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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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Exiting hibernation mode...
Connecting to backup power...
Starting self-diagnostics...

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>>Go through the front and past the guards, we can't waste any time
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>No time to waste, even if I have a full main battery, there's always a chance something bad could happen to the moth if I take too long on this mission.
You head down the scrap metal road, and get close to the two guards. They're human, and have finely made metal chest plates. A quick scan shows that they carry a laser rifle on their back, and a knife on their belt. As you get closer to them, you realize something that you never realized while you were with the moth. You're short. Child-sized. These adult humans tower over you. While you could still probably overpower them, their weight will make it a more even fight. However, the guards seem to take little notice of you as you're about to walk through the gate.

"Hey kid, wait a minute!" shouts one of the guards, just as you're almost in the village walls. He moves from his post and stands in front of you. "Haven't seen you around here before. What's your busines-"

"Frank, just let the damn kid go through. He's probably looking for his parents or something." Says the other guard, who's leaning back on the wall and not even looking at us.

"Come on, he could be part of the gang!"

"Oh no, a little kid! How will our poor little village ever recover if some child decides to go crazy!"

"Very funny Conrad, but you know we have orders to search any unfamiliar faces!"

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>"I'm just looking for my parents. They're not from here though, so I guess I'm just stopping by. I don't have anything to give if you have some kind of toll, but I'm willing to work."
>"My parents died months ago and I've been wandering the wasteland since then... I was actually attacked by the gang you speak of just a few hours ago, but I managed to run away. Please, let me in... I need to buy some food"

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Welcome to /qtg/, a place to complain about quests, civs, evo games, QMs, players, and other vaguely quest-related topics.

>What is a quest?
A type of interactive fiction in which the Quest Master (QM) provides the readers with options on how to proceed with the story. Dice, mechanics, pictures, or waifus may or may not be included.

Useful links:
An old collection of advice and guides. It's worth a look for a new QM.

Archive of quest reviews:

Archiving guide:
Go to http://suptg.thisisnotatrueending.com/requestqstinterface.html
Fill out the request form to archive a thread.

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I'll never understand why people railroad in a quest, the whole point is player choice.
I find that "do stupid shit" is often just a matter of disagreeing with the plan itself among players. So long as the plan could reasonably work from the perspective of the QMC, I don't really think it counts as "stupid shit".
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Abandoned Robot Quest continues! A moth creature fixed you up, and now he's asking you to help him bomb a bandit's fortress. Will you be able to pull off the plan?
Play his quest fags, it's fun
Thanks anon, but I don't need people shilling my quest for me.

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Girls Und Panzer Quest 3: Reunited with Anzio! The quarterfinals!

Pastebin: https://pastebin.com/u/RafaelQM1
Twitter: https://twitter.com/rafaelqm1
Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=rafael

Monday 14th May (Day 36)

You are Fritz Hermann, ace tanker and commander of the Panther II Werewolf. Currently, you are in your apartment. After your meeting with Maho yesterday, you returned to Werewolf in order to help load him onto the tank transporter to get him back to Ōoarai. He wasn’t knocked out but it was a close-run thing. While you were doing that Mako got a call that her grandmother was in the hospital leading to Maho offering the use of Black Forest’s Fa-223 Drache to get back to Ōoarai quick. Since it is the day after a match, the Sensha-Dō team has the day off. Unfortunately for you, day off means a chance to do more work.

Pick 3 + 1 Social
> Visit Krupp Tankery Division Japan
> Visit BAE Tankery Japan
> Visit Takumi
> Talk to the Student Council

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I'll let you do anything that doesn't break the laws of physics. Remember you've only been dating for about a month though
All MILKING is done after the matrimony of the two individuals are fulfill

>Ocelot Team
>Cheetah team
>Erika Team Give Erika a big schnitzel
>Give Shiho some meat
This, with our girl at our side.
>anything that doesn't break the laws of physics
>Successfully grasp them in our hands without them spilling out.

