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File: 1599870988351.png (393.04 KB, 811x976, kothbiro.png)

 No.746978[Reply][Last 50 Posts]

Our heroes have journeyed far and faced many dangers, culminating in their daring escapade in the arid city of Galatian, where they retrieved the Heart of the Sun once and for all, crossing the agents of the sinister warlord Styr Thenn. Aided by one of his former servants, a zorse named Kothbiro, they destroyed the precious jewel, that none could claim it.

Their actions will not go without repercussions, however. They are in hostile territory, on the run from Thenn's servants. Aided by a mysterious ally known only as the Fire Witch, they travel now to the closest pocket of civilization on the borders of Thenn's territory. From there, only the stars and I know what awaits them…
243 posts omitted. Click reply to view.


"I see. Were such tactics common in your homeland?"


"Or lead it into chargin. Some boars can change the way they're headed, but most gotta stop and turn. Kilt a big ole devil pig that way. Stuck it in the ribs after it ran by."

"Wild things ain't usually light sleepers. Takes some doin to sneak up on em. Best to track and ambush."

I nod. "Here, I imagine."


"It likely does not sleep in the open. We will have it cornered in its den? Does that sound right?"


"Hmm.. quite the dangerouss possition, i would imagine. a beasst backed into a den would likely gore one of uss before we could sstop it, much too closse."


"Ah. I never presided over the military tactics of our empire. Trakali usually had such an overwhelming numbers advantage it rarely mattered. I trust whatever Noghu and Thungr come up with." She says with emphasis on the and.

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File: 1540435110171.jpg (34.95 KB, 503x335, scary-book2.jpg)

 No.703584[Reply][Last 50 Posts]

Two candles flicker on either side of a dusty old tome. The leather-bound cover creaks open and words slowly etch themselves into the paper. This old book begins to spin you a yarn. A tale of a small mountain village. A grand quest gone wrong. Self-sacrifice gone unrewarded. And, perhaps most of all, biting off a little more than you should chew.

Post Sheets
499 posts and 7 image replies omitted. Click reply to view.


Her smile fades and her lips slowly draw into a thin line. "A wake? For?" She patiently waits for someone to explain, and turns her attention completely on Nepenthe as he finally begins.

Her face cycles through a number of emotions as you retell the evening's events, finally settling on a passive discomfort. When you finally finish, there's a long silence. "I suppose that explains why the curse didn't touch me," she says. "All those years mother thought- I thought…" She pauses and shuffles, trying to hide a faint shudder. Her eyes are hard, but a faint glimmer at the corners betrays her attempts to mask her emotions. She takes a deep breath, slowly lets it out, and nods. "Well," she continues. "Thank you. I have a lot to think about. At any rate, we're all in your debt. If you hadn't come along I can't imagine the town would've lasted much longer."


"Tis simply my duty. I needn't thanks for saving the innocent from the predations of those most unholy forces."


"A sordid case," he concludes grimly. "It was our pleasure to get to the bottom of it all, and bring some closure to this nightmare."


Reverie nods at Scorched's response, "It's our job."


"Your job or not, thank you either way. I'm sure Burgermeister Stone has a reward lined up for you, at least. Couldn't say how much. Probably not enough." She glances down at the letter again. "If it isn't a sum that seems fair then come back here and talk to me. Or talk to me after the feast. I don't know how much father left, but I don't think anyone would argue at least some of it going to you three."

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File: 1600213236395.jpg (533.71 KB, 1600x988, Zarcia2.jpg)


I've got an artifact and a setting. Should I make a quest? People do seem to still use the /q/ board unlike the rest.


Hey if you think you can make a go of it, let your dreams soar and make a game.


>pic is how I feel right now



Last time, the fighting in the casino raged on. Though it is heavily falling out of the Protectorate's favor, they aren't out yet.

The bear-like minion made of fetal tissue attacks Blossom.
>Rolled a 3

Floop successfully heals himself, but fails to charge his arcane magic.

Meanwhile, Tourmaline shoots a Lifestream beam at Floop.
>rolled an 8

Post too long. Click here to view the full text.
26 posts omitted. Click reply to view.


Now that she has sufficient firepower, she leaves the bathroom and goes back to the battlefield, much more quietly this time, making sure she stays out of sight.


