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>The Rules:
>You are an eldritch horror from another dimension, one of many. Your goal is to be summoned in full and prevent other eldritch horrors from being summoned in full or to destroy them when they arrive. The last eldritch horror (or team of aligned, bonded horrors) on earth wins.
>Before you are summoned you can only use your powers to a limited extent and have to rely on cultists to act. Cultists are mortals that you've appeared to in their dreams or have been brainwashed by other cultists. Most are incompetent but they try. Some very much are competent. The same about both can be said for your opposition.
>Inquisitors are the opposite of cultists, mortals that you've pissed off and will try to interrupt your plans.
>The summoning ritual requires an Orb of Crystalline Perfection (artifact from before time, only five currently exist), dragon blood (nectar from a rare plant), and a geometrically perfect summoning circle spelling out Welcome To Earth [Insert-Name] in your native language which only you and your cultists know.
>If you only have the circle, you can send a Lesser manifestation, if you have the circle and one of the other two ingredients, you can summon a Greater manifestation, and if you have all 3, you may come to earth in your entirety.
>>You have 3 personal actions every turn and can command cultists to take as many as you want them to. For every action you roll 1d6, 1 is crit fail, 2 is failure, 3 is partial success, 4 is success, 5 is major success, 6 is overshot, (so good something bad happens)

If you're interested in playing make an eldritch horror and get a trip. I'll start when there's three but there's no player limit. (only a limited number of breakable Orbs)
>>
>>4175842
>Name: This can be anything, titles included.
>Abilities: What you can do as an eldritch horror. You can have up to 5 and be anything (summoning demons, causing earthquakes, whatever) but boosting your own stats.
>Appearance: What you look like. You don't have to be an eldritch abomination. Dark gods, high-tech aliens, evil wizards, anything is good as long as it's supernatural and trying to reach earth from another dimension. This also determines how your physique manifests itself.
>Homeworld: Where you're from, what it's like, and maybe why you want to leave it for earth. Does not have to be an actual planet.

Every eldritch horror has 4 stats and 6 points to spend between them. 0 is Bad, 1 is Mediocre, 2-3 is Good, 4 is Great, +5 is Apocalyptic. You can lower a stat to
up to -3 for extra points but it becomes Terrible at -1, then Abysmal at -2, then Mortal at -3. If you are killed in your entirety you cannot be resurrected, it is game over, but if you're banished you can be resummoned if the requirements can be met. If a Manifestation is killed, you may not take personal actions for 3 turns if lesser, and 6 turns if greater.
>>
>>4175848
Stats
>Presence: How much the world around you twists and warps. The higher it is the stronger your effects on the world around you are when you're summoned.
>Power: How strong your abilities are. This increases massively when you're summoned.
>Physique: How strong and durable your physical form is. This is important when you're summoned but a non-factor early on. How this manifests is determined by your Appearance
>Appeal: How much mortals like you. This makes it easier to get cultists and reduces humanity's hostility when you're summoned.
>>
I will update tomorrow feel free to post character sheets.
>>
here we go again

Name: Father Arkham
Homeworld: What deep space is to deep space.
Appearance: Sphere of titanic proportions. When you look at it, you see everything everyone in the world is thinking at that very moment at the same time.
1) WARP ZONE: Imprints Father Arkham's properties to an area. Simply put, anything you see will be like seeing IT. Permanent insanity.
2) IMPRINT: Transform a single cultist into an Avatar of Madness who shares Father Arkham's properties and is immune to insanity. Still easy to kill.
3) MASS HYSTERIA: Everyone in a very wide radious goes temporarily crazy and acts randomly.
4) SEE: Reveals target beings location. If failed, can't be used for the next turn.
5) EMBRACE IT: Cultists are batshit crazy and not that functional, but spread warp zones on death.

>Presence:-3
>Power: 15
>Physique: -3
>Appeal:-3
>>
>>4175842
Name: Imhotepkamet, The First Pharaoh

Abilities:

Pre-prepared Works: Imhotepkamet seeded this worlds cultures with the idea to create monuments stretching to the sky, the greatest surviving examples being the pyramids of Egypt and Mesoamerica. They function as beacons to greater project his will to the populace of the world, if his minions can restore them to working order.

