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File: 1431342224131.jpg (16.68 KB, 332x329, 332:329, oie_rzWOn844MD5V.jpg)

576c4d No.6389

I will only be name/tripfagging for the OP of quests I make.

>You are awakened from your sleep by the foreboding sound of heavy, armored footsteps somewhere nearby, not far from the makeshift leanto you had constructed to keep yourself dry in the frigid early-spring nights of Cizerim. No stranger to being pursued by the fanatical Aureyan crusaders, the monotheistic knights who believe themselves to be the pinnacle of justice, directed by their ecclesiarchy to extinguish religious dissenters. Judging by the frequency of the footsteps, you decide it can't be more than two or three of them.

>As it stands, you have a few choices as to how to deal with the threat. Do you attempt to leave the area undetected, dispatch them with some form of trap, talk your way out of it or even take them on battle?

(These questions will be used to determine who and what the character is.)

90f2ab No.6390

>>6389

As a practitioner of proscribed magics, set off an illusion you've prepared for such an eventuality and while they chase off after it, make yourself scarce in the opposite direction.


e612e8 No.6391

>>6390

this


576c4d No.6392

File: 1431410414355.png (507.68 KB, 857x931, 857:931, cegorach_by_captain_aspara….png)

>>6390

>>6391

This is gonna be fun to write, pic loosely related.

>Grinning slyly, you summon an incorporeal fool behind the soldiers. Under your command, the jester whistles loudly. As the soldiers turn around, the illusory man blows a big raspberry, bends over, and moons them before sprinting over the far hill whilst cackling like a maniac. The armored men draw their blades and give chase whilst you slip away unseen, snickering under your breath.


7e25c5 No.6394

>>6392

Now what?

I'm sure this is your first quest.

So do something to continue the story.

Players need.

1. A predetermined goal.

2. A setting, they need to know where they are and why they are and what is happening.

3. Something obvious to do.

4. Fun.

5. Depth.

Have atleast most of these things ready before you run a quest.


576c4d No.6395

Sorry for the delay, I am posting via PS3 and clicked the wrong button, posting without the followup.

>You resume your travel toward a hamlet a few hours away. As you walk, a token you carry makes you think back to your origins as a spellcaster.

Choose one of the following options. Your trinket is a(n) ___.

Talisman

The secretive druids are a tribal people who have spent nearly their entire lives in the wild. Many see your brethren as savages, ignorant of your culture and respect for the natural order. Among being very skilled apothecaries and versatile spellcasters, the druids often learn to take on the shape of beasts they observe in their travels. The thumb-sized bone totem hanging from your staff depicts the Fox. A trickster not unlike yourself, according to the stories of the shaman who mentored you. You were forced to flee your homeland when a strange and terrible plague struck your village. It tainted the blood of its victims and caused their internal organs rupture, bloating their bodies to the point where they would violently explode. You seek to learn where this plague originated and if it can be cured.

Bone Amulet

Necromancers practice the art of reanimating the dead or summoning a spirit to do one's bidding, a form of magic that many people misunderstand. The servants that you call forth have no more life than the amulet you wear around your neck. The true undead are the result of a spirit continuing to inhabit the body after death, which are abominations in the eyes of your coven. Necromancers are also able to cast a variety of entropic hexes to weaken opponents such as sapping their strength, corroding their weapons and armor, and clouding their perception. You were sent out by your master to banish a lich as a test of your abilities. Perhaps the most difficult part is finding one

Grimoire

True students of the forbidden school of Blood Magic, the Maleficarum are hunted the most ferociously. They are capable of absorbing the lifeforce of others, commanding demonic entities, and trapping souls in physical objects to create undead armies, alongside basic spellcasting. This power comes at a hefty price. Instead of mana, a maleficar must spill blood to power such dark rituals. The tome chained to your belt is the sum of your knowledge. You have decided that to truly feel complete, you have to do something so completely and utterly horrible, that the Demon Prince himself would take notice. Your going to make the Aureyan Church eat itself alive. Literally if possible.

Focus Crystal

Psions are the most peculiar mystics of all. Rather than incantations or gestures, you manipulate yourself and everything around you purely with willful thought, which is aided by the crystals embedded in the circlet you wear upon your head. You can move objects and levitate with telekinesis, communicate via telepathy, read and influence the minds of others, and even burn or electricute enemies. You wish to gain mastery over the flow of time, to discover the origins of the universe


90f2ab No.6396

>>6395

Talisman, for versatility and dickery potential.


