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File: OP_Is_A_Faggot.png (411 KB, 1024x768)
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This feels.. Familiar.

Shilling
________________
For updates; https://twitter.com/karybdus15
Discord invite; https://discord.gg/qzRmgnV
________________
Character sheet, to be filled out with chargen; https://pastebin.com/9SsZcUhj

The Void Crusades are in full swing after a particularly nasty outbreak of spellplague, a mysterious illness that infects and mutates humans and animals alike. These mutated monstrosities are known colloquially as Sin, a name given to them by the commoners who feared they were sent to force humanity to pay for their sins. The Verick Crusaders are at the mage’s home, following an anonymous report of void magic. They seek to control or eliminate magic that isn’t within their church, to contain the outbreak of void manipulation and spellplague.

Reports came in to the Vericks that there was void magic about in your home village. You were awoken this morning by the smell of burning and the sound of pounding on your door. That wasn’t knocking; they intended to break it down. Your groggy mind quickly awakens at the sound of screams and chants invoking holy power. In a panicked flurry, you gather what you can and escape through one of your many magically created hatches. Because, wizardry. Your escape leads you to the forest at the edges of your village. With barely a glance back, you continue to run.

Your heart pounds as you run through the forest, smoke leaving a lingering scent clinging to your skin and burning your lungs. Everything burns. But you must run. The trees seemingly close in as you get further, and it isn’t long before you realize it isn’t just your fear. The trees really are getting denser together, leaving you with less space to run. Directly in front of you is a large bramble thicket, with no visible way to get through. You can hear the shouts and armored footsteps not far behind you, but no matter how desperately you search for an out, there doesn’t seem to be one. Seems luck isn’t on your side this time around.

You begin to think about your life and how it had turned out. Memories of your studies and life flood back to you as you try to think of a way out.

So far, you have been no more than an apprentice in the magical arts. You’re young, a barely 20 male getting along in your studies just fine before your home was raided and burned down by the men giving chase.

You shake away the memories and clear your vision to notice the crusaders are now closing in on you. The leader steps forth, his glowing multi-tailed whip hanging ready from his hand. You! You run from us, and you reek of foreign magics. You are hereby charged with resisting arrest and breaching the veil into the void. What say you!

Well shit. What do?
>Attempt to diplomacy, if so with attempted magic influence [y/n]?
>Attempt to cast a spell, any spell, to escape.
>Run for it again.
>Writein
>>
>>1944066
>Attempt to cast a spell, any spell, to escape.
>>
>>1944139
To get the ball rolling a little bit, give a d100
>>
Rolled 53 (1d100)

>>1944150
getting my ones ready
>>
Rolled 100 (1d100)

>>1944150
>>
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>>1944159
The leader steps closer, adjusting his grip on the whip and raising the radiant weapon. Your mind races for any spell you learned for combat, which admittedly wasn't many since you had no need for them. There was a party trick you learned a while ago that you might be able to ramp up..

He opens his mouth to speak once more, but is immediately stopped by a lightning spear tearing through his armor and carrying him, impaling him on the tree not far behind the group. He was dead before hitting the wood. In the wake of the bolt, a massive thunderclap blows the other crusaders back, though they remain on their feet. After recovering, the other men gape and stare, the instantaneous murder of their commander leaving them at a loss for words. two seem as if they want to run, while the other wants to take you down.

You certainly hadn't expected that kind of power, but it works. Mind racing and body tingling with the residual power of drawing such an intense spell forth, you come to the realization you must make a choice. Stay and fight, or use the opening to run for it? While surveying your options, you notice a few things. There are three men immediately in the area. The thicket behind you was conveniently opened by the power you'd just exhibited.

>Fight the three
>Make a run for it
>Writein
>>
>make a run for it
I'm getting the feeling that we won't be as lucky as that 100 anytime soon
>>
>>1944213
>Fight the three
Go for the flashiest moves we're aware of, we should frighten them off, which could keep others off our trail if they spread rumors.
>>
>>1944213
>Write-in
Use any illusion magic we have to try and obscure ourselves in a flash and puff of smoke while we run.

