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Previously on Medieval Pokemon Quest

A 14 year old boy is sent on his pokemon journey with his trusty Turtwig, Teddy. Hunting in the the forest and checking out a lake nets him Carla, the Clauncher. We travel to Bluerock city and join up with a trading ship. Bunking with the wealthy Jesse, Barry learns to sail and trains his pokemon. Barry escorts Jessie to her ultra-rich uncle and learns of the civil war taking place in Hoenn. After a night at a mansion, the pair explores the jungle and gain new partners, a Bagon and Croagunk. They then walk through the botanical garden and return to the ship.

On the trip home against the currents, a pirate ship is spotted and board the Painted Wailord. The pirate captain attacks your room with his Greninja. Luckily, we fight off the scum and watch Teddy evolve. Resting against the wall, you have a highpoint in every boy's life, your first kiss. You are informed that as the slayer of the pirate captain, you are now the owner of his ship. You rename the Grim Greninja the Garrulous Grotle. You and Jessie get kitted out in poke-armor, then you meet her parents. An awkward dinner later, you leave and wake in the morning to see Jessie and her father.
1/?
>>
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Going off to Hoenn, you learn to read and are banned from Jessie's cabin. You go to a captain's meeting, where you here some interesting tidbits. Locked out of her cabin, the two of you go off into the markets of Lilycove city. Ending up on the beach, you fall asleep and wake to the sunset. Walking back to the ship after escorting Jessie to her cabin, you are robbed by a red headed thief. Learning her story, you offer her a job on the ship, as she turns out to know some carpentry. You go on an expedition for new pokemon, making friends with a Mankey and naming him Jack. Jessie finds a Ralts, while Alyssa befriends a Luxio. On the last day in Hoenn, you go out with the girls to find books for the journey home. The markets seemed extra crowded that day.

A wild storm drives you off course, when you spot a small boat on the horizon. Held within the boat is the twins, Emma and James. Telling their story by switching speakers mid-sentence, you learn of their town that was taken over by pirates. You sneak through the swamps surrounding the town to do some reconnaissance. On your way out, you are stopped by a group of men. Luckily, their leader recognizes Emma and doesn't stab you. A few days are spent with the group, which is composed of all the people who escaped the pirates, in which you plan your attack on the town. Creeping up at night, you are able to take out a large number of pirates before the alarm is raised. Commanding your army of fighters, you destroy the pirate's battle lines. The pirate captain challenges you to a duel, which you accept. A few bruises and a broken rib later, you defeat the pirate. Blacking out, you wake to see the ceiling of an infirmary.

As you wait for your ribs to heal, you explore the town you saved. You meet up with the twins Emma and James, and get aquatinted with their grandfather. He lets you in on the town's secret, an emerald mine hidden behind the town.
2/?
>>
You buy a strange bracer with red crystal and a white flute at a rare item shop, then go on an expedition into the swamps around the town. Off answering nature, a spinarark jumps out. Using your White Flute, you stop the angry pokemon from biting off your Caterpie. The giant bug folows you home, and creeps you out for a few hours. Philip gives a speech and announces a marriage between himself and Emma. The twins and their grandfather decide not to go along with that, and you take on the twins into your services. Sailing to Kalos, you earn to fly with a Sky Suit and catch a Fletchling. Leaving the region to their silly accents, you sail on to Blurock City.

Barry talks with Jessie, then the first ship battle of the quest takes place. We learn the use(s?) of the runic bracer, and sink the pirate ship. After the battle, the loot is distributed among the crew. The crew promptly redistributes the loot, the ones with the best poker faces becoming much richer. Jessie gets home, where her father is waiting. Leaving the pair, you return to the ship. With a reward for the sinking of the pirate ship, you order some new armor.
>wall of text over

Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Prof.%20Sequoia
>>
Your team
>Teddy the Grotle(Grass)
>Carla the Clauncher(Water)
>Brandt the Bagon(Dragon)
>Jack the Mankey(Fighting)
>Unnamed Spinarak(Bug/Poison)
>Unnamed Fletchling(Normal/Flying)
Your inventory
>Aggron Steel Grosse Messer Sword
>Bisharp Steel Parrying Dagger
>Gogoat Horn Recurve Bow(loaned to Alyssa)
>Aegislash Hoplon
>Aron Steel Helmet
>Empoleon Steel/ Tyrunt Leather Armor
>Mespirit Runic Bracer
>White Flute
>The Garrulous Grotle
>Unnamed Pirate ship
>10 muzzle loading cannon
Jessie's team
>Joltik(Bug/Electric)
>Croagunk(Poison/Fighting)
>Ralts(Psychic)
Alyssa's team
>Luxio(Electric)
Emma's Team
>Female Nidoran(Poison)
James' Team
>Male Nidoran(Poison)
>>
Waking up and swinging out of your hammock, you dress in light cotton clothing. Your armor, and your pokemon's, should be done this evening. But what to do while you wait?
>Market(Shop?)
>Ship Builder's(Upgrading the ships)
>Go hunting(Catching or Hunting?)
>Explore the town
>Write in
>>
>>35150931
Should probably get some supplies for that pilgrimage thing.
Buy some dried meats and other things that'll last a while.
>>
>>35150931
>Explore the town
>>
Walking through the crowds in the markets, you stop to buy some pilgrimage supplies. With a short turn into the butcher shop, you buy a few(5) days worth of dried jerky. The baker nearby has a supply of hardtack, an old family staple,which is dirt cheap. The same wheat flour, cheap here, would be worth almost double in Hoenn. Outfitted with meat and bread, you enter a general store. The clerk explains the supplies, much of which was located on your families' Torterras. Three different bags worth of gear is available, but more than one bag would be heavy to transport.
>Which Bag?
>Traveler's Bag(Basic traveling bag)
>Adventurer's Bag(Traveler's+extra rope,grindstones,etc)
>Explorer's Bag(Traveler's+maps,compass,etc)
>>
>>35151252
>Explorer's Bag(Traveler's+maps,compass,etc)
>>
Lifting up each bag, you decide on the brown canvas Explorer bag. Paying of the man, you look through the bag. Supported by a wooden frame, the canvas is stuffed with essential supplies. A map of the country, each climate picked out with different colors. Small roads and streams split off from main ways, curving through the parchment. Below is is a length of twine and metal compasses. Other tools sit in specialized pockets, including several different fire starters. Hitching up the pack, full of tools and provisions, you walk out into the street. It is around noon, which leaves you some time to do what you like.
>Same options as above
>>
>>35151670
Hang out with our friends
>>
>>35151814
what do you want to do with them?
>>
Get the Nidorans to evolve into Nidoking and Nidoqueen, respectively.

Fucking Nidoking always looked badass.
>>
Train with friends, is that okay? Need to write the next post
>>
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Heading back to ship, you flag down your friends. You invite them to come training with you, which they are happy to do. You call over your pokemon, and your group of teenagers departs. Walking into the temperate forest, Fletchling flutters up onto a tree branch. The twins and their Nidorans stand next to trees, with spears at ready. James' Nidoran, a purple rabbit like pokemon, twitches it's ears and twists towards the left. A brown pokemon crawls out of the brush, sniffing the air. Fletchling rockets down from his perch, his beak shining white. Fletchling slams into the back of the Patrat, launching it backwards into the brush. Fletchling flies after the pokemon, disappearing into the leaves. Try as you might, the battle between bird and rat remains out of sight. However, the sounds travel, thuds, chirps and cries of pain bouncing off the trees. A bright light in nearby bushes blinds you, then dies down. The afterimage fading, you walk forward with sword and Carla at ready.

Breaking through the brush into a clearing, a flash of black and orange streaks towards your face. Raising up the sword in defense, the streak stops in front of you. Black wings with golden tips beat the air, and an orange head cocks to the side. Grey and black feathers spread out in a tail, balancing the flying pokemon. It flaps harder, and moves forward, coming to a rest on your shoulder. Those nails are sharp and cut small holes in your light cotton shirt.
>Fletchling evolved into Fletchinder!

Four more hours pass by, with Fletchinder getting used to his new body. All the pokemon get in on the fights, smashing, stabbing and slicing the wild pokemon. Returning from the woods with your friends and pokemon, you walk back to the ship. It's getting late, around dinnertime. You can do one more thing.
>Get the armor
>Go out to dinner(With who?)
>Write in
>>
Bump
>>
>>35152864
>Get the armor
>>
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The two armors rest on wooden stands, gleaming softly in the lantern light. On the left, dark grey metal bands rest below a larger chest plate. Each plate connects to the other, bright silver marking the transition from one to the other.
The shoulders are capped off with round grey pauldrons that cover the armpit and shoulder. Arches of metal extend down from the shoulder, forming sleeves that cumulate in a silver-lipped circle that ends at the elbow. A series of metal scales line the spine, ending at where the tailbone is. Small pieces of grey metal are attached to thick Tauros leather strips, which hang down from the bottom ring of metal. On a nearby table, sits the helmet for the armor. Neck scales from an Aggron have been reformed, making a neck guard of various shades of grey. The main part of the helm is made from the headpiece of the Aggron, twin spikes curved forward into facing hooks. A visor hangs, the pokemon's reformed jaws. Empty eyeholes stare out from between canines,fused together from the heat of a Slugma. A hinge, made from a reenforced condyle, allows the faceplate to flip up. Alongside the helm, rests a pair of articulated gauntlets. The dark grey steel, brighter silver on the knuckles, is attached to a heavy glove of leather.

