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R: 0 / I: 0

gers

*LO.LANADA.P.T.C.H.&.P.T.S.C..Unlimited-VIDEO **
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R: 347 / I: 4

Saga of the Tartarian War -- Thread Γ

>Amy, Shorthorned
The Beast isn't on this Floor, and Buiwong seems to have been the principal mistaken representative for LIMBO for this Floor. Meaning, whether you go up or down, you still need to scour another Floor to find the rest of your companions… even if that means risking an encounter with the Beast. Therefore, Amy's nose starts leading you southbound, to the downward stairs…
R: 269 / I: 0

Saga of the Treibheanna War - Thread ᚢ

After parting ways with their comrades descending into Tartarus, the remaining group of the Saviors met with Ecclesia to join into the Vermillion Corps, a mercenary faction that would give extra aid while they prepare for the oncoming forces of the Treibheanna. Their first mission is heading north to Ornifex to uphold the promise made to Zjetya to help her homeland with the Draconic Lords. Their official task for Ecclesia is to end the civil war, not mattering which side wins, leaving leverage of their aid to stick with the victor.

After a long journey, they reached their first destination of Vortigern's home village, where they met her husband, Grantz, and were filled in over time on the history of the land and the takeover enacted by the Dragon Lords. With unanimous agreement to aid the rebels against the dragons, their first step in fighting the war was to recruit Alloy, a descendant of Buiwong and sister of Mocha, to strip the draconic power given to knights that collected tributes from the lower villages.

With a grand success, they then joined a meeting of the villages, learning they were divided between the sides of the war as well, leading to a sneak attack against them in their sleep. Stopping the attacked, they discovered the dragons also had the aid of angels on their side, with the attacked under a heavy and inescapable mental alteration.

Now, they work to decide their next step. Lying low while they wait for the villages to decide who they stand with, and working on a defense against the angelic mind control to avoid losing themselves in the conflict.
R: 476 / I: 1

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: 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: 1057 / 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: 998 / 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: 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: 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: 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: 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: 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: 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: 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: 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!