Roll #1 10 = 10


"Filled like a gambler, not a thief. Just the money you brought for our boy's night out. I'm gonna keep an ear to the vault door, if I heard guards then be ready to go, otherwise get packed up." Gimmick says, jittering as he listens in on the other end, taking a shot to slow his nerves momentarily.
Talent, then Perception
[1d10] (+3, -3)

Roll #1 3 = 3


Spin promptly smacks his gun against the wall and tries this again.

[1d10] Marksman shot on Teddy

Roll #1 1 = 1



Another headache makes it hard to concentrate again. -1 to the next appraisal.



Stirs nods and starts packing. [1d10]

The only thing you hear is the moaning of the half dead guards you left outside the vault door.


Post too long. Click here to view the full text.



Tourmaline, sweating and wheezing, refuses to give up. "I am a hunter from the Protectorate!" she declares in her high pitched voice, shrill from exertion. "We do NOT back down! We do NOT go down! We-"

She is silenced as a bullet goes straight through her skull.

"Are not bulletproof," Barid says, his gun barrel smoking.

Tourmaline's minions squeal an ear-splitting, grating screech. They start melting, leaving behind only a mess of gore on the ground. Once Teddy's extra mass is gone, he folds in on himself until he returns to being just a normal Teddy bear. Then, both Tourmaline's body and Teddy disappear in a flash, teleported by the black box.

The rest of you are left in the silence, exhausted from what just transpired. There are few people left in the casino at this point. The ones remaining seem to have been watching the fight with morbid fascination, wide-eyed with horror and amusement.

"Woooo!" one pony shouts from the other end of the large room.

In the silence that follows, you hear sirens approaching from outside.

File: 1596028383145.png (1.13 MB, 1463x1702, lysander.png)

 No.743859[Reply][Last 50 Posts]

The party have concluded their business in Withick, having made an ally of Sprig, gaining a new companion in the form of the griffon Sir Gawain, and being rejoined by Aegis. However, not all is well. They have been effectively forced to flee the peaceful swamp town due to a new threat, a nefarious assassin and old enemy of Hermodur's called Gavrilo. Employed by Lysander, Gavrilo has delivered a mysterious dagger to the party, its purpose unknown.

Not all is despair, however. The party have decided on a heading after much debate; they have opted to head southeast, retracing their original journey and traveling back towards Durenwol Fen. There, they hope to strike a deal with the Beldam, a captive spirit of the swamp, and have her keep the Cuckoo's Egg safe from harm in exchange for her freedom. To do that, however, they will first need to deal with their old acquaintance Black Pudding, an adversary of the Beldam. With his current whereabouts unknown, the party have opted to follow his trail, heading to his last known whereabouts: The cursed hamlet of Larkstead, which has been plagued by a false Oneiromancer. This mysterious entity is a puppet of Lysander and Grosvenor, intended to act as a threat to distract from their true intentions…
1492 posts and 8 image replies omitted. Click reply to view.


He nods at your offer, pointing you in the right direction.

The rest of the journey is rather uneventful. Still recovering from the attack, Wake talks even less than usual, save to give directions. You eventually begin to come up on the town he called Broome; if it weren't for his directions, you wouldn't recognize it as a settlement from afar. It is a cliffside cove packed to the rafters with ancient shipwrecks, as if they've been gathered and mashed violently into the one place. Ships of all shapes and sizes make up this place, clustered next to and even on top of each other, some at awkward angles. Some, you notice, are even jutting OUT of each other, as if they've phased into each other and merged. You can see several smaller ships going to and from the place, and in the town, you can see its denizens flying around or crawling like monkeys up the rigging connecting the ships.

"This is Broome," Wake croaks. "Neutral ground for many in these lands. Be careful who you speak to in this place. It can get unruly." Looking around, most of the ships that are seaworthy look rather menacing; you can only assume this place is a haven for pirates.


She looks around, in awe of the craftsmanship of the ships looking so futuristic to her. Her eyes also go to the ones working on ships, reminding her of times in both Trakali and outside of it. After gathering her things and Wake's she turns to ask him.

"Is there somewhere I can take you for further care?" She offers, feeling inadequate in her own abilities. "Wounds can last long after the pain ends, Kalidan." She says, not noticing her slip on names.


It goes over Wake's head. "I will seek out a friend in town who can treat this. There's nothing more you can do for me now. Thank you."

