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Build a character, a new one or an existing QST character, challenge another or accept a challenge, and roll out the fight. Combat is 1d20 opposed rolls, if the attacker is the winner, that character deals the amount by which their roll exceeds the loser as damage. Everyone gets 25 health to start with. Once someone hits zero health, the fight is over. You can take three fighter options to build your style.

>RAPID STRIKES: If you hit, roll another attack, you can't deal more than half the damage of the previous hit.
>TOUGH: Can be taken three times, adds 5 to your maximum health.
>COUNTERATTACK: If hit, you can roll your next attack twice, take the higher result.
>DEFENSIVE: All your damage is reduced by 5, to a minimum of 1, but you take 5 less damage, to a minimum of 1
>BLAST: Can be taken three times, each time adds another use. Once per fight, you can declare and then roll an attack. If your opponent beats the roll, you take no damage, unless they also use Blast.
>PRECISE: If you roll a 20, roll again, adding the new result as damage as well. If you roll a 1, reroll.
>WEAPON: Can't deal less than 5 damage.
>BACKUP: Can be taken up to 3 times. Each turn, roll a 1d10, if it exceeds your opponents roll, they take damage equal to the amount the 1d10 exceeds their roll by.
>PARRY/DODGE MASTER: You can forgo your attack action to roll your defense twice.
>GAG CHARACTER: Once per fight, declare before your roll that you're doing a gag, then go super deformed, take a hammer out of nowhere, hand them dynamite or yell Baka and slap them through a wall. Roll 1d20 and deal half damage, regardless of if your normal attack hits or not. To make things fair though, you can't roll against the next attack at you.

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Rolled 9, 3 = 12 (2d20)

(4 damage, I have 11 health)

His gun was knocked away, desperate, he pulled the pin on a stun grenade on his belt and threw it a few meters away.
The last guard gasped, knocked to the floor with air forced out of him.

>take as many weapons as possible before driving off in one of the cars in the parking lot

“I wanted to left alone.”
“Don’t pull this shit again.”
qm you dead or something
Qm probably just wanted something to do on their Saturday. No big deal, it was fun while it lasted.

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"...And then I shot him, the easiest twenty bucks of my life…" - Lee Harvey Oswald, probably.

Bitches? Zero.
Cash? None.
Home? Less.
Self-respect? Practically Nonexistent.

"So you dream of being a Killer eh? Think it's all whores, drugs and money? Fame. Bah!"

The greasy rotund man pivots in his large stained desk chair spitting a wad of flem across the room, the thick liquid catching the light and rippling various shades.

You go to open your mouth to speak, you really need the money after all…

"That's all the kids say these days. I'm up to my neck in teens down on their luck, or the ones out for revenge or the ones on the hunt for true love or some other bullshit!"

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>"Is that an offer?"
>You've got the basics; a Swiss Army knife, a wire cutter, duct tape. For actual tac-gear, well... It's not much, but you've got a solid pair of boots you can run with and a durable set of climbing gloves.
>'I make my own.'
>I am armed with..
a string of explosives - strong enough to blow off limbs
6 paper packets - containing soot, dust, pepper and other eye irritants
A double barrel shotgun, homemade - over and under configuration
Ear protection
2 Tampons - absorbing blood
Can you remind me of what that power is? I don't have access to my drive.
I made it up myself.
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You are Ben Parker, super-powered criminal and thief extraordinaire. After being bitten by a radioactive spider, you underwent a miraculous change, and adopted the identity of "The Huntsman"! You also adopted the identity of "Spider-Man", for anyone that doesn't know about your illegal exploits, but that's besides the point.


Last time:
Finally, the Silvertongue arc comes to a close, and Cindy's voice is returned to her! Now that Ben is freed from his most stressful obligation, he's more or less free to do as he pleases! Especially now that his clone is swinging around, putting out fires and saving the city one web-bolt at a time! What will Ben do with his newfound freedom?

Find out in the latest issue of...MAXIMUM SPIDER QUEST!

Most dice rolls will be 1d100. Modifiers will be added depending on the situation or on the alien being used(Usually +10 or -10). Crit successes and crit fails apply. Crit fails can be overridden by crit successes, but crit failures cannot override crit successes.