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Church of the Sun Quest

Glory be upon the Sun God, whose endless glory bestows salvation on all of us sinners and whose eternal light always defeats darkness! You are the high priest of the holy church of the Sun God and you must manage your assets very carefully to save souls, spread the faith and bring heretics to the light!

You have 250 points to distribute, you can only pick one in each category.
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> Build a trading post and buy many horses, oxen, and wagons and hire merchants to start getting some caravans going back and forth between your village and the nearest trade hub! It will cost you a million silver.

> Pay a cordial visit to the king to discuss some matters. " request thee funding for hiring angels to beat back the unfaithful."
I think we should lean on the stats we specced into as in our magical abilities. To use our angels to their fullest extent will need money so I think we should secure a surplus of income so we can hire angels to defeat the unfaithful.
I agree, this is my plan
>get militia to guard temple
>buy wagons and start getting money
>start proselytising in our local region
>use angels to prove The Sun to our king when we have the money
>get professionals sent to train our troops and state-sponsored caravans
>put the money back into growing the cathedral because more conversions = more tithes = more options
I want to make sure our temple is defended from demon cultists before we double down on funds and use shock & awe to spread the religion like lightning. The sooner we can get Sun-loyal troops, the easier the eventual necessary crusade will be.
I think summoning an angel to tell the king what is what while we're in his court would be more successful than trying to do normal diplomacy, since we are shit at handling the nobility. We need to show ourselves as the only legitimate religion, instead of an alternative to the pagan faiths. The peasantry already tolerate us, but if we are going to retake the undead cities and banish the demon lord we need them to be zealous.
I agree

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You are Arthur Bernhard: 20 year old leader of a group of scattered fugitives, killer of both men and monster, wielder of the Power of Destruction and Dark Lord Candidate beholden to Chaos.

It seems that peaceful times have come to an end for you. After a grim foretelling by Chaos regarding your own death, you were prepared for an assault upon leaving the cruise ship, however you weren't prepared for an attack by Alucard himself, culminating in an utter defeat in which you only barely escaped thanks to a teleportation spell cast by Sophia.

Now you are in an unknown location with Anna and the seemingly lifeless body of Alura accompanying you. Alura unfortunately took a horrible wound in the confrontation with the Dorin Organization, cleaving her in two. Despite all this though, it seems that for now at least, you have overcome your prophesized death. Regardless of your loss to the dhampyr, you managed to overcome destiny itself. Though it's little consolation for you right now after having been so soundly and effortlessly defeated.

Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=WhatIsAQM

Character Sheet: https://pastebin.com/zZKZAjgU
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"Oh goodness me, no. I had to go through quite a lot of trouble to get my copy... shame I was too busy to pick it up before the mansion went up in smoke..." As she recalls the mansion's incineration, she seems to recall something. "Actually, now that I think about it, that girl with Alucard might've been a Belmont, actually..." Anna pauses awkwardly as she notices the stare you're giving her. "Though it was probably just some bootleg Church wannabe." She hastily corrects herself. "While the Belmonts used a chain whip, none of the descriptions of their whip, the 'Vampire Killer' that I remember matched the whip she's holding." You suppose that makes more sense. You doubt you would be alive right now if you had been attacked by a member of this legendary family of vampire slayers at the same time as Dracula's own son. Your survival is practically a miracle as is.

"Well, alright then. But how exactly does this tie in to getting an army? Do you think they won't be more motivated to stop me if they know I've got a huge army of demons or the undead to support me?" You can't help but feel like painting a larger target on your back isn't something that will end up panning out for you

"Motivation at this point is pretty irrelevant, Arthur. They basically just tried to pass a death sentence onto you for the sole crime of disobeying their own schemes. They even sent their strongest man to get it done!" She takes a look into the distance, apparently hoping the circus would have become visible once again at this point before sighing. "The point is, if you can keep them distracted facing off against whatever makes up the bulk of your army, they'll never have the opportunity to attack you directly! All you need to do is keep them preoccupied with protecting innocent people! Besides, even if they do, you can just leave by the time they've defeated your forces! Go into hiding and start again! Reemerge from the shadows when they least expect it and crush them!" She starts getting excited as she begins speaking about outsmarting the forces of good by exploiting their own moral code against them.

