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File: Clock Work Mansion.png (1.58 MB, 1920x1200)
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It's a strange time in your life. You recently quit your job of five years and are uncertain of what to do with yourself. However, you know that you need change more than anything else. With your humble savings you can move, but are unsure where to or what you'd do when you arrived. Suddenly, there's a knock at your door. It's the mail and with strange news to compliment your needs.
A distant relative has left you a sizable fortune and a vast estate. The only catch is that you must live on the estate to earn your inheritance. Without a doubt you leave your old town behind to start a new life.
The mansion, referred to the locals as the Clockwork Manor is vaster than you could have imagined. It's a sprawling house with dozens of acres surrounding it. You walk up to the door but are greeted by a strange sight. There's no door knob or bell to announce yourself. However, you do see two odd holes in the door you could fit your hand into. What do you do?

>Stick your hands into the two holes

>Stick one hand only

>Circle the house and look for another way in

>Knock on the door

>Wait outside until someone notices you

>Call out
71 replies omitted. Click here to view.
Yes, back from another sabbatical.
She hums to herself as she continues to stroke your bottom. Finally with a bit of reluctance she lets you up and proceeds to dress you. By the time she's done you're wearing a long sleeve white button up shirt and old school cotton pants held up by black suspenders from the turn of the century. "There Master, you look dignified!" With that she leaves without saying another word. You're now free to explore the front of the estate without the harness or any of the other odd contraptions following you around or so it seems.
Using the breakfast doll you order some pancakes and start your day prepared to finally get to the bottom of this Manor and the strange woman your Grandfather left to service you. However, you must focus on an avenue to pursue.

>Look into the strange caretaker

>Look for your Grand Father's study

>Attempt to leave the manor and walk the grounds

>Go back to the orientation room you met the caretaker in and head into the back of the manor to explore its hidden depths
>>Look for your Grand Father's study
You've fully explored the front portion of the Manor and found nothing that further reveals its strange nature outside of the mechanical dolls, which no long act with an agency of their own for the time being. So, you move your search into the room you originally met the Caretaker in. Within its strange transparent walls you can see gears and what looks like other passageways you could "ride" through if you so choose. There's also two additional rooms you hadn't found before. An office and what looks like a humble bedroom that's been lived in recently. You suspect the Care Taker was staying here but has since moved onto another part of the Manor waiting for you. The Office appears to have belonged to your Grandfather but within it you find little. Scribbles of various contraptions and some outlines for the mechanical dolls. As you're about to give up and move on you suddenly locate a journal. Written by your late Grandfather the Journal is dated from the past two years with the last date from over six months ago.

>Read the Journal

>Keep the Journal and move onto the back of the Manor

>Skim the Journal for anything of interest

>Try to call up the Caretaker and ask her about your Grandfather's last days
>>Skim the Journal for anything of interest
>>Skim the Journal for anything of interest

Previous thread

Summary of setting and events so far:

Without faster-than-light travel, mankind has spread from solar system to solar system, and has spent countless generations among the stars. Yet mankind grew docile and complacent, turning their entire society over to crude AI. Having perpetual abundance of needs and wants, Mankind lost all concept of struggle, and fell into a technological and societal stagnation. This state of affairs lasted for millenia until Man was invaded by a powerful and aggressive alien empire capable of planning interstellar campaigns across thousands of years. This alien race captured star system after star system, sweeping aside all resistance; with mankind struggling to coordinate a defensive effort across the vast gulfs of space in between stars.

The system of Chandra is the current front line of the war. By far the most effectively-militarized society, they have built a megastructure known as the Cradle, which is unrivalled in the galaxy, intended to act as an impregnable fortress against the alien threat.

You are Captain Hathor Grandenson, displaced scion of the ruling family of a fallen star, with nothing to lose, you have joined the Chandra Navy to fight back against the alien threat. You were assigned to the Albatross Heavy, a hastily-refitted cargo ship of ill repute with a mixed race female crew plagued with poor discipline. Your first officer is a paranoid princess-in-exile who has trouble controlling her emotions; your weapons officer is an airheaded ditz who is bafflingly competent; your chief engineer is a cult leader; and the empire you serve performed unconsented brain surgery on you as a little girl.

Despite this, you serve Mankind and your crew to the best of your ability, and stand as the first line of defense of Chandra. You are currently stationed over a year's voyage away from civilization at the edge of the system, at a desolate iceball so remote, it has no name and is only known by its astronomical designation of XOC2.