Magic: Imhotepkemet is versed in the basic magics, able to cast spells that manipulate and project the four elements to an overwhelming extent

High Magic: Imhotepkamet is able to manipulate matter directly, transmuting and teleporting items with no more than a thought.

Higher Magic: Imhotepkamet is able to manipulate the fundamental aspects of nature, allowing for concepts such as gravity and time to be modified and interfered with.

I’m rather clever, if you hadn’t noticed: The Wizard King has access to the deepest reaches of his obscenely hyperintelligent mind, granting an immeasurable IQ, and is able to easily recreate the technological marvels of distant silicon sands upon earth.


Appearance: An immensely powerful wizard king of an alien world, Imhotepkamet has visited earth once before thousands of years prior to seed it with paradoxical devices of his own making, all the better to ensure his dominance of the planet in the future.

Due to being an alien creature without any essence of divinity, his presence does not warp reality on any major level.

Imhotepkamet has beyond mortal abilities, with his alien biology granting physical strength easily able to level skyscrapers, preternatural speed allowing bullets to be dodged on a whim and durability allowing self preservation to become an afterthought, coupled with magical prowess granting effortless flight.

He stands about nine feet tall.


Homeworld: Nile IV, a desert planet of which the alien overlord rules, located not far from earth in a neighbouring star cluster.

Presence: -3
Power: 3
Physique: 3
Appeal: 3
>>
>>4175842
Name: Readryth Bardeinam Qerel.
>Appearance:
Readryth is a six armed dark moss colored scaled creature with a lower-body of a snake, has a small pair of wings. Taller than most humans.(can change clothes(is a quarter dragon))
>Abilities:
{Deadeye}: Allows Readryth to see time in a slowed state and helps pick out enemies weak points. And after a lot of hard work cultist can do it too (Drastically increased shooting ability)

{A key to a better you}: Allows Readryth cultists to unlock their inner potential (after a lot of hard work. Or a big event happening in their lives) allowing them to summon their "inner you". And that allows them to......... Well it depends on the person, might be completely useless, who knows.(like Raedryth ghost but harder to get and has the possibility to be more powerful)

{Readryth friends}: after a long time of Readryth and a cultist getting to know each other and working together. The cultist gets a large portion of Readryth power and becomes fully like Readryth's species. (Albeit might have different colored scales and be bigger or smaller wings and body(can be used on multiple cultists))

{Readryth "breath"}: Readryth can imbue his attacks with the elements like fire, poison, plasma, etc.

{Fastest draw in the dimension}: Readryth draw his firearm faster than the human eye can see. And nearly never miss.

>Homeworld:
I lived in a medieval era Earth as my "brother's" (Raedryth) 3rd in command. I wanted more, so i studied in a way to have something more powerful than my puny bow and arrows. Then i discovered it! A way that my army can conquere the rest of the world! Gunpowder! And then GUNS!! Once I am in a higher position I could easily overthrow my brother! I am more charismatic than he can possibly be, and i have actual manners. I just need my brother's army then BOOM! The world is mi-(adventurers banish Raedryth to another dimension. Making all of his armies to disband)....Well that's bad...B-But my brother made an empire out of nothing, so I can definitely do that! no probl-(the same group banish me for being his brother).....well F**k me then.

>Presence:2
>Power: 2
>Physique: -1
>Appeal:3
>>
>>4176480
Oops forgot to mention
>Appearance:
Always has at least 6 guns on person.
>>
File: TheFirstKnot.jpg (282 KB, 1920x1080)
282 KB
282 KB JPG
>>4175848

>Name: The First Knot. Nail of Pleroma. Baton of the Cosmic Orchestra.
>Abilities:
[Anchor] || Strengthen an object or entity's connection to foundational reality, significantly amplifying its resistance against forces which run counter-current to, or in abject defiance of, the natural cosmic order.
[Fiat] || Creates a temporary amendment to the fundamental laws of reality, altering the operation of a highly localized section of space-time.
[Correct] || Accelerates and exaggerates the universal self-correction to supermundane alterations within a region of space-time. Sharply decreases the chance of success for an ability invoked by another player.
[Proscribe] || Brands a targeted object or entity as irreparably subversive or deleterious to laws of existence. Circumstance will conspire to prune the target from existence, leading to the eventual destruction as fortune and fate gradually turn against them.
>Appearance: (Image Related)
>Homeworld: The First Knot is a petrified fragment of space-time from the formation of the cosmos that bore witness to the articulation of existential law and the sculpting of reality from the bedrock of creation and in turn became an timeless representation of that sacred moment. Incidence ripples out from the Nail of Pleroma, the seemingly arbitrary caress of which maintains the invisible cosmic mechanics which order the universe. Never has The First Knot stirred from its place amidst the stars, not once in the history of existence has it deviated from its passive function, until now.