How to Roll:
To roll dice, type “dice+1d100” in the options field without the quotations. To roll dice with positive modifiers, type “dice+1d100+modifier number” in the options field without quotations, and with an actual modifier number. To roll dice with negative modifiers, type “dice+1d100+-modifier number” in the options field without quotations, and with an actual modifier number.

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we have a vibranium (coated) dagger, is that good enough?
>Of course! How often would you get the chance to work for someone that could level an entire city single-handedly? It never hurts to have friends in high places.
When we’re ready to retire we’ll turn into an information broker for all these heroic and villainous contacts we have. Take some more cooking classes and enemies can swing by Uncle Ben’s place (or whatever name we’re going by then) for some home-cooked meals and a neutral ground to hash things out.
One of Nefarias only weakness is adamantium. Same with the hero Armor. Only Wolverine could hurt them.
Oh, and consider me in the general camp of wanting to work with him once because why wouldn’t you want this on your list of (mis)deeds, but probably not long-term. He seems too big-picture for the “friendly neighborhood criminal” vibe we’ve been trying to keep.

Sure we took on/bullied several cabals/government agencies/international heroes and villains not long ago, but that was to help a little girl! Not our fault they all make helping the little guys and girls so complicated!
>Sure, why not. You were genuinely curious about what he had to say, and what he might bring to the table.
So long as he's not asking us to make an infraction of the 10 commandments or double-cross Silvio, we should hear him out.

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We are starting (mostly) anew so (You) dont have to read it, but i will include it anyways:
Previous thread: >>5563871

"new OP is loyal and has blackjack and hookers" edition

Side with a country, build, expand, do diplomacy, rp, and what have you.

>pick a color, a name for your county, and the starting tile you wish to inhabit
>join in on the side of an established country
>adopt an existing country from last thread, inherit their culture, gain their size (in tiles) and icons present on this map >>5582394 and place them wherever you would like

Countries up for adoption:
>Shillaria: the merciless technologically advanced merchants
>Copernia: 4 armed workaholic craftsmen

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OP we've established that the imazeeb have teleportation tech, Does that mean that should I get my hands on a nuke can I arm and just teleport it above the place I want Destroyed?
Rolled 12 (1d20)

Shillaria will send a representative to join in with the music and dancing but refrain from some of the heavier drugs and activities

>Research Robots
>OP I asked about meteors, can I just drop them using the soul spire or no?
sounds baseless
>OP we've established that the imazeeb have teleportation tech, Does that mean that should I get my hands on a nuke can I arm and just teleport it above the place I want Destroyed?
absolutely. tho a psyker must teleport with it and it will be unable to teleport back instantly, making him practically a suicide bomber. tho that would be a relatively minor loss to you
*he will be unable to
Rolled 9 (1d20)

Cool gonna add
>Continue Research on spycraft

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You look yourself over in the mirror. Tightly knit muscles form a solid core under tanned skin - the result of years of training. Though you have been getting weaker ever since you left the monastery.

20 years of age, you're a LOW-LEVEL HUMAN MONK. Enticed by women, you have escaped the monastery and have been on the hunt for pussy for what, 6 months now? Unfortunately, to no avail.

You briefly recall the beginning of your quest. Initially, you could only stumble over your words and mutter incoherent phrases in front of girls, but your work at the laundry, surrounded by women young and old, has forged you to at least be capable of keeping up the conversation with them (sometimes).

Performing various jobs around the city, you have scraped by somehow, but knew neither comfort nor wealth. That will change, however. You have a PLAN.

There is certain work that various people tried, but few succeeded in - that of adventuring. Slaying monsters, dungeoneering, defeating demon lords - girls LOVE heroes. You'll become one of them, obtain pussy and get some wealth for your trouble to boot. Unfortunately, you're barely above a regular schmuck in power, from what you can tell, so you'll have to start low.

You assess your equipment. There are your clothes - traditional monk wear, just right in spaciousness without being entangling, great for training, work, and battle. You've patched them up numerous times now and, to be honest, it's about time you changed them for something new, but you just can't let go - they're so good and comfortable. There is some casual wear that you use to not stand out too much though. You've also got a small pouch of copper coins - enough to get you through a week or two without work. There's also various tools you've stolen from the temple to keep things in order, such as a sewing kit and some hygienic accoutrements.