Now, at last, the first battle of the war is underway, and you will be among the first to lead the charge.
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"Alright, we need to move fast and see what they have in store for us. Grab the bodies while they're still warm and throw them down the tunnel." You command squad 1.

"With all due respect sir..." Mayday replies skeptically. "We still have decoys we can use. I don't see any reason to defile the bodies of our brothers in arms. Would you really throw Archie's body away like that? Damnit, you two were drinking together just a few hours ago."

You grab Archie's body and yank it towards you. "Look at it this way, we just lost 5 men. That's almost 20% of our firepower. Those big anti-ship guns in the front of the base are still active. There won't be any rescue if we fuck up. The rats will take us hostage and when they realize we're not worth anything, they'll shoot us out an airlock. So we need to conserve every resource we have. You can either pick up a body or throw yourself down the tunnel."

"...roger that" comes Mayday's reluctant response.

You grab Archie's bloodstained body from behind, but his bulky thruster makes him difficult to carry, so you spin him around, hugging his chest to yours and using your thruster to propel the both of you together. Locked into a macabre embrace, his glossy eyes stare into your soul. His lifeless lips are slightly parted, in the flickering light you almost imagine them curling into a faint smile, but you push the irrational thought from your mind. Just dead meat like you've seen plenty of times before, you remind yourself, this isn't your first rodeo. There's no longer a PO Archer, never was. This is just a lump of matter.

The section of tunnel you are in is long and straight, then softly veers around a corner. You wait for everyone to get into position behind cover, then you throw the dead body along the path you intend to take (which is the "ceiling"). As it glides forward, the corpse sets off an automated turret hidden behind a support beam, which shreds it with machinegun fire. The corpse hits the wall and comes to a stop, now looking less like a body and more like an unrecognizable tangle of crimson-stained metal, fabric and flesh. One of your marksmen destroys the turret (and the support beam), with a single coilgun round.

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You are about to order team 1 to move forward but something about the scrapped loading drones strikes you as suspicious. You order the marksmen to fire on them. A volley of shots goes off and the walkway they were piled on explodes combustively, sending chunks of metal everywhere. From the opposite walkway, a pair of loading drones stirs from the pile and begins to align themselves towards you. As the marksmen reload, the two drones begin to accellerate forward with lethal intent, and you can clearly see that their undersides have been strapped with explosives. Another volley goes off from your marksmen, and the drones fly apart in a massive fireball.

"Nice shot" you compliment them.

Before team 1 sweeps the path for traps, you have your best infiltrator, codenamed Echo, check the trolley, and predictably enough, find that it has several tripwired grenades hidden onboard. During the bomb sweep you also find a grisly corpse sitting in the driver's seat, still preserved in time by the vacuum of space. The man was apparently dying of some illness you can't identify, causing his skin to turn white and peel off. At some point, he must have willingly removed his helmet and asphyxiated himself. Perhaps he once had some affinity for this rusted old tram if he chose to die here. Surprisingly, you find that the vehicle is still in working condition, and recently refuelled. You wonder if it is capable of being recalled from a central location, and if there was a remote operator just waiting to run you over. You make sure the vehicle can't move unless you want it to by having the wires cut.

By the time team 1 finishes testing for traps, they ultimately reach the metal doors, which seem to be some sort of vehicle airlock. A security camera watches them, following their movements inquisitively until Mayday puts a bullet in it. The doors are formidable, you could try to use some of the engineering equipment you brought with you to slowly cut your way through, but you have a better idea. You call team 1 back.

Upon receiving the order, Echo hotwires the train, jams the accellerator, then jumps out and scrambles for cover. The train builds up speed down the tracks, setting off anti-personnel explosives which tear through its thin metal hull plating. These traps would certainly have killed any passengers on board. The tram turns around the bend and you watch the resulting chaos from a surveillance drone on your visor's built-in vidscreen. The runaway vehicle continues accellerating down the long track until an explosion disables the engine, but already, the vehicle has picked up too much momentum to be stopped. As it reaches the end of the tracks another, much larger explosion derails it. It screeches along the side of the tunnel with an incredible amount of force, sending sparks flying, until it impacts the airlock doors and plows right through them. What follows can only be described as a blizzard of metal, as explosive decompression adds to the mayhem of the collision, sucking shards of debris back into the vacuum of the tunnel. A deadly wind passes through the entire length of the hall, battering everything with stones and metal darts and ripping apart anything not behind cover. When the chaos is over, the tunnel is filled with a cloud of floating debris, bits colliding with eachother and bouncing off walls, with metal flakes glinting as they continue to rain past you.