>Presence: 6
>Power: 6
>Physique: -3
>Appeal: -3
>>
>>4176480
>>4176558
The success and power of your abilities will depend on your power and rolls.
>>
Rolled 6, 5, 4, 2 = 17 (4d6)

>>4175927
>>4176058
>>4176480
>>4176558


>There is a ripple in the space-time continuum as four eldritch horrors extend their tendrils to reality...
>>
>>4176910
DAMMIT! I was that close, THAT CLOSE! To owning the world......oh well, I can't let that keep me down, got a world to own. Lets see what I have here, maybe I can introduce them to gunpowd-(sees that guns exist) Oh! Ok then, that's goo-(sees that guns are in large quantities all over the world) Then that's even better! That well make this way easi-(TEXAS)........Oh mama I have never met I am in Haven.
>>
I'm switching dice systems to what the last quest had because I can't figure out the system the original guy used.
--------------------------------------------------------------

t's 4d6 +/- their score in that stat for Horrors, For mortals, it's (number of mortals/10)d6, rounded up if less than 10 people, rounded down if more.

For appeal, The resulting number is your converts when rolled.

For anything else, I use successes rolled. against a DC

For mortals, it's usually an opposed check, so the higher number wins. Mortals might get an extra die if they have training or abilities.

t's 4d6 +/- their score in that stat for Horrors, For mortals, it's (number of mortals/10)d6, rounded up if less than 10 people, rounded down if more.

For appeal, The resulting number is your converts when rolled.

For anything else, I use successes rolled. against a DC

For mortals, it's usually an opposed check, so the higher number wins. Mortals might get an extra die if they have training or abilities.
>>
Rolled 2 (1d6)

>>4175927
>>
Rolled 5, 1, 4, 2, 4, 3, 6 = 25 (7d6)

>>4176058
>>
Rolled 5, 5, 5, 6, 3, 2, 5 = 31 (7d6)

>>4176480
>>
>>4176950
Hey op can I change my status to
>Power: 3
>Physique: -2
>>
Rolled 1 (1d6)

>>4176558
>>
>>4176958
Since it won't affect the start yes, but no changes after this.
>>
>>4176962
Ok cool thanks.
>>
>>4175842

>>4175927
>>4176954
Pure insanity invades the minds of two individuals. They will serve you with extreme fervor with little regard for their safety, but their minds will be twisted and damaged. The insane ramblings of your flock begin to annoy one of the locals and they plot to get rid of you.
>+2 shattered cultists
>+1 Inqustioner

>>4176058
>>4176956
Many men fall under your command amazed by the alien form and tales of the cosmos. Some of the people you contact turn out to be an alien conspiracy theorist and they plan to stop your “Martian Invasion to establish a global world order for Narmer.”
>+25 cultists
>+6 Inquisition

>>4176480
>>4176957
Mortals flock to your cult seeing you as being representing Civil Liberties and Patriotism. Several left-leaning individuals start to oppose your cult because your “Gun worshiping fuck wits who cause school shootings.”
>+31 cultists
>+8 Inqustioners


>>4176558
>>4176960
Your cosmic tendrils reach into the mind of one individual. His mind is reshaped as he begins to understand the order of the universe. He swears to serve you and help you defeat the evils of chaos. You try with this many others, but most ignore your call one person even swears to fight against you.
+1 cultist
+1 Inqustioner
>>
Rolled 4, 6, 3, 3, 6, 4, 3, 5, 3, 1, 4, 5, 4, 3, 3, 2, 3, 6, 2 = 70 (19d6)

>>4177286
niiice, an update!

