/q/ - Quest


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File: 1412195271185.jpg (1.01 MB, 1440x810, Misty_Grove_Scenery.jpg) ImgOps Exif Google

 No.599773[Last 50 Posts]

You wake up in a misty cold land…
Strange this isn't where you went to bed.
You look around and see some ponies familiar, or unfamiliar.
There is a thick fog hanging over the grove.

For testing purposes, currently Silver is not here, nor is Indy.

Everyone roll Notice!


Unnamed batpony left the server.

Just Soil and Amber now.


Also, does Tela have a roll20 account?


Untrained Notice GOGOGO!

Roll #1 13 + 1 = 14


perceptive shiny pony?

I don't, are we going to be using that?

Roll #1 11 + 4 = 15


Notice: all of you have 3 1d4 action dies.

You both peer through the thick smog to see a small path before you.
It leads to a dark bridge!

Not right now.


Wait, am I with Amber? Can I see her?


Yes, you can see her as said in the OP


I scrunch.
"Silver! Where did you go?"
Approach the bridge!


Eh, I thought the notice check was to recognise the figures I saw.
Head across the bridge.
"We are just dreaming, you know."


"This isn't a dream! Dreams don't work like this!"


"True, there's not even a field of wheat around!"


"And no beach either! Obviously not a dream!"


Nod and bring out the shield.
"Let's be careful here…"


You reach the old wooden bridge.
Underneath it a small clear stream of water flows.
On the bridge stands a pony in black armor, silently.


"Oh, somepony we can ask informations to!"
Trot closer.
"Excuse me, where is here?"


Wave at the stranger
"Hello! Where are we right now? Have you seen Silver anywhere?"


The black armored pony speaks. "You're in the Misty Gardens, one of the many dream realms of the Moon."


I knew it was a dream!"
Grin proudly.
"But why is it so different?"


"This is a dream? Why is it so weird!"


"You are here because you are about to embark on a new path. Dreams can prepare us for new things….if you pass me, you'll learn even more. But to pass, you'll have to defeat me."


"Hey sounds fun!
How we gonna do this?"


"A new path?"
I grin.
"Sounds exciting! Do we just battle or… like play a game or something? It better not be hide and seek, I'm terrible at that!"


He unsheates his sword.
"Hit me, if you can."


Roll initiative


Roll #1 18 + 1 = 19



Roll #1 17 + 8 = 25



Roll #1 14 + 3 = 17


For this battle all attacks will be considered within Range of melee.

Initiative Order

1. Soil
2. Unnamed Knight
3. Amber

Soil may go first.


Let's throw finesse outta the window.
Jump on him, grapple!

Roll #1 18 + 11 = 29


(unnecessary) Opposing Athletics roll to dodge '1d20+2'

Roll #1 7 + 2 = 9


Unnamed Knight has become held




Unnamed Knight rolls to escape the held.

Roll #1 13 + 2 = 15


Soil you'll have to roll to keep him held.


Athletic it be!

Roll #1 5 + 11 = 16


Unnamed Knight cannot escape the lock.

Amber may attack.


After winning that check I choose to pin him.
Now Amber can go!


Use my warhammer to make a standard attack on the knight [1d20+13]

Roll #1 17 + 13 = 30


Where does the +13 come from?


+8 from melee modifier, +4 from pinned. i misread, so it should be +12


Your attack hits!

Roll for damage!


subdual with AP4 and bleed

Roll #1 8 + 1 = 9


You stab the Unnamed Knight in the gut and he bleeds, yet "Continue, my life is not yet at an end." He murmurs undisturbed.



"Sure you don't just want to give up, pal?"
Keep the grapple, disarm him.

Roll #1 6 + 11 = 17


Opposed athletics check

Roll #1 9 + 2 = 11


You disarm his sword and drop it on the floor.

Unnamed Knight
The Knight tries to escape again '1d20+2'

Roll #1 10 + 2 = 12


And again I oppose the attempt!

Roll #1 9 + 11 = 20


You do so.
It's almost sad really.



I smash him again with my hammer. [1d12+1]
Because he's bleeding, I can use Salt the wound for another d6 worth of damage, right? [1d6]

Roll #1 6 + 1 = 7 / Roll #2 1 = 1


Oh wait, forgot my attack roll [1d20+12]

Roll #1 7 + 12 = 19


And this time use the grapple advantage to injure him.
Unarmed subdual damage.

Roll #1 1 + 3 = 4


With another pummeling and a stab from Amber, the knight disintegrates and vanishes in a cloud of smoke.
"Go further, I'll see you ahead…"

The path is open into a dark forest…


Quite baffled, try to understand why I'm not holding anything anymore.
"This was strange. Hope we didn't go too hard on him."


