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Two important pieces of information were revealed during the previous thread. 1. there is an aid boat coming into Magica tomorrow, and the person behind the plague is likely going to bomb it, and 2. Inquisitor Agatha is somehow involved with two dead Cathars and a healer who were found tortured to death. Do these have something to do with one another?

Quest rules:
1. All dice rolled are assumed to be D100 unless otherwise stated
2. The first two rolls will be given far greater importance, but additional rolls, good or bad, will affect the outcome. This choice ultimately falls to the Lorekeeper, odd circumstances may cause him to change how the story progresses (a ton of crits for instance)
3. All dice rolls are final
4. Critical fails are considered to be between 1-5, Critical hits are between 95-100. Crits overpower any other roll except another crit. In the rare chance that a crit fail and crit success happen. The Lorekeeper will do something interesting from a story angle. Similarly, rolling 2 of the same number will be considered a MEGA crit, just pray its two high numbers.
5. Near misses may occur, where a rolled number is close to the required threshold, whether over or under. This can have an impact on how the story proceeds. However these are up to the decision of the Lorekeeper.
6. Sometimes there are optional choices one may participate in, these will generally NOT be taken unless there are multiple posters who wish it, assuming there are multiple posters in the thread
7. There are often times choices with multiple parts, each part is counted separately, unless otherwise stated, sometimes rolls will be required before counting the second, third, etc, part
8. There will be “Time Limited” decisions, in which characters may only do a set number of actions, these will be clearly marked. Generally you will only be able to choose one decision per ‘round’.
9. Rules may be subject to change between threads, but will not change during the same thread. These rules are what we will follow for the remainder of this thread.

Archived Threads + Sidequests: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Necromancer+Detective+Quest

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“Enough you child, you’ll attract more of them.”

“Shut your fucking mouth.” Xavier replied. “We watched that happen, we could have saved them if only we had acted sooner! But no, we had keep our own skin safe… you don’t even have skin anymore!”

“And perhaps you would have been happy if you’d died in the process, or if I’d become incapacitated? Would that have made you happy Xavier? To be martyred? I know enough about you to know you won’t get the luxury.”

“What!?” Xavier said.

“I know how you ended up like that, Xavier, so enough talk, the woman still breaths, so let’s get her out of here before she comes to and becomes a greater nuisance than you’re being.”

“And you call yourself human!?” Xavier asked.

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Rosa watched as the devils once again stormed the barrier’s that had been erected by the mobilized Cathars. The elites had managed to join the front line and had been making headway at pushing the devils back. Furthermore local units had been joining in to get the scene better under control. It seemed like things were stabilizing now somewhat.

Henry breathed a bit easier while Larry looked slightly bored at the spectacle.

Johnny stepped out into the street with the rescued woman slung over his shoulder while Xavier looked like his mood had been ruined.

“That all you managed to get?” Henry asked.

“Yes.” Johnny said plainly.

“Fucking hell.” Xavier muttered.

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>2. *Head onto the boat to ensure nothing fishy is going on*
“We need to get back on that boat, I have a bad feeling that Agatha stabbed us in the back.” Henry said.

“Before we could stab hers?” Johnny whispered.

“Shut up I didn’t ask you.” Henry replied.

“Xavier, Larry. Guard the ramp off the boat and make sure she doesn’t try to escape if she’s there.”

“Fine.” Xavier said.

“What did you even see in there?” Larry asked.

“Don’t ask.” Johnny explained. “It isn’t really worth getting into.”

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>1. *head deeper into the ship*

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Greetings my fellow daoists, this poor man was subjected to all sorts of torture in the cage and became temporarily unable to continue the story we were working in.

I can only ask for your forgiveness from the bottom of my heart.

Seeing that about ten odd days passed since the last update and the quest might have basically died I will make to you, my friends, a proposition.

We can continue the quest as is, keeping everything as has been done so far from where we left off.

We could reboot the quest, effectively leaving behind what we have done so far but remaining as Su Kahn and opening the possibility to explore the other options.

Or for last we can start a new quest, in the same setting with a different character or a completely new setting.

Previous thread >>4231612

Let me know what you think.

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We just gained her trust, no need to push her.
Let us rest and maybe contemplate how we can integrate our new perception of space with our spells.
Being able to hide our Lightning trap runes seems like a great idea.
She is probably testing you, or you are overthinking too much. Either way there's not much left to be discussed for the time being, so you might as well sleep in a soft bed, since you do not know when will be the next time it will be possible.

Tomorrow you will speak with the professor and try to figure a way out of whatever destiny they are all sailing into.

You lay on the bed and feel the pillow swallow your consciousness whole...