Name: Father Arkham
Homeworld: What deep space is to deep space.
Appearance: Sphere of titanic proportions. When you look at it, you see everything everyone in the world is thinking at that very moment at the same time.
1) WARP ZONE: Imprints Father Arkham's properties to an area. Simply put, anything you see will be like seeing IT. Permanent insanity.
2) IMPRINT: Transform a single cultist into an Avatar of Madness who shares Father Arkham's properties and is immune to insanity. Still easy to kill.
3) MASS HYSTERIA: Everyone in a very wide radious goes temporarily crazy and acts randomly.
4) SEE: Reveals target beings location. If failed, can't be used for the next turn.
5) EMBRACE IT: Cultists are batshit crazy and not that functional, but spread warp zones on death.

>Presence:-3
>Power: 15
>Physique: -3
>Appeal:-3

>2 shattered cultists
>1 inquisitor

>Action 1: Turn one of the boys into an Avatar of Madness. Get it an afro.
>Action 2: Turn the other into another Avatar of Madness, but wearing sunglasses.
>Action 3: Mass Hysteria the fuck out of the UN headquarters. Let's welcome chaos lol.

>Cultist action 1: Cover whole body with masks and shit and get guns, kevlar, all the spec-ops shit they can find in the nearest weapon shop.
>Cultist action 2: One stays drawing the circle.
>Cultist action 3: The other goes looking for the orb lol.
>>
>>4177366
When posting your actions please format it like Father Arkham did here. With your character sheet, cultist numbers, and actions.
>>
File: Eldritch Theme Music.jpg (172 KB, 785x442)
172 KB
172 KB JPG
Thread theme music
https://www.youtube.com/watch?v=ZZvJY7_gyfw
>>
Rolled 4, 5, 5, 3, 1, 5, 6, 4, 2, 5, 5, 4, 1, 4, 1, 3, 1, 6, 5, 5, 5 = 80 (21d6)

>>4177286
Name: Imhotepkemet, The First Pharaoh

Appearance: A gold masked alien overlord, robed in yellow with a golden helmet. Pinkish flesh, coupled with an uneven arrangement of arms.
Homeworld: Nile IV, technologically advanced desert planet

1) Pre-prepared Works: Imhotepkamet seeded this worlds cultures with the idea to create monuments stretching to the sky, the greatest surviving examples being the pyramids of Egypt and Mesoamerica. They function as beacons to greater project his will to the populace of the world, if his minions can restore them to working order.
2) Magic: Imhotepkemet is versed in the basic magics, able to cast spells that manipulate and project the four elements to an overwhelming extent
3) High Magic: Imhotepkamet is able to manipulate matter directly, transmuting and teleporting items with no more than a thought.
4) Higher Magic: Imhotepkamet is able to manipulate the fundamental aspects of nature, allowing for concepts such as gravity and time to be modified and interfered with.
5) I’m rather clever, if you hadn’t noticed: The Wizard King has access to the deepest reaches of his obscenely hyperintelligent mind, granting an immeasurable IQ, and is able to easily recreate the technological marvels of distant silicon sands upon earth.

Earthen Assets:
25 Cultists
6 Inquisitors
Condensed my sheet so I don’t run into issues with going over the character limit.

>Action 1: Focus my attentions upon the greatest of my surviving works, The Great Pyramid of Giza.
>Reach out to those who maintain it and attempt to pull them under my sway

>Action 2: The same as before, but focussed around the Temple of Kukulcán at Chichen Itza

>Action 3: Look upon my followers and attempt to bless them with a fragment of my alien intellect and magical ability

>Cult 1: Declare one of my cultists the leader of my mortal cult, we shall style ourselves The Xenomid Church, have em try and recruit celebrities.