When it is safe, you order your men to advance, carefully making your way forward amid the rubble. A scouting probe shows the chamber ahead, behind two sets of ruined doors is a rail junction, which branches off in several directions. It was meant to serve as a train yard, with maintenance huts and staff rooms off to one side, and it was clearly meant to remain pressurized, with the contents of all of the small structures now scattered about. The ram-tram now lies in the center of it all, severely battered but triumphant, drifting freely amid the other wreckage. Dead bodies float about, some of them old, but at least a dozen are fresh kills, judging by their thermal signatures. Waiting in ambush behind the door, they all fell victim to your battering ram, with no survivors.

From here, your path opens up somewhat, depending on which path you follow down the railway tubes.

>Security Bridge
>Hangar Bay (for all drones and manned spaceships)
>Habitation Complex (Former civilian residences, a market quarter and a Hydroponics farm)
>Research Laboratories and Medbay
>Mining Bay, Auto-Factory District and programmable AI mainframe
>Security Bridge
Security Bridge

Your name is Bayushi Kimiko and though you were born to serve, you know you are destined for greatness.

It is the year 1082 and you are a samurai of the Bayushi family, and of the Scorpion Clan. One of the seven Great Clans of Rokugan, their purpose is to sacrifice their honour in the name of duty – only through under-handed deeds can the stability of the Emerald Empire be assured. As a warrior of this clan, manipulation and ruthlessness are the weapons that you shall wield against the Emperor's enemies.

You are currently attending court in the estate of Yogo Kanzaburo, the daimyō of Beiden, where you are expected to help the acting seneschal handle a delegation from the fearsome Lion Clan.

>Welcome to a quest based off of the Legend of the Five Rings setting, a fantastical world bursting with conflict, intrigue and plenty of samurai drama. Previous experience or knowledge of the L5R setting is not important, as I plan on providing exposition as we go along. The player character is almost as inexperienced in this world as you are.

>In this quest, I use a simplified set of rules based loosely off of the 5th edition of the Legend of the Five Rings RPG. I will post the rules when they become relevant, but if you want to read them in advance, this link contains them as well as the character sheet for Bayushi Kimiko. This is not mandatory reading whatsoever:
>And though there are only a few threads so far, here's the archive:

>Before I start, I have something to say.

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676 replies and 100 images omitted. Click here to view.

Actually, I'll switch to this

>Bring up Yogo Orinosuke. You are the trusted agent of the Chief Magistrate. Though you do not know Shunmyo's relationship with him, surely he should trust you too? (This will require a roll using your Water ring of 2 and your Courtesy skill of 2. The amount of successes required to succeed at this roll is hidden. Should you choose to take this risk, you will gain a void point.)

We've often neglected to learn other characters' backstories like with Atsushi and the lumber mill guy, may as well reward Fudo for writing them. Besides we get a void point. I suspect the DC isn't more then 4 and may be lower, though he did say we need to earn his trust seperately from Orinosuke. It'd be funny if the reason he doesn't trust us is that he is Orinosuke's rival or something.

Also, it seems some anon's -myself included- are certain Kitahachi is the killer, if that is true we lose nothing by allowing a guard to accompany us out to see Atsushi, Shunmyo will lose any legitimate reason to hinder us if he is involved with or an accomplice to the killer, which I doubt. Browbeating Shunmyo may encourage him to increase the amount of guards patrolling the wall preventing our stealthy escape or otherwise hinder us, it'd be better if he cooperated. I don't mind if the invoke the blood choice wins though.

>Very well, you accept his terms. There is nothing that you have to hide from Bayushi Shunmyo or his servants so if he wants a guard to accompany you when you next speak with Atsushi, so be it.

This in the case we fail.
>Going with:
>Invoke the blood. Shunmyo might be a gunsō and a higher position inside of the clan than you, but he lacks your celestial heritage. You will not allow him to order you about like this. (This will require a roll using your Void ring of 2 and your Command skill of 2. You will only need to keep three successes to succeed, thanks to your Blessed Lineage.)
>I require a roll of 6d6 using your Void ring of 2 and your Command skill of 2. You will need to keep three successes.

>I will accept the best of the first three rolls.
Rolled 6, 3, 4, 6, 6, 6 = 31 (6d6)

Will say though, I am interested in his backstory and gaining his trust.
>dat quadruple 6

All in a days work, lads!
Rolled 4, 6, 6, 2, 1, 1 = 20 (6d6)

I can totally top this!