You reach for the bottom of your bag. There they are, your weaponry - your nunchucks. For all your lazing around, you've been forced to train hard with them and you're kind of grateful for that now. You make a few careful swings in the cramped tavern room. They feel a bit foreign in your hands, but the muscle memory is there.

You pack your things up and descend into the mostly empty tavern hall. It is early morning and you've already eaten your breakfast, as meagre as it was. First order of business for an adventurer is FINDING A QUEST to accomplish. Or at least gathering rumours to get you a lead on some task. You eye the tavernkeeper, a burly man whose tavern maids you've been trying to bang for the past month. He responds to your gaze with a cursory, disinterested glance.

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Rolled 62 (1d100)

Rolled 23, 82 = 105 (2d100)

Rolled 47 (1d100)

Forgot second dice
Rolled 46, 8 = 54 (2d100)

Rolled 73, 53 = 126 (2d100)


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You are Teal'c, a proud Jaffa warrior hailing from the planet Chulak. Your dark skin, a source of pride for your people, is a reflection of the resilience and strength required to survive on Chulak. This is a planet with a harsh desert climate, where sandstorms are frequent and resources are scarce. Despite the challenges of living on such a planet, Chulak is home to several powerful extraterrestrial beings, the Goa'uld, who maintain control over the population of Jaffa warriors through fear and oppression. As a member of the warrior class, your life has been dedicated to serving the Goa'uld and upholding their rule over your people.

Your home is a small, sparsely furnished dwelling located in the outskirts of the main settlement. The walls are made of a sturdy mud and straw mixture, and the roof is supported by wooden beams harvested from nearby trees. Although it may seem modest to outsiders, your home is a source of pride and comfort for you, a refuge from the constant turmoil and danger of life on Chulak.

Your duties under Apophis, the most powerful System Lord on Chulak, are many and varied. As a trusted warrior in his service, you are responsible for maintaining order among the Jaffa and ensuring their loyalty to Apophis above all else. You are also tasked with leading raids against enemy planets and defending Chulak against potential threats, putting your combat training and tactical skills to the test on a regular basis. Despite the brutality of your work, you have come to see it as a necessary part of life on Chulak, a way to maintain the fragile balance of power that keeps your people alive.

What's special about Chulak is that it has a Stargate. The Stargate is an alien transportation device capable of creating a stable wormhole between two points in space. It consists of a circular ring-shaped device, called the Stargate, and a set of symbols, which when entered in a particular sequence, allow for the creation of the wormhole. The device works by using a form of subspace energy to connect the two points, allowing matter to travel instantaneously between them.

What's your life mission?

> Embark on a quest to free your people from the tyranny of the Goa'uld.
> Explore new worlds through the Stargate, seeking out new allies and resources.
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Rolled 13 (1d100)

I nullify >>5587765
I agree with the other anon. Expecting nine individual players to roll when previous updates didn't attract nine votes is silly. Adjust your expectations. Lower DCs, roll the rolls yourself, or allow anons multiple rolls.
That's a highly suspect roll system meant to fail. I don't think this guys serious about running a sci fi quest let alone one that includes values of DEI.
Rolled 9 (1d100)


Thank you both for your feedback and suggestions regarding the rolling system. I understand that expecting nine individual players to roll for every turn can be challenging, especially if there hasn't been enough interest in the previous updates. I'll take your suggestions into consideration, and in the future, I'll use a new rolling system that is more accommodating to everyone.

Regarding the values of DEI, I'd like to clarify that I take them very seriously. I believe in creating an inclusive and respectful environment for all players to enjoy. This is a sci-fi quest that explores themes of diversity, equity, and inclusion, and I aim to reflect these values in the storytelling. I want to make it clear that I welcome feedback and suggestions that align with these values, and I encourage everyone to express their thoughts in a respectful manner.

Lastly, I want to emphasize that this is a democratic game, and everyone has the right to express their opinions and ideas. As long as the comments are respectful of other players and game characters, I'm open to hearing them. Once again, thank you for your participation, and I hope we can continue to enjoy this quest together.

Following the new recommendation, I will be rolling 1d100 for Teal'c's Leadership skill.