Maybe obscure the sound of us running so they think we disappeared?
>>
>>1944218
>>1944228
Since the writein encourages running, I'll tack on the illusion as well. Gimme d100.
>>
Rolled 49 (1d100)

>>1944249
>>
Rolled 52 (1d100)

>>1944249
>>
Rolled 52 (1d100)

>>1944249
HIGH
>>
Rolled 40 (1d100)

>>
Rolled 72 (1d100)

>>1944249
>>
>>1944268
>>1944260
You assess your options and briefly consider fighting, but realize that may not be the best choice. With a puff of smoke befitting a birthday party magician, you turn and sprint away, muffling your footsteps as you go. Somehow, the men didn't notice your disappearance behind the flimsy wisps of smoke. They all looked away at just the right moment, or were distracted by something else. Somehow.

You keep up a steady jogging pace for some time, making sure to listen for the telltale armored footfalls of the crusaders, but even if they did start following you, you'd made good time. Now further into the woods, you notice the trees aren't as dense together as they were earlier. Cautiously exploring further, you see buildings beyond the woods, not far from where you currently are. Odd, didn't the village leaders always say that the forest went on until the mountains? Pushing away the thoughts of skepticism, you're faced with a choice.

>Exit the woods and check out the town.
>Make a circle around and keep going.
>Writein

In addition to regular actions, so long as you're not in a pressing situation you can do trivial things such as check your pack.
>>
>>1944321
Check our belongings and current clothing.
Might want to try looking inconspicuous/changing clothes

>Exit the woods and check out the town.
>>
>>1944327
supporting
>>
>>1944327
seconding
>>
>>1944327
this
>>
>>1944327
Currently in your pack are the meager belongings you were able to gather before running from your home in Lilus Village. A spellbook containing your studies is likely the most important in there, and you're glad you had the foresight to grab it. Within is everything you learned of the fine art of casting, and research you conducted on minor void entities that slipped through the veil. Not enough information for any substantial day-to-day use, or in an encounter with said void entities, but it's information nonetheless. Aside from your book there is an extra set of casual clothing much like what you wear now, simple white tunic and magically dyed black woolen pants. There's also a flowing white caster's robe in case you wanted to look the part of a traditional mage, but you always thought it to be overrated. Finally, there's a meager ten Echoes, the currency of the land, contained in a coinpurse. All in all, aside from your mussed hair and the leaves that stick to you from your trek through the woods, you look like an average traveler.

Deciding it wouldn't be a bad idea to go into the town, you exit the woods and make your way towards it. There are many people out and about in a central square lined with booths selling odds and ends, food, clothing, even one selling a "wizard's starter kit" that looks to be no more than some reagents to make what's essentially a magickal firecracker. You attract no odd looks, in fact you blend right in, luckily enough.

Overall, the town has what you'd expect to find in a place of this population. An inn, a bar separate of the inn, some shops for general goods. Hell, there's even a magicks shop, but no guarantee of its legitimacy.

What do? Writeins encouraged, but some choices
>Explore central square shops
>Check out a specific place
>Ask questions to villagers or tavernkeep; what questions?
>>
>>1944376
>Ask questions to villagers or tavernkeep; what questions?

Tavernkeeper.
Order a cheap drink if we can and ask the recent going ons in the town. any noticeable news, if anyone of note has passed by. Try to make it look like we're just talking idly
>>
>>1944376
>>1944389
gathering rumors is good
>>
>>1944389
>>1944441
supporting
>>
>>1944389
>>1944441
>>1944447
Writing
>>
Intent on getting information, you find your way to the tavern. You take your place on a stool at the counter, ordering a cheap drink and asking about rumors and the town. The tavernkeep sizes you up, and you do the same. He is a short man, likely a Dwarf with that beard and his stout build. He's short but certainly not small, with large muscles and an imposing presence. A hammer hangs at his hip, inscribed with foreign runes. He seems skeptical but goes along with your request easily enough. A content customer is a paying one, after all.
-1 echo.