"Alright, Alright. I think I get your point, Anna. I'll keep that in mind for when we have the potential to start creating something like that. For now though, we just need to make sure we don't get captured or killed by our enemies."

She shakes her head rapidly, as if removing herself from some sort of self imposed trance. "Of course. I was... getting a little too enthusiastic there. Sorry."

"There's no need to apologize to me for something like that, Anna. You've explained quite a lot to me on our trip over to this circus, at least. I'm sure it will come in helpful in the future, and look! We're almost at the circus!" Anna seems to breathe a sigh of relief as after the fairly long walk, your target finally comes into sight.
After about ten more minutes of walking, you finally reach the perimeter of the circus. There's some sort of collection of caravans set up next to it, as well as another tent, that while fairly large, is nowhere near the size of the main circus tent. Of course, the main circus tent is nothing to scoff at either, though the entrance is guarded by two men. One with black hair, and the other a deep red. Of course, there's also the strange ruined building, church-like in design, but something gives you the feeling that it wasn't ever really used as a place of worship. It's odd, but there's something about the place that just makes it feel like entering it would be a terrible idea.

>Check out the caravans.
>Check out the smaller tents.
>Go talk to the two men guarding the entrance of the main tent. (About anything in particular?)
>Sneak into the main tent.
>Check out the ruined building?
>>Check out the caravans.
Hello, fellow weirdos.
>Check out the smaller tents.
>Smaller tents
Smaller TENT
That is meant to be singular, not plural!

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Your name is Scruffy. You are currently onboard a mercenary caravan called the Butcher Block travelling through the Primordial Sea. You’re a fresh mercenary to the group and have only been employed for a week. You awaken from a small nap after considering the events of yesterday. After getting served leather soup for breakfast, you went out to hunt with your fellow mercenary, a halfling specializing in ghost magic called Sigrid, and stumbled across a wrecked motorized carriage. After scouring the carriage for loot, you discovered the princess Galia Paige Bosphoramus I in the wreckage and carried her back, nursing her to health and mending her broken bones and wounds.
After she came to, you came to realize just how obnoxious royal blood is and discovered that she ran away to the frontier to become an adventurer. She got her guards killed and lost her grandfather’s sword in an ambush in the process. The mercenaries collectively decided to return her to the kingdom to collect a million gold piece bounty. Today, you went out to hunt down the princess’s sword with the help of a changeling rogue on the convoy named Miyuki. You discovered the princess’s steamer trunk and the blade after a brief scuffle with a hobgoblin only to find it’d been turned into a backscratcher.
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based and scruffypilled, where's thread you hack
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>PeeKay lurking and fanarting the thread where the QM is the one that lurked and fanarted their's

AWWW ONE?! But this has been the only quest I've really liked in months!

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Maria Louisa Regnia, daughter of the Duke of MaKain. Recently, she has suffered few dreadful injuries when doing a spar with the Marshal’s Son Ford. Such injuries, being a Shoulder Dislocated and several ribs shattered, have given her the prescription of pilgrimage to Saint Hospit’s Shrine to be cured.

Escorted by the Capture Targets of the original game, Ford, Lucien, and Albert, hopefully she can actually be healed.

Standard Skills
Social Skills
>Royal Demeanor [75]
>Conversation [50]
>Expression [15]
Intellectual Skills
>History [30]
>Intrigue [65]
>Medicine [30]
>Economics [35]
>Military [70]

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>Ask this guard if he knows anything about the Bishop’s Disappearance
“Well, actually before you let me go can you help me with some questions?” Maria called out to him before he could turn his back.