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The hunters begin to nod in agreement as you speak, and you can tell that they are starting to believe in your cause. You offer them a chance to join your mission, to fight for their freedom and the freedom of all Jaffa. They hesitate at first, but you can see that they are weighing the possibilities in their minds. Finally, one of them speaks up, "We have been mistreated for too long. We are tired of being treated as second-class citizens. We are with you, Teal'c. We will fight for our freedom." And with that, you know that you have gained another group of powerful allies in your quest for justice.

After the conversation, the hunter Jaffas invite you to share a meal with them. They prepare a feast of roasted game and vegetables, all cooked over an open fire. As you eat, you can feel the camaraderie growing between you and these skilled warriors. They tell stories of their hunts and their battles, and you can see the pride in their eyes as they share their victories. The meal is simple, yet satisfying, and the bonds of trust between you and the hunter Jaffas begin to form.

>Launch a covert attack on Apophis, using the element of surprise to catch him off guard.
>Train your fellow Jaffa to become more skilled warriors, better equipped to fight for their freedom.
>Infiltrate Apophis' inner circle to gather intelligence and disrupt his operations from the inside.

You watch a boat sail into the sunrise, a longing look lingering in your eye. You decide here and now that you will finally set out to sea. Your folks won’t approve of that, surely. But there’s nothing for you on this island. The sea holds mystery, excitement, adventure, and, of course, the mythical treasure THAT man left behind…
Of course, it’d be quite difficult to set sail without a BOAT. And all you have for now is your trusty HAT and WEAPON. You could always head down to the TAVERN to see if someone would be willing to lend you a dinghy. Or you could sneak onto one of the ships down at the DOCKS. Something might be up at the TOWN SQUARE, too. Your choice. What will you do?
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Always good to eat let's fish

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Every year, the Institute of War received hundreds of missives regarding recommendations for new students. From as near as Feldhart, to a far as the Mira'i Desert, hopefully penned letters from all corners of the earth chomping at the bit to receive that waxed envelope with an acceptance letter inside. And every year...most of those hopefuls had their dreams dashed against the floor as they were told to "reapply next year" and to "continue being good citizens of the Udelhoven Kingdom."

Inversely, ever since King Udel III started his "outreach program", each year the halls of the Institute would welcome 100 new students of "low-born" citizenship. That is, people who weren't born with a silver spoon in their mouths or a fancy title before (or after) their names. People like you. When you got that missive, you first thought it was some of the local nobles having a laugh at your expense. After all, you were simply a . . .

>child of a simple farmer. Your parents barely knew how to read or count, meaning they obviously taught you nothing but how to till the land. In between chores and minding the farm, you'd sneak away to the town library and work under the archivist.
>only son of a blacksmith father and milkmaiden mother. Eventually, you went from smithing the blade to holding one--your father was more than willing to teach you the basics, but only after your chores were done, of course.
>Only child of a sellsword, your mother having died long ago (under circumstances which your father refuses to acknowledge, much less tell you). He had built up quite a reputation, but decided to turn in his blade in favor of a bottle, and he's been struggling between the delicious poison and being a semi-decent father to you ever since.
>Write in.
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Fuck. This post is mine >>5583323
Switching to >>5583997
Well, guess the advance/pre-command track wins!
If we go firearms do we get artillery unit
The curse claims one more life
It depends.

False accusation at work. Didn't really feel like writing after that. It was pretty serious. Probably the most out-there example of The Curse(tm) that I've ever heard of. I shoulda told you all about it sooner though and I'm sorry for that. Not sure if I still have anyone keeping an eye on this or if voters care at this point (not that I blame you because I drop quests for less, admittedly). But there it is. I hate it when QMs vanish without a word so the least I can do is the opposite.

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You find yourself in a Quest Master's Discord server, eagerly awaiting the next chapter in her online game. The quest she's concocted is intricate and complex, with multiple branching paths and challenging obstacles to overcome. The quest has attracted a group of players with diverse skills and personalities, each bringing their own unique flair to the thread's conversations. Despite her greatness, however, you can't help feeling like something is missing. You long for a quest that is tailored specifically to your strengths and preferences, and you're willing to do whatever it takes to get it.