I'll be gone tomorrow (today?) and MAYBE the day after as well, take care my friends and thank you for coming along.
Do make a new thread. This one is almost gone from the board.
Ok, probably you’ll need to start a new thread since we’re on page 8

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A colony in the new world. The Great King had ordered it, the Seers had predicted it's success and the Grand Vizier had blessed it himself. And so, your small group of 50 elves find themselves over 3000 nautical miles from home, having been left ashore with their possessions, watching the massive ships of their people sale into the horizon. The lands were uncharted, untamed and completely unknown, full of danger, adventure, potential and promise.

But first, what sort of colony are you?
>>Traditional Colony - 25 pairs of elves had adventure in their hearts, have decided to leave their homeland and start a new. You will have everything a new colony needs to flourish. Building supplies, dry goods and their own personal possession. They can even expect the occasional visiting ship from their homeland. However, these elves are accustomed to a certain level of comfort. The adjustment will prove difficult, many of your elves are gifted in the realm of poems, songs and instruments rather than practical skills, and a certain level of comfort will demand precedence over practicality

>>Penal Colony - A few brigands, some pirates and poachers, even a few warlocks found the ire of the King and his Royal Court. Though all 50 are of good heart , they found traditional elven society stifling. Their equipment is haggard, their supplies are low, but they are a hardy bunch, skilled survivors who will not receive support from their home, but will not have to worry about any further reprisal for their crimes. They are used to living on the outskirts of polite society and as such, the adjustment shouldn’t prove to be too terrible, and their more practical skillsets will make it all the easier.
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Yeah, now I'm worried. DwarfQuest just got abandoned. Right now it seems like the last two standing are Dusk Elf and Ratkind. And who knows if those are next...
Damn you, covid 19!!!
OP, please answer us

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It is deep in the cold season for you and the Rinim; as far as you’re aware, you are the last of your kind, having fled your ancestral lands in the face of the terrible Redjaws decimating your peoples. Having found a new land many many moons away, and taken up residence in a mountain, it is here you have begun to rebuild. You have endured admirably so far, despite hints and warnings of potential dangers in times ahead. And yet, the settlement of Rodinash, held together by will and hope, is barely a pup; you’re few in number, and not even all of your housing areas are finished yet, though such time is fast approaching, by all accounts. So your survival continues...

(Repost for stat clarity)

>Month 8 (Tasma Settlement of Rodinash)
>Leader: Tasma, Breeze of the Summer
>Population Total: 75 Rinim
>Farmers: 12
>Woodcrafters: 8
>Metalcrafters: 2
>Earthcrafters: 6
>Miners: 8
>Warriors: 10
>Scout Recruits: 3
>Scholars: 3

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With the new year happening, you’d rather not have the megapedes- you’d forgotten the actual name, but you liked ‘megapedes’- have a chance to spawn more and cause that area of the mountain to be locked off forever. There’s a LOT you could do with that space, even besides harvest the mushrooms found there. You could mine more ore, and use it for tools and other things. With better weapons and gear, you wouldn’t feel quite as worried about potential assaults on your settlement, either. With at least two on guard duty, meaning only eight to choose from, you have to decide on how many to send. Obviously, the more means a better chance of success- but it also puts more of your valuable fighters at risk, paradoxically. You’ll have to choose wisely…

>How many Warriors to send? 1-8?

In preparation for the outing, you request your scholars and apothecary to prepare for the worst; making sure salves and reagents are ready, and to do their best to research possible ways to cure ailments or injuries if they can.

Similarly, taming the animals to be ridden is also of importance- the value of them cannot be understated in regards to scouting efforts and general travel. While they seemed somewhat docile, it’d be good to begin leaning them as soon as possible. The Ranchrats agree, and beyond some of the craftsrats, more than a few young ones are interested in learning to ride as well.

Hopefully there won’t be too many accidents…

>Roll 3d10, best of three.

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Rolled 5, 7, 7 = 19 (3d10)

>How many Warriors to send? - 8
>Press her on the subject. You need details, and if they’re plotting something after all...
Rolled 3, 8, 9 = 20 (3d10)

Rolled 9, 10, 9 = 28 (3d10)

>How many Warriors to send? 5
>Press her on the subject. You need details, and if they’re plotting something after all...
Is "magic" an innuendo?
>How many Warriors to send? - 8
>Press her on the subject. You need details, and if they’re plotting something after all...

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Everything seemed perfectly normal in that tuesday, kids went school, there was moderate traffic in the streets as people came and went to their jobs and the small city of Karya was bustling with activity as usual. For five years peace has reigned in the state of Wiskansas, a large new state encompassing most of the area between what were formerly Wisconsin and Arkansas, which don't exist anymore, hardly fought and won in the 10 years war that torn the country apart and changed the state frontiers, making the states far more independent and causing the federation to lose most of its power. It all happened afer the sea levels rose, destroying most coastal cities and causing an immense shift in power worldwide.

