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R: 133 / I: 0

Anno Castra -- Chapter 6

>Good Intentions
The rodent takes one cookie, and scampers off to enjoy it. Trajan, who had been stretching his legs elsewhere, has a nibble of one of the other cookies.

>Billy

Godspeed ponders it. "I do wonder… But I am inclined to picture school as a uniquely effective role for Psy-Chrono harvesting. In Zinccastle, where basic education is required for all by law, people report suffering school-based dream-terrors quite regularly. Most often, they can't find their way to class, or they're forced to retake difficult classes, because their credits were retroactively declared invalid after they graduated. But other situations aren't as universal as school. Some people are fortunate enough to earn jobs that they enjoy, as soon as they enter the workforce. A few – the Nobles – are wealthy enough that they never have to work at all. So, a workplace scenario might not be as effective for feeding the Tree."

>Billy, Zamrud, Qhapaq

"I shudder to think what students who were wealthy and well-connected enough to gain admission to Agape would be armed with," Godspeed says. "Get along nicely with your classmates– and never agree to meet them in a dark alleyway."

She checks the time, and stands up as well. "Right. I'll be off, myself then. I'd offer you luck, but I've fought alongside you before. Your skill and determination will see you through these midterms."
R: 517 / I: 3

Saga of the Tartarian War -- Thread β

>Amy
"Are we supposing there's a little teapot somewhere in this valley we gotta find?" Hurricanrana says, tilting his head. "Is it perhaps short and stout?"

"No more singing, please," Desert sighs.

"Actually…" Mudi says. "In Tartarus, the will is supreme… It's even true at an Anchor. You saw how people suffered when they used techniques to move great distances without being seen, like the Ecclesian flash step. Oh! And we all had to agree on what we saw before we could even enter the anchor!"

"Oh no…" Desert groans.

"The singing probably helped us get this far!" Mudi extrapolates.

"No, no, no–!" Vizsla complains.

"We gotta sing to find the tea ingredient!!!" Mudi declares.

The Paper Trail shrugs.

"R-right?" Mudi asks, losing all her momentary bravado.

>Cloak

As a unit, with paces in sync despite the disparities in height and length, the Ecclesians move out, following behind the Paper Trail.

>Shei

"Take it from someone who has spent more time down here than you–" the Witch says. "Anything you hear claim to belong to or be from 'God' is not to be believed. Best not to overuse that word. An Anchor may be safe enough, but in the Abyss – tantamount to suicide. What you encountered was most likely an Umbral who became overmuch obsessed with that thing, and began to hallucinate a theosis."

>Shei and Flaming

"Cursed?" the Witch repeats. "Is that what they're saying?"

She scoffs, then full-on laughs, like it's the only funny thing she's heard all day. She shakes a ratchet at you. "My Craft is in the mechanical arts. I put no curse on any one of them.

https://youtu.be/C9ESv2NzKkw

"People like them… don't need any curse from anyone. They are curses unto themselves. Curses unto one another… you get me?"

The others ponder this in silence.

She looks at Flow. "But, it is true I got into a dispute with the royals. Must be the genesis of this rumor. Why do you ask?"
R: 144 / I: 0

The Castle of Silence: One More Final

https://www.youtube.com/watch?v=rYoZgpAEkFs

You hear peaceful sounds. Birds call, and leafy branches, idly stirred by a languid breeze, whisper a soft response.

>[..] is gone. In its […] breaking […]. […] the sky and […] Dim radiance […] holy protection […] of the earth…


>And […] horizon. […]


>[…] millions of paths […] in […] millions and millions of […] every path […] a spiral, […] dancing […]


You have been walking through these sounds for quite some time.

>[…] has […] prove to […] Yet […]


>[…] fading […]


>All […]


> […] dancing themselves to […] […] [……………………]


Colors, sounds, wind and light blend, turning and swirling before, around and within you, like dark tea, stirred in crystalline glassware. Yet, this synesthesia is all of the world, to you. This chaotic reality, contrasted against the solidity of warm, hard-packed dirt beneath you. A path, a long, long path, walked by countless many alters…
R: 51 / I: 0

Timequest: This is a story all about how life got turned upside down

This a sequiter to the end of Empire Arc, explaining Luke's whereabouts as he vanishes before the fight with Eon.
R: 1015 / I: 6

Anno Castra -- Chapter 5?

Did you get registered for all the classes you need? I sure hope you did! Anno Classroom is up next, only on mlpg.
R: 878 / I: 3

PirateQuest Thread 13

>>759054
Sir Pent slithers off of your arm and crawls over to Sparkler, and bumps his head against her arm until she relents and gives him a pat. Sir Pent soon bites off an old scale, one already on its way to falling off, and holds it out to her. Curious, Sparkler takes it, and after some deliberation, starts to mash it in a pestle while her healing takes its effect.

>>759052
>>759053
*Click click* the beetle continues, patiently awaiting your questions with its forelegs folded up together in a professional posture.

>>759056
Your shark senses tell you there's something worth taking in this room… but it might be a nap.

Juniper flings herself into the pool outside the room, and Cycle follows suit. Juniper then climbs out and steps through the doorway with no issue.

"Looks like the Mechpriests would have had to purify themselves with a ritual bath before entering here," Juniper says. "But for our purposes, just stepping into the pool is enough to enter one of these kinds of chambers, I suppose."

>>759057
"Yeah…" Chiu mutters, but she does not sound very sure.
R: 989 / I: 7

The Castle of Silence -- Final Report

>Iron King Ischyros, the Far Seeker, sets down the fourth and final Report of the Agatecastle Investigation, and sips the coffee Sister Root had set before him. They are the only ones to occupy the conference room on this Cycle.

>Mabin, High Director of the Lux Deorum, is uncharacteristically absent.


>"Sister," Ischyros says, keen to take his mind off anything other than his confidant's absence. "Make a note about this Concord program. It desperately needs some security updates. I mean, have you read this Report? Seems just about everyone's exploiting it one way or another."


>"Yes, sire," the Sister says. She casts another glance at the conference room's sealed and enchanted door. "…Th-this Report was late in coming, I note. Do you think Mabin's absence may be–"


>Before she can finish that sentence, the door flies open. With quick and long strides, a lanky white Diamond Dog, his clothing ruffled and stained by dried blood, enters the room. Sister Root gasps, fishing for the medical supplies she always carries in her saddlebag.