“Yes I can Kingslayer, I will answer all that you may ask.”

“Thank you,” Maria said with a thin smile, “Was there anyone suspicious around the gate by chance? Anyone trying to get in who should not.”

The man gave a slight shake of his head, “Sadly I cannot right now, no one has been stalking the walls or gates from what I have seen.”

“Really, so you are sure nothing out of the ordinary seems to have been happening? When exactly did he disappear?”

“Well that would have been when he left the Monastery on church business,” Quickly the guard seemed to think, “You know, I myself have never had a problem, but I would urge you to go talk to the Nuns within. If memory serves me right, they have not been the most sound of heart in the recent days when coming back form the city.”

“Thank you very much.” And with those words the carriage began to draw itself into the castle.

“This is coming out to be an interesting affair, Miss Maria.” Albert said with a shaky smile about himself.

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>Ask the Deacon to show his documents
Than we go get heal
>Ask the Deacon to show his documents
Hmmm I thought it would be the other way around - ask the nuns first so that the deacon can't tell them to shut their mouths.

Also I was re-reading the first quest sections and was shocked that Albert's supposed to be the game's strong, silent, analytical type?? He's coming across as much more of a cute megane / shy guy - Maria must have broken though a lot of his barriers coming to his aid huh.
>Ask the Deacon to show his documents

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>Discord: Upon Request
>Archive: suptg.thisisnotatrueending.com/archive.html?searchall=ashes+of+rhysode
>Twitter: https://twitter.com/AbominableMech1

‘Keep the forces away from the camp,’ you declare, flicking switches on your console. ‘Whatever you do, don’t let them get within striking range. Isolate them, run them down but don’t breakout of formation unless you absolutely have to. Maintain emergency support distance and make sure their snipers aren’t able to line their shots up.’

The camp? What’s—

Acknowledged,’ Reinweld replies, not bothering to wring you for details. ‘Engaging the right shoulder. What’s the assignment on the reinforcements?

>‘I’ll head them off alone, then.’ (Break off)
>‘We have to break formation. I need one lance.’ (Bring someone with you and head off the rest)
>‘Eliminate current hostiles.’ (Continue current skirmish [ETA on breakthrough: 2 exchanges])
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Rolled 92 (1d100)

>>[DODGE] (DC:20)
Rolled 81 (1d100)

>[SHIELD] (DC: 30)
Rolled 60 (1d100)

>>[SHIELD] (DC: 30)
>>[SHIELD] (DC: 30)
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All these wasted rolls.

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In other parts of the world, the winds of change are blowing. Religions are being born, legends forged, empires built from the ground up. It is an age of myth and of the beginnings of history, of vast paradigm shifts and the creation of new orders, of the start of a whole new era in the history of the world.

And it is an age which you are wholly isolated from. For your people, society exists only in its most primitive form, if indeed it exists at all. You have no great wonders, no storied traditions or ancient legends. For you, life takes on its truest, basest form, just as it always has done.

You have been forgotten by history.


Where exactly is it that you call home?

>The Highlands: This rugged landscape is a contrasting one, towering hills rising above forested lowlands, criss-crossed by thin, clear rivers. Travel of any sort is difficult, and wherever it is that your home starts, you are likely to remain isolated there for a long time. Yet in isolation there is safety and abundance. Who need care about the outside world when you have everything you need right here?
>The Lakeside Plains: You live on the shores of a vast, expansive lake, with the surrounding lands being flat, fertile and forested. Survival is a breeze, but you can never get too complacent, for rivals are just as frequent in these parts, and land hotly contested.
>The Far Isles: You inhabit a single large island in the middle of an even larger and seemingly endless ocean. From the fruits of the interior and the fish of the coasts you are able to support your people comfortably, but growth will be more difficult, and should you ruin this small paradise, you may have nowhere to go.
>The Edge of the World: Overshadowed by the sharp peaks of mountains and ridges you have never been able to surmount, your land is cold and blustery, its summers short and its winters long. Life can be hard, but it has toughened your people, and the lands are rich with natural resources should you learn to exploit them.
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Itt white-Neanderthal quest.