The futurists were largely too optimistic - by the year 2064 AI didn't turn us into machine gods, we just got some interesting bionic implants which started gaining traction in the past couple decades but still weren't too widespread and a bunch of robots that more and more became commonplace in everyday life. Also the military began testing some advanced energy weapons a few years ago - laser and plasma pistols, rifles and cannons, that sort of stuff.

Then in this day that looked like any other, the weird incidents started happening and the emergency broadcast system all over town started telling people to evacuate the city because an unprecedented biological attack had been unleashed, everybody should head to the nearest FEMA camp or if you can't make it to the camp fast enough to one of the nearest evacuation shelters on the outskirts of town.

The FEMA camp was too far away from your position so you headed to the nearest evacuation shelter, warehouses the government built years ago to house people in case of emergencies that are barely used for anything.

Who are you?
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Rolled 3, 2, 3, 4, 2, 2, 4, 1, 1, 1, 2, 2, 2, 1, 2 = 32 (15d4)


Searching the house!

Cleaning products 1,2 - few 3 - lots 4 - none
Toilet paper/female hygiene/birth control 1 - few 2,3 - lots 4 - none
Canned food 1- few 2 - lots 3,4 - none
Booze 1- one 2- few 3,4 - none
Fitting male clothes 1 - few 2,3,4 - none
Armor (football) 1 - one 2,3,4 - none
Melee weapons (knives, baseball bat, heavy tools) 1 - few 2 - lots 3,4 - none
Electronics 1- few 2,3- lots 4 - none

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Rolled 3 (1d4)


well looks like you found 1 of the category you were interested in, let's roll to see what it is before I make the full list with everything you found on the house

1 - backpack
2 - duffelbag
3 - purse
4 - suitcase
I'm ready

Take Tp/female shit/birth controls
Any small electronics phone USB and other things
Tape, bandages and after health stuff batteries
If we're too full use purse, or empty some canned food
sorry folks, I've had a busy day irl today, I can't continue running yet, I'll try to continue tomorrow

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>Terminal Autism Warning! Much like our characters favorite soft drink, Moxie, this Quest is a really, really acquired taste. Consider yourselves warned. You are not going to be able to simply roll dice to get answers, you are going to need to puzzle through the information that I give you, to figure things out. There will be some obvious observations that the character will automatically make, but beyond that, you as the player are going to need to get them there by making hypothesis and suggesting experiments. When you get things right, you make Deductions, which can improve the Refinement of your abilities, or you will uncover new abilities. More on those abilities later.

>For reference, Moxie was the first soft drink both developed and produced in Maine. Considering how it tastes, it should probably have been the last. Honestly. It tastes like someone removed most of the sweetener from some old-style cough syrup, and then carbonated it.

>And for those who don't want to wade through the 23,000 words of the last thread, the following is a fairly comprehensive summary:
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Alright, I'll consider this vote closed. I should have the post up in about 2 hours, maybe more.
Alright, so the first matter of business is to ensure that the Strange Gas isn't going to to cause any problems for you going forward. The gas was thick enough that you were not able to get a good look at its surroundings; it is entirely possible that right now, everything that it is touching is being compromised with the Strangeness is some manner. There is also questions about the safety of the Gas itself. While the lack of physical response to the electrical discharges may indicate that the Gas is not flammable or explosive, it could be hazardous if inhaled, or it may damage its surroundings in some way. You are going to have to figure out how to safety check that Gas.

>Please select one of these options for the first experiment with the Strange Gas.

>Less of an Experiment, and More of an Inspection. For the first experiment, make a point of looking at the areas and surfaces that have already been exposed to the Strange Gas. See if the Strange Gas is communicably Strange, or if it does physical damage. (This will be an Inspection and not an Experiment)

>Some Like it Hot. For the first experiment, attempt to determine if your hunch about the stability of the Gas is correct. Isolate a small sample, and then see if you can make it burn or explode. You have the option of doing this in the Carriage House, or in the adjacent woods. If voting for this, please specify where you would like to run this experiment.

>Can You Hear Me Now? For the first experiment, introduce one of the Noisy Bones to the Strange Gas, to see what, if anything at all, happens as you do.

>Just Breathe. For the first experiment, isolate a small sample of the Gas, and "waft" some of the sample towards you, to determine if the Gas is safe to breathe in.

>Write-Ins are accepted as always. I am going to cook dinner, and then I should have the post up for whatever you guys go with afterwards.
how much gas is there still obviously in the building? you said the tendrils in the garage were dissipating.

if we're not seeing any of the gas around, see if there's still gas trapped in depressions, such as the bowl we initially made it in.

otherwise, inspect. floor outside the bathroom is a good place to start. in addiction to "communicably strange" and "physical damage", check if it's depositing something. like maybe it turns back into water after a while.
>We saw the tendrils of gas that can made it through the floor dissipate, but our character wouldn't know if the Strange Gas in the Wet Lab was dissipating as well. So, I suppose I should have sent the character to the Wet Lab, and then posed this question. Resuming...
>Actually as I was writing, I realized that before we even get upstairs, there is a question that needs to be answered first, down on the first floor.