>"You must forgive my tardiness, your Majesty," High Director Mabin says as he takes a seat, taking care to not let the dried blood flake off as he fishes his cigarettes from his coat pocket. "I had an unexpected rendezvous with a certain Noble and spent the past hours in a most gripping discussion."


>Iron King Ischyros scoffs. "Surely we have known each other long enough that you do not need to hide your personal affairs behind euphemisms!" he says. "Truly, it seems the missus was–"


>"No, no," Mabin interrupts. "I speak plainly, but allow me to be even clearer. The Noble who accosted me was none other than Lady Offbeaten Path, of House Titanite."
R: 930 / I: 1

Saga of the Treibheanna War - Thread ᚠ

At last, the final sight of the Tartarian Descent Team is engulfed by the interminable darkness.

The Great Seal rends the earth with a deafening quake, as it slides nearly shut, open only by a hairsbreadth. The Loyal Kerberos, ten thousand Umbral Hounds strong, holds one end of Shei's Black Thread in one of his mouths. He leers at it contemptuously, but holds it nonetheless as agreed.

Most of the others accompanying Sir Pryce cannot look anymore at the Great Seal, ready to direct their thoughts to anything other than the fates of their friends… and foes. Sir Estuary is the only one who seems composed. He looks to Pryce, and with a slight bow of his head, says, "Perhaps we should make for the surface, milord. We have no further business here."
R: 995 / I: 17

HolyQuest -- AU Chapter: The Highschool RomCom Arc

Last time on HolyQuest Autumn had arrived from his leave of absence only to beset us with another hiatus. The HQ crew strung out of their crack ships have taken their last resort to defeat a monday without a game. FEMTO Presents Holy Kyusetsu!! Uchikeshi no Rapyuchitsu ga Koko ni!

This quest is intended to burn the time away while we wait for the current hiatus to be over and we can move on with the main plot of the 3rd act of HolyQuest. Players will be allowed to remake their character sheets and replay old characters or multiple characters at the DM's discretion. Please make your character appropriate to a highschool setting.

https://soundcloud.com/life_for_mylife/ye-free?si=de41d62f869e466996555d7ed621cd0d
R: 1017 / I: 1

Saga of the Tartarian War - Thread α

At last, the final sight of all those staying upon the surface of your World is engulfed by the interminable darkness.

The Great Seal rends the earth with a deafening quake, as it slides nearly shut, open only by a hairsbreadth. The Loyal Kerberos, ten thousand Umbral Hounds strong, holds one end of Shei's Black Thread in one of his mouths. It is for that reason that the Great Seal has not been shut entirely.

Members of each faction procure a variety of small light sources to aid in grasping the shifting, unpredictable stuff that became darkness upon your perceiving it. The presence of the light, conceptually implying a "darkness that must be lit," renders more of the chaotic stuff into darkness, that is then lit. Fortunately, all that seems to be around you now is a cavern tunnel, as long as it is broad and tall.

The other factions are silent as they walk, tensely keeping weapons at the ready. As you go with them, a nauseating vertigo wells up from within. It feels like gravity's shifting to be before you, as if you were walking down a vertical surface. Although you do not fall, your bodies scream warnings at you that every step could send you hurtling into the chaos ahead, or perhaps, "below" you.
R: 947 / I: 0

Anno Castra: The Castle of Silence -- Third Report

>[ENTRY REDACTED]

Last time, in the Castle of Silence…

After whipping up a quick meal offering, the expedition team ventured out from the warehouse to approach the Necromancer, who floated languidly through the northern streets. Upon confronting him, they found him willing to engage in dialogue, whereupon he divulged that he indeed had been to the Pillars… in fact, he entered Agatecastle through the Pillars, indicating the existence of a clandestine gateway between the Pillars and the Castle itself. It was as this came up that Lost Hope accidentally divulged the existence of the Ironcastle Expedition Team, a fact which the Necromancer found quite interesting. Huitlapan panicked and tried to walk back Lost's revelation, only to be frozen solid with a blast of winter air.
R: 1010 / I: 0

Anno Castra the Fourth

Last time, on Anno Castra…

A long discussion unfolded between our explorers and "Mendicant Rudolph," assuming that was his true name. The dissident priest who unleashed a startling manifesto about the bleak future facing Ironcastle was, after all the panic and unrest he caused, a rather unassuming figure, not particularly unusual, nor even memorable. He maintained that everything in his manifesto came to him in a startling vision, which also included the zero-day virus that he used to forcibly download the manifesto to every Magicomp in Ironcastle.

This was an impossible feat, according to the Lux Deorum, as Rudolph had no background in technology whatsoever. They completely discredited his story about receiving it all in a vision, divine or otherwise, and maintained that he had to be working with a group of fellow terrorists and malcontents who wished only to stir up chaos in Ironcastle. However, Rudolph proved that he had information he could not have possibly accessed otherwise: He knew that the party had spoken with Godspeed. Just as this seemed to lend credence to his story about visions, he uttered a still stranger thing… that events that had unfolded in Ironcastle were also unfolding in other Castles as well, from ancient historical events such as the rise of the Brotherhood of Flagellants, to the schism of the Charismatics from the Abbey, to the development of mutually intelligible languages across Castles, despite there being no methods of communication between them, and the massive distances that separated them.

Before they could question him further, the DLs furiously dismissed the party, and took them away, back to the baggage claim area of the Ramparts. Many more hours than they had perceived finally caught up with them, and they had to get a ride from Rockfall back to House Titanite.
R: 410 / I: 0

The Conjunction: Thread I

The Echoes are changed to their core.

Skylord Lysander is dead. The veil of the Cuckoo's Egg is lifted, revealing a new and altered world. The old chaos runs rampant. In a distant land, the flame of ambition is lit in a woman's heart. And somewhere, sometime, the drifters who were at the heart of it all awaken, amidst the ash and rubble of their former home.

Runes of Union hang in the sky, radiating their primordial spell. The world is unmade and remade again. Beyond the scope of the light they knew, and beyond the reach of the terror and dark, the drifters tread now, peering through the fog of the Conjunction, in search of answers…
R: 57 / I: 0

Fallout Ponylands - Pillars of Smoke

Pitstops. Small buildings that exist between cities all across Equestria. Often there will be rusting down autocarriages and chariots rusting around them in makeshift walls. Among many of the pony tribes these are considered neutral ground for all to gain respite from. These pitstops are centers for trade and could be the basis for many cities if they had better fortifications.