"He disappeared!"



Pausing for now…


Alright, in this attemp I intend to try and see if my system makes the whole combat experience doable here while still squeezing as much as much of the combat system into it as possible.

Bear with me, this is gonna be scary. And tell me what you think afterwards.

You follow the misty road past dark trees.
An eerie silence falls over the forest.
Suddenly the trees give way to a rock filled plain. On the road you see the armored knight again, standing watch.
"Hello again."


Smile cheerfully and wave at him, approaching.
"Hey there!
Hope you are not too beat up about earlier!"




"Hilarious. Meet your new friend."

He points to a confused looking Neighponese ponoe nearby.


Wave at him with a hoof
"Hi there!"


"Hi new friend! I'm Soil!"


Rolling perception here, where am I? This place feels magical. A vivid dream? Too much sake before bed?

Nod at them both.
"I'm Soothing Mist. I'm not sure if you're real or not."

Roll #1 4 + 11 = 15


"Neither am I!"
Smile exited!


"I'm real! Soil is too! I talked to him before! I'm Amber!"


You see you are in a flat landscape filled with rocks and a small river and bridge in the distance. There's also a black knight here and one earth pony and one crystal pony.

If you want to know if you know where you are, you should roll a Knowledge check.


"I guess it doesn't really matter as long as you're not here to ice me."

Rolling that.

Roll #1 4 + 6 = 10


"Nah, I can't find Indy, I'd need him for making ice!"


"I'm not even sure what that means!"


The black knight nods.
"You have entered the Arena for your next trial."

You're unsure. You would venture a guess that you're in one of the many realms of the dreamscape but which one exactly? They are beyond count.


Also something I should have said before:
I have 13 Action dice presently


Ah well.
"What trial awaits us?"

"Indy? … Nevermind, looks like we're here for a reason."


"Arenas are fun!
But this looks like a forest!"
"I hope it's trial by combat!"
Look excitedly around.


"Arena? I like those! I went to the arena in Tall Tale and it was a lot of fun! I met a new friend there!"


You could have used an action die to boost your roll!

"It is another trial by combat. Let us see how you fare against multiple opponents.

2 other similar knights pop up further ahead. One behind cover, another behind the river.

Roll for initiative while I write up the rules.


Roll #1 5 + 4 = 9 / Roll #2 19 + 4 = 23 / Roll #3 6 + 4 = 10



Roll #1 1 + 8 = 9



Roll #1 12 + 4 = 16



Roll #1 13 + 3 = 16


File: 1412884621107.jpg (237.95 KB, 768x608, map1.jpg) ImgOps Exif Google

Alright, I'm gonna try to make these kinds of maps less obstructed but I wanted to make sure the point was clear for these test quests.
I'll pause after this fight to get some feedback.

Here we have a map. The yellow ball is Amber, brown is Soil, green is Soothing.
The 3 red balls are your knight enemies.

The black lines are Zones. If you're in a zone, you're considered within melee range of an enemy, just like you're considered next to your teammates for flanking and such.
A character may take a half action to cross to another Zone adjacent to him. Characters with a speed of 60 or more can even cross 2.

So for example, Amber could decide to use half an action to cross from zone 4 to Zone 1 to attack the enemy there.

Someone in an adjacent zone is considered in close range (in range of ranged weapons)
Someone further in long range.

Furthermore, notice the green, red, yellow lines.
If there's a green line on your side of the zone border, that means you can cross that way without issue.
If there's a yellow line, it means you can cross, but the enemy has cover from that angle, so ranged might be more difficult
Red line means you can't cross. For example, you can't climb from the river directly up the bridge.

Alright, let's give this a try and see what we get.

Turn Order
>Knight 2
Knight 3
Knight 1

>Knight 2

Knight 2 stays in cover and attempts to fire a crossbow at Amber.
Rolling to hit '1d20+5' succeeds on 11

Roll #1 8 + 5 = 13


It's gonna look more fancy once I made some tokens and stuff.

Rolling for damage 1d6



Roll #1 5 = 5


The knight fires a bolt at Amber from his defensive position, hitting her right in the flank!

Turn Order
Knight 2
Knight 3
Knight 1

Ambers turn.
No new map since positions haven't changed


Charge at the knight guy in front of Soil and Grapple him! I'll deal with the bolter later!

Roll #1 15 + 17 = 32


Opposing Athletics check is useless since it's a 1d20+4

Amber charges forward with a bolt in her butt. She knocks the close knight on the head and grapples him!

Knight 1 is held by Amber!

Turn Order
Knight 2
Knight 3
Knight 1

Soothings Turn
No map change


Move to Tile 5 and cast Magic Missile at the guy on Tile 9. That's three shots.