Well, you suppose before you make any decisions on what to do about the Strange Gas, you should determine if it is dissipating, like the little bit that made its way through the floor and into the Garage area below. Before you do head back to check on it though, there is one very important thing you need to address. The garage doors are open to the world, and the Strange Gas is dissipating. Do you leave them open, or do you close them?

>Open. There are two things to consider here. First, much like the door to the Wet Lab, or rather, the bathroom, these doors are not sealed or pressurized. They can not keep the Strange Gas contained effectively. The second point is what is known about the nature of Strange Communicability. As indicated by your experiments, there seems to several requirements for the Strangeness to pass from one thing to another. Time, Contact and in some cases, quantity all seems to play a role in the spread. By allowing the Gas to dissipate out into the environment, you are making it more and more difficult for these requirements to be met, rendering the Strangeness effectively inert. This model maybe your means of disposing of the Strangeness.

>Close. There are two things to consider here. First, while the garage door is no more sealed or pressurized than the door into the Bathroom, or rather, the Wet Lab, that does not mean that you should simply give up on attempting to contain the Strange Gas. The second point is the unknown nature of the Strange Gas. You know the least about it of all of the forms of Strangeness that you have encountered so far. Letting it just blow its way into the environment without knowing what it can do seems like an absolutely terrible idea.

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Last time, you spent an awful amount of time inside someone’s wardrobe, then you took care of Howie Dewitt once and for all. You’re currently dealing with the aftermath inside Calamity’s Clinic.

Aurora informed Holly and the rest of her family about Howie’s condition, shortly after, the whole family came to the clinic, well, except the eldest. As soon as they came in, Aurora asked you to please look out for the little Dewitts while she dealt with Holly – who beelined to the room, completely focused on knowing what’s going on with her son, probably didn’t even notice you were out there. She, Dr. Calamity and Aurora were basically locked inside Howie’s room ever since…

So you ended up being responsible for the girls, they didn’t know exactly what was going on but they knew it was something related to Howie and that it was bad, real bad.

Dr. Calamity said being in a Judge-induced coma had exactly the same symptoms as the strange illness they talked about in the news, so he’s going to treat it as such. You forgot what name he used, but it’s one of those scientific acronyms that don’t land with you at first.

But can you tell the girls that? You didn’t want to overstep boundaries, but it felt almost inevitable to explain to them what’s going on. You went with the story that Howie randomly fainted and you two brought him here. That didn’t do much for them but luckily at one point Aurora left the room, so both of you could explain what’s wrong with their brother. It didn’t really sink in for them just yet, so you still fear the worst. Aurora went back inside after, still trusting you to take care of Bruna, Olivia and Gisella.

Minutes later, both mother and daughter left the room, Holly looking completely shattered – Aurora did her best to cover her mother’s face so her sisters couldn’t see how distressed she was. Leaving all the little Dewitts more worried than ever before. You have no idea where they went.

Curious, the trio of girls wanted to see their brother, it was within their rights. You, hesitantly, asked the doc if they could, and for better or worse – he agreed. So now you’re all inside the cold hospital room, and the girls are digesting reality. While perturbed by the Doc’s appearance, they all attentively listened to what he had to say – and to his promise that everything will be fine. It did little to change their faces, but it’s the thought that counts. You’ll need to apologize to the Doctor in the future, it isn’t easy to lie to his patients about what he can and can’t do.

Dr. Calamity steps out of the room, citing that he needs to check on some papers real quick, but a nurse will come in his place soon. You’re left alone to your own devices.
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“This is what I’m going to do about it, you god damn dowk!” Scarlet expertly kip ups like she was some kind of gymnast. (Warning: From this point on, Johnny is greatly overexaggerating Scarlet’s abilities for comedic effect.)

“Huh?!” You’re caught off guard!

“Look out, Johnny!” Not even Philonune saw it on coming!

You stand up and try to go for the door! But it’s too late already and Scarlet pounces on your back, wrapping her legs around your waist, causing you to lose balance and fall back down to the ground unscathed! Savagely, she then starts ruffling your hair like no tomorrow! Somehow without setting off your glasses! What’s going on?!

“Yeah, my butt might be a little big! Maybe I’m soft as a pillow! And suwe I’m cute and adowable! But I’ve had enough fwom you, dowk! I need to teach you a lesson!” Scarlet continues her assault!

“C-Calm down!” So this is her countermeasure against the tickling?!

“No! I’m going to humble the biggest, most adowable dowk here! You’we the one who’s adowable! You’we the most adowable man I’ve ever seen!” Scarlet won’t be denied! Her lisp is out of control! (From this point on, imagine Scarlet’s lisp is permanent unless said otherwise. I’ll keep the “Dowk”, though.)