Definitely not the best drink you've ever had on account of it being one echo, but the realization that this cost one tenth of your current cash, you think you'll probably need to earn money somehow. But that can be figured out later. For now, you're intent on listening to what the tavernkeep has to say. "Aye, there're certainly plenty'a rumours milling about the town. Sounds like Lilus Village, to the west, has been taken out by those damn Vericks." Word has spread about it that fast? At least by the way he talks about them he seems to dislike them. "Those crusaders are nothing but harm to us. If they have their way, all of the settlements on Seire that don't convert will be wiped out." Seire. The second largest continent, trumped only by the namesake of the Crusaders, Verick. An original lot they are. "Sounds like there's a nasty Sin to the east, in the mountains. Zekan, the owner of the magicks shop, could tell you more if you're inclined to go chasing monsters. Anybody of note? Not really. Some lass from Lilus, an elf. Her name started with an N, if I recall? You might find her somewhere around here, or training with the guards. She seemed keen on learning to fight, and a lass like her definitely gets her way when she asks right."

You thank the man for the information, and stand to leave. With a few leads, there are some places you could go.

>Zekan's shop for information of the Sin
>Seek out Nissa
>Writein
>>
>>1944498
>Seek out Nissa
>Forming up a party to fight sins

Sounds good
>>
>>1944498
>>1944511
Let's fucking hunt
>>
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>>1944511
>>1944516
With a nod to the tavernkeep and a quick thanks for the information, you take your leave in search of the elf. Back in Lilus, everyone knew each other. There was only one female elf that fit the description you were given, and had a name starting with N. Nissa. A stuckup bitch she could be if she didn't get her way, but no doubt would be a useful ally. You follow the sounds of fighting and arrive to see a masked elf standing over a fallen guard, her training blade poised in a traditional elven stance. You figured this is how it would go. She wasn't learning how to fight, she just wanted to establish a place as a tough girl here, and being an elf made her seem even tougher since she knew how to handle a blade rather than a bow or magic. She looks up to you and gives a little wave, the mask disappearing as she does so. "You got out too." Seems she wasn't one for many words when she isn't trying to get something. "Yeah," You reply curtly, then get to the point, "You want to go fight some Sin?" She lets out a laugh and steps forward to clap your shoulder, "You know it. Just don't let me down with those party tricks of yours."

Huh. That was easy.
Nissa has joined the party.

With the qt, if somewhat generic elf in tow, you find your way now to the shop owned by Zekan. "Zekan's Arcana". Well, a simple name, but it works. You step in and are quickly greeted by a small arcane automata, a bundle of cloth vaguely resembling a man. It leads you further in and you see what you think is the owner of the shop. He's young, couldn't be more than five years older than you, but it's clear that he is a practitioner of magic, the mana welled within him is almost tangible even to an apprentice as yourself. "Welcome. What may I do for you?"

>Writein
>>
>>1944557
>"We heard there was a nasty sin due east. We wanted to know if you had any info on it."

Say this while browsing his wares.
Maybe he has some items here that we might find useful
>>
>>1944557
ask him about any rumors about nearby sin
>>
>>1944580
>>1944584
At a glance, all of his wares in this section are scribing tools. Even if you wanted or needed them, they are far out of your affordable range. He nods and easily begins telling you of the monster at the foot of the mountains. "T'was a bird the size of a man. That wasn't the worst part though. It's face.. Wasn't there. Whatever infected it left the bastard's head no more than bone. Just follow the road east into the foothills, you'll easily enough find where it made its nest. If you intend on fighting it, be prepared for ground combat. I expected it to fly around and dive, but it only dived at me once. After that it ran and tried to kick at me with razor talons." He provides a map of the immediate region with a general path sketched out on it, sending you off with a wish of good luck. You both thank the man for the information and take your leave. Nissa, murderhobo as she is, seemed excited to get to work. Standing outside of the shop, you wonder what to do next.