Pics served as inspiration for armor, multiple posts for multiple pics
>>
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On the right side, sits the Empoleon steel armor. Jet black, with golden steel from the pokemon's crest, the armor reflects a warped version of your face. Looking closer, dark blue filigree covers the breastplate in curling patterns. A solid steel chest plate rests, attached to a scaled metal skirt. A solid trident crest is fused to the black steel, the golden diamond resting over the sternum. Black pauldrons cover the shoulders and the opening of the sleeves. Metal tubes, the two halves held together by blue Wailmer leather, close around the biceps. The arms end in gold, ending at the elbow. A series of metal scales form a skirt, longer on the side than the front. Black metal covers the thighs, gold lined kneecaps end the lower portion of the armor. The helmet sits on a table, gleaming softly in the light. A smooth black helm, with a near solid visor. A slit eyepiece, surrounded by blue steel. Small holes sit in rows beneath the visor, letting in air but the properties of the metal keeping out the water. Three ridges run across skull, a cut down Empoleon crest fused to the ridges. The shop clerk opens it, revealing a blue fur lining. The clerk removed the fur, letting you feel the silky hairs. The hairs, each a slightly different shade ranging from the pale blue of ice to the deep blue of the sea bottom, swirl and shift in the air, forming currents and eddies in the fur. A fur cape of the same hair hangs from the shoulders, attached to the pauldrens with carved Walrein tusks.
>>
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Helm for Empoleon armor
>>
Your pokemon each receive their armor, strapped on with your help. Thick plates of steel are slotted into place on a pair of flexible rails, then attached to Teddy's back. A hinged plate attaches to the front of metal plates, resting on Teddy's head. Chain mail hangs from the rails, forming a short skirt of metal that protects his underbelly.

Jack stands in light steel and leather armor, white fur poking out from under the plates. A solid breastplate, with leather strips holding it together, protects Jack's vital organs. Steel plates cover his calves and forearms, with leather protecting his joints. A steel helmet leaves his jaw free, but protects his skull.

The armorers, on seeing Fletchinder, promise that they can make a new set, for no additional charge. With the metal and skin loaded onto a small cart pulled by a pair of Gogoats, the armor is delivered to your ship.

Waking from your hammock, you spot the two armor sets and your Empoleon/Tyrunt armor. Today is your departure for the pilgrimage, what to do before leaving?
>Go to Jessie's house
>Talk with friends(Who?)
>Go shopping(Where?)
>Other
>>
>>35154437
>Go to Jessie's house
>>
Hitching Teddy up to a small cart with the group's gear inside, the group walks up the cobble streets. The metal rimmed wheels clatter against stone, until reaching the smooth entrance ramp to Jessie's house. The doorman, by now used to you, opens the oak double doors. Within the plush villa, a kitted out Jessie hugs her father.
>Insert Quote
>>
"MY PARENTS ARE DDEEEEEEEEAAAAAAAAAADDD!!"
>>
>>35154889
they are actually alive, but daddy is gone
>>
bump, guess i stated at a bad time
>>
So how do you catch a pokemon from the wild back in medieval times? Do you win its admiration by beating it up?
>>
>>35156987
feeding it, helping it out, was hoping to introduce Apricorns as a very rare item
>>
I used to participate but it seems like there's no real overarching plot. Makes it hard to care about any of the choices
>>
>>35157442
seems like players dont go for plot hooks. Was planning something for the pilgrimage if it ever starts. Plus, they rolled really well. If not, they could have beed pirates
>>
one final bump, then I let it die
>>
>>35158818
These threads have usually not had much interest early on. It's usually picked up later at night.
>>
>>35160598
yeah, will run today if people want to. Go late cause of the slow start
>>
It's hard to post when you're busy running plates up and down stairs for 11 hours at a time. What's the current decision, exactly?
>>
>>35154759

Do we know Jessie's last name?
"Good morning, Mr. Jessie's Father, Jessie. Are you prepared to leave? Or is there any last minute business you'd like to attend to."
>>
>>35161346
none, threads been dead in the water for a few hours.
>Say Something
>Stay Silent
>>
I guess friendly greeting like previous anon works.
>>
Damn, I wanted to get some upgrades for our ship before we left.

Sorry Sequoia, just got off work.
>>
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"Good morning, Mr. Jessie's Father, Jessie. Are you prepared to leave? Or is there any last minute business you'd like to attend to." you say, causing the pair to look up.