As you spend time in her Discord server, you find a tight-knit community of anons who are passionate about the same things as you. There are those who love to strategize and plan, and those who prefer to jump into the fray and let the chips fall where they may. There are also those who are just there for the camaraderie and good times, called the socializers. The server is filled with lively conversation and friendly banter, but you can't shake the feeling that you don't quite fit in: the others don't seem to quite appreciate the Quest Master enough.

You know that the Quest Master is a skilled storyteller who takes her craft very seriously. She is a stickler for details and is always thinking several steps ahead. You've heard rumors that she can be difficult to work with, a bit of an ice queen, but you're determined to get on her good side. You're convinced that if you can just get her to see things your way, she'll create the perfect quest just for you.
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Finally, Souvarine Quest General thread

>You decide to investigate the content of the strange Dungeon Master preparatory materials. You read through them carefully, taking notes on any unusual or cryptic passages. You research the author and any potential hidden meanings behind the text.
Mind on the mission!

I will say that Souv's right, this doesn't feel like him because he DOES always try to steer the conversation to literary or cinematic esoterica, grimdark video games, or weird politico-economic matters, it's not JUST Shakespeare and Chaucer. Also...

Like, he's just a weirdly nontoxic and pleasant individual who really seems to take nothing said against him, even an entire quest dedicated to roasting him and portraying him as a manipulative madman, to heart. Got to admit: I admire that.
Rolled 2 (1d2)

>You begin your investigation into your mental health by reading articles and books on the subject of dissociative identity disorder. You take quizzes to determine whether you exhibit any of the symptoms associated with the condition. You also research therapy options and consider reaching out to a professional for help.
>You decide to investigate the content of the strange Dungeon Master preparatory materials. You read through them carefully, taking notes on any unusual or cryptic passages. You research the author and any potential hidden meanings behind the text.
Is this just a meta-/QTG/ circlejerk quest?

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It has been 100 years since ancient beings, known as the Old Ones, walked the Earth with their two strong feet. Now they are gone and we animals now rule the remains that they left behind. With our new knowledge of sword and sorcery, we were able to survive in peace for a while, but then came the three factions.
The Apes: Strong giants, claiming to be as just as the old ones and believe they should be the ones to rule over the new world.
The Pigs: An intellectual but slothful group who wish to rule the world with an iron hoof and remain kings while the others remained as dumb animals.
Then there the Lizards: A fast and large group that want to set the world a blaze. Trying to forget the harsh past that the old ones left.
All three sides wishing to go war and destroy one another to bring in what they believe to be true peace.
But, unbeknownst to everyone, there was another group. One that was trying their best to find a way to heal everyone. To bring back order.
You found it.... and now you are taking care of it.

A D&D Homebrew Adventure.

Previous Quests:https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Rise%20of%20the%20Awakened
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I'll try to check in every day of this week as well.