Roll #1 17 + 15 = 32


Force Damage rolls '3d6'

Roll #1 1, 1, 6 = 8


File: 1412886608989.jpg (237.84 KB, 768x608, map1.jpg) ImgOps Exif Google

You say a spell and fire an arcane missile at the knight.
It hits, scorching him, but not enough to kill him!

Turn Order
Knight 2
>Knight 3
>Knight 1

Knight 3 sees his mate is in trouble and starts to storm the bridge!
Knight 3 has moved to zone 6!

Knight 1 attempts to free himself from Ambers grip!
Athletics check! '1d20+4'
Amber must make an opposing athletics check!

Roll #1 3 + 4 = 7


No way!
"Stay still!"

Roll #1 18 + 17 = 35


File: 1412886827124.jpg (237.68 KB, 768x608, map1.jpg) ImgOps Exif Google

You headbutt him and pin him to the ground.

Knight 1 is pinned!

Turn Order
Knight 2
Knight 3
Knight 1

Soils turn


First of all spend half an action to ready my shield! Phalanx Stance!

Now, kiss the stallion pinned by Amber goodnight.
Slap his shit in with my shield!

Roll #1 11 + 9 = 20


+4 more for pinned.
'1d10+3' damage.

Roll #1 8 + 3 = 11


Normally you have to wait until I say you passed the Def!
But you are correct in guessing that you did.

You smack him up good with your shield.
The knight is hurt but he doesn't give up yet!

Turn Order
>Knight 2
Knight 3
Knight 1

Knight 2 shoots again at Amber, taking advantage of her pinning down the Knight!

Roll #1 4 + 5 = 9


But he misses!

Turn Order
Knight 2
Knight 3
Knight 1

Ambers turn
You have one opponent grappled, check the grapple manual for nasty things you can do to him


I give him a noogie!
Injure him! Finish this guy again!

Roll #1 2 + 17 = 19


Opposing athletics!

Roll #1 16 + 4 = 20


You attempt to injure the knight but he struggles and manages almost to get loose!

Knight 1 is held!

Turn Order
Knight 2
Knight 3
Knight 1

Soothings Turn


Move up to Tile 6, right up to the guy standing there. Then I can blow a Polar Ray at him.

Roll #1 12 + 15 = 27


Opposing roll unnecessary since reflex is +6

Roll dmg



Roll #1 2 = 2


File: 1412888488169.jpg (238.31 KB, 768x608, map1.jpg) ImgOps Exif Google

You spray a deadly spray of freezing air over your opponent. He freezes solid before shattering to pieces!

Knight 3 is defeated!

Turn Order
Knight 2
>Knight 1

Encouraged by almost getting loose, the Knight attempts to get loose



Roll #1 6 + 4 = 10 / Roll #2 4 = 4


Opposed check!

Roll #1 1 + 17 = 18


But you kick him right in the head and pin him again!

Knight 1 is pinned

Turn Order
Knight 2
Knight 1

Soils Turn


Time to put him to sleep once and for all.
'1d20+13' to HIT HIM WITH MY SHIELD!

Roll #1 1 + 13 = 14


Roll for dmg


This oughta do it!

Roll #1 9 + 3 = 12


File: 1412889996313.jpg (238.8 KB, 768x608, map1.jpg) ImgOps Exif Google

You pick up your shield and slam all his teeth out. He disappears in a puff of smoke!

Knight 1 defeated!

Turn Order
>Knight 2
Knight 1

Knight 2 looks to his slain companions and grabs his sword.
"TO THE DEATH" he charges into Zone 4 and attacks Soil '1d20+7'

Roll #1 12 + 7 = 19


But his sword bashes against the wall that is Soils shield!

Turn Order
Knight 2
Knight 1

Ambers Turn
>inb4 Grapple


No grapple! just gonna attack him! Hammer time!

Roll #1 6 + 9 = 15


You hit!
Roll for dmg



Roll #1 8 + 1 = 9


You smash him over the head!
But he's not dead yet!

Turn Order
Knight 2
Knight 1

Soothings Turn


Move into the crowded Tile 4 and cast Polar Ray again '1d20+15'

Roll #1 6 + 15 = 21


roll for dmg!



Roll #1 2 = 2


The air in his lungs freezes and he vanishes in a puff of smoke!

The way forwards is clear!

But first LOOT

You all get 204XP
Don't note it down, it doesn't count for MH2, this is just to do the process.

Now the loot!
1 Coin Roll '1d20'

Roll #1 11 = 11


There's 204 silver in there!

Not really, once again, not for MH2



Moved to >>>/g/125574.

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