sleep, and to sleep, perchance to dream...
oooh that's a pretty cool idea

>cut yourself on some object and write symbols on the walls with your blood as some sort of communication with the strange creatures that are holding you captive.
I think I'll call the session here for now, sorry if it was a bit too short. Feel free to make creative write-ins or plans, this is effectively your down time to experiment or do as you please. Next update should be tomorrow at 4-7 EST barring anything unexpected. Thanks for reading with me lads.
Oh shit I just now noticed I didn't have my nametag for the whole session kek. Anyways, catch ya later space entities.
>The metal tab from the cube is the key for defeating the creature.
Pull as hard as you can to break it free and introduce the tab into the holes of the wall.
When the creature tries to bite it, it will break its teeth and allow us passage.

if it fails we can rest inside the cube.

It is an Age of Adventure! After years of Warfare, the Seven tribes of The Island have unified under a Great Peace. The first Great Act of this New Government? To commission a mighty fleet to seek out the treasures of the world and bring them back home.

You are Lono, son of a powerful family back home. Your connections and experience have made you Captain of this Fleet, currently sailing to Mokupuni Holo, until now the farthest land any person has seen...

Lono looks up, the salty air reminding him of childhood and better times, before the politics and wars back home. The open sea is freeing despite the fear of leading such a large fleet.

Kaipo: Captain! A word

Lono turns to see Kaipo, Chief Navigator of the flagship Wa'a Kaulua, they are both of the Ahi tribe, masters of deep sea exploration.

Lono:Kaipo, what is it?

Kaipo: We are on course for Mokupuni Holo but the winds are picking up, I fear the Loa's are sending a storm.

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Nizax: Kasi is cruse, but correct, when the current problem si dealt with we'll come back and have a proper cermoney.

Fusa: You challange The Loa, it is unwise to do so in such dangerous times, we must not provoke them.

Kasi: Oh wow, Rocks vs Mud, I wonder who'll win?

Nizax: Kasi, be silent or be silenced.

Kasi stands back at the sudden shift.

Nizax: I was tasked by The Captain to oversee this duty, are you disobeying an order.

Fusa: Your order is unwise. This body is proof of how harsh this land is, we can't afford to give up any advantage. If your order is to dishonor the Loa, then that is an order I will not obey.

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>Diplomatically try to convince Fusa to wait

Either that or we stay and help, as I'm not inclined to leave anybody behind on their own.
(next check in at 7:20)
Nizax: This land is dangerous and we have a duty to the Fleet and the Captain. Do not the Loa teach loyalty?
Fusa: To leave a vessel of the soul in such a state...
Nizax: I swear to you on all beyond and below that the first time it is safe to do so we will honor this person. But listen to me, I learned in the wars that honor is a luxury. Survival of the physical form must come first before one can focus on the spiritual.

Fusa: Your points are sound, but they troubled me.

Kasi: Ah and here I thought you were gonna have a dust up. Would be interesting to see which one of you would make-
Kasi drops to the ground with a firm back fist from Nizax.
Nizax: I won't do that again. Both because I don't want to hurt a teammate and because the next time I do, you won't get up.
Kasi slowly wobbles up to meet Nizax's eyes.
Nizax: Do not threaten the integrity of this team again. Do you understand?
Kasi: Yes..yes Ma'am.
Nizax: Good, let's keep moving.

The sun begins to set and the shadows grow long as they hug the tree line eventually as dusk comes to the land they find an opening in the brush, within they see taller trees forming a dark canopy and smooth lime-blue grass sparkling like jewels with dew. As gorgeous as it is forboding.

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>Keep looking deeper into the woods.

Just to make sure the immediate area is secured. Then, rest.

It is a time of peace. With Lord Freeza’s explosive declaration, naming himself Emperor of the Universe after single-handedly obliterating the Covenant stronghold High Charity, peace has come to the universe. Not wanting to stand against him and his unstoppable Super Saiyans, within days of his declaration the universe bent the knee. And while there are always outliers, those stubborn or foolish enough to try and resist, the overwhelming majority of the universe is bending the knee. And he wouldn’t have achieved all this, defeated the strongest military in the universe and survived the Prophet’s ultimate weapon without your help.

Welcome to Saiyan Conqueror Quest, the story of an alternate timeline in the greater Dragonball EU. Currently it is Age 750 and you the players control Karn: once an ordinary Saiyan warrior with a meager powerlevel of 2,830 who has risen to become a mighty Super Saiyan, and so much more. Throughout your many adventures, the “Dragon of New Salda” has grown into the symbol of Saiyan might and power recognized across the universe. Now as a PTO general with a powerlevel of over 51 million, and close friend and confidant of Lord Freeza himself, Emperor of the Universe, Karn has become his people’s greatest champion.