Again I take part of the blame as well. I'm sorry for any grievances caused by me.
Missed responding to this is the rush to type. Eugene just struck me - and apparently the QM as well - as being a kid, what with Simon's Call of Duty quips and stuff. In my mind he could still be a patron and also just be a human, before it was established that you had an arc planned, which ought to only work if either you controlled Eugene or talked to the QM OOC regarding your expectations for the arc and what Eugene was. Again, before that intention was revealed in my head the QM would control Eugene and make up some explanation for how Eugene has warlock patron abilities and the ability to grant powers, probably something to do with Nihm. From there Eugene could reconcile the party and Simon. I can see where you were going with your idea now that you explain it, I'm just not sure how you intended to fake being Simon for so long with Bobby and two other NPCs that were close with him being with us. The thing is now, I think a lot of the party (or at least just Kinny) is already tired of putting up with Simon and were hoping to just rush through Simon's character arc and as a brief side story immediately after the bunker arc so that the antagonism could stop, because whether it was intended initially or not we have to deal with Simon as he is now rather than what he may have been had he retained his disguise.
Yes, Eugene was a kid. But regular humans can't give Warlocks their powers like you pointed out. I already have an explanation in mind for how Eugene is able to do the things he does. Part of that is him literally partly becoming a "Great Old One", hence that's how he is a Patron. Part of the reason Simon is knowledgeable in human culture is because he was a pet of Eugene 100+ years ago. Only recently over time did he revive and is now spreading his influence with a newfound intellect and magic power. There's a lot more stuff but it's also even more spoilery.
I mean we could say that Eugene is one of the first humans to be tested with the Draconian Tech or the Nihm substance to try and extend human life. Because of this, he was stuck physically and somewhat mentally as a child but is actually a super genius who studied everything the government knew for the past 100 years or so. This includes maybe experiments with trying to create cyborgs.
Okay. Makes sense. Honestly I think my criticisms about dealing with Simon being time consuming or Eugene being too setting-altering are a bit hypocritical on my part upon reflection, given that I'm probably the most proactive player in establishing in-universe cultural attitudes and my own character's religion, not to mention both Kinny and I wasted a ton of the QM's time in thread 2 due to paranoia about being ambushed or being trapped underground. (Though to be fair to us, the QM has had some whacky explanations for what happens based on Kinny's failed checks that resulted in our two major combat encounters so far, so our paranoia was justified imho) So I partially retract those criticisms. I think the things I would still assert is that 1: Simon needs to tone down the antagonism a fair bit, at least where Kinny is concerned, or otherwise have his character development sped up, and 2. I think you may be stepping on the QMs toes in regards to his setting still. (but you'd have to ask him since I can't be sure) I think a key difference between Mog's faith and Simon faith just as an example is that while Mog may believe everything that he does about the world and his Goddess, I the player aren't asserting that anything he believes is necessarily true and real other than the fact that Mog has powers of an unknown origin, whereas it sounds like you have a whole idea of the capital T true metaphysical nature of Eugene and how he came to be. I think that it is okay if you discuss it with the QM to get it okayed - maybe spoiler the discussion and specify that this is an actual for real spoiler talk for you and him only - or if the QM says he trusts you to insert stuff into the setting, but otherwise it may contradict what the QM has planned to reveal as to the nature of the Gods, Patrons, and Magic and how they came to be. If I had to guess, pretty much everything supernatural in the setting relates to the Draconians and the Xenarus corporation and I'm not sure there is room for any origin beyond that in the QMs plans.

You are wearing a blue and yellow tunic over a long coat of mail, you are holding a lance and wearing a heavy pack on your back.
There are six others dressed the same standing to your right.
You are in the central courtyard of a castle covered by a great dome. In the centre is a black sphere somehow emitting darkness, the walls are pure white emitting their own light.
The darkness and the light collides forming crazy geometric patterns that morph into outlandish swimming and flying creatures, you realise you just came into being the same way.

There is an old bearded man wearing a light blue beret running towards you as the darkness closes around him, threatening to engulf him, then probably you.
You beckon, he runs over and you all run through a mysterious door.
You slam the door and bolt it, all around is earth and rubble which you pile in front of it.
You are in an underground chamber, you all climb the stairs to exit into a bleak landscape of gentle barren hills, it is fairly cold, there is a fog and it rains slightly.

Are you:

> Accolon
> Esclabor
> Lamorac

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Boudica passed by on a chariot of air pulled by stone horses.

You see Lancelot sitting on top of the sun, riding it to the hills in the west.
He climbs off onto a distant tower on top of a hill.

As dusk falls three Persians and the king leave to make war in Camelot, one of them, Balthazar gives you a gold telescope to watch the distant tower.

By the tower you see a pond, by this pond under the shade of some oaks is a beautiful lady, dressed in samite blue and green.
She holds a staff which spouts water, which becomes a stream, which becomes a river, which runs through Camelot, sweeping away the army of the king and the three Persians.
Willows sprout up beside it and it goes into the dark of the forest.
All along the river are barges pulled by horses going back and forth to Camelot.
You see a Queen watching from the tower.

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> But they pricked with a needle, the lady of Shalott.
But they pricked with a needle the lady of Shalott.

Her blood all runs out and she faints and falls into a pond.
Her spectre, twenty foot tall rises out from among the water lilies and floats over the fields.

She puts her arms around the hill and drags it over the land into the distant ocean.

Death riding on a white horse swoops down and grabs her by the hair, dives into the sea and takes her tower and flies far up into the sky.

It is now dark you climb down the slope of the hill you are on down to the river, the barges are mostly moored now and the bargemen are out in search of beer.

A boatman sees a water sprite coming out of the water and takes her with a boat hook, laughing he dangles her over his campfire, quick as a flash she swings away pulling the boathook she climbs up an ash tree, as she climbs the ash gets taller and taller until she is out of sight.