>Cult 2: My cults shall spread out and attempt to recruit botanists to my cause, the educated always have a place among my cult, they shall be helpful in finding the dragons blood plant needed for my ascension

>Cult 3: The cults shall lastly attempt to recruit archaeologists to my cause, let’s Indiana Jones this and find someone who knows something about Orbs

For personal actions, I think it’s 7d6 for each, appeal, appeal, power, for a total of 21 dice. Do I roll for cult or do you?
>>
Rolled 5, 5, 1, 6, 2, 4, 5, 5, 3, 4, 1, 5, 1, 5, 5, 6, 2, 4, 5, 5, 2, 4 = 85 (22d6)

>>4177286
Name: Readryth Bardeinam Qerel.
>Appearance:
Readryth is a six armed dark moss colored scaled creature with a lower-body of a snake, has a small pair of wings. Taller than most humans.(can change clothes(is a quarter dragon))
>Abilities:
{Deadeye}: Allows Readryth to see time in a slowed state and helps pick out enemies weak points. And after a lot of hard work cultist can do it too (Drastically increased shooting ability)

{A key to a better you}: Allows Readryth cultists to unlock their inner potential (after a lot of hard work. Or a big event happening in their lives) allowing them to summon their "inner you". And that allows them to......... Well it depends on the person, might be completely useless, who knows.(like Raedryth ghost but harder to get and has the possibility to be more powerful)

{Readryth friends}: after a long time of Readryth and a cultist getting to know each other and working together. The cultist gets a large portion of Readryth power and becomes fully like Readryth's species. (Albeit might have different colored scales and be bigger or smaller wings and body(can be used on multiple cultists))

{Readryth "breath"}: Readryth can imbue his attacks with the elements like fire, poison, plasma, etc.

{Fastest draw in the dimension}: Readryth draw his firearm faster than the human eye can see. And nearly never miss.

>Homeworld:
I lived in a medieval era Earth as my "brother's" (Raedryth) 3rd in command. I wanted more, so i studied in a way to have something more powerful than my puny bow and arrows. Then i discovered it! A way that my army can conquere the rest of the world! Gunpowder! And then GUNS!! Once I am in a higher position I could easily overthrow my brother! I am more charismatic than he can possibly be, and i have actual manners. I just need my brother's army then BOOM! The world is mi-(adventurers banish Raedryth to another dimension. Making all of his armies to disband)....Well that's bad...B-But my brother made an empire out of nothing, so I can definitely do that! no probl-(the same group banish me for being his brother).....well F**k me then.

>Presence:2
>Power: 3
>Physique: -2
>Appeal:3

31 cultists
8 Inqustioners

>Action 1: I speak some cultists and try to begin {Readryth friends} in them.

>Action 2: I try to recruit more cultists, hopefully gun engineers.

>Action 3: I train my cultists in way of GUN! And try to teach them to make Greek fire.

>Cultist action 1: Try to get legal weapons(guns) and armor(Kevlar and etc) and essentials like food and water.

>Cultist action 2: Find a home base and look for the Inqustioners.

>Cultist action 3: Begin the summoning circle and look for the orb
>>
Rolled 5, 4, 4, 3, 3, 2, 3, 2, 6, 1, 2, 5, 6, 6, 6 = 58 (15d6)

>>4177286

>Name: The First Knot. Nail of Pleroma. Baton of the Cosmic Orchestra.
>Abilities:
[Anchor] || Strengthen an object or entity's connection to foundational reality, significantly amplifying its resistance against forces which run counter-current to, or in abject defiance of, the natural cosmic order.
[Fiat] || Creates a temporary amendment to the fundamental laws of reality, altering the operation of a highly localized section of space-time.
[Correct] || Accelerates and exaggerates the universal self-correction to supermundane alterations within a region of space-time. Sharply decreases the chance of success for an ability invoked by another player.
[Proscribe] || Brands a targeted object or entity as irreparably subversive or deleterious to laws of existence. Circumstance will conspire to prune the target from existence, leading to the eventual destruction as fortune and fate gradually turn against them.
>Appearance: (Image Related)
>Homeworld: The First Knot is a petrified fragment of space-time from the formation of the cosmos that bore witness to the articulation of existential law and the sculpting of reality from the bedrock of creation and in turn became an timeless representation of that sacred moment. Incidence ripples out from the Nail of Pleroma, the seemingly arbitrary caress of which maintains the invisible cosmic mechanics which order the universe. Never has The First Knot stirred from its place amidst the stars, not once in the history of existence has it deviated from its passive function, until now.

>Presence: 6
>Power: 6
>Physique: -3
>Appeal: -3

> God Action: Invoke [Anchor] on my lone follower.
> God