A pair of heavily armed and armored ponies have arrived at such a pitstop in the northwest, where tall buildings vie for vertical control against tall forests both dead and alive. It is midday and there are few inhabitants resting here.
R: 664 / I: 20

Time Quest Thread III: Time Cops Edition

>Time moves in one direction, memory in another.

Calling sheets for the 85th session of TimeQuest
R: 374 / I: 1
(https://www.youtube.com/watch?v=2OqqbesJ-Ks)

/DRACON/
Booting…

Hello user! Today's date is Tuesday, November 14th, 601 A.F.N. You have no scheduled events for today.
>Command Prompt:

/sys:(User: 0130)/Prog/Quests/Carousel/Thread 1.0

>>>>>>>>>>>>>>>>>Opening.

>>>>>>>>>>>>>>>>>Opening..
>>>>>>>>>>>>>>>>>Opening…
Opened.

>>>>CAROUSEL


Rain hangs in the sky of Centro, Manehatten this evening. The CWC had this storm moved over from the upper districts to down here. Despite the weather, the area is as alive as ever. Earth Ponies, Pegasi, Unicorns, Diamond Dogs, Goats, Felids, Dragons and even Minotaurs go about their business, their glassy reflections in the pavement below them flawlessly emulating their every movement. Off the corner of 17th and Mane lies Centro Pawn Shop. A black Felid and a Unicorn sit under the overhang, catching a break from the rain. The lights are on inside, and if you read it right, this is the time and the place that mysterious message in your PDA sent you to. Hopefully this opportunity is a change of fate for you.
R: 1067 / I: 12

The Return: Thread XIV

https://vocaroo.com/1aVSufd6EB96

Seven months ago, five drifters arrived in the far flung pocket of reality known to the outside world as the Echoes. With nothing save for their names and the clothes on their backs, they carved out a living for themselves, beginning a journey across the foreign land, gaining new allies and new enemies alike. The winds swept them across the wilds, bringing them to a forsaken desert known as the Shifting Sands, where they met someone they did not expect: a being long thought myth, known to many as Discord. Wisely opting not to free him, or retrieve the artifact he coveted, they moved on.

In Braildorn, one of the great cities built in this world, they crossed their most mortal foe of all: Lysander, a dragon of great renown and a collector of rare and magical items. They bested him, claiming his ship as their own, and were marked as his enemies forevermore. This caught the attention of an unusual couple: Dawn Chorus, a great magician, and her knight Carabas. Mortal foes of Lysander, they joined forces with the drifters, explaining the object of his desire: the Cuckoo's Egg, a harbinger of dimensional annihilation, and the very same artifact they had discovered in the Sands. Lysander wished to claim it in the name of an entity that haunts the Echoes, known only as the Oneiromancer. With the help of Cecile Grosvenor, Lady of Braildorn, these three would stop at nothing to claim the Egg for themselves.

Fate carried them across the plains, back to the fiery Shifting Sands. There, Discord was freed, and Lysander was on his way to retrieve the Egg for himself. Not only that, but he had betrayed the Oneiromancer; he rejected the entity from Outside, wanting the Egg for himself and claiming some of the Oneiromancer's powers. A great battle ensued, and Carabas was lost amidst the sands, but the Egg was wrenched from Lysander's claws, safe with the drifters, for now.

While traveling with the Egg, the party was subject to several fortunate and misfortunate adventures including the return of the Oneiromancer to the corporeal plane. The question remained of what to do with the Egg from here; after much deliberation, a plan was hatched. They would set sail for the Isle of Glass, a forsaken, beast-infested rock far removed from the rest of the Echoes. Here, they would challenge Lysander to a decisive combat, and determine the fate of the Echoes once and for all. On the eve of their final voyage, two of their number abandoned them to pursue their own goals: the warrior Hermodur, their ally from the start, and the great warlock Black Pudding. The latter departed with a nebulous promise of his return ere the end of their ordeal.

Now, the drifters prepare for what the dawn will bring. Lysander's ship lies ahead. Below, a great volcano. Above, the stars align for a celestial event. Behind, a great storm brews, and the skies blacken over the mainland.

The stage is set for war, and to the drifters, fate's finger beckons.
R: 1047 / I: 0

PirateQuest: Captain's Log, Entry 12

Last time, on PirateQuest…

Cutlass, Alder and Cerulean went south through the jungles of Cuauhtemoc, seeking after Captain Bee Holder and her four first mates, to update them on the situation with the informant, and the investigation of Gullveig's attack. It wasn't long before they found them, as the Watchkeepers seemed to guard the southern regions of the island far more jealously than the northern ones, and Bee Holder's party were forced to turn back after surviving encounter after encounter.

Cloud aided Mallea, Thessaly and Godot in collecting medicinal plants to restock their supplies following all the intense battles that had plagued their stay on this mysterious island.

Meanwhile, aboard the Thunder Serpent, Captain Kukulcan and his own trusted inner circle raised an automaton of their own – but not one of the Watchkeepers, over whom Kukulcan supposedly had authority as a god of the island. Rather, it was Two Tons, a sapient construction purchased on the Black Market. They were not expecting any manner of intelligence from the robot, so rather than press it into indentured servitude, Kukulcan negotiated for the robot's loyalty in exchange for fair wages, living accommodations and mutual aid.
R: 1027 / I: 1

Anno Castra: The Castle of Silence -- Second Report

>Iron King Ischyros, the Far-Seeking, sets down the First Report with a long and relieved sigh, though his brow is knit with worry. "To think, that a lead might be uncovered so early…"
>"Temper your optimism, sire," Mabin, his right-hand diamond dog, says, looking over the edge of his copy of the Report. "Our opponents are hardly the type to leave such a fortuitous opening for their foes unintentionally."
>"Regardless, it is a lead," the King replies. "And I wasn't crowned King before I'd scurried my way through my share of mousetraps. Tell the Magister to guard that young bird's life with her body, mind and soul."
>"What of his rescuers?" Mabin asks, extinguishing his cigarette butt.
>"Ah, yes. Have her compile a section on them with each report from now on."
>Sister Root enters the meeting-chamber, carrying a tray of coffee, sugar and Mabin's favorite cigarettes on her back.