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I think he dropped the T at the end.
Ah, augh

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Twenty years ago- years before you were even born, your homeworld repelled an alien invasion which arrived with no warning, no declaration, no communication. The invaders killed tens of thousands of your people before they all suddenly died- killed by their own ships.


You can read the previous threads here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=COADE
Check your stats and inventory here: https://pastebin.com/ud7xt5fW
On votes with three or more options (not including Write-In), you can designate another option as your second choice. This helps increase the accuracy of votes, but don't force yourself to add one if you legitimately lack one. You have to specifically mark an option as your second choice for it to be counted as one.
Please feel free to ask questions- I am happy to provide setting trivia that isn't relevant in the narrative. If you ask a pertinent question, though, I will generally answer it in an update.
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>>I think I need to go and process all of this.
>I think I need to go and process all of this
I guess it can wait until later, we could always gather more information before we start trying to pull it all together.

There was also a list of questions for Jess, though a significant amount of them were double ups, so some basic things could be answered by who we got to speak to first.
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>I think I need to go and process all of this.
>One last thing, about my mother...
>[Write-In] ask about bound blades
>One last thing, about my mother...

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A little over a year ago, a band of dwarves marched out from the caverns into a new land. Exiles, convicts and colonists all, they found themselves hundreds of miles from the mountainhomes, surrounded by grey mountains and deep, black pinewoods. Since then, they have faced hardship, found opportunity, and built a life for themselves, despite threats and attacks from above and below. Sixteen were lost to the Olms, servants to dark masters in the depths, and for them the newborn fortress has been named Donszis Grond "Sixteen Hammers".

It has been months since the Olms came, now, and life has all but resumed. Though few in number, the dwarves have armed themselves and explored the lands around them. Along the mountainside they have found the Tuskmen, ruled by Uzdomar the Tusked and his god-king Hurok. Into the woods they have befriended others - the needlers, small dog-like folk, and on both sides they have found foes in the monstrous skinwolves and harpies. Far below, too, they have met others - troglodytes squatting on a vein of galena. Most recently, though, they have been roused by an arrival.

The dwarves stand, now, upon the grey-stone wall that protects them, far underground, from the horrors below. Before them sits a strange and decadent sight - a company of fauns upon a great stone sledge, drawn by a wooly cave rhino, lead by the monstrously fat Dion 'the Much Beloved'. The corpulent slaver-merchant, smiling through his jowls, is here to deal - and brings with him opportunities for trade with the outside world for the first time - if the dwarves are willing to deal.

>Population: 33 Dwarves
>Treasury: 1 Silk Olm-Robes, 35 Goats.
>Armoury: 15 suits of fine quality iron scalemail, 30 fine iron scutae shields, 15 middling iron spears, 15 fine iron axes, 15 Sickle stone Olm Spears)
>Structures: 3 Bunkhouses (45 Capacity), 1 Moonshiners, 1 Farm Plot, 1 Tailor's Shop, 1 Outer Wall, 1 Cavern Wall, 1 Fine Quality Forge, 1 Still, 1 Mason's Workshop.
>Food/Drink: A stable supply of Moonshine and Mushrooms for 50 dwarves. 1 unit of Dwarven Brandy.
>Diplomacy: Redpine Needlers (Friendly Trade, Emissary), Uzdomar's Village (Friendly), Olms of the Masters (GRUDGE, War.), Lake-Trogs (Unknown), The Dancer's Market (Cordial)
>Military: 15 Throng Dwarves
>Research: Olm Physiology (2). Guano Fertiliser.

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Damn shame Dain, you write great scenes. We'll be waiting for your glorious return
I'll try to be back after exam season. Either with this or with something else civ-adjacent. I'm sorry, lads, I really am.
It's fine Dain
Your exams are way more important then this Civ
If it's not this, maybe still use the name Dain so we know it's you?
Write your exams and come back to us stronger and better. We will wait here mate.

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A fantasy RPG
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You gesture to your allies not to intervene. Sometimes inaction is the most prudent option...
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>Helped retake Clarcton
>Defeated Azahl and his wizards
>Constantly addressing with respect for nobility
>Cautious use of Ayanos' wishes
>Didn't oppose Archduke when he was rebuking Ulric
>BTS diplomacy with Uthain
>Good Alignment
>Follower of a trustworthy god
>High Charisma
>Allowed Ayanos The Murderer to go free and took his box
>Trying to give orders to the Archduke during combat
>Fear & Paranoia lurking at the back of Archie's mind
Oakheart: "A conflict of interest can occur even between the most righteous men."
Blackyard: "We mean no disrespect, but we are anxious for you to take unnecessary risks for this matter of supreme importance."
Archduke: "...It is my wish. That Christof, Alina, Ulric and Shawel share this victory at my side. I ask for your trust in my decision."
The two captains seem a little taken aback, but both give a polite bow.
Blackyard: "Then it is my wish too, sire."
Oakheart: "Yeah.."
The Archduke presses his hand to the stone door and a mechanism in the wall starts to rumble. With a high pitched whine and heavy rumble of machinery the stone door rises. Archduke Lockridge steps inside.