(Formerly One Man of Many)

>You are Stanislaw Krol, a Huzaran pilot in Sturmwing Chimera of the Fliegermacht! Having met your Flight, and some rather bizzare characters, you have spent the last month in harsh training!

Previous Thread

You'd never seen a dying man, you recall. You had seen dead men, surely, people from your town were mere mortals.

But that was until Alzen. Or at least, Alzen was in the distance, visible past the hills.

Von Feldmann had sent you west at last, ostensibly in the direction of Alzen, the frontline of the Western Front. Luigi had roared in enthusiasm at the news. Even you'd had a mix of excitement and nerves. Real combat duty at last!

Baldir Base had an attached hospital, and as it happened, that's also where you were going to be operating from. It was far enough to avoid artillery fire and sudden raids. Close enough to be useful.

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>I did what came to me. Sometimes you gotta dance with the wind brother. Trust the plane and she won't let you down.

Thank you for running as always! Can't wait to read what you have in store for us Friday!
>I did what came to me. Sometimes you gotta dance with the wind brother. Trust the plane and she won't let you down.
>I did what came to me. Sometimes you gotta dance with the wind brother. Trust the plane and she won't let you down.
New thread in a bit I think.


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Everyday, people walk or ride along the Gem Road. Rivers and oceans provide the lifeblood of trade and commerce via barges and ships, but the Gem Road is one of the few ways to cross over the Merakash mountains. Those unfamiliar with it assume that it received its name from the bejeweled and fine velvet clothes favoured by the men spearheading caravans from one of the various Grand Companies, covered in wealth and guarded by fierce soldiers clad in burnished steel. People who have travelled it’s long and winding path from the Calling Sea, through the rolling Harade Plains, to the sandstone cliffs at the edges of the Harrotian League know better. Stones of various hues, from tawny yellow sandstone and pitch-black mica, to green hunks of microcline and grey slabs of granite are cemented together, one of the marvels that survived the slow collapse of the Meridorite Empire.

Counting the milestones that you have passed so far today, you figure that the caravan is making good time from Port Josiah today. It should be another hour or so before the town of Angelsfield comes into sight. Finishing off the thin cigarillo, you tap off the cherry and grind it on the leather sole of your boot. It’s cheap and rank, but the heavy smoke keeps the ever-present blackflies away. It’s starting to get warm out now that the sun has reached its zenith, so that heat should keep them away until you arrive at town. Cracking your knuckles and rolling your shoulders, you turn to the drover sitting on the bench next to you.

“Ease up on Orion and Charlotte there Johnny. We’ll stop at Angelsfield’s outskirts, the Black Dog Inn is a sturdy freehouse and should have enough room for us there.”

“Aye messir Stonyfield.” Johnny replies, easing up on the reins leading to your two oxen. Orion and Charlotte are still in the haleness of youth, and they should only need a mild dressing-down when you arrive. “D’you want me to give a shout when it comes into sight?”

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>Spent a total of 4.25 Wealth! Gained 1.5 days of Medium Food and Water(Value 1.25), and one week of Medium Beer (3 Value). Supply wagons are fully loaded, without putting undue strain on your beasts of burden. Now have 7.5 days of Medium Food and Water, and 2 weeks of Medium Beer. Total Profit is +0. Total Caravan Wealth on you is 3.75, with a Personal Wealth of 19.3.

You, Sooty, and Ryan give Johnson a hand loading up the wagon with the supplies you’ve purchased. It was a hassle maneuvering the beer barrels into place, but they sat into place nicely with the sacks of flour and millet as a stop. The couple bags of barley and root vegetables fill up the last of the space available in his narrow wagon. As he gets ready to hitch his draught horse back into place, you tell him who to watch out for among the people back at the Inn.

“Talk to Hector, he should the one manning the checkpoint. The other carters should be around so that you don’t have to unload it by yourself. They’ve had a couple of days off, so they should be fresh. No need for you to wear yourself out when there’s enough hands to make the workload light.”

Johnson just nods at you as he brushes down his horse, the horse’s nose sniffing all over him. Probably looking for hidden treats. Tilting your cap to him, you leave the shop behind you. It’s as you get out of earshot, Ryan pipes up.

“Hector’s not the lad on duty today messir. It’s Neil and Randall watching tonight. Hector was on yesterday with Jeremy.” You just sigh by way of response as Sooty stifles a bit of a snigger. One of these days, I swear. Just one day where they don’t embarrass me, it’s all I ask for Kalimdor. There’s a faint breeze that stirs up a couple of fallen leaves, rustling them on the ground. You can almost hear the mocking laughter inbetween the rustling.