>Their ancestors were big game hunters who survived the ice age in Russia and were the first to tame horses.

We're not exactly Neanderthals and this area is a fair bit warmer than Russia, but it's certainly a fair comparison (Though I should mention this is an Earth-analogue rather than Earth itself. Keeps at least a little mystery that way)
Thanks for the video btw, that was actually really educational.


The idea comes to you on one of your hunts as your party stalks a herd of kuringé. Everyone knows of course that these beasts, like many of those that you hunt, live in a firm, hierarchical herd structure, as natural to them as song is to you. Yet what if that herd structure could be exploited? What if a person could somehow make themselves head of one such herd, and thus allow the beasts to be corralled, making hunting and the obtaining of food all the easier? It’s certainly an interesting idea. The question is, what kind of beast would be best for it?

The Kuringé are certainly an option. With their large, muscled bodies, they make ample targets for hunting, and if you could herd them you’d certainly have no shortage of food. Even so though, they are a slow and belligerent bunch, and properly taming them could well prove an issue, dampening prospects somewhat.

Then there are of course the Qeranga. A most versatile beast, they can of course be used for their meat as most do, but their silky hair can prove quite the fine material for making textiles with, and they can even be harvested for their milk too. The only issue of course is their relatively small size, that and the little prestige they have in comparison to most other junted beasts.

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All decent choices, but an abundance of food isn't really needed if we're going to be nomadic and we can always trade or take textiles by force so I'm going to say the Giringi is our best with their fast speed we might be able to ride them into combat as calvary.

Your name is Travis L. Durakov and you have died. To be more specific, you were tortured to death by a psychopathic politician after failing to assassinate him and then thrown into a shallow grave in the middle of nowhere by his men. For most people, this would’ve been the end but this event may as well be a footnote when compared to what you are about to experience. When you died, there was no light or darkness, instead it was as if you had stepped into another room. Despite all that you went through over the course of that night, there is not a single cut, bruise, or crumb of wedding cake on you and you’re now standing on top of a large plateau. The plateau seems to be the only bit of landmass for miles, almost as it had been placed on display in a box made of glass.

TLD: Where in the hell is this, the afterlife? Why is this place so empty?

Suddenly, you feel an indescribable force pulling your body in three separate directions. The strength of this force threatens to tear you apart as you begin to resist out of pure instinct. After a brief struggle, you can resist no longer and in an attempt to avoid another agonizing death, you begin to move towards one of the forces.

>Choose your class

Disclaimer: This quest is an exaggerated parody of the TLD drama as well as the individuals involved and is no no way an elaborate attempt at trolling.
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>Go after the tablet
We can do the signal anytime let’s go after the tablet
>>Go after the tablet
>Go after the tablet
>Go after the signal

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Duplicate file exists here edition.

At some time around nine in the morning yesterday, the Anomalous Materials lab at Black Mesa performed an experiment involving teleportation, exotic matter, and what they thought was the empty space between universes. While MIT graduate Gordon Freeman was in the vast chamber of the Anti-Mass-Spectrometer, you were finishing your shift working undercover as a security guard. Unbeknownst to the administration, you had taken up a false identity as a security guard in order to spy on the Black Mesa facility. When the incident went terribly wrong, you, Agent Gabriella Oppenheimer of the Central Intelligence Agency, were still in the lobby at Black Mesa. Space itself began to rupture as a power surge tore through the equipment, letting unknown alien horrors nest inside Black Mesa. Perhaps opportunistically, or perhaps by plan, more intelligent aliens began strategically teleporting in to the facility. In response, the US military ordered a full purge of the facility. A division of hazardous environment combat units was flown in to push back the aliens and silence the remaining staff.