(That's it for this thread, I want to take a bit of a break before we enter the endgame. Thanks for playing. I'll post on the qtg when there's a new thread.)
thanks chief, I'm excited to see what's in store for us
thanks dolomite

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Your name is Butch, a proud member of the esteemed Thundercock dynasty, and you look down on nerds. It just so happens that there are two enclaves of those gangly virgins in your very school. You'd never anticipate the day when in Chemistry class, everybody was lining outside the second-story window.

Was that... was that a truck, careening across the school field? You knew people from Kansas were bad drivers, but never this bad. Everybody starts to scream as Mr. Truck crashes headlong into the school, causing everything to shake.

Test tubes fall from racks, and tables fall over. But strangest of all, there's nothing outside the windows but a bright wall of light. By the time you recuperate, all the windows have been smashed. And what lies beyond the windows is something you've never seen before. Rolling hills, like photographs of the British countryside, except the grass is far too bright, as if it was painted on.

In the distance you can see forest. You have absolutely no idea what has happened. The teacher has disappeared. And so has the truck. But you're a prefect.

> Raid the canteen

> Scout the surrounding area

> Rally everybody in school into the quad

> Search for any teachers

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What's keeping you busy for 2 weeks?
Another quest, and some serious homework. Quarantine left me with one hefty workload.
>yet you still can't get the aluminium from them?"
Hopefully they were scrying for a bit and we know if he means cat people or she's been actively trying to rob us and we didn't notice.
Wait a second, did he just imply aluminum gives flying powers or am I misinterpreting them trying to do wacky shenanigans after hearing about planes from that dude that had been here ahead of us.?
Thanks for the quest, it's been fun.
You're welcome!
It's up to interpretation. I won't say anything about this. Because you'll find out next thread.

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You are Henric, a young man living in the frontier village. Settlers moved out to this forested land over the years awhile back, forming an community producing timber, meat, hides and other goods of the forest. The ruler of this land is Baron Constan, he rules over the village from his keep up in the hill.

An horde of strange creatures raided and burned the village to the ground, your father went missing, you tried to escape with your sister, you were both attacked. Last thing you know is that she was injured and went missing after she ran to the woods.

After a confrontation by one of the greenskin, you were defeated and left to die as the fire consumed everything. You do not remember what happened next.

You just woke up in the middle of the ruins.

previous thread >>4216114

for every scenario, we roll 1d100, if its a fight we roll for strength and I will consider the best out of three rolls. In agility I will consider best out of two, same with the other stats.

Strength: 3

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If we are retconning the stats in part 1 then
>Hunting with bow and traps +PER
But if we are not
>I was just a guard +AGI
>I helped with the farming +STR
Might as well go all in on combat since we're fighting orcs.
>I helped with the farming +STR

Real men till the fields
>I helped with the farming +STR

>If there's an option our father was the blacksmith and we helped him with his tasks as well
sorry for the delay, is there anyone around to play?

The place is Kelch, a port city of the peninsula kingdom of Thule. You are a freshly graduated official of the inquisition, a most honorably organisation and were sent to the local chapter to begin your service.

For now select the traits that we want to quest with. Don't worry about traits that seem to be unnecessary or missing, throughout our adventures we will recruit new squad-members to make up for these.

>1)FIT AS FUCK. You were always the best in the combat training sessions and with your big and muscly body and now perfected technique even trained knights wouldn't want to mess with ya. Negative: People tell you from time to time that you are a bit too much of an impulsive musclehead.

>2)A masterful tactician and scholar. Well read in all kinds of different fields from wartactics to city infrastructure ecology or biology. Negative: You don't have too much real life experience and most of your knowledge is basically booksmarts stemming from your personal research.

>3)Great charisma. While you have neither a particularly strong body or knowledge in tactics, etc. you have your own talents. You are an sly observer who can read people's intentions and know how to use that to your advantage. With your adaptable attitude and persuasiveness. Even in the acadamy you got students to do you favors without them even realising it. Negative: As you are neither strong nor have any intensive knowledge of the city you have been stationed at it will be a very rough start unless you start quickly gaining allies.

to chose please select the number as well as the the gender: -m. or -f.

suggestions are encouraged of course, get as creative as you want and with enough votes I will include it
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>>Please Brother Elrick, show us how it's done. (include him in the interrogation - success rate for an honest confession will go up with an expert present but he may come to know about the noble)
>Please Brother Elrick, show us how it's done. (include him in the interrogation - success rate for an honest confession will go up with an expert present but he may come to know about the noble)
>Please Brother Elrick, show us how it's done. (include him in the interrogation - success rate for an honest confession will go up with an expert present but he may come to know about the noble)

We need to learn from the best first.
>Brother Elrick I know this must sound weird to you but please let me take the lead in this interrogation and wait outside for now. I'll call for you if we need your guidance. (exclude him from the interrogation - success rate for an honest confession will go down without an expert present)
New thread soon?
So be it.
New thread now:

In this quest you play as Wade Wakeman, a 16 year old boy with a heart of gold and the wielder of the Omnitrix! This story is being told in an alternate universe, in which there are no longer any remaining Tennysons. Characters from earlier seasons will appear, but not always in a way that you’d expect.