>End of Thread 1! You managed to avoid spending a large amount on some Goods, nailed down the path taken, and won a surprise duel against one of those Capwell swine. Plus got through chargen with a minimum of fuss, but that’s neither here nor there.

Archiving it, Thread 2 should kick off on Feb 27th at 01:30 UCT like usual. Next week’s supposed to be pretty busy, and don’t want to flake on you all.

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Thanks for the thread OP!
I had a lot of fun. Not sure I can keep all the mechanics straight independently (yet), but you do a good job of giving the info needed when we need it. Snorri is best girl (platonic), I think she's hilarious, but Miguel just proved himself surprisingly based, so who knows.
Excited to find out what our dark and mysterious backstory is, including the identity of our mystery waifu.

Archive is here, vote as you please.



Thanks! It took me a while to try and nail down the level of granularity that would be sufficient in depth to make things interesting, without being completely opaque. Abstracting it to Value rather than describing exactly how many bundles of hay or lumps of coal you have seems to hit that sweet-spot. We'll see if I change it much more.


I'm just glad people haven't tried to try and jump their retainer's bones right off the hop. I've seen how anons tend to react to the first friendly woman they meet in a quest. Even saying they're married doesn't help with those damned NTRfags cluttering shit up. Miguel takes his craft seriously, sub-par work is not stuff you put on display in Meyard.
Having a map of our route would be nice if possible.

Sorry for leaving you on the hook for a while, had to take a mental break from online stuff for a while. Nothing serious, just other shit going on.

Here's a map of the most prominent cities on the continent of Perion. The planned route to get to Kingsfall is labelled in red, solid where you've travelled so far, and dashed is the current planned route. It's not exactly to scale, didn't want to spend forever determining correct distances to the last km and shit. The borders are in frequent flux, and these aren't exactly countries proper. They're more like political conglomerates of city-states, petty kingdoms, landowners, etc. Each of the boundaries are more like which of the major players on the continent has sway over the people that live in that area. Fransican consider themselves 'proper' Meridorites, with the remnants of the old Meridorite Empire the seething losers of the War of Peonies as an example. Fransica is geographically smaller, but holds more of the populous cities and cultural touchstones that made Meridor Meridor.

The Merakash mountains run roughly along the southern border between Haradeen and Kalim, roughly halfway into Meridor. Even though it seems like Cloud Pass and the Gates of Iron are equal length, the currently planned route has a lot less smooth roads, travels through more forest rather than grassy plains, and spends more time in the mainland part of Jironth before reaching Kingsfall. Not to say that you can't trust the knife-eared blighters, of course. Why, you even have one as a personal retainer and trust her with most of the security matters. They do have a bit of an unsavoury reputation though, especially in Kalim where they eventually stop fighting each other every so often and decide to start beating the poor Kalimites who just were trying to live their lives.

You know that Baron Whateley's grounds are near Starfall, so you'll probably go down that way to skirt around where the Merakash mountains extend into Meridor. I'll leave that up to anons when it gets to it.

If anyone has any questions about political entities, landmarks, etc., I'll try and get to them before this thread self-archives. Otherwise, I'll respond to them in the new thread.

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A single wooden desk takes its rightful place as the centerpiece of the room, in front of it two antique armchairs rest while god knows how many heavy bookshelves surround it. Each shelf is filled to the brim with books from different time periods, dealing with a plethora of subjects. The mystical atmosphere is further intensified by the dim light which illuminates the whole room from above, no doubt the time has come to replace it. Footsteps of Alexanders heavy boots echo across the quiet room. He called you a few minutes ago concerning the strange disappearances and murders happening lately, and let's just say you weren't fully prepared for the gift he got you. The moment he placed the evidence before you peace which reigned supreme over this humble office shattered in an instant. You contemplated for a second, but decided not to open the large colonial style windows from which the moonlight penetrated the room. For right now stability of mind is far more important than a relaxing cold breeze.

Philosophical nonsense is what you were expecting, and why shouldn't you, after all it is only right to denounce the acts of evil the moment you lay sight upon them. But it was not disdain for the committers of the act which filled your mind. What you experienced while looking at the pictures of the crime scene was primal fear, the kind of fear that sends a lion running for his life. Body of a unidentified man in peaces, perfectly cut as if you were looking at a aftermath of a battle between world class swordsman. Yet it was something else that sends chills
down your spine, his chest area or lack thereof. No man is thought to be capable of such violence, or perhaps the works of horror are more realistic than previously thought.