Last time, inside the Castle of Silence…

The expedition team successfully recovered Green, a young and emotionally-scarred Vola, who hid in a mall security room on L-8 F-7 after surviving the Dreaded Ones' breach of Agatecastle. He was immediately classified by Magister Colonnade Reprise as a Priority 2 Person of Interest, which set him on the level of witnesses to crimes, high-level info brokers, and traitors, within Ironcastle's hierarchy of criminal investigation. His designation as such came about from the very fact that he witnessed Agatecastle's fall – which, according to prior mission intelligence, occurred thousands of years ago. Green, on the other hand, claimed it occurred only one year prior.

The Magister and Knight-Brother Mountain attempted to steal away Green into a separate decontamination room, but the expedition team intervened, insisting on their presence there to help keep Green calm after his traumas. The Magister and Knight-Brother agreed, and conducted the decontamination in the presence of Huitlapan, Conflagration, Firmgold and Cautaa. During the process, the Magister intensely questioned Green not on the fate of Agatecastle, but on a particular mural near his hideout, which depicted a beach, just on the verge of the Dark Hours, when the ceiling-panels turned a nostalgic shade of pink and orange. When Green answered that the mural made him think of his late father, the Magister immediately lost interest, and discharged Green into the medical ward for more mundane medical and nutritional treatment.

Meanwhile, Deadweight, Steadfast and Lost Hope called up Xu for assistance with surreptitiously examining the security footage that Green entrusted them with – and that the Magister had instructed them to turn into the Spymasters' Office without delay. They went to the western end of the FOB to study the data inside one of the Observers' Chambers. When one of the Observers nearly walked in on them, they created a distraction – by beaning Xu in the head with a water canteen.
R: 647 / I: 10

The Return: Thread XIII

The party have continued their journey, continuing due south towards the perilous Isle of Glass. On their adventures, they have sought out the sorcerer Black Pudding, rescuing him from the clutches of the false Oneiromancer Malverlain. They have since learned that Pudding has apparently destroyed the Beldam, eliminating a potential ally of theirs. He has offered to join them in their travels, at least for a time. Since then, the party have ventured due south, to the pirate town of Broome, their final stop before continuing onward. Here, they have stopped to rest, recover, and resupply for the battle to come…
R: 1158 / I: 10

HolyQuest -- Chapter 2: Verse 15

>Last time, on HolyQuest…

>Amy, Cloak, Pryce


Salt maintains her steady and judgmental glare, even as you respond. "Finally… it seems that you get it. In the end, one Will shall prevail above the others; it is those who do not conquer, who shall be subsumed. Know that all those who enter Tartarus must understand this. And if they do not, then rest assured that they will."

Ignoring Amy's other question, Salt nods. "See to it that you pass along my question to those other members of your small army. Not for my satisfaction, but for their hope of survival."

Like Sulfur before her, Salt is engulfed in a small and dense cloud of gaseous salt, and then vanishes.

>Shei

Gadds slowly turns his head your way as you make more suggestions. "…How about we take the 'expected' way down."
"Yeah," Busta says. "The Sons of God would have probably taken extra care to put up obstacles against demons that could just phase through walls and bypass all their more conventional traps and impediments. Whatever those things were, they won't be the last ones we face if we try that again."

>Flaming

Volkama jots down the entry onto his map, but then taps your head with his pen. As Spark gnaws on his hoof, he speaks. "Erm, young miss goddess, can't you simply bypass this lock with your dominion over physicality?"
"Or, failing that, bash it open, as your usual modus operandi," Deriva adds.
R: 975 / I: 0

Anno Castra, the Third

Last time, on Anno Castra…

Our explorers unwound their minds for a bit, after Tay and their assistants helped to ameliorate their physical wounds from fighting the Shadedrinker. Qhapaq and Good Intentions had a wrestling match in the rec room, much to the amusement of a group of watching Aya. Good ended up being the surprise underdog victor, which threw the Family into such an ecstasy that they nearly carried him down to the bar, on B3F of the bunker. Qhapaq rescued him before he could break any of Ironcastle's strict laws about underaged drinking.

Zamrud met two of the Aya who had come to their aid during the first bout against the Shadedrinker: A female Zawatil by the name of Ch'utiy, and a male Puros by the name of Utqay. Both were quite eager to get back out on the hunt, but were patient enough to talk awhile with Zamrud to get to know him better. During their conversation, the pair mentioned that Godspeed lingered behind to speak to Tay about something secret, yet obvious.
R: 970 / I: 0

PIrateQuest Thread 11

Last time, on PirateQuest…

Cutlass, now awake again after her fainting spell, shared her suspicions of Kukulcan with Alder, Splendid, Prisma, Paraiba, the mooks, Make Believe and her four assassins. Her notion that Kukulcan was not who or what he claimed to be was backed up by the fact that Monty, her rumormonger snake amulet, changed his story about Kukulcan and the Watchkeepers after Kukulcan claimed that he was a god. Colobok asserted that he would leave behind one of the papers of his aura ability, Shadow Archive, to spy on Kukulcan and peer into his mind, to see if he was telling the truth. Colobok, Sparkler and Make Believe then left with the godray crystal to deliver it back to the Hidden Dagger before nightfall.

With evening upon them, and much of our crew still injured, Magoja (interning as the Thunder Serpent's surgeon) suggested that our crew ingratiate themselves with Kukulcan's. One such method, he suggested, was to challenge them to a drinking game. Nothing beats heatstroke and dehydration like alcohol, after all.

Cloud, escorted by Bent Scales of the Beesting, escorted Cloud partway to the Thunder Serpent. She broke off partway through, leaving to join the rest of the Beesting crewmates who had been spying on Kukulcan all day to get intel on him and his crew. Cloud arrived at the Dreamer's Moon just as Cutlass got several drinks deep with Cycle Kick. Alder, meanwhile, was being taught in the fishing and culinary arts by the hairless diamond dog they met earlier, the one with the compulsion for orderliness.