Throughout your trek through the mess that Black Mesa has become, you've managed to get both Dr. Kleiner and Dr. Vance to the infirmary, where many of the staff had held up. Leaving Dr. Kleiner behind, you moved on with Dr. Vance to find his family at the staff housing, taking a neurologist named Dr. Guttman with you. After recovering Vance's daughter and cleaning up what was left of his wife, you managed to exfiltrate Vance and Alyx. As well, you managed to make contact with a fellow spy, Agent Marietta Poskanzer, who had been stuck in the Black Mesa robotics laboratories. Forced to leave the apartments as marines began to kick down doors, you, Guttman, and Marietta moved out, eventually finding the rest of your team dead or dying. As one of the spies was revived, you had discovered that their memories had somehow been altered by the aliens to believe you were dead. As a result, the team moved on without you to fulfill their orders of capturing Dr. Freeman. Most of them were killed. The final surviving spy, Agent Reilly, joined your party along with an elderly microbiologist named Dr. Wythoff.

Throughout all of this, you have been plagued with a splitting migraine that seems to surround your own consciousness. For some reason, if you manage to get past the pain , you can find new information from the alien's psychic network of communication. However rather recently you managed to take that further, not only bating a group of aliens into your world to distract a sniper, but also fighting the alien mentally by chasing it down after it attacked your own mind.
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"Guttman, Guttman, are you alright? What happened?" You ask as you see him in distress.

"The slimy ass tased me!" Guttman groans as you come closer. As you approach, you notice a strange smell. It's the sterile smell of hospital cleaning chemicals, the kind of stuff you smelt back in the infirmary when you managed to avoid the smell of blood and bodies. Yet it doesn't seem to be coming from the environment, but rather that strange little hole punched into the migraine.

"Do you want to sit down?" You ask. "Are you hurt?"

"No, no, for fucks sake, I'll be fine it's just... goddamn..." He groans for a second, then his eyes start to slowly flicker back open, readjusting to the bright light of the desert, "Is that what it's like to be tazed?"

The vortigaunt seems rather content with himself. It's hard to tell the specific emotions of a completely alien face.

>Ask Guttman if he smells anything, like the smell of a hospital.
>Try the eye tracking check he always uses on you guys after a seizure. Make sure his head is still in shape.

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>Start asking Guttman specifics on what happened.
>Try the eye tracking check he always uses on you guys after a seizure. Make sure his head is still in shape.
>Ask Guttman if he smells anything, like the smell of a hospital.
>Try the eye tracking check he always uses on you guys after a seizure. Make sure his head is still in shape.

> Sorry, I didn't know that was a problem. It just seemed like a good place to cut for any future readers, and I usually create a new thread on page 8.
Just so you're aware, these threads can go on for thousands of replies and will sit in the catalog for really long time.

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You are Father Richard Anscham. As the returning leader of the Church of Mercy, you alone are entrusted with the hearts of your country. Despite having a Goddess for a lover, your work is cut out for you. It is the year 606, and in your home— the country of Corcaea— the souls of mankind belong to demons.

Fortunately, monsters and men are your specialty. Just yesterday, you made amends with your greatest enemy, Father Henry Sullivan. Though he is the leader of the Church of Spirit, the priest of knowledge had smeared your reputation almost beyond repair. The men and women under your care have worked tirelessly to combat his efforts, and those of your oldest tormentors.

Every member of your congregation looks to you now, for your support.

It's difficult to believe— as you look to the last of the morning sunrise— that four days ago, you had defeated a demon greater than the very castle in which you now reside. King Magnus "the Merciful" has extended His hospitality, offered you an indefinite welcome in the holy city of Calunoth, and has watched over your recovery diligently. Mediating your last efforts at brokering peace, restoring your title, and offering full pardon for your prior actions ensured that He has absolutely lived up to His name.

You hope to do the same. The congregation that has fought to protect your good name is still out there, and they are all in need of your help. The Mother of Compassion told you as much, safe in your arms, just this very morning.