You bring the fishing boat up at an unused jetty. Wake is strong enough to walk by now, gathering his belongings and getting off the boat. Before he starts heading off, he pauses, digs in his pocket, and gives you some spare change; the coin is similar to what you've seen used in your time. "Even here, money talks, I'm afraid. Take this. Rent yourself a room in the tavern called Her Majesty. Speak to the owner Parzival and mention my name. He'll be able to find you some honest work, if you're willing to stay."
>+50 bits


She takes the coinage with a nod. "Thank you. May you always have a friend in Tra-" She stops herself. "May you always walk in the light." She says, putting the coins in her satchel.

"I will stay, but not for long. Growing attached to another homeland…" She loses her meaning. "… I cannot do it right now." She says, conflicted on her conviction.

Tlawīli walks away, taking in the sights of a new town as usual, but not hesitating to find the tavern as soon as she can.

Navigation [1d10]

Roll #1 5 = 5


He extends his hand in friendship to you. "Goodbye for now then, Tlawili. I hope you find some peace in this land." With that, he nods goodbye, and you go your separate ways.

You set off into Broome, with little more than the clothes on your back. As you explore this strange place, with its unfamiliar technologies and strange races, you ponder the possibilities. This is a new beginning. What has happened cannot be undone. It is on you now to start again.


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File: 1594464565768.jpeg (49 KB, 800x450, black-hole-swallows-neutr….jpeg)

 No.742473[Reply][Last 50 Posts]

The party have completed their first mission for the Spacers' Guild, being accepted as recruits for the budding organization. With the help of their new companion Chekhooves and a chipper kirin named Luv, assistant of their employer Ochi, the party have departed on their next mission: hunting down a rogue robot on a remote jungle planet…
819 posts omitted. Click reply to view.


"Ah dammit! Eh yes and no. Figured he was smart though…"


Vandal skates after, not trying to cramp on his vibe by trying to be pushy. She simply follows along and hopes the walk heads somewhere she can break the ice.

[1d10] explore nav

Roll #1 4 = 4


"Not smart enough, it seems. What should we do now?"


Gale walks over to the people messing with the shopkeeper. "Hey, boss told us to call it off. Turns out this guys all payed up on debts." He says, trying a big bluff.

Persuasion [1d10]

Roll #1 7 = 7


I unno, you want or need anything?" she said starting to walk with him looking for a new weapon mod place

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File: 1595552687609.jpg (198.78 KB, 800x600, Crypt.jpg)

 No.743347[Reply][Last 50 Posts]

You have all been summoned to the sleepy town of Farmington, a majority pony village far from any sort of excitement. The word you had all gotten was that the dead were not resting quietly in the town's graveyard anymore and that a few people, mostly young, had gone missing. After arriving you are all greeted by boarded up windows and sandbag walls between the town and cemetery guarded by under-armed and untrained militia.

The mayor informs you that there have been more ponies taken, ranging in age from older adolescents to young adults. There have also been several grizzly murders done along the outskirts of town. The bodies of all the victims so far have been cremated as a precaution. She tells you that everyone here is terrified and that you should all not expect much in the way of help or support until until proof can be brought back that the threat has been taken care of. All she has to offer you is two potions of remove curse and a warning to stick together in the graveyard.

You are also given a warning to not go digging or grave robbing while seeking out the threat. According to town legend a great mage by the name of Lilly Vest lived in the a very long time ago. Supposedly she cast a spell of protection on the graveyard after a gang of diamond dog corpse thieves struck it. The most popular version of the legend says that anyone digging around in there would wake up every last corpse and bring them down atop their own head. No one here has ever tested it themselves or has the magical skill to investigate it. Rumor has it that wandering troublemakers occasionally vanish near the cemetery, and that things that go missing after strangers come through town sometimes turn up atop old graves.

After that the mayor hurried you all on your way, urging you to start your work while daylight still remains. She has a town meeting to call to reassure her people, she said, but is confident you will do just fine without her. The jumpy town militia was also quite happy to point you towards the cemetery gates, and even happier to stay behind their barricades.

The sky was already overcast and grey, but when you enter the graveyard it gets even worse. It takes your eyes time to adjust to the unnatural gloom after passing through the bone yard's iron gate. Fog fills the air and rests in a thick blanket on the ground. It swirls slowly around your legs and obscures your vision beyond a dozen meters or so. The cold, clammy air doesn't rPost too long. Click here to view the full text.
890 posts and 10 image replies omitted. Click reply to view.


Morning grunted and tried to keep at the wall as she had her Abomination get back up to keep fighting the wall.

[1d10] Break dammit.

[1d10] Get up

Roll #1 9 = 9 / Roll #2 6 = 6


Springs and gears go flying every which way as the vampire digs into the robot.
Perlite's mechanical minion loses 4 Hits.