"Name, Location and some context please." Clear and Straight to the point, that's how you conduct business. Despite being a detective you truly detest long conversations abut morbid events. "though sometimes such talk is necessary." You think aloud while getting your favorite cigars from the small leather box in which you keep them for special occasions. It may not be the healthiest method, but it certainly calms you down.

Although he is clearly tired, old man Alexander manages to crack a smile before answering "Name is not important. Location of the incident is a warehouse by the docks, the night guard is a associate of mine so rest assured we have some time before the police storm the building. Now listen closely kid, i won't repeat myself. We ether interview the night workers in the area before they are placed in witness protection or go strait to the crime scene and try to find the murder weapon. We will discuss the context of this event at a later date. You know the rules, its your call to make."

"What should i do, encircle the enemy or strike before the pieces have been set?"

>Get a physical description of the killer by interviewing the workers.

>Acquire the murder weapon before the police do.
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>Call for help.
>>Call for help.
>>Call for help.

Call for help wins. The quest resumes tomorrow.
Seems a bit long for tomorrow, don't you think

Welcome back, honorable bushi of the Crab Clan, to the third installment of L5R Chanbara Quest. I'm your host, Wong, and you are Arinaga Daisuke, a vassal of the Hiruma family of the Crab Clan, student of the Hiruma Bushi School, possessor of a very fine katana, devout hater of goblins, bully of Scorpion girls, and murderer of bandits.

Last time, you made your way into Koumugi Village, killed the only two bandits unlucky enough to exist in your presence there after a long discussion on the importance of proper noodles, and made your way to the castle. There, you discovered that your aunt's bodyguard is an insufferable Phoenix (possibly ex-Phoenix) duelist by the name of Nishiyama Takeshi. A duelist dishonored for conduct unbecoming a gentleman. Unfortunately, he is running the castle like his own personal fief and keeping your bedridden uncle in the dark about more or less everything. When you informed your uncle of the truth, the horrible old man flew into a rage, took up his sword, and went out to slay the bandits and possibly Takeshi as well...only to suffer a heart attack and fall down the stairs, breaking his neck.

Leaving you standing over his lifeless body. The truth will set you free, right?
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Is it more acceptable if we bring it back as proof, along with O-Tora’s head and tiger skin? I kinda want to dump all three onto Takeshi’s table during dinner, right in front of the guards. Possibly INTO his dinner, as well.
Firstly carry heads is what peasants are for.
Secondly all the more reason for them to be a fitting gift for the cuckoo.
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> PeaCuck

New thread.

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It's not as bad as it sounds.
It is quite an improvised adventure with quite a lot of the city designed with random rolls on /b/.
We have a party of 4 in the elven city of What. Everyone can play any and all of the characters, and generally all posts are accepted, except for the ones who don't make any sense at all. No rolls are required, but if you want to roll feel free to.

The party is as follows:

Melvin III
Archetype: Warrior Mime
alergic to silk, but favorite food is spiders
arcane trickster halfling
all the dex items belong to me
Snodgrass: elven mage
has a penis instead of his left ear which makes him self conscious

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>It's not as bad as it sounds.
But it is
Agreed. OP should at least let US make the lolrandom character decisions, not present us with these forcibly-wacky pregens in a half-finished adventure.
/b/ is so retarded as to just give every character only a line or two. Surely you can fill in the blanks. I admit, the dickelf is hard to go around, but the halfing and the orc are practically blank, and the mime warrior who eats spiders can surely be spun into a worthwhile character.

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You stare down at the lowly excuse of a king. You can see it in his face, he is mortified he knows what is about to happen. As you raise your bloodstained dagger you see the misery in his eyes. Quickly and precisely you stab him in the neck fatal strike. It is finally over the rebellion for the victory. On my way out enemies and comrades corpses where everywhere. All I could think about is "I'm done, the elite assassin Rogue Demon is no more". You've managed back to the hideout, that damn royal guard sure got me good with that sword,the wound is deep I thought to myself.I take out the wine we all promised to share afer the last mission,alas tonight I celebrate alone and for the last time.Not really celebrating more like paying farewell to my few trusted comrades,no my dearest friends.A feint smile came to my face as the darkness envolopes me,with a half drank glass of good wine in my hand its not a bad way to go...Suddendly a beuatifull voice came to me "Your good deed and great actions wont go."I look to the side and see a glimmer of white wings and a bit of long silver hair before it all went black...

What happens next
we go to heaven
*AC/DC Back in Black riff starts playing*
We piss and shit and cum

S.T.A.L.K.E.R. quest, with moí, pie.
I'll be doing daily updates based on votes. Now let's get this murder train started shall we?