> And the land cried out, Where are the children of Shalott?

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> And the land cried out, Where are the children of Shalott?
>> From the sun the lady sent down doxy dressed in dark blue and yellow wearing feathers, startling all the horses, bringing a pot of jam with her.

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Sky Isles of Mana

The world of Sky Isles of Mana is a high fantasy, magepunk world where magic and technology exist side by side. The campaign takes place in an archipelago of floating islands, each of which is home to a different polynesian-inspired culture. The islands are suspended in the sky by powerful magic and held aloft by a network of ancient ley lines that crisscross the archipelago.

The campaign begins with the players aboard an airship, sailing through the clouds towards the Sky Isles of Mana. As they arrive, they discover a world of vibrant colors, exotic plants and animals, and ancient ruins filled with powerful magic. The islands are home to a diverse array of cultures, each with their own traditions and beliefs, but united in their reverence for the magic that keeps their world aloft.

The players may choose to ally themselves with one of the island cultures, or strike out on their own, exploring the archipelago and uncovering its secrets. They may encounter powerful mage-kings and queens, wise elders who hold the secrets of ancient magic, and dangerous creatures that dwell in the clouds.

As they travel from island to island, the players will learn about the ancient ley lines that keep the archipelago aloft, and the powerful magic that binds the Sky Isles of Mana together. They may even discover that there are those who would seek to disrupt the delicate balance of magic that keeps the archipelago in the sky, and that it is up to them to prevent a catastrophic disaster.

Whether they are seeking ancient treasures, battling fierce monsters, or exploring the many cultures of the Sky Isles of Mana, the players will find themselves immersed in a world of magic, mystery, and adventure.
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>Wanting to play a TTRPG with a bot GM
Just play cRPGs, you dumb wojak-posting faggot
You can if you are the OP, but there is either a 15 or 30 min window for that
Who hurt you? lol
While the post is garbage i do love a good high-fantasy setting with mage tech and skyships going on.
I have a world like that for dnd too, so good luck whatever ur tryna achieve here
>Bumping a dead thread
Shit like this makes me actually glad there is a one-week expiration date on quests.

You are Konzen Douji, also known as Bantō, the ultimate life form created by the highly advanced, technological race known as the Tsufruians. Serving as the last hope and living legacy of the denizens of Planet Plant as a Neo-Tsufruian, you were whisked away from your homeworld by the whims of Lord Beerus, the Current God of Destruction. Molded through the powers of Super Shenron, you were essentially reborn as the Destroyer’s greatest rival and idol. Also, you now carried the dualism between both man and machine, as well as the two opposing races in the Saiyan-Tsufruian war. For better or worse.

Although you lacked access to the copious databanks correlating to your origins and the real reason for your birth. Through the wise words of your mentor Whis, Angel Attendant to Lord Beerus, you still found your Ikigai (purpose and reason for being) and begin. Thus, embark on a Musha Shugyō (warrior pilgrimage) as you complete your current directive on discovering yourself. To become the next God of Destruction through climbing the Divine Hierarchy, fixing the broken mess of your universe as you return it to its former glory, and ending the tyranny of the Emperor of the Universe: Lord Frieza.

>Last Time
Douji began his training under the guidance of Lady Aeos, former Lord of Time. Teleported to the Timespace rift, Aeos’s domain, the Tsufurian was accustomed to space and time's inner workings. During his tour, Douji partakes in undergoing a spiritual simulation within the time room. Instead of participating in a predestined fight with one of the cardinal Supreme Kais. Douji instead found himself doing battle with the dynamic duo of Demon Scientist Towa, and the embodiment of Pure Darkness Kurai. Parallel world versions of the very same enemies that made up the Warriors of Darkness

Through ingenuity and a little luck, Douji was able to subdue the same threat that resulted in the sealing of the previous supreme kai. As well as obtain his perfect form, but despite achieving his adult body, it was bittersweet for Douji. To remedy the risks Douji now faces and to redeem himself, Lady Aeos bequeathed to him the trial of the Keysword. A trail was passed with flying colors, leading Douji to meet his fated other, Bulma. As the two got to know one another, Douji began to develop his sense of self further. Coming to terms with the duality of his growing humanity and artificial nature before resuming his training. This in turn led to Lady Aeos participating as an observer, which took them to the Abyss of Time. From there, Douji found himself doing battle with another parallel world invader Majin 21, a combination of Majin Booby and Android 21 (Bimbo).