38f9eb No.6400

>>6395

>Focus Crystal


576c4d No.6403

>>6396 ←- 1-50

>>6400 ←- 51-100


576c4d No.6404


576c4d No.6405

>>6404

If it doesnt roll this time, the code is a shit.


576c4d No.6407

File: 1431518107200.png (247.64 KB, 1152x976, 72:61, Dungeons & Dragons Dice Ro….png)

So, fuck trying to roll dice on 8chan.

>28

Talisman it is, then. Going to start writing the followup


576c4d No.6408

>You begin to think about your childhood. Growing up in the wilds, you gained a keen eye for finding herbs and food amidst the flora and learned how to make simple yet efficient traps in order to help feed your family. That was out of necessity, however. What really brought you happiness and staved of boredom was your hobby…

Whenever you had time to spare, you always loved ___.

Tinkering

You took a liking to machines after a passing sherpa traded a small dwarven clock with a tool kit to you for a flask of pain tonic and a pouch of white sage incense. By opening up the casing and studying the secrets within, you were able to work out a wide variety of mechanical principles.

Stone Slinging

You and your friends used to play a game where you would compete to hit a target with a rock from as far away as possible using a sling. With practice, one can hurl stones with frightening accuracy; You have years of experience.

Freerunning

To a troublemaker like you, there's nothing like a quick getaway to get the heart pumping after a prank lands you in hot water. It's goddamn fun and it lets you get around quicker, but can hurt you pretty bad if you screw it up.

Strategy Games

The tribe was fond of a board game in which two players would have a set of varied pieces and would attempt to outwit one another by trapping the 'chieftan' piece. You always appeared to have no idea what you were doing, yet you almost never lost a game. Just as planned, your opponent would think they were stomping all over you before realising, to their dismay, that they fell for the most obvious trap in the book. Outsiders have compared this to a game called "chess."


38f9eb No.6412

Dice rollRolled 16, 14, 7, 18, 19, 9, 25 = 108 (7d28)

>>6408

>Tinkering

we da trickster now

also to roll dice under the select/drop/past press the show post options & limits button like so.


90f2ab No.6416

>>6412

Seconding Tinkering. I was going to go Freerunning, but then I remembered we can just turn into a bird or something if we need to do that sort of thing.


576c4d No.6418

>>6416

You could also plan an escape route beforehand.

Just keep in mind that your totem lets you hold the fox form without draining mana, and that every form has different pros and cons.

>>6412

I'm browsing via PS3, it wont let me do that.

Tinkerer it is then.

>Before you know it, the hamlet is in sight. The village, known as Broken Axe, got its name when the first settlers tried to chop down an ironwood tree, mistaking it for a white oak. Too small to hold a market, this town is held afloat by the smithy and the tavern. The people here are hard-working and earnest, dressed in furs not much different than your own. Your presence probably won't be noted.

What do?


d56e27 No.6422

>>6418

Prepare some spells to make us look much more wealthy, gold chains and fancy rings along with a fat (fake) coin purse. Then stroll into town crying yourself a man of incredible wealth and that you need a horse/donkey to ride and a warm bed for the night.


576c4d No.6423

File: 1431634179084.png (80.52 KB, 576x420, 48:35, oie_fUNjVnn4pUp3.png)

>>6422

>Common Sense check

>Rolling 2d6 against 10 INT. 9 or below passes.

>2+5=7; INT check passed

Are you sure that is wise, flaunting wealth before the poor?


d56e27 No.6424

>>6423

The plan is to trick them out of a nice bed and a donkey before skipping town. The key part here is the flaunt wealth so it seems that we would never not pay, but rather when we put off paying it wont be that big of a deal.


90f2ab No.6425

>>6424

Not convinced by this reasoning. If anything, waving (pretend) money around sounds like a good way to get conked over the head in the middle of the night.

Actual rich people travel with their own entourage – including guards – for a reason.

My vote is to start by figuring out what the hell we're doing here. Our ultimate goal is finding out the origin of the disease that drove us from our home. So why are we in the place we are right now? Do we have any leads, or clues? A place to reach, or a person to talk to?

>ponder destination


576c4d No.6429

>>6425

>Having decided a nobleman disguise is a terrible idea, you consider where to go to advance your goals. The two most significant places in town are the blacksmith's hut and the tavern. The former can provide a decent weapon or basic machine components, while the latter is a good place to pick up rumors, bounties, and map information. You also consider acquiring a horse, but for now that is a secondary goal.


243951 No.6433

>>6429

tavern if its evening, blacksmith otherwise




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