FIRST! pick your faction

After you all vote for this you can also do things like
>"Hey pie, what's our inventory?"
>"I'm glad you asked fren"
The I'll show you your inventory, health, that kinda stuff. With all the gameplay mumbo jumbo out of the way, first we will start with a vote on the faction!
THEN the adventure truly begins......
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Fortify this position
Everyone starts setting up barricades of scrap.
Kemenshka your medic pukls you aside
"Sir what the FUCK are we still doing here?"
"We are fortifying. There's no way out duty has us surrounded"
"Dig for all I fucking care! Get the wounded out!"
Levchenki your engineers comes forth

>Shut kemenshka up
>Write in
If that doesnt work, flank them
Would anyone be interested if I were to run a stalker quest?
Yes, preferably with some original elements to mix things up and more ironed out descriptions/mechanics since this was played extremely fast and loose.

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The mechanics for this quest are going to be a straight rip of the ACKS (Adventurer Conqueror King System) tabletop system. It's an old school RPG modeled after D&D 2e (Dungeons & Dragons Second Edition) with massively expanded rules for domain management but it's unlikely that we'll reach that point. Don't worry, knowing about ACKS (Adventurer Conqueror King System) works isn't required, I'll explain everything as we go. Before we begin, you're going to need to roll 3d6 six different times to determine what your character's stats are. The odds of you being an ubermensch or subhuman are equal and they are in your hands.
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I almost have the first couple of graphs finished. I think we can get started in only seven or eight more hours. This >>4623856 is the one we are going to use. I didn't have wifi yesterday and that interrupted preparations to a degree.
Welcome back.
Don't let this quest die like the vampire hunter one
shit bro dont remind me, it still hurts.
Dead quest?

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"Awaken good dweller. The veil lifts once again to reveal new realms within its prestige. Malice plagues the world once more, and those who slumber find no comfort within the dream. Please, I beg of you to delve once more into the realms to soothe those in respite."
-A distant plea

Skirmish games are a collaborative effort between players and QM, with each player controlling their own character to co-operate with other players in the party to explore the environment, clear objectives, and advance their developments. The QM provides the board for play, and operates the interactions made visible for other players with each update posted to the thread. From there each active player replies to the most recent [Action phase] post to show the QM what their actions for the turn will be, and the QM processes those before showing results. This cycle repeats until the board has been cleared, a required objective has been met, or the party fails to successfully meet either of the prior two outcomes in time. Outside of exploration and combat players are able to level up and advance their characters, participate in story events, or interact with other characters (player and non-player controlled) in order to cater to their own experience.
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(Just taking a while to render the map, and some of the pieces on the board are a bit loose so there's effort put into tightening it up to prevent pitfalls and whatnot)
(Alright, fair enough. Guess I've just gotta be a little more patient in the future.)
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Plans for the map are finalized and rendering has already began. Most of the map still needs to be populated but beyond that and an incomplete section floating around there's not much left that needs to be figured out.

The next map is also going to include its own downtime area at the end, though ascending to it and the other downtime mechanics will not change. It'll just be a pre-loaded downtime zone this time around, so players for the most part will need to wait for the majority of the group to have left the map before they can partake.

Will keep in touch as progress unfolds!
All floorplans finalized and the last stages of rendering are underway. I expect some commissions to come in before the weekend, so should expect the next map to start revving up at the start of next week, perhaps even doing roll-call/deployment on Sunday.
New chapter has released! Wander on in but mind the door. Don't want all of the heat to escape.

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The Grail War continues, and you've suffered a terrible defeat.

You are Shinji Makiri, Ten years ago you suddenly found yourself with the memories of a complete past life that saw this world as a fictional story due to some unprecedented form of inter-dimensional transportation. Since that day, your new composite being has been working to change the grim future laid out for you.

To that end, you have done much, involving yourself with events and situations that have shifted the future away from the one that you once would have faced and instead onto one of uncertainty and chaos.

The Fifth Holy Grail War lies ahead of you, and the challenge and danger it represents to you, the people you care for and the world itself is far greater than you could have ever predicted. Though the grail might be corrupted and the war itself might be a sham, the stakes couldn't be higher.

Archive of Paradox Reincarnator: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Fate/Paradox%20Reincarnator
General Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=WhatIsAQM
Status Menu: https://pastebin.com/LhUfnHD2
Shinji Status Page: https://pastebin.com/UNxStSSQ
My Twitter: https://twitter.com/WhatIsAQM
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WhatIs did mentioned that we might run into Sion so depending on how timeline will go we might have made good impression on Atlas beforehand. Or outright learn useful things Atlas has from Sion herself.
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New thread!
Crazy stuff.