Last time: After defeating the Overgrowth, Wade and his allies part ways on good terms. But before he heads home, Wade decides to attend Peacock's special class, allowing him to learn an extremely valuable skill!

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.

Aliens Unlocked:

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Good shit! Writing...

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Before the boy can even catch the ball, you’ve already chosen your alien for this game. Bullfrag should be really useful for this situation. You try not to use him too often in case Attea comes around. You sometimes wonder if she’s still waiting for Prince Bullfrag even now.

In a bright flash of violet light, your human form morphs into that of an Incursean’s. And on a bright day like this, Bullfrag’s sunglasses really come in handy!

“Alright kid, show me what you’ve got.” you say in a thick Boston accent.

“Name’s Jonesy. What’s yours?” he asks with a cheeky grin.

“Heh. Nice try.” you say. He’s not getting your secret identity that easily!

Sometime during your exchange, the teams form up behind you and Jonesy. You’ve got the slug kid and some guy with metal springs for limbs, while Jonesy has Birdie and some humanoid tiger alien. You figured that you’d be facing off against Birdie in order to even things up. If it weren’t arranged as such, you’d just be beating down a couple of kids in a recreational game.

“It was worth a shot.” Jonesy remarks, right before he dashes past you in a surprising burst of speed and coordination. The only problem is, he’s empty handed after his sly little trick.

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At the end, the kids are exhausted and covered in sweat, but you can tell they had a blast. They take a moment to catch their breath and take a drink, while you and Birdie congratulate them on a game well played.

Once Jonesy has relaxed a bit, you extend a hand to him with a smile. “Good game.”

For a moment, he looks absolutely starstruck. But he eventually snaps out of it and firmly grips your hand with a big grin on his face. “Wait until I tell everyone I got beat by X in basketball!” he says in honest disbelief. But in a flash, his face drops, and his eyes dart away from yours.

“My parents told me that I should stay away from you. They say you’re dangerous...but that’s also what they said about my boys over there.” he says while waving at his alien friends, his smile returning to him once more. “I don’t care what anyone says about you. I know you’re one of the good guys. And I’ll shut down anyone that tries to trash talk you.”

There’s a glimmer of hope in his eyes that you find to be inconceivably precious. He might talk alot of trash on the court, but he’s an honest kid.

>”You’re smart. If you ask me, your parents should be learning from you.”
>”Glad to see that humans and aliens can get along like this. You kids are our future.”
>”I do autographs too, y’know. Free of charge.”
>”If I’ve got the time, I’ll try to drop by here every once in a while. Be sure to bring your A-game.”
>”If you and your friends tune in to Channel 11 tomorrow night, you’ll see something special. But don’t spread it around too much.”

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>>”You’re smart. If you ask me, your parents should be learning from you.”
>”If I’ve got the time, I’ll try to drop by here every once in a while. Be sure to bring your A-game.”

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This is a CYOA QUEST set in the world of Black Clover manga and anime.

The Quest is updated daily at about 20:00 GMT – 15:00 EST – 24:00 PST – later on Thursdays.

You are Cynthia Gualdo, a daughter of two tailors and thus, a tailor from birth yourself. Until recently, you had no other goal in life but to follow their footsteps and inheriting their hard-earned workshop situated in the most expensive trade region in Kikka: the High Street. Sudden circumstances and opportunities pushed you to seek highly-paid position in Charlotte Roselei’s - the Captain of the Blue Rose Magic Knight Squad – mansion. Living together with the wardens of the Clover Kingdom made you aspire for something more and, in time…

You became a Magic Knight yourself.

Using his dark powers to mend and twist flesh to his liking, the criminal Fezar – one you have been tasked by your Magic Knight Captain of capturing – have twisted and connected you and a mercenary from the Diamond Kingdom Cryz by hand, soul and magic. Your Linen Magic, as well as your grimoire, lost their powers and instead, a new magic has been born between you and Cryz – Sequin Magic. Without a grimoire, however, you are only in a possession of the basics of its possibilities. Forced to work together, you and Cryz engage in search of the grimoire tower hidden somewhere in the palace. However, your search was cut short when you stumbled into a spiritual basin and accidently feel thousands of meters down into an underground cavern, and underground necropolis...