>Go directly to the east in search of the sin
>Explore town further for information or oddjobs.
>>
>>1944624
>>Go directly to the east in search of the sin
might as well
>>
>>1944624
>Explore town further for information or oddjobs.
Also we should look into if we can get well.
Paid for this
>>
>>1944635
Seconding,
See if their is a bounty on it, Ask the head of the townsguard if their is a bounty on it.
might as well make some money while hunting it
>>
>>1944845
>>1944635
Writing
>>
>>1944913
After some conversing, you and Nissa decide it's best to ask around the town some more for leads. She suggests the town guard first, since she had developed some rapport with them in the hours she was there. The best lead you have, the two of you set off in the direction of the guardhouse.

Once there, you find the captain of the guard. A lean and scarred, but still ruggedly handsome man by the name of Izuka. He answers positively to the question of whether or not there is a bounty on the sin in the foothills. "Bastard took out some of my recruits on an expedition up to the mountains. Take him out and we can talk payment. Some extra pay is in it if you bring the damn thing's skull. For the time being though," He instructs one of his men to bring two sets of nonconstricting leather armor. "Don't want you two to die while you're up there. Consider this part of the payment in advance. If you come back alive, well, again we'll see about the rest." After the guard comes back with the aforementioned armor, you and Nissa both put all the pieces on with some help.

Thanking the man, the two of you take your leave from the guardhouse.

>Go east
>Somewhere else in town?
>>
>>1944977
>Go east
Might as well set off
>>
>>1945074
Also look over our book of magic to see what knowledge we have regarding that
>>
>>1945083
Your tome consists mostly of research on the void, as much as could be done with common knowledge and without piercing the veil haphazardly. It details research about the Sin and how their transformation spreads through bodily fluids like saliva or blood. The most common way of infection is through bites. It features rough sketches of various kinds of Sin like mice that likely wouldn't deal much damage if kept contained for short times. There are also some pages of research from your former master, hypothesizing the effect of the Sin virus on people. You never could bring yourself to testing that.

After your void and sin research comes the information you've scribed about the various kinds of magic and that it can be categorized into one of three broad forms.
>Evocations have a usually immediate effect, such as a magic missile, lightning bolt, fireball.
>Incantations are rituals either taking a longer time to cast or having a much longer effect.
>Summons are self-explanatory, a creature summoned for a short time to bid its master. These are different from familiars, which are nigh-permanent.
You take a moment to jot down the fact that you can produce a lightning bolt by ramping up a minor spell you know that creates sparks. You then read through the rest of the spells you know;
>Magic missiles are evocations that produce weak projectiles that are cheap in terms of mana and quick to cast.
>Thaumaturgic illusions are incantations that allow you to change minor details such as the color of eyes, color of a flame, or volume of footfalls.
>Lesser elementals are summons that are extremely weak, producing little more than brief effects in their given element. Fire elementals utilize cinders, while water elementals would use bubbles, so on and so forth. They are useful still for being effective bodies to tank hits or draw attention, or even in a day-to-day use like starting fires or washing something.

With this I'm likely going to call the session here. I think we did pretty well for the first session and I like what we've established. Thanks for playing.
>>
File: Nissa.png (1.67 MB, 900x1308)
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Rolled 31 (1d100)

>>
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Rolled 92 (1d100)

Forgot to remove the file from that roll. Ah well.

https://pastebin.com/9SsZcUhj - Character sheet. Inventory, spellbook.

Previously, we acquired a mission to go kill a Sin, and some armor from the guards to help us not die to the mutated beast. We acquired qt if somewhat generic elf murderhobo companion.

After looking over your tome for a refresher of the information you know as of late, and adding a small portion about people you know, as well as tasks you undertook. You put away your book and check with Nissa to assure the both of you are ready to leave. She confirms, and off you go to the foothills of Oren's mountains.

Nothing of interest happens on the way there. Just some smalltalk with the elf about the village you two lived in. Although you knew of each other, you never really knew one another. You learn she's been fighting for much longer than you thought, so that brings some comfort about the Sin you are going to remove.