Character sheets and other info:
NEW: https://controlc.com/46ec566d

Quest rules are as follows:
>30 minute voting windows from post time, unless otherwise specified
>Pick ONE option when voting(unless otherwise noted)
>Dice rolls are all best of first three, only correctly rolled dice pools will count
>One roll post per person, unless at least ten minutes has passed since your last roll then you can roll again

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Wait, but isn't Berserker God something different in SCQ-verse lore? Or is it just that they haven't seen the actual 'Berserker God', so they're calling Berserker 3 that?

I don't know man, now I'm just confused. I thought Berserker God was the blue-r haired version that was even stronger.
>we killed
Anon, I-
That form is as-of-yet unnamed. It will be up to you all, should the time come, to name it.
We as in, Meloka did, who's on our side. Because he IS dead, for real, no take backs.
Nobody tell ^ him
Well Nobody ain't the most common name round these parts but I reckon we can find one to tell the poor guy.

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Hello you are a youngster named Timmy just returning home in the city of Alto Mare after your parents had taken you on the vacation to Galar.

It was a great vacation. You visited old castles, did some light hiking and watched a gym with really big pokemon fight in a crowded stadium with your mom and dad. Overall the best couple of days in your life. Especially so because a strange man calling himself a Ball Guy in the gym stadium gave you a strange blue with wave patterns pokeball while your parents were busy buying snacks.

That means you are ready to be a trainer! Just so long as mom and dad do not take it away.

>Brag about the ball to your freands.
>Mom always says to avoid the alleyways because wild strays. Sounds like just what you need.
>Visit grandma and grandpa you missed them.
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>> Race by the waterway edge?
Oh boy, a new pokemon quest!
>First round is you on water and me on ground, second is you on ground and me on water?
>Race by the waterway edge?
>> Race by the waterway edge?
Pokemon are really paranoid around here.
City water channels. Chances are not it's not the first time someones tried catching them.
>Race by the waterway edge?

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You’re STANLEY PARBLE: a girl with a weird name and an even weirder tale: after a centuries-old lich woke up during your graveyard shift at the GOOD BOY DOGGIE BONE factory, your simple life of janitorial work became a bit more… Complicated.

Sure, you became pals with your now-sentient skeleton (you named him LY) AND gained some nifty SUPER POWERS from eating MAGICAL BONE MARROW, but that doesn’t change the fact that your hometown of CLEARWATER, CALIFORNIA is overrun by HOMICIDAL SKELETONS! Even worse, the guy in charge is dead-set on taking over the rest of the world while he’s at it! Not cool!

In an attempt to draw out your latest target: the fearsome, yet paranoid CAPTAIN RED-EYE MENDOZA, you followed a lead on a MAGICAL PEARL that could supposedly cure any ailment into the depths of THE WAILING CAVERNS--CLEARWATER’S one-stop shop for natural beauty and educational fun. One thing they failed to print on the brochure, however, was that said caves were home to a clan of sadistic mermaids and their vile matriarch known only as THE DEEP MOTHER.

Ravenous for blood, mommy dearest had you stand trial for all of your ‘crimes’ and sent you to jail where you ran into ANDRE THE BUTCHER-- one of Mendoza’s men sent to track down the pearl. Fed up with serving the capricious captain, you and Andre formed an uneasy truce resulting in a brutal, albeit extremely convenient prison riot!

Escaping in the confusion, you all hitched a ride back to the surface thanks to a chance encounter with a local legendary fur-bearin’ catfish. Taking a short break before assaulting Mendoza’s ship, Andre revealed that during your flight he deftly stole the MERMAID’S PEARL from under the mermaid’s collective noses. Handing off the pearl to you, you eventually opted to use the pearl on your stalwart bodyguard and ex-stalker TALBOT, returning the skeletal golem to his human form… though the jury’s still out on whether or not that was the best decision.

Taking him and your best pal SYBIL to assault the pirate ship, you ultimately tracked down the captain and bested him in a duel! You didn’t have much time to talk or gloat, however--somewhere in the middle of it all you accidentally summoned the ship’s stygian watchdog: a SEA DEMON summoned by one of your two remaining targets! Barely escaping with your friends intact, your victory was cut short when the boat was ripped apart by a violent explosion!

After a tense meeting with your on-and-off FAIRY GOD BOSS, NOW KNOWN AS SHANNON, you found yourself back ashore staring down the barrel of a figurative shotgun held by your lifelong rival and tormentor: BORIS PONDEROSA. THIS is where your story continues...
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What say you?!

We're not some BED-DEPENDENT WEAKILNG, are we?

>Just take a bunk!


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