"Hello Barry," Jessie looks over at you, nodding her head slightly, "I think I have everything I'll need. Father looked over my pack and said it was good." Hugging her father again, Jessie lifts her own pack and rests it on her shoulders.

Jessie's father walks over to your group, then puts his hand on your shoulder. "Come with me Barry, I have something to talk to you about" the gentleman walks off down a hallway, heavily pushing you along with him.

"Barry, I am trusting you to take care of my daughter. Promise me nothing will happen to her or with her on this trip." the man, who after a few days with his daughter looks much healthier.

"Yes, sir. Nothing bad will happen while we are away." You promise, bowing to the man. The two of you walk back out to the main hall, where your friends are waiting. Hitching up you pack, you prepare to depart
>Anything to say?

would people be interested in a adventure from Jessie's father's youth. Pic is a young him
>>
>>35161828
>Mr. Jessie's Father
u wot m8

And nah, I'd rather stick with Barry.
>>
>>35161908
Copy-pasted the line, forgot to change it. Was just thinking for a side episode another day
>>
>>35161710
I thought we did? Or did we just talk about getting upgrades?

And I'm shot for interesting thinggs to say in return.
>>
>>35162069
We just talked about it, I think.

And yeah, not sure what to say.
>>
>>35162069
just got armor, didn't work on the ship. The shop will still be there when we get back
>>
>>35161828
Nothing to say, just escort Jessie to pick up the others. Offer her the crook of our arm as we leave.

As far as the side episode is concerned, maybe another time, sure. Probably best to ask more people.
>>
>>35162107
Won't it take weeks to modify the ship, though? Getting upgrades set up and then going on a trip would've worked so well.
>>
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Jessie hugs her father once more, before stepping back to the group. Her father shakes your hand firmly, his eyes shining in the candlelight. The five people in your party exit the spanish villa. Jessie loads her armor and a few additional supplies, including fresh bread and fruits onto the cart. You walk down the street, leading Teddy and the cart. Quickly stopping at the armorer's shop, you pick up Fletchinder's(Ares? Y/N) armor. Small scales of chitin form a vest, which straps onto his chest. You purchase a small strip of Dolphan leather to stop the bird's sharp talons.

Clattering down the streets, you exit the city gates. Passing through acres of farmland, growing wheat, squash, and corn. Farms give way to pasture, then onto forest. The dirt roads, slightly muddy from spring rains, cut between towering oak and flowering redbud. A small wooden bridge spans a creak, which gurgles merrily.

Days pass slowly, time on the road spent singing shanties(which reveals Emma and James' great harmonies), playing the flute, and talking among yourselves. Other travelers pass by, either on horseback or on foot like you. Some join in songs, or pull out their own instruments. However, none stay for long. A week in, you reach a small town. Your rations, which have been dwindling whenever a suitable dinner pokemon can't be found, are replenished by the butcher. A tavern/inn sits near the middle of the town, with a caravan of wagons sitting behind it.

Entering the tavern, you sit down in a wooden table. Ordering a meal of Bidoof and fresh vegetable, you look around the room. Arrayed in the tavern are numerous characters.
>A man in cotton and silk, mud staining his boots and pants
>An older woman, with riding boots and hair up in a bun
>A father son pair, carrying a two-handed sword and a gladius respectively
>Barkeep
>Old man with a staff resting against the wall and a large grey beard
>>
>>35162661
Forgot

Who do you want to talk to?
>>
>>35162727
Old men with staves tend to be promising ventures. Let's go with him.
>>
>>35162661
No on Ares. I'd rather have Felix, if that's still the other choice.

>Old man with a staff resting against the wall and a large grey beard

If we have time, I'd go for
>A father son pair, carrying a two-handed sword and a gladius respectively
next.
>>
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>>35162661
>Old man with a staff resting against the wall and a large grey beard

Consult wizard. Ask him what he's doing, how he's been. Determine if anyone in the party has any innate magical abilities, present Pokemon included.
>>
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>Old man with a staff resting against the wall and a large grey beardjokes on you, he's just an old guy with a cane

Walking over to old man, you single over to the barkeeper. The man behind the bar brings over two pewter mugs, full with a dark brown brew. Taking a sip, the beer rushes over you lips, like a heady liquid bread.

"Many thanks, young man. The names Jack Fowl, a man of many talents. Watch!" The man lifts his mug, then reaches out behind your ear. Pulling his hand back, two gold coins, enough for the beer, clutched in his fingers. On your peripheral vision, you catch a glimpse of a closing blue hole in your red coin purse. He places the gold on the table, which the barkeep quickly sweeps into his palm.