Wiping the golden paint from the last of your skin, there's no need to cling to the transient evidence of your lover. Flecks of metal pick up from the motion, as a solid band of gold sits at the base of your ring finger, and a holy locket sits firmly about the chain upon your neck. Both your lover's ring, and your Relic, are more than immediate relief from almost unrelenting pain.

They're a promise. While you are capable of wielding the might of all the Gods, have trained under the greatest weapons master in the country, and are allied with an archdemon, you want for more than a weapon. Pride is of no use to you, either.

You want a world of hope. For in the days to come— as the Father of Compassion— kindness is your greatest strength.

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"Mercy," you smile, through the ecstasy of your lover, and yet another Goddess working under your skin. "There is nothing to fear."

On bent knee, ignoring the discomfort from how full you are in every conceivable way, you attempt to look for your allies.

You can't. You need more.

There is pain, in the dozens of men and women who are being attended to. Your clergy now have the tools they truly need at their disposal, from the hand of Mercy, and your smile broadens. With it is reassurance, that the blossoms covering every visible surface will bring further relief. The interior of the church of Flesh is positively radiant. You are enamored, yet it feels as if the weight of the world is on you. In you.

It feels as if you're suffocating. There is more to the invocation than an embrace. A desperate need works its way through the space under your skin. The motion is devoid of heat or cold. Tenderly— in fear, and apology— there is the desire to ensure that you never want for anything again.

The Goddess of Compassion knows you are unafraid. There is no fear of death, or any reluctance to persevere. Though you ache from the pain you've endured, you take heart. It was on behalf of fifty innocent souls. Every ounce of decay has gone back, to the soil, and to you.

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The sheer intensity of the invocation has your vision swimming, in hues of gold and flecks of petals. You can barely see the collection of clergy behind your friends, shouting. Cyril has kept his hand on your shoulder, and you understand that it's been to keep you steady. Firmly, he jerks his head in the direction of the door. He's fighting down the urge to shake you. You can feel his sympathy, and compassion, from the hold on your body to the fire in his speech. "Are you alright? Richard? You in there?"

"Yes." An impression of verdancy emanates from the tenderness of your speech. Earnestly, you ask, "Where are We needed most?"

No one replies, initially.

Brother Wilhelm is almost visibly frustrated, for the first Time since you've met him. The young man practically shoves aside the rest of your company, lingering next to Cyril. It feels as if every other word is an invocation. *He* understands. "You know that Sister Corbon is across the district, tending to the dying. Her skill is *yours*, Father Anscham. What ails our fellow man resides in the home. My interpretation— Our vision— is one of resignation. There are more buildings such as this. It is nearly impossible to see who should be tended to first. The citizens of Calunoth will have largely kept to their own dwellings, and I fear many of them cannot be reached in Time."

The priest's respect for the Gods completely outclasses the fear on the rest of your company. Cyril's hold on your shoulder is unbelievably tight. "You know I want to help."

Shoving herself ahead, Harriet snaps to you, "Richard. *Richard.* Breathe. Think. Are you *sure* about this?"

From your soul, as a vessel, and a man who wields the Gods themselves, you speak a single word. A trio of replies stems, and radiates, and evokes: "Yes."

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This vote has three parts. MAJORITY WILL DECIDE, permitting any overlap if necessary.

1. Specify where you would like to assign your company, from A-F.
2. Specify how many individuals you would like to take away from the church of Flesh, if any, from G and I.
3. Use the options from J-L, to indicate where everyone is going.)

>A] Ray. (Moral support is important.)
>B] Brother Cyril Trebbeck (He has more physical strength and speed than anyone else in your company.)
>C] Sister Harriet Cardew (Her observations and caution are commendable, though she's slow on the ground.)
>D] Brother Theodore Wilhelm (His foresight and respect for the Gods is nearly as intense as his father's. His help towards your well being is up to your interpretation.)
>E] Sister Clemence Tirel (Traditional healing and a strong constitution makes for far easier mundane work.)
>F] Ofelia Banks (Possesses a limited supply of remedies, and a deep knowledge of poison. Her company is almost always invaluable.)