You aren't too skilled at physical combat, and the vampire easily tosses you aside after finishing his spell.
You lose 3 Hits.
Next time you go Helpless you won't be able to get up on your own.

You kick at a few of the cracked stones and are able to pulverize them. The air that comes out of the holes you make is cold and stale, but the holes aren't big enough to see much through yet. The zombie continues to attack you while you don't fight back, and is finally able to drag you down to the ground. Your abomination gets back up.
Your abomination is no longer Helpless.
You are now Helpless.

The vampire splits apart into a large swarm of bats that fills the room.
Post too long. Click here to view the full text.


I cry and plead to Celestia that we live, with enough strength to outlive this night at least. [1d10+3] Prayer of Healing

Roll #1 6 + 3 = 9


Morning grunted and waited to see if the sisters spell came forward as she had her Abomination work to put the wall down as it was growing tedious.

[1d10] abomination

Roll #1 6 = 6



[Last 50 Posts]

File: 1499824717350.png (478 KB, 793x951, soul9.png)

 No.687100[Reply][Last 50 Posts]

Temporary thread for Soul Quest this evening / any future instances where we can't play on our normal site, post your sheets for the 9th session of Soul Quest
596 posts and 61 image replies omitted. Click reply to view.


Yggdrasil snickers as Anima comments on Alexis' taste in stallions. "Leave it to the 'bad girl' to never know the appeal of a 'bad boy'."

"I think he's cute. He has hair, which is a step up from the last guy. Kind of reminds me of Diez when he was younger…" she says for a moment, then stopping herself short as the slightest bits of blush appear on her face. "Uh, looks like you two are having fun. Wouldn't mind riding one of those motorcycles, especially out in the woods."

"I'd recommend Ajax to you but, you've already met him. Personally I don't have the patience for him," though she says in comment to her liking 'bulkier' guys, "Chrome Dome is pretty well built too, but I don't know what to do about the perpetual stick up his ass though. And again, bald."


"That sounds like a pretty big misunderstanding. You two seemed more…familial? In the memories. I've never really had to deal with the jealousy thing. I've only really had the two long-term relationships and neither of them were taken at the time."
"Whose Diex, one of the Twelve?"


>Anima may respond with sheet to previous post before next game

"He is the Pegasus of the South. He's the most notorious, long-lived pirate in Tetran history so, you know, has that 'bad-boy' charm too." She rubs the back of her neck. "Way, way back I kind of had a thing for him but, I grew out of it. He was nicer than he looked but he's one of those guys who can just never be satisfied with what they have."

At one moment, the vision no longer focuses on the motorcycle, which pulls away out of sight and into the distance as the entire memory fades into black, more memories flushing by quickly by as the scene changes. For a moment, it goes on longer than it did during the last few shifts, but the memories slow to a stop as all three of the ponies hear the noise of screeching tires along the asphalt, followed by the hard thunk of an impact echoing throughout the darkness as the memories stop coming in.

For a moment after the screeching tires fade, the darkness around slowly starts to give away: Yggdrasil, Anima, and Alexis find themselves seated in a row of wooden pews in a pristine white church, surrounded by other ponies dressed in fine clothes. Among them Alexis recognizes several friends, including Bitter trying to comfort the zebra Kam, gripping his hooves. Light shines in through stained glass windows lining the walls, the one at the front depicting a setting sun at the front of the Church, and in front of the alter is an open casket, containing Alexis' body (dressed in a beautiful black dress with a veil over her face). Her father, mother (who is presently crying), and two brothers sit in the front row, heads held down as a song plays throughout the church, everyone silently listening to the hymn.

Besides the three of you seated in the rows, you also witness Alexis' ghost, besides you as she looks on at the scene ahead, staring onward at the front as though in disbelief that this is Post too long. Click here to view the full text.




>"Hey, I was only half joking when I said I'd like to tie up Ajax," Anima laughs.


>Stormy looks around at the funeral with a sober expression. In particular, she spends a lot of time looking at Alexis's family.

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File: 1591974137397.jpg (507.7 KB, 1920x1152, 1551406503602.jpg)

 No.740659[Reply][Last 50 Posts]

Last time, on Anno Castra…

The party set out from Ironcastle with their deliveries in tow, and bore witness to the awesome destruction of the land caused by the stampede of the Dreaded Ones. All the badlands to the north, east and west had been trampled and reshaped by the passage of the Dreaded Ones who were whipped into a frenzy by the Siren Singer's call. Crags and hills had been stamped flat, low valleys uprooted and shaped again into steep crags. Heaps of rubble and corpses of trampled Dreaded Ones lay underfoot. At least now this meant a somewhat easier passage from Ironcastle to their first stop.