"How in the Distortion world did you do that?" you ask, eyes wide darting between the purse and his hands.
"Like I said boy, a man of many talents. Not many men would have noticed my trick, you must be very observant. I could show you how to do it, if you have the aptitude." the old man wiggles his fingers at the word 'trick'.
>What say?
>>
"MY PARENTS ARE DEEEEEEEAAAAAAADDDDDDD!"
>>
>>35163085
"Just how do I find if I have the aptitude?"
>>
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>>35163085
Shit let's learn portal magic.
>>
"Just how do I find if I have the aptitude?" you ask, wondering at the strange powers the old man displayed.

"It is a fairly simple task, but becoming a master, well, that is much harder. Each user has a specialty, I myself am a displacer. I can perform tricks like I just showed you, and much more. To test you, you must perform a simple test." The wizard slips his finger between two others in the shape of an "O". The finger doesn't reach the other side though, instead appearing in a small gate next to his chin. Scratching his beard with a disembodied finger, the man continues. "Focus on this candle. You can feel the heat coming off it, yes? Now, a fully realized wizard can also feel the energy of his element. I want you to focus and make the fire come to you."

Role 1d100, best of three
>>
>>35163835
>>
Rolled 24 (1d100)

>>35163835
>>
Rolled 67 (1d100)

>>35163835
>>
one more please
>>
Rolled 6 (1d100)

>>35163835
>>
>67: Passed!

You focus hard on the flame, willing it to move. As you stare, the flame gutters, flickering between here and the nether. Deciding, the flame stays and leans to your hands.

"Very good boy! Most wizards can bend flame slightly, but we must next find your specialty. There are eighteen known school, but unless you are a displacer, I can only show you basics." The old man sticks his arm out, which disappears into a blue gate. Another gate with his hand stick out, then reaches into his bag, rifling around in a small shapeless sack on the floor. He pulls out a clear six-inch crystal, which moves through the gates. The crystal, at exiting the gates, turns a bright shade of pink before fading back to clear. "Now, hold this crystal and do what you did with the flame"

>Roll 1d18, first one wins
>>
Rolled 11 (1d18)

>>35164317
>>
The flame moves again, this time slightly easier. As the flame moves, the crystal changes color again. Looking down, your concentration on the flame breaks. Luckily, you catch the crystal fading from pink into it's normal state.

"Well done boy! Seems like you and me are magikin. A fellow displacer, who would have thought. Lucky you bought me that drink, aren't ya boy." the wizard stands up, embracing you like a brother. You invite the old man to your table, where you introduce him to your friends. He explains himself to the group, showing them his little parlor trick. As would be expected, the rest of the group wants to try. Jessie fails the test, as does Emma and Alyssa. However, the flame leaps at James, landing on his fingertips. He jumps up, waving the burning hand, only to realize it doesn't hurt.

James continues to play with the dancing flames, as the crystal burns are ruddy red. Everyone finishes their meals, and departs to their rooms. You and James share a room, where you play with the new magic tricks. The girls leave, dejected at their lack of magic.
>What to say anything, or just go to sleep?
>>
>>35164704
"So. Guess you're immune to fire, eh? You should consider getting a fire type Pokemon. That could be useful."
>>
>>35164832
That's pretty good. Let's go with that.

I can already see new tactics arising from being able to create portals. Surprise attacks, mostly.

Can we recruit the old man into the party more permanently?
>>
>>35164872
Send one of our 'mons into a portal, put them behind the enemy. Could be useful. Depends how large we can make the portals, really.
>>
>>35164903
I was thinking having our Fletchinder flying full speed at something, only to portal somewhere completely different.

Or have a hyper beam aimed at one thing, only to portal somewhere else.

As a boarding technique, it'd be unparalleled too.
>>
"So. Guess you're immune to fire, eh? You should consider getting a fire type Pokemon. That could be useful." You say, waiting for the blond boy to stop moving the clinging flames.
"Yeah, guess so. You know, I don't remember ever getting burned. Cut sure, but not burned. Cool, huh. But you got those gate things, I bet they would be useful in a fight." James talks, his concentration breaking. As he goes on, the flame gutters then dies. "But yeah, a Fire-type would be useful. One of the men in my town fell on a Slugma. They had to amputate his arm, even with Chancey eggs."