Cerulean continued to plumb the depths of the Skull Temple with her pets, getting as far as B5F. While her dog friends found another way around the pitfall obstacle she just cleared, she pressed onward, finding herself in a long hall, with a corridor to the west and one to the east. After going partway down the eastern corridor, she was stopped by a familiar sight: Herself, standing on the other side of what looked like some kind of translucent, watery mirror.
R: 248 / I: 0

Tales from the Age of Steel: Part Two

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…
R: 504 / I: 7

Tome's Vignettes

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
R: 31 / I: 0

Corporate Warfare

>pic is how I feel right now

>Blossom

>Spin

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

The second of the Placental bears also attacks Floop.
>rolled a 4

Barid avoids attacks form the last remaining guard and Teddy, hurting them both in the process.

Zone 1
Barid
Floop
Guard 2
Tourmaline
Teddy
Minion 2

Zone 2
Blossom
Spin
Minion 1

>Gimmick


"Leave it cracked, I think," Stirs says as the two of you contemplate whether to close the vault door you're currently sneaking into behind you. "In case we accidentally lock ourselves in."

You certainly don't SEE any other security measures. The vault door opens once you put in the passcode. Inside, there are piles upon piles of cash. There are also various other valuables that are probably worth small fortunes.


>Jitterbug


You've made it down the stairs, into the first floor of the basement. You move around the corner and into the following hallway, still on the first basement door. At the end of the hallway, you see a huge vault door. On the wall to the left of that vault door is another set of stairs going down.

On the ground half way between you and the vault are four guards. They're cut badly, but, judging by their groaning, they clearly aren't dead.
R: 1497 / I: 8

The Return: Thread XII

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…
R: 824 / I: 0

Galactic Realms: Thread Two

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…
R: 895 / I: 10

Crypt Quest 3: Nostalgia Edition

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 respect warm coats, fur or otherwise, and you can all feel a chill slowly settling into your flesh. The only noises are the occasional caw or croak of a bird or the flutter of wings. The tombstones stand up straight in the earth and their straight, even rows march off into the fog. Small brick paths lead between them, meandering like a park trail.

The party has gained 2 potions of Remove Curse. Determine who will carry them. These will break most any negative magical effect on whoever drinks them.
R: 601 / I: 61

Soul Quest Thread the First

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
R: 1058 / I: 3

Anno Castra the Second

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.
R: 958 / I: 13

HolyQuest Thread Fourteen

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…
R: 1048 / I: 4

Anno Castra: The Castle of Silence

https://www.youtube.com/watch?v=6atrj5MCQDM

The armored skiffs hum low over the gray, humid earth, speeding toward the Castle of Silence. An AI gunship escort follows each skiff, weapons trained on the dark horizon. Inside your skiff's cockpit, the pilot grimly triple-checks the cloaking device to ensure they have enough charge for the ride back. Knight-Brother Mountain unlocks his harness and enters the ship's passenger hold, casting an apprising glare over the lot of you. You may have been hand-picked by Iron King Ischyros himself for this mission – even made to swear an oath of secrecy on pain of death – but the Knight-Brother's judgment was subject to his own insurmountable standards.

"Wake up, soldiers," Knight-Brother Mountain says. "We'll arrive within the hour. Consider it your new home; you're gonna be here a while."

Mountain flicks a button on a terminal in the center of the hold, portraying a holographic projection of a grand ziggurat, countless miles tall and wide, extending far deeper underground: Agatecastle is its official codename, but it is better known now as the Castle of Silence. Once home to millions and millions of souls of every race and walk of life, it is now nothing but a grave.

"For reasons unknown, Agatecastle fell to the Dreaded Ones, millennia ago," Mountain begins. "Either they infiltrated before the Castle's Heart could erect its protective barrier of light, or, worse, they broke through that barrier. If it's the latter, then whatever broke through could still be out there. And they'll come for the other Castles sooner or later. Agatecastle exists on no official records anywhere in any of the nine remaining Castles, so we have little to go on. All we know now is that the place is crawling top to bottom with Dreaded Ones.

"Your primary mission is to discover why the so-called Castle of Silence fell. Data chips, paper records, get whatever you can find that points to something concrete, something we can kill. As for your secondary mission: As you know, every Castle has a self-destruct mechanism, known as the Sword of the Five Gods, located on Layer Zero. It can only be operated by the keys and authorization codes held by the Castle's royal family. These should be located somewhere in the royal Palace, all the way down on Layer One. Find the keys and the codes from Layer One. Infiltrate Layer Zero and arm the Sword of the Five Gods. Then get the hell out of there."

Knight-Brother Mountain looks over his shoulder, through the glass windows of the cockpit, and flicks off the hologram; there is no need for it anymore. The dead steel walls of the Castle of Silence lurk at last upon the horizon.

(1/2)
R: 1116 / I: 12

The Return: Thread XI

https://vocaroo.com/ahgNMyrfKsX

The party have acquired new provisions and narrowly escaped the clutches of the sinister Parliament, an insidious cult that rule over Last Hearth with an iron fist. Doing so was not without its toll, however. Violet fell in the encounter, her soul bound to a peculiar doll called a Crucible. Reviving her is possible, but will require time, sacrifice, and preparation.

Meanwhile, the Oneiromancer has stolen the body of the undead elk Etrigan, though through Zunden's intervention he remained by their side, having become one with the Fate's Fortune. The repercussions of this remain uncertain.

Licking their wounds, the party have continued on, at last reaching a safe haven for them; a far-flung swamp town known as Withick. Here they have quickly made a new ally in the form of Sprig, a genteel, slightly eccentric purveyor of antiquities who has a personal vendetta with Lysander. He was eager to form a bond with them, and will aid them in their endeavours. As one with some knowledge of magic, he has promised to lift a spell that renders a map unreadable to them, a map which may, fingers crossed, point them to a hidden place where they can safely hide the terrible Cuckoo's Egg.

In return for this, Sprig has asked them to investigate an anomaly: an entire complex of mysterious ruins has manifested itself into existence in the nearby wilds. A not unheard of phenomenon in the Echoes. Sprig has asked them to go there, scout the ruins, and come back with their findings, along with any trinkets and curios they may find there.

Time in Withick has not been uneventful for the party:

Lilura has found a new home in the castle of Caer Portach, working as a bar maid.

Aegis has left the party to pursue her own personal goals; namely, finding a way to seal her debt with Ragalaseab, and kill Lady Grosvenor.

Hermodur has happened upon an old rival of his, the griffon Minerva Tyr. Formerly Ailuros' right hand, since the alicorn contender's defeat she has found herself in disgrace and become a bitter, penniless drunk. She does not know of Ailuros' ultimate fate, and time will only tell what the future holds for Minerva herself.