The terrain becomes rougher and the mountains loom over you now. A glance down at the map Zekan sketched for you tells that you should head off the path in search of the nest. You do just that, and the further you go you spot more bones littering the ground. Bones and the remains of equipment that looks as if it was burned away by something corrosive.

Well, shit.

A piercing screech echoes around you, and a circling shadow closes in quickly.

>What do?
>>
>>1948204
Uh.
Maybe we can get Nissa and us to get down and ramp up that spark spell again but for a different function?

Like a thunderdome to shield us while we try to get line of sight of that bird
>>
>>1948207
I suppose we'll just get things rolling. Apologies for the delay. Gib 1d100
>>
Rolled 95 (1d100)

>>1948308
>>
Rolled 59 (1d100)

>>1948308

>>1948312
wew
>>
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>>1948312
>>
Rolled 54 (1d100)

>>1948308
>>
Rolled 100 (1d100)

>>1948312
Wew.

Reflex kicks in immediately and you pull Nissa to the ground, putting your palm down to the earth and raising a latticed dome of lightning around yourselves. The sin crashes into the defensive spell hard, the strips of electricity tangling onto it like a net to stun and hurt it while it's left writhing in pain on the ground. You're able to properly look at its head from the position you're in, and Izuka wasn't exaggerating. It had no flesh atop its head, merely a skull with razor teeth coated in a dull green substance. Its talons were bladed and came to a deadly point.

You quickly take the opportunity to stand and ready another spell while Nissa draws her blade, mask appearing from nowhere. Fuckin elves, man, how do they work?

Alright mates, give a spell to use-- any we've used in the past, any that were mentioned in the tome post, or give something new to try-- and give 2d100.
>>
Rolled 64, 22 = 86 (2d100)

>>1948347
fucking blast them with my nat 100 magic

TIME TO FUCKING PRAISE THE SUN FOR THAT LIGHTNING SPELL BRO
>>
Rolled 46, 3 = 49 (2d100)

>>1948347
>How do elves work
Magic. Ain't gotta explain shit


And try to blast the thing with freezing ice.
We gotta freeze up it's wings and keep it grounded
>>
>>1948363
Actually freeze up it's legs instead.
Getting the talons limits it's attacking
>>
Rolled 46, 2 = 48 (2d100)

>>1948347
> Elf Girl takes one leg while we freeze the other.
>>
>>1948363
>>1948414
Writing
>>
Rolled 16 (1d100)

Quick clarification on rolls. Rather than take the two rolls from highest total, I just take the highest individual rolls per character. So in this case, 64 and 22 happens to be from the same post. God knows with your rolls you need it.

[100] The Sin writhes and screeches tangled within the electricity. It manages to brings its legs up and rake through the spell, dispelling it immediately and getting to its feet in a remarkably fast recovery. It stumbles about for a second then stands tall and spreads its wings to make itself look larger, leaning forward to screech at you with its unnerving skull. Standing on its feet it's a little under 2 meters tall. This bird is a little more spooky than you first thought.

[64] You gather mana in your palms, turning the arcane energies colder than you thought you ever could. The air around your hands chilling far below zero, you direct the energy to the bird's talons, sending a freezing beam at the creature. It barely connects, causing ice crystals to form down the sin's leg.

[22] Nissa runs in for the other leg, but fudges the attack and misses. She tries to dodge out of the way but a retaliatory swipe scratches across her calf, shredding the armor and leaving a shallow cut vertically along her leg. She acrobatically dodges back, wincing with pain and taking a more defensive stance.