You have managed to reach the upper layers of the catacombs, the inverse pyramid, where the people with the most magic during their death have been transferred to. Here, all of the four hollow tombs are sealed shut.
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Virginia grumbles with displeasure; she doesn’t want to play the mercenaries’ game but, at the same time, those Magic Tools are going to be valuable and useful. With a ricocheting tact she hits her sword against her armour.

Virginia quickly glances over you and sighs, “We are going to this ‘Display’ of yours, mummy. Lead us there.”

He nods and takes a step forwards, his three-leaf clover emblazing with aquamarine light to shield him from the twitching cruor realities surrounding the pathway. You and Cryz are put at the very end, as the most fragile ones.

After several minutes of walking you – and because of this, Cryz as well – approach Zitanhu. You lean your head.

“You were the Royal Scribe were you not, Zitanhu? Do you know what kind of Magic Tools we can expect inside?”

“Of course,” the undead man turns and answers you solemnly. “It was me and the ‘Chosen of the Sands’ who organized ‘The Display’, after all – you memory does not entirely wither even after the ‘Dwindling Ritual’”

The two of you share an awkward minute of silence.

“So?” Cryz inclines and asks ill-tempered, “Is there no follow-up?”

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“I can only imagine!” Zeden chimes in, “It drains a lot, to be honest, but making a panacea-like elixir even stronger – that would literally-exactly-accurately-precisely-verbatim be a miracle potion. Or what about those tablets...?”

Virginia scoffs but remains stoic. Using you your Nacre Rejuvenation together with Virginia’s and Zeden’s Relic magic, won’t you be able to turn every single Magic Tool in ‘The Display’ into an even more powerful version?

Will you have enough mana? Is that dangerous? You don’t know what is going to happen after you defeat Fezar, Virginia and Lanarel are powerful but it might not be possible for them to keep an eye and deal with both the dark magician as well as the Diamond Kingdom’s mercenaries. What if they escape with all those dangerous Relics...?

You shake your head to wake up from your stupor. You glance at Zeden, you wish to ask her a few questions as well. However, as soon as you approach her, both Virginia and Zitanhu stop. Silhibip uses her Gold Magic to elevate a bio-blob of flesh covering an ancient door, and open a way inside. With the help of your Sequin Magic, and Virginia’s glowing sword, you illuminate the strange chamber. It is a big octagon room carved out of reddish-black sandstone with several extensive foggy, opaque crystal-glass shelves unevenly spread out across the walls.

Those glassy panels look like mirrors as well as windows at the same time. Despite the glow of your Sequin Magic, it is still too dim to see what is supposed to be behind those glassy panels. You decide to stay a few steps behind.

“Why, I remember now, it’s Mydias’ creepy place,” Silhibip’s emotionless stone voice is visibly impressed.

“‘The Lifeless Zoo’,” Zitanhu adds a bit more content to his fellow council member as he leads you through the chamber to a raised column with a clean white stone surface. The column is made out of several piece-layers which, after a brief pause, Zitanhu begins to twist and turn – both his body and the column grind with old age.

Virginia living asks the mummy cautiously, “What are you doing?”

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“Yeah, you don’t have your magic anymore,” Virginia allows herself to mock.

She bites her lips in painful acknowledgment, “Losing my magic and getting attached to you was not in my plan.”

With a final abrasive noise the column – isn’t solving your own riddle a bit of a cheating – is set in place. With that, tactful clean cracks begin to splinter and decorate the column with previously-hidden hieroglyphs made out of unknown glowing yellowish-orange gem. It is the same material as the one the opaque display glass is made of.

The glassy panels soon attain the same rich heat and light – they are no longer obscure and foggy but clear, but...

What’s behind every single one of those windows makes you quickly retreat back to Virginia and Zitanhu. In frenzy and madness – or chaotically intentionally – you detect fossilized corpses of devilish, ancient creatures – most of them no longer alive. None of them are the same; they are all different, and now alive. While most of their bodies are just their horrifying skeletons, you can notice blemished hearts and leach-like blood vessels.

“Your criminal is ruining-destroying-harming my beautiful collection of fossils.”

“I was wondering why I couldn’t notice Fezar’s disgusting presence; it was all behind those panels.”

A booming shattering makes half of your body jump up, some of those ‘creatures’ are trying to escape.

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>> Use Sequin Magic: Nacre Rejuvenation on Silhibip – her gold might stop the creatures from escaping, and you need her to be ready to heal your golden skin if one of those creatures decides to attack you instead.

I have forgotten what magic Zitanhu has
>> Use Sequin Magic: Nacre Rejuvenation on Silhibip – her gold might stop the creatures from escaping, and you need her to be ready to heal your golden skin if one of those creatures decides to attack you instead.

Calendar Magic. He can manipulate time and stuff.

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