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You are Ushi Walker, the half-japanese/half-american wielder of the mighty quirk “Everything is Bigger in Texas", one of U.A. High's top first-year students, a member of the second fastest team to beat their opponent in their Practical Exams (at the cost of getting shot with a fair few wax bullets) and now feeling pretty stuffed with food you didn't pay for.

No point in going out to a nice place if you aren't going to have your fill, and the small hidden-away tea shop Momo, Shoto and you found to unwind in after school was nothing but nice, as was the time spent eating and chatting with them about things like Shoto's overly plain costume.

For some reason, noticing something wrong is always way easier than figuring out how to fix it. Having just requested suggestions for the design from him, you look Shoto up and down, tapping your chin for a minute or two as you all take your time exiting the cafe.

You take in your friend walking beside you, picturing his neutral yet determined visage in his blue costume, his calloused hands splayed out ready to respond with either element of his quirk, or to possibly deflect or grab. From your many training sessions together you can easily visualize his toned body in an athletic stance, shifting weight between his feet as his sturdy shoulders sway, ready to spring like a hare. You imagine his breath keeping in tempo, alternating between chilling drafts and steamed puffs that have both equally prickled your skin when you two ha-

You make yourself blink hard, shake your head, and refocus on the task at hand. A large symbol could be embellished on the front...or possibly the back? But that could easily have him looking more like a fighting game character. Doesn’t really mesh with the community values of herodom... More equipment to cement his style? It'd be irresponsible to burden Shoto with learning to use and manage more gear he doesn't need just for aesthetic's sake. Your eyes linger over the imagined accessories on him, his boots, the bracers, his vest, his belt...

“Ah know you requested those items cuz they work for ya’, Ah reckon now you gotta make them YOURS..." You loudly declare while pointing at his midriff. You continue before either of your friends can ask you about your quiet staring. "Somehow! There's gotta be more than just blank metal plates and industry-grade fabric to take in. Think ‘bout not just shapes ‘n’ patterns, maybe even more color contrast? Break it up somehow, perhaps some ...black trim? Yellow maybe? Not both though, don't wanna look like a bee.”

Your train of thought runs out of track. You had just considered recommending an orange or red hue that would work well with his current navy tones, but there's already a related hero with a similar scheme that you don't want to even imply a comparison to while unwinding with your pals.
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Ushi is the replacement for Bakugo’s firepower.

If we’re metagaming at all, which I’m reticent to do, we should absolutely not be bringing Tin in particular to this specific boss fight.
>[Who do you want to invite to come with you to I-Island? [X2]]
>Pony and Toru!
Poor Toru doesn't get enough screentime. Then again, who's to say she isn't literally present at all times? You, Mic. You are the only person who can collapse the wave function.
Going with Mei and Pony.

Honorable mention: Mina
Pony should go just so she cna see real size up mechs.

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>Vengeance! Against the humans! Against civilization! Mother nature demands it!

You are a beastly creature, neither human nor animal but something in between. That which stalks the wilds, and mothers warn their children of for good behavior lest they be snatched away at night. Some may ponder the origin of your kind, but that concerns you little. You are what you are, and you accept and embrace your nature. And that is, to reject modernity (of these fantasy medieval times), to return to the wild, and to punish the humans for their rejection and destruction of nature.

Lately your efforts have been impressive, having settled in a forested region where you’ve slowly grown in power and influence. You destroyed some local bandits and a caravan of traders, you tore down a human temple to one of their gods of nature, and now the nearest town stands in fear of you after a failed attack which you repelled.

Your wild gods smile upon you, and your cult of misled humans grows. There are those who want you dead, but you are in a much better position now than you were months ago. Perhaps enough even… to restore the balance of nature in this land.

>What do?
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My mistake, I read that as ally. Yes, envoys are different, among other things reliable.
Another place to use would be


but that needs to be actively archived.
Yeah, it’s about time we put those prisoners to use.

Take as long as you need, a break before starting a new thread is a good idea.
You see, this is why Khora isn't a mary sue like Ryu Ryuukusa.

Even though she wins all the time, she gets beaten over the head with the truth. She occasionally realizes that she is *wrong*, good people disagree with her, and there are no hot lesbians in her life to huddle up and tell her that nothing she ever does is ever wrong and that she's morally perfect regardless of her actions because she scissored them once.

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