Norv has taken a break from following the party, currently pursuing his own fortunes in Withick. He has made the acquaintance of a local blacksmith, Roscoe, son of the bounty hunter Clawson, and delivered news of his father's death. Currently, he is assisting the gendarmerie with tracking a mysterious magical thief that has been targeting the market.

As for the others, they have embarked on their journey to the mysterious ruins, where who knows what awaits…

>Current party status:

>Zunden, Silver, Rabi, Hermodur: On an expedition
>Marisol, Aurora, Dawn: Accompanying the others
>Norv: Chasing a pickpocket
>Aegis: Off adventuring
>Purdue: Studying the stars with Sprig
>Violet: Playing with the chickens
>Ganzen: Chasing a butterfly on the deck
>Etrigan: Experimenting with his new abilities
R: 0 / I: 0

Frozen Wings CYOA (it's not really real) test run edition

Hello, you, yes YOU will test drive my new CYOA!

This is the WIP header image, it's not done yet, as you can plainly see. What's the skinny? Read on…

https://zarciantundra.neocities.org/ This lays out some of the basics.

(YOU) are Curiosity/Wonder, a femanon/male-non sent to go to the Zarcian tundra. Your main character, as seen in the Twine game there, is Frost Shard.

More in the next post.
R: 999 / I: 0

PirateQuest Thread Ten

Last time, on PirateQuest…

Another dream haunted our crew the night before, wherein they and many kingdoms and races of the world stood side by side, trapped within a vortex of overlapping folds of reality, witnessing the opening of a great and towering Vault. From within, an army of giants, metal men like the one that the crew recovered last night, stepped forth, their hands outstretched to take away all that lay before them. But before the giants could snatch the people away, the obsidian machinations of Cuauhtemoc rose with a bloodcurdling frenzy of war-cries, attacking the giants in a guerrilla ambush, and made a mad dash for the Vault itself. But they were defeated and routed, and the giants continued their eternal march toward the world.

That morning, the party rose, groggy and disoriented from the strange dream. After they'd gotten their bearings and breakfast, they set out with a task from Bee Holder. The night before, Paraiba, Prisma and the five remaining mooks had been found by Kukulcan's crew, and had been taken back to his camp for medical attention. Bee Holder, however, distrusted Kukulcan, and wanted our crew to recover the wounded group during their exploration of the island today. With that in mind, they set out for the jungles of Cuauhtemoc. Although Kukulcan was not expecting to see them today, he had made arrangements yesterday, so perhaps the party could use those.

After heading west for a time (minus Cloud, who stayed behind because of his lame forearm), they reached a high plateau overlooking a canopy of a tree-village, and to the distance they saw the gnomon of a magnificent sundial many miles off. Before they could try to scope out more, they were approached from behind by pack of obsidian jaguars, unknown in number, who apparently had a strange taste for the island's fruit.
R: 31 / I: 0

TimeQuest Urinal Conversations edition

[This thread is a small excerpt to make up for a non present player.]

So there Luke is pissing on his shoes, stupid fuckin look on his trying to put two and two together.

"Why are you here?" He asks
R: 1034 / I: 4

HolyQuest Thread Thirteen

Last time, on HolyQuest…

The party, along with Regina, Box, River, Zjetya, Gadriel and LJ, hung out, eating ice cream and generally enjoying themselves as a group. Shei got to speak with Gabriele and Punish, in a reunion that quickly went from awkward to far more heartfelt, as they reunited after being so long apart. Like with their reunion with Shei-perd, however, Shei eventually had to move on, and speak with the water spirit whom he had angered for turning the river in which he dwelled into a weapon.

They traveled via Dark Corridor to the outskirts of Fantasia, to the bank of a river that led from northern mountains into a forest to the south, and it is from those waters that the god of the river appeared, in the form of a catfish dragon. After a period of negotiation, the water god agreed to relent from the punishment he had in mind for the whole party, if they agreed to instruct the Fantasians to honor him and the other lesser-known gods of the land in honor of the protection that they provide to the nations. Amy pestered the water god until he agreed to be her friend, business as usual.
R: 1068 / I: 6

Anno Castra the First

…Now, there exists a certain fanciful legend regarding the Time Long Forgotten, holding that the Outlands were not always a lightless expanse, as it is in this our present age, but that there was once a great Lamp perched upon some colossal mountain, that with a gentle and pale light illuminated all the earth, and that this Lamp was known as The Moon, and that it was kept and maintained by a godly Queen, and that her land was called Night.

Some hold to another version of the tale, which attests that there was another great Lamp, and that this one, called The Sun, gave off such a glow that it shamed the dim light of The Moon, and that it was kept and maintained by a mighty King, whose country was called Day. Those adherents of this version of the legend disagree as to whether the King of Day and the Queen of Night were wedded or bitter enemies, or perhaps even siblings. Some say that it was an earth-shaking war between these divine monarchs which rid our world of light.

But, those who believe in this fable claim a still more incredible thing: That the light of The Sun and the light of The Moon were so powerful that they were anathema to the Dreaded Ones, and that even the mightiest of those abominations were so weakened by the light that they had to hide deep underground, as we hide in our Castles in this our present age. With The Sun and The Moon keeping watch over the lands, there was a peace in the earth, the likes of which not one living soul in this era knows.

It may only be a legend… but I pray that it be true, and that there may be some way of restoring even a modicum of the light of The Sun or The Moon. For, if this not be the case, then at our current projections, these Castles which seal us off from the Dreaded Ones will exhaust the last of their power in this generation. These walls, built by our First Ancestors and their secret wisdom, will soon crumble, and the Dreaded Ones shall finally fall upon us.

But life shall not be extinguished, for the Dreaded Ones harbor no such mercy.

-Mendicant Rudolph, Anno Castra 31274
R: 1569 / I: 6

Galactic Realms: Thread One

https://www.youtube.com/watch?v=PYUF74K93IY

It is a lawless time in the galaxy. The recent years of war and turmoil have led to a fractured, chaotic society, rife with warlords, crime empires, private corporations, and other vying powers trying to stake their claims on this new wild world. The Republic of Selen, following their triumph over the Helian Empire, struggle to maintain their hold over the Realms.