They headed north over the trampled badlands, and found that the Old World town had been little affected by the stampedes, even though the land surrounding it had clearly been trampled. Why the town and the fortress was spared was unknown. It was getting late in the Cycle, so they decided to stop and rest here.

By the lakeside just south of the Abandoned Fortress, they saw a Helping Hoof, an Old World tankpony robot, designed for household cleaning and defense. It had just slain a pair of Sightseers, and took up residence in the Fortress. After some deliberation, the party went to the Fortress to investigate. There, the robot ambushed Zamrud, but seemed to be asking him for directions in Old Equish. It sought to know where it was in relation to a place called "Canterlot," a term unknown to the party. They discovered that the robot had a function for learning new languages and regional dialects, and so they spent the rest of this Cycle teaching it modern Equish by providing audio samples.

Good decided to give it a "Spicy Señorita" accent. Its ultimate accent would be determined by the aggregate of the audio samples provided, so other party members still have a chance to influence it in that regard, if desired.
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"Heading to the sauna. It was better than allowing the crowd to take Good to the bar."


"I beat Qhapaq in a wrestling match, They really liked it."


"You beat Qhapaq in a wrestling match? You had a wrestling match?" Zamrud asks, sounding very surprised as he looks around. "I wasn't aware the game room had that sort of entertainment prepared."


Qhapaq chuckles a little, before nodding. "It's a normal form of entertainment, Zamrud. I thought I'd told you at one point or another." he says, tilting his head to the side. "But, yes. He fought quite well, once he got his bearings straight and got riled up by the crowd. The Aya appreciate an underdog."


"I am really sore and sweaty and tired. But I managed to duplex Qhapaq. So that was really cool."

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File: 1591709955816.png (1.77 MB, 2464x1540, Sketch 1.png)

 No.740480[Reply][Last 50 Posts]

Last time, on HolyQuest…

After recovering from their brief but dangerous confrontation with the den of toxic rats, the Saviors descended through the strange, two-dimensional labyrinth, down and down and down. They reached a torture chamber, lit by gemstones filled with demons that, by this point, must have been imprisoned for millennia. From there, they approached a chamber further to the right, but discerned, by the fact that their view was pulling out, that there was something waiting for them beyond. Instead of proceeding directly to it, they pursued a path on a slope leading diagonally upward. At its peak, they saw that, at the base of the chamber was the staircase leading downward… and so too were a pair of enormously long centipede demons, trapped in an eternal guard-dance surrounding the staircase. How they would deal with this, we shall soon discover…
953 posts and 13 image replies omitted. Click reply to view.



"I don't really believe in 'uncompromising'," Amy responds to Salt. "But, I guess that kinda describes me, so I guess I don't believe in me," Amy laughs.

"I have a lot of pity for the demons in Tartarus, but I'm also not going to try to befriend every single one of them. We don't have the time for that unfortunately. If they get in my way and they won't move, they will be made to move."

"Hey, speaking of which, is all the food still safe for later?" Amy suddenly asks conversationally.

>Mantra of Equality [1d10+4] DC-4

Roll #1 5 + 4 = 9


With three final strikes Shei gives up "bah, bah, ba-a-h - No give, I need more practice."

"Gadds? Do you want to put out some darkness before we start again?"


Shorthorn's eyes open wide as she sees the very thing she tripped on trying to progress through the hall ends up revealing an unforseen clue, smiling widely as Volkama lifts up the long dark rug to reveal the trap-door.

"A-ahah! So there WAS something down here…" she says, looking at the locked door with a digruntled groan. "But it needs another key to open… keep track of where this is on your map, maybe if we got the rest of the way down the East hall we'll find one. Unless any of you remember to ask Pryce if he had more keys to spare."


"Patience will lead to deliverance. If a mind cannot compromise, a body can, or perhaps even the spirit. The tree that does not bend in a storm breaks."


Pryce thinks, taking time to answer this time after Sulfur's scolding before.
"There is far too much on the line to be caught aside in differences of belief. I will do whatever it takes to ensure we can continue on with our goal."

>"I think if we just talked we could find a compromise."

KP says.

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