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You are Richter Von Tracht, and you had marched with your enemy in tow- in a confluence of fortune for him, and a methodically scouted and risky operation for you, Andrej Gerovic had been taken alive. It wasn’t without cost. In your absence, Gerovic had taken his troops and attacked your company’s base camp, and drove out what he didn’t destroy. You could have given an advance warning…but such would have betrayed your presence behind Twaryian lines.

So you took a brief respite in the smoldering ruins of the camp, a light sprinkling of snow beginning to fall in the now afternoon. You didn’t know if you could walk to the UGZ-09 like you planned- as soon as you sat down, the screaming of your overworked wounded leg settled into numbness, and became about as useful and flexible as a wooden pole. You’d have called a utility car, or a truck, but the radios were all smashed. The first contact you’d have with your people would likely be encountering them face to face. Which was what you planned to do by going to the UGZ. That place was a second strong point for your company, and had other units assigned there, as well. It was a natural fallback point, besides Kamienisty. You could have gone to New Jorgenstohn, yet…you didn’t trust the new mayor there. He had caused unrest with a hoard of Twaryian sourced equipment, and you had no doubt that bringing Gerovic to the town now could very well result in him slipping out of your fingers right after so much work had been done to take him.

Also, Lucia’s destination would be the UGZ, as well. UGZ-09 was unlike the other UGZs after your work there. Kryz hadn’t accompanied you, but it couldn’t be too hard to retrieve him later.

Lucia had been unwrapped before Gerovic, but she was still asleep. She’d have to continue being carried. Gerovic, however, had just woken up.

“Mmahh. Hello? Whoever’s decided to kidnap me, I’d like to request parley, about now. Or at least a returning to a bed. You rather interrupted my plans for the day.”

His voice had been a surprise to hear, but you weren’t interested in fulfilling any of his requests. “…No deal.” You said gruffly as you could, “There’s only one thing I want out of you. You attacked here last night. What direction did you see my people retreat..?”
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>>Could you turn that down? Sure, you’ll take your men out. (Where? What sort of place?)
Kamiensty; Iet's avoid Perlowieza for now given what happened our last trip. Find some restaurant/bar to celebrate. Potentially find a hotel like >>4281790 suggests.
Aw crap they want us to go full Secret Agent 007 if we really want to make it anywhere.

This works.
At some point before we talk with Major about Bertram tomorrow we should at least coordinate with Von Metzeler and Krause about our withdrawal timetable and securing the sector even if Gerovic isn't around to stir up the pot.

Also I don't think we should get another Captain, leaving this sector unstable at our departure would work best for Alpha Two. Let's just offload some paperwork on the Platoon Lieutenants.
These work. Since we're meeting the Major tomorrow anyway we can stay overnight in town?

Overnighter at Kamienisty, see the Major in the morning. Dump any and all responsibility on your other officers.
Anya might have asked you to do something for her. But you're going to be dead in a couple days anyways, right?

I guess we can always stop by the old camp on the way back tomorrow.

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Last time, you called a lot of people by phone and were called a dork. You’re dealing with the latter right now. Yes, Scarlet called you a dork totally unprovoked. What a terrible girl, after all you did for her she has shown you her true colors.

Currently, Scarlet is on top of you, face-to-face and looking very smug…

How do you reply?

>“That actually hurt, Scarlet.” Pretend to be the victim.
>“No, u.” An intelligent response from an intelligent individual.
>“We need to prepare for the mission, but don’t think we’re finished here.” You’ll have your revenge later.
>Roll away to safety.
>Write In.
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>>Search for your own star.
>Pick a random orange star.
>Pick a random orange star.
Has the QM done it yet?
>Pick a random orange star.

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