In these times, mercenary outfits have become more and more common, hired by all manner of powerful figures to undertake whatever tasks need be. Spacers are a common sight, wandering from place to place, doing whatever work needs done, no questions asked. Groups of these mercenaries have formed, freelance, unaffiliated unions with little ties between its members.

It is to the best known of these, the Spacers' Guild, that our protagonists seek to pledge to, in hopes of ekeing out a living among the stars…
R: 0 / I: 0

After The End, Thread One

The land is sick and infected, decimated by war and apocalypse as the land Equestria was left seemingly irreversibly scarred. Countless millions were claimed by the cataclysm and its immediate aftermath, once bound pitiful lands made barren and empty as ponies and other creatures struggle to survive with the remnants of old world technology and food stores.

It has been many years since judgement day and you are one the survivors scraping by in this new age of ruin. Whether you walk the way of the tribal or cling to the technology supremacy of the old world, this will be your story to shape.

Name: Your identity.

Gender: Boy or girl?

Race: Each race has unique racial skills.

Class: Determines which skills you can take. Take a second class to become Multiclass.

Skills: You get 5 points to spend on skills. (3 if you are Multiclass)

Special Talent: A subject or activity you excel in.

Trained Talent: Typically a +2 bonus to one skill.

Hits/Wounds: Nonlethal/lethal damage you can take.

Weapon and/or Catalyst: How you attack or cast spells.

Character Traits: Details that make your character unique, like looks, gear, and personality.
R: 1010 / I: 0

HolyQuest Thread Twelve

Last time on HolyQuest…

Amy and Shei finished their discussion with the soul of the Bodhidharma. It was indeed possible to turn an angel or a demon back into a mortal, for both angels and demons are, in the end, naught but ascended souls with a new physical body. However, such an act was not mere transformation, but transubstantiation – the true conversion of one thing into another thing, not the simple adjustment of its shape or properties. To accomplish it, they would require the soul of a god, and the Ember of Jalandhara was the only such soul around. The fact that the soul was only an ember at this point would likely mean that using it for the purpose of soul transubstantiation would drain it of its remaining power, unless it could be somehow recharged.

Pryce and Cloak purchased a few weapons and upgrades from Meister's Metallurgy, and paid the near-deaf smith back by helping her train for the day. Cloak earned more than a few stinging bruises for his trouble. Pryce, meanwhile, did a bit of boxing practice with Spitshine, to Sugar's unspoken delight. Before leaving, River and Zjetya placed in a secret order, one that would take Meister until about sundown to complete.

Flaming finished her brief tabletop campaign with Box, LJ and Regina, and the trio showered their QM with praise for their adventure. In a change of pace for their date, they elected to leave the Library of the Sacrosanct behind and go out for a run to clear their heads and get some fresh air. The Public Gardens to the south held a most wondrous overgrowth of plantlife, and was thus a suitable location.
R: 1412 / I: 5

The Return: Thread X

Seeking refuge, the party have fled the Sands, staying hidden in the elusive town of Last Hearth. While they are safe from Lysander for now, they have found that Last Hearth comes with its own slew of problems. The borough is entirely controlled by a party of elites known as the Parliament, keeping hegemony over all its residents in the form of imposing constructs.

While exploring, the party have discovered several things:

The Keepers, mechanical sentinels that watch over Last Hearth, are in fact composed of the corpses of captured criminals.

Several areas of Last Hearth are marked as "Condemned" - though what this means and why is unclear.

The Parliament are a reclusive cabal, operating in and around a building known as the Parliament House.

An event known as the Night of the Hunt has been organized, due to happen in two weeks. This involves the mass slaughter of slaves purchased from the nefarious Chanticleers, and the subsequent reclaiming of their corpses to a place called Morrilcole, though to what end is unclear.

Perhaps most importantly for the party, Silver and Aegis have met a waif called Lilura. Afflicted with a disease that renders her vulnerable to fractures, Lilura has been pining to escape Last Hearth for a long time. She has offered to trade her entire supply of stockpiled goods in exchange for being smuggled out.
R: 1 / I: 0
Ive got a quest for you guys come on out for the greatest party of your entire life every single pony is welcome
R: 1072 / I: 9

HolyQuest Thread Eleven

>Fun fact, I've been numbering these wrong so we're actually up to 11 mlpg threads now!

Last time on HolyQuest…

The Saviors wrapped up the last of their business for the night before retiring to bed. It had been a very long and very eventful day, and needless to say, their exhaustion gave them a good night's rest.

Amy Thest and Flaming Shorthorns met with Fairy Castle in the Observatory. There, Fairy Castle explained what it meant to be a Witch, and what one's Craft represented. Put simply, to be a Witch was to be free. Though Witchlings are cursed from birth by the Mark of the Crone to lives of misery and misfortune, adult Witches have the power to rebel against that fate. The point of choosing one's Craft was not just to gain power, but to exercise a strengthened Will, to go down a path not because they are forced to by fate or destiny or any other external pressure, but because that is what they desire. Thus, the highest virtue for any Witch was to be free. Regina lost against the Saviors because she attempted to take their freedom, and because she created Replicas and Replicants, and tried to take their freedom for the sake of defeating Mudi. Mudi, Vizsla and Azawakh were also guilty of stealing others' freedom; in this way, they sinned against what it meant to be a Witch.

Fairy Castle concluded with a formal ceremony, in which she, as Shekinah of Wacachan, gave Amy the Arc of the Moon, a special talisman designed to inspire Amy, helping her develop her own spells relating to her Craft. She also gave Amy a title – well, Amy basically chose it herself: She was dubbed "Amy the Inescapable Revelrous Friendmaking Heartthief Hugger." Perhaps an abbreviation would be in order.

Shei spoke with Gadriel and Buiwong, accidentally spilling his plans. Some days prior, Shei had consulted a group of Umbrals via the Augur Grail, the relic of Tartarus recovered from the Tower of Traitors. During this time, he learned about the power of the Sacrifice: It was a special property of Tartarus. Those who entered Tartarus from the Overworld, the land of the living, could sacrifice their lives for another's sake. They would be given tremendous power in exchange, but their deaths would be all but assured. In addition, a life that is sacrificed to the God of Tartarus would be claimed by that God, with no hope of escaping Its jaws. Shei hoped to sacrifice himself in the event that Mudi overwhelmed the party, and use that power to help Amy fuse with Mudi. Needless to say, Gadriel was unable to accept this, but Buiwong made no objections.