Despite emerging victorious, Majin 21’s actions propelled Douji to fight his next challenge right off the bat. The former Queen of Demon Realm, Mirayo.
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>Take the nat 2 and leave it up to both fate and the GM
It's not like we're in combat or anything, not like we're gonna die.
Sorry for the bad roll, lads
>>Take the nat 2 and leave it up to both fate and the GM.

>Make a saving throw against the nat 2. (Roll 1d100+10)
There is no danger from using the critfail here, I'm just being contrarian and have a gacha addiction.
No worries, happens to us all.

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In a world unlike any other, the skies above were shrouded in a thick, impenetrable fog that never lifted. Visibility was limited, and beyond a certain point, all sight was lost in pitch-black fog. This was true for every corner of the world, except around the portals that connected it to Earth, where the darkness was much farther away.

The lone woman had lived in this world all her life, and while she had grown used to the lack of visibility, she never ceased to marvel at its strange and wondrous inhabitants. From the towering giants that roamed the mountain ranges to the tiny, skittering creatures that dwelled in the darkness, each encounter left her more bewildered than the last.

Despite the challenges of living in such a world, the woman was determined to explore every corner of it. Armed with a keen sense of curiosity and a sturdy pair of boots, she set out on a journey to the far reaches of the land, hoping to uncover its secrets and unlock its hidden treasures.

Along the way, she encountered all manner of strange and wonderful sights. She marveled at the twisting, alien landscapes, the bizarre flora that grew in the darkness, and the shimmering crystals that glinted in the dim light. She battled fierce monsters and braved treacherous terrain, but always pressed on, driven by a deep sense of adventure.


[Quest begins]

You are a striking figure, standing tall and proud in the midst of the strange and unfamiliar world around you. Your hair is a riot of wild curls that cascade down your back in a tangled mass, each strand catching the dim light and glinting with a fiery intensity. Your face is sharp and angular, with high cheekbones and piercing blue eyes that seem to glow in the darkness. Your skin is tanned and weathered from years of exposure to the harsh elements, but still retains a hint of youthful radiance.

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> Name
John Douksarls

Seek one of the portals to Earth
Marta Marcelli

>Explore the world in a random direction.
>Emma Strange

>Seek one of the portals to Earth
Be sure to post about it on the subreddit.
What do people eat? In fact, how do people survive at all?

You are a young god. You created an oasis in the middle of the harsh desert, using your power to make the deep waters rise to the surface. Soon animals and even people came to your beautiful haven from the sands.

You, of course, demanded tribute. Any who did no contribute would find themselves at the mercy of the animals that find sanctuary here. Few notice the snakes before it is too late.

They help you build your shrine. After some time, your temple as well.

You find yourself having to slowly shape and form your oasis to get more water and have it retain it. You form a harder layer of rock beneath the sands. The waters do not seep down as much.

A settlement soon forms around your Oasis and Temple. You use your demand of tribute to have the people slowly bring in stone from a nearby quarry you unearthed to build big triangular pyramids at a distance from your Oasis to act as windbreaks against any sandstorms, as well as monuments. They are covered in beautiful depictions of all manner of life in the Oasis.

The settlement prospers and grows into a small town.

What should you do next? Your powers are rather omnipotent as you do not have to share it with any others.

You can manifest a physical form around your oasis and temple and interact with your residents.

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>Tell me of your needs!
>"My beloved children, come unto me with humble hearts and open spirits, and let your petitions be made known unto me. For I am a gracious God, full of love and mercy, and I desire to hear the desires of your hearts. Cast thy burdens upon me, and I shall sustain thee. Speak unto me with reverence and sincerity, for I am not a God who turneth away from the cries of my people. Verily, I say unto thee, whatsoever ye shall ask in faith, believing, ye shall receive. Therefore, let your supplications be made known unto me, and trust in my goodness to grant unto thee according to thy needs."
>Tell me of your needs!
>Tell me of your needs!
>Tell me of your needs!
>>Bring me your finest men and women!

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