Actions?
>>
>>1948458
S M I T E H E R E T I C S
>>
>>1948458
Next follow up with trying to launch a blast of water at it followed by another bolt of lightning
>>
Oops, gib 2d100 with actions
>>
Rolled 26, 99 = 125 (2d100)

>>1948467
>>
Rolled 57, 61 = 118 (2d100)

>>1948467
>>
Rolled 28, 92 = 120 (2d100)

>>1948467
>>
>>1948458
Draw its attention towards us to keep it away from Nissa and try a water blast followed by a lightning bolt to see if its augments the latter spell effectiveness.
>>
>>1948466
>>1948614
Water and lightning, breaks tie, writing.
>>
Rolled 29 + 10 (1d100 + 10)

[16] The sin lurches forward awkwardly with its hindered leg, swinging its other at you in an attempt to cut you. It fails miserably, talon slamming into the ground with a dull thud. It screeches with frustration and folds on itself, biting at the ice in an attempt to melt it with its acid.

[57] You gather mana in your palms similar to how you created the ice, but this time instead of freezing it, you direct it to become liquid. Palms out and fingers splayed, you launch the water at the beast, soaking it and weighing it down. It screams in frustration again, this time sounding unnervingly like a human. Small globules of acid spray at you, hissing away at your armor but dealing no substantial damage to you or your equipment. You're not done yet, however, as you repeat the trick you did against the crusader. Sparks gather at your fingertips, electricity crackling and arcing in your hands before forming an unwieldy, large spear of lightning. You reel back and launch it towards the bird, the projectile hitting its mark- barely, and only because the water and ice weighing it down impaired its dodge.

[99] Nissa is easily able to ignore the superficial cut after the initial blow, taking a low stance once more and running for the Sin. She dips under its attempted counterattack and digs her blade into its unhindered leg, eliciting a pained scream. Seems screams are just about all this thing can do at this point. It's hindered even further now by the deep injury, and stumbles around in an attempt to fight back, failing miserably.

Actions, give 2d100.
>>
>>1948661
That was meant to be -10, not +10. That roll is a 19.
>>
Rolled 14, 10 = 24 (2d100)

>>1948661
Fire another ray of ice at the wet beast. Aiming to hinder it even further.
After that we can try chaining it down with the thunder dome.
>>
>>1948661
Draw its attention allowing Nissa to make a finishing blow, summon a lesser elemental to tank any hits that might come your way in its weakened state.
>>
Rolled 73 (1d100)

>>1948661
yes!
>>
Rolled 14, 82 = 96 (2d100)

>>1948728
my bad.
>>
>>1948728
>>1948731
I'll consider the 73 your first roll this time around.

Need a tiebreaker tho
>>
>>1948713
I'll support this
>>
Writing, will probably call session soon, family things being planned and I expect I'll be dragged off with 'em.
>>
>>1948792
alright anon, just wanted to say i'm enjoying this so far and hope you'll continue!
First timer so don't exactly know how dice rolling works here in /qst/
>>
[19] The sin once more fumbles its attack, this time falling over due to its pain and exhaustion from being attacked repeatedly. It can't keep its offense up as it is used to, and attempts a scream but all that escapes is a weakened, pitiful yelp.

[73] You draw any attention it's capable of giving, drawing forth a small golem made of earth as it's the most abundant element around you. The summon lurches forward robotically and hits the bird a few times, taking whatever punishment the sin tries to give. The pitiful creature has basically given up at this point anyways, all it was able to do right was the dive and even then it was trumped by your net.

[82] Nissa takes the opening to surge forward, striking the bird from behind and sinking her blade deep into its torso. She twists the weapon mercilessly, drawing it out then repeating the process. The creature falls dead from the repeated assault, giving one last pitiable, weak screech.

Nissa pumps her fist in celebration, ecstatic that the two of you pulled off that fight. You manage a weak smile, realizing just how much mana was sapped from your reserves with that much spellcasting. Having never been a combat mage, your body was not at all used to using that much energy. Your vision goes black and you lurch to your knees, losing consciousness.

Session end.

Thanks for playing everyone!

Have a shill for discord where you can find me and ask questions if not already in it.
https://discord.gg/qzRmgnV

>>1948803
Glad to hear you're enjoying this! Thanks for playing anon.
>>
>>1948828
Nice qst, keep the good work
>>
When is the next session starting ?
>>
>>1951896
Unsure if I'll be able to run today. Tomorrow and thursday are possible though.




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