(1/2)
R: 985 / I: 2

Horizon: Thread #2

Welcome players!

NPC list: https://pastebin.com/AhPF3hUg

Please post sheets in your first reply.

>>Last time….


>>723608

Celestia, dragging the gray by the hindleg bumping over the rocky terrain, tries to grok the room with his gooey sensibilities. Vision cannot cut through the inky blackness; the sound of bubbling water is faintly audible. As he concentrates, however, the eldritch goo-pony becomes aware of life in the chamber. The three changelings with him are bright/loud obstructions to more distant signals, but he realizes there are more beings in the darkness. Perhaps three or four distant shapes curl around each other at the far edge of what Celestia realizes is the edge of the cavern.

>>723611

It's really, really dark. Em feels like they can sense the presence of Celestia and their captive, as well as the former prisoner. Beyond that, all she can tell is that there is a big dark cavern with water flowing maybe, somewhere in the distance.

>>723609

>>723611
Gray number two is stirring, not quite awake but certainly on their way.

>>723609

Golden, giving up on the hug, listens to Falling carefully. "So, worse than Tempest, eh? I've seen many pones crust up, mainly slower. Mostly, the gems eat you up from the inside first. By the time you see em on the surface, you're already boned, know what I mean?" He takes a long look at Tempest and Zephyr's door. "What they have… had…" he shakes his head, obviously still working on it. "What they got," he continues after a moment of head-shaking, "was something different. Fog sickness takes. I dunno. Years maybe. This took less than a week." He shrugs. "Like I said, there was… an incident." He has a face like he wants to say more, but stops himself with a swallow and a nod.

>>723612

>>723614
Golden shrugs. "If you gotta go, you gotta go. You know?" He almost allows himself a chuckle at his own joke while he watches for a reaction.

>>723610

A single tear from her left eye mars Starfish's perfect makeup, cutting a black river down her cheek. "I can't lose Golden," she states simply. Her right eye drops its own dark cable, destined to meet its counterpoint somewhere upon her chin. "I can't."

Jasper rolls his eyes. "This all seems a bit melodramatic. Can't we visit your domicile first, confirm your dinner plans (or lack thereof), then continue forth?"

Starfish turns on Jasper, all fire and fury. "Melodramatic??!"

Jasper again rolls his eyes, turns toward Cit and KC. "Honestly. I might prefer a less… congested survey."

Starfish looks pissed.
R: 2102 / I: 16

Tales from the Age of Steel

https://www.youtube.com/watch?v=CuMh2GXTZuo

In a time long past, before the coming of the Two, was a time of gods, heroes and monsters. A world as yet unexplored, an age of high adventure.

And in this age, eons ago, four wayward wanderers did find themselves crossing paths. Perhaps it was chance, or perhaps ordained by fate. I alone can elucidate the adventures of these four.

Hearken now to the Tales from the Age of Steel!
R: 104 / I: 14

DeerQuest One-Shot

Please post your sheets for a one-shot of DeerQuest!
R: 1074 / I: 6

The Pilgrim's Way

Post your sheets!
R: 469 / I: 1

Breezie Hollow

Compared to your recent adventures, the voyage back home to the Hollow has been uneventful.

As you arrived back into the Hollow you were surrounded by curious breezies wondering not just about the strange and wonderful treasures you carry but also the shrunken zebra Oomar, who so far has been delighted to visit the breezie city. A different case entirely has been the breezie witch who has refused to speak during the travel and her stay in the hollow heavily guarded by the breezemancers.

Because of the hard-earned rewards you've been given by Tumbleweed, the wealthy breezie, you've been able to fund the development of the radan style aiship. With help from volunteers from the Guild, Pattern has started the long anticipated project.

As the project nears completion we find our heroes in a tent next to the airship warf.
The breezemancers have found that an expert in exotic and cursed artefacts is currently residing within Breezie Valley.

You're both standing around a table with airship blueprints while Marrow Fargale, as you might recall you saved from the forest just some weeks ago, finishes reading the letter.

She looks up. "It's the best we found. I'm sorry, there's simply not many breezies who seek to delve into these kinds of items. And those who do, usually aren't very willing to divulge their secrets. Like our guest."
R: 2 / I: 0

Songs of Concord & Discord Thread 1

The landis rife with conflict as the goddess Concord and the god Discord are forever at odds with one another in a constant struggle, thus true harmony can only be claimed by those who take it.

Name: Your identity.
Gender: Boy or girl?
Race: Each race has unique racial skills.
Class: Determines which skills you can take. Take a second class to become Multiclass.
Skills: You get 5 points to spend on skills. (3 if you are Multiclass)
Special Talent: Typically a +2 bonus to one skill.
Hits/Wounds: Nonlethal/lethal damage you can take.
Weapon and/or Catalyst: How you attack or cast spells.
Character Traits: Details that make your character unique, like looks, gear, and personality.
R: 3 / I: 0

Immortal Cycle Quest

A cloaked figure trudges along the snow laden path as he eyes the walled settlement upon the hill…

Another day I walk this land, the wood buildings built upon stone foundations, Greater cities existed before this very spot and an even greater one will be built after this one is burned to ash and scattered to the wind. I hope that there is a warm place to lay my head…
R: 0 / I: 0

==Working the Dice==

Basics:
Simply put the number of dice you would like to roll followed by a "d" and then add how many sides you want each die to have. Post rolling requires this in 'quotes' or [Square brackets], and nothing is needed for email rolls.

Email Field Rolling:
You can roll one set of dice from the email field
i.e.
2d20 in the email field will roll 2 20 sided dice

In Post Rolling:
You can roll up to 5 sets of dice from the post field, each set of dice can contain a different number of dice and a different number of sides.
Rolls can be placed anywhere in the post, they must be put in single 'quotes' or [Square brackets]. You can roll up to 6 sets of dice total
i.e.
'3d30' will roll 3 30 sided dice.
[5d10] will roll 5 10 sided dice.

You can also add and subtract from roll totals.
[10d10-5] subtract 5 from the total
[10d10+5] will add 5 to the total

Notes:
Everything is case and space sensitive.
Email rolls count towards your 6 total rolls
Maximum of 25 dice per roll, 1000 sides per die.

Have >Fun!