With that morbid thought, you turn on your side and fall asleep. In the morning, you wake to James playing with himself(his flames, pervert). The two of you walk down the tavern, where you have Bidoof bacon and eggs for breakfast. The girls come down, rubbing sleep from their eyes. The old man never comes, and the barkeeper says that he never left the inn, but his room stands empty. Saddened at the loss of a teacher, you leave the inn for the road. Stopping for the night, you open the pack to see a pair of books. Opening one, with a red leather cover, talks of fire magic and control. The other, a pink leather cover enclosing thick parchment, talks of displacement and other skills related to it. Both tomes are at least six inches thick, with colorful illustrations.
>What do?
>Continue on your way
>Rest in a camp, read the books
>Practice magic
>Other
>>
>>35165210
For practicing magic, roll a 1d100
>>
>>35165210
>Continue on your way
>Rest in a camp, read the books

Ride Teddy while reading the pink book.
>>
Rolled 1 (1d100)

>>35165210
>Rest in a camp, read the books
>Practice magic
Reading and practicing technique as we go along is doable, right?
>>
>>35165360
You've doomed us all.
>>
>>35165360
Welp, apparently not.

>>35165376
Had to happen sometime, right?
>>
>>35165360
there goes your hand
>>
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>>35165405
MISTAKES MUST BE MADE IN ORDER TO LEARN
>>
Reading the books by candlelight, and Jameslight, you learn more and more on displacement. The book is written in flowing script, which slows you down as you struggle to read. You manage to poke a small hole in reality while on the road, forcing through the stubborn membrane that holds you back. Like poking through thick jelly, you feel the universe fight back. Forcing through, sharp tingling pain moves down your finger. The digit comes through a small blue-green gateway, bloody and torn. Snatching it back, the tingling recedes, leaving behind stinging cuts in the finger. You bandage it up, dousing it in alcohol to stop infection. More study is needed to prevent such episodes.

Walking for another five days more, you come upon a large blue lake, with hot springs bubbling up in secluded pools. One such spring is near the size of a hot tub, with bubbles coming up from one side. Settling in for the evening, you decide to...
>What do?

>Mandatory Sexual Tension Episode!
>>
>>35165661
We're gonna need some prompts here, Sequoia.
>>
>>35165752
>Study the Books
>Practice Magic(1d100)
>Hot Tub!
>Write in
>>
>>35165784
Ah, thank you.

>Hot Tub!
>>
Rolled 62 (1d100)

>>35165661
Practice Magic
>>
need a tiebreaker
>>
Rolled 65 (1d100)

>>35165915
I'll capitulate and change to Practice Magic. It's my second choice, anyways.

I still wouldn't be adverse to sexy shenanigans with Jessie, though.
>>
James has taken to creating sparks with a small piece of steel and flint, then setting his fingers on fire. The guy has a natural talent for flames, not so much for reading about them. On the other hand, you use James for light and read through a few pages of the Displacement tome. Feeling confident that nothing terrible will happen, you reach out into the strings of reality. Ripping a small hole, you force your hand through the jelly-like opening. This time, no pain is felt only a slight tingling sensation. Your hand disappears at the wrist. Looking round, you can't find the exit portal. Seems like you were too focused on no getting hurt to choose a location. The book at least says it can't go very far for beginners. Funny, through the tingling, kinda like your hands asleep, you can barely make out... water? Yeah, and its pretty warm. Might want to find your hand and swim there.

Wait...found something. Hmm squishy. Yet it retains it's shape. Weird. Drawing your hand back, you look over to the hot springs nearby. Emma seems to be hopping around in the water. Wonder if thats some kind of game.
https://www.youtube.com/watch?v=8aDZKAHFJZQ

Putting down the book, you roll up in your sleeping bag. The next morning, you are back on the road again.
>>
After a night of Emma mumbling in her sleep, you get back on the road. Three days after the hot springs, you overtake a wagon caravan. The man leading the caravan, a brown haired, brown eyed man with a close cropped beard, calls you over. Tempting as it is to displace to him, you calmly walk over to him.

"Kid, I see that you and your friends have some good armor and weapons. Now, heres a business proposition for you. You join up with us, and make sure we get where we're going. In return, you get some free food and a little coin. How 'bout it?" the man asks, pointing back at his cargo.
>Yes
>No
>>
>>35166370
Yeah, alright. It's about the journey, not the destination. Doesn't matter if we take as much time, so long as we enjoy the trip. Plus, more time to practice portal magic.
>>
>>35166370
>Yes
Time isn't really a factor for us at the moment.
>>
>>35166370
>Yes
>>
"Okay, sounds like a good deal." You say, slowing down Teddy and the rest of the group. The cart carrying your armor and supplies slows, keeping pace with the Bouffalant pulled wagons. Each night, the wagon master(named Jeremiah Shim) circles the wagons, creating a defensible position. The wagons move through the oak forests, protected by your group and other guards.

One night, near two am, a warhorn echos through the forest. Strapping on your armor, you spot James with a short-spear and a flame-encased forearm. Jessie arms herself with her twin black blades, Emma with a single longspear and shortsword, and Alyssa with her Gogoat bow. The pokemon are geared up in their armor, Felix the Fletchinder flying up into the limbs of the trees. Where do you want to position yourself?
>The horn came from the east
>Where to go?

Sorry, no map as I don't have my ipad
>>
>>35166740
>Let them come to us
>>
The guards stand at ready, facing out into the darkness. All is silent, the only sound the creak of branches. A undulating warcry rings out, to the north. With the cry, bandits rush out of the darkness into the light of the fires. One cry goes silent as an arrow buries itself in the bandit's throat. They swarm up to the wagons, leaping through the gaps in the defenses. Luckily, guards are stationed there and set to work fighting off the bandits. Felix swoops down from his perch, streaking into an unprotected face.

A bandit jumps between two wagons, holding a shield in front of himself. He stops abruptly, as a dagger appears in his neck. Your hand pulls back from the gate, in time to draw your sword. James flashes by, his flames spread to the head of his spear. Bandits continue to swarm into the camp, faster than they can be slain.
>What do?
>>
>>35167066
>Stand our ground
Give them an intimidating barbaric howl
>>
>>35167066
Fight our way northward, maybe we can take out the leader.
>>
File: Meteorite Man.png (56 KB, 527x584)
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56 KB PNG
Hello, we are a group of three looking for a GM to run a game of PTA over Roll20.

The three of us already know each other and have played together for an extended period of time, so do not worry about availability/problematic players. We are all extremely familiar with PTA, having played or ran multiple games of it each, and will be able to start as soon as you are. We already have our characters rolled up and would feel free sharing any information about the three of them upon request.

We make it easy for you, we know how to set a schedule, we know the rules, we know how to role-play, and we all have a decently flexible amount of freetime. All we ask is that you do too. If you've been looking to DM a Pokémon Tabletop Adventures game with a story that has had some effort put into it, look no further than our group.

My contact information on Skype is:
[dakota.taylor] (Picture of a llama in a cowboy hat)

Pic unrelated
>>
>>35167371

PTA being Pokemon Tabletop Adventures, by the way.
>>
Holding your position, you continue to weather the series of bandits. Seems like they aren't used to people being able to stab them from behind, while standing in front of them. A small wall of corpses pile up in the gap you are guarding. As you take a small rest in a lull, an arrow slams into your armor. The grey steel absorbs the damage, without any noticeable damage to the steel. The archer, crouched in the branches of the trees, is out of your range of magic. Trusting your steel, you sprint out of the relative safety of the wagons. Passing the rushing bandits, you slide the tip of your sword through gates at leg-level.

Reaching the tree that holds the archer, you start climbing the branches. Once in range, and a few arrows to your armor, you slip your hand through a gate. Forcing it farther up your arm, you wrap around the archer's waist. Pulling him off balance, you force the sword through another gate below the plunging bandit. The bandits skewers himself on the blade, the sharp steel cutting through boiled leather.

Dropping from tree, you have a fairly good view of the battlefield. The wagon circle is surrounded by bandits, who swarm around the gaps in the wall. No more seem to be coming from the woods, all fully committed to the battle. James has his arm fully wreathed in flame, which lights up the scene. The rest of the guards array around the circle, fighting for their lives. With your distance from the wagons, you can spot a large cluster of bandits who bunch around one man. You can't make out anything at this distance though.
>What do?(1d100)

>>35167371
Sorry, never DMed a game. This is my only time dming, besides a civ thread
>>
Rolled 8 (1d100)

>>35167559
Looks like the boss is there. Cleave our way through to him.
>>
Rolled 50 (1d100)

>>35167626
Uh, do we get multiple rolls for these things or what?
>>
>>35167698
best of three
>>
Rolled 95 (1d100)

>>35167735
Ah. We'll then, rolling.
>>
>>35167746
Niiice.
>>
Rushing forward, you carry your shield up high. Behind the shield, you stab forward again and again through different gates. Bandits slump, grunt in pain, scream, and burst into flame(thats not you, thanks James). The leather and cheap steel armor of the bandits part in the way of your weapons. A bandit almost sneaks up on Jessie, before his hamstrings are sliced in two. Wonder how that happened.

The man, which seems to be the leader, is small in statue. He holds a very short sword, almost a dagger, in his right arm. In his other, hangs a large blue and red cape. The man darts in to attack one of your fellow guards, flipping his cape into his opponent eyes'. Once the man blinds his opponent, he closes and stabs gaps in their armor.

You stab at more bandits, finding or making holes in their armor. The bandits melt away, from both casualties and desertion. Their leader, once noticing his dwindling forces, begins to retreat. You can intercept him, either in person or with gates.
>What do?

yes, this bad guy is pulled from the LARP story with the "good" lich
>>
>>35167860
Try to open a gate under one of his feet to trip him.
Maybe even have it amputate the foot.
>>
Also, roll 1d100 for your plans
>>
Rolled 43 (1d100)

>>35167893
>>
>>35167860
Portal our hand to grab his cape and wrap it around his head until we catch up to him.
>>
Rolled 26 (1d100)

>>35167969
rolling for this
>>
Rolled 19 (1d100)

One more roll please
>>
Rolled 40 (1d100)

>>35167969

Rollan
>>
Rolled 64 (1d100)

>>35167969
>>
>>35168037
> 40
Hmm. Not a great roll, might get our hand stabbed or domething. Oh well, we'll manage.
>>
>>35168147
Hopefully it'll work out fine.
>>
Trying to stop the bandit leader, you sheathe your sword. Reaching out, you gate your open hand up from the ground. A fraction of a second later, and a leather-clad foot slams into your hand. Grabbing as hard as possible, you trip up the short bandit. You throw out a kick, opening a gate at it's strongest point. Your armored boot slams into the bandit leader's groin.

Running up to the prone bandit, you draw your sword. The man throws up his arm, the weighted cape flying into your face. Blinded, you stab out at where the bandit was last. Unfortunately, the bandit has shifted from his spot. The cape now clear, you circle with the short man. He goes to flip the cape at you, only to have part of it sliced off by your sword.

You pull the sword back, only to have the man slip inside your guard. A line of fire traces along your forearm, causing your hand to spasm. The Aggron steel blade drops to the grass, shining in the moonlight. You draw the Bisharp dagger, the blade a bit shorter than your opponent's. You open a gate behind him, stabbing forward. The steel slides through leather and cloth, then into flesh. Pulling out the metal out, you remain out of the bleeding man's range.
>Bandit Leader HP: 74/135
>What do?
>>
>>35168262
Keep stabbing at him from a distance
>>
Rolled 68 (1d100)

>>35168333
Dice
>>
Rolled 23 (1d100)

>>35168333
>>
Rolled 22 (1d100)

>>35168333
stabstabstab
>>
Staying out of range of the bandit's blade, you open small gates around the man's body. You cut minuscule wounds into the arms and legs of the bandit, until blood stains more than half his body. The bandit seems to realize your power, and moves in close. Between his flowing cape and flickering blade, it is all you can do to keep the blade outside of your body. The blade, which has been caught on shield and blade many times by now, slips past the steel shield. The blade slides into your thigh, cold metal meeting warm flesh.

The man presses the attack, but adrenaline fuels your speed. You fight through the now loose jelly-like hole, opening a hole below the bandit's foot. You stab up through the sole of his boot, bones sliding away from the blade. You withdraw the blade, leaving the bandit to hobble on one leg. Another gate, and his hamstring splits in two. Once more, and the blade sinks into his shoulder. Leaving the blade in the flesh, you try something new. The tome said that closing a gate can have dire consequences. Now seems like a good time to try it. You open a gate around the bandit's wrist, then close it before he can withdraw it. Off to the side, where the exit gate lay, a severed hand spurts blood. Now weaponless, the bandit throws his cape into your face. Lifting your shield, you catch the leather cape. You open another hole around his neck, forcing his head to sprout from the grass. Closing the gates, the headless body falls to the grass.

>Thread Over
>Questions, Comments, and Criticism
>>
>>35168686
Thanks for the thread.

As before, you rely a bit too much on "what do" instead of setting up for meaningful options. Even when providing specific ideas write ins will still be a thing, and will even spawn further creativity and discussion. You are getting better though, with character interaction and such.

What were the other sixteen kinds of magic?
>>
>>35168764
The different pokemon types. James is a Fire type, Displacers are psychics(Teleport is one of the first Psychic moves learned). If you had gotten Steel or Rock type, you can use Harden and other moves like it.
>>
>>35168822
So we can learn confusion eventually?
>>
>>35150731
>>
>>35168867
At high levels, and if you go down that route, yes. However, most people never get that strong. Psychics and Displacers work by force of will. The will to tear holes in space, the will to invade minds, etc
>>
Rolled 35 (1d100)

>>35168822
Yeah. simply giving "What do" and no actual promts reduce player participation.
>>
>>35168912
>>35168764
Okay, will work on that.
>>
>>35168925
And remember it's not just about giving options at the end of the post, but creating situations that have more than one obvious answer.
>>
>>35169119
Okay, I'll do that. I like to leave battle options open, as players will always come up with something new
>>
>>35169163
Well of course you should always add an "other" option. But the prompts you add can inspire more custom ideas as well, that may not have occurred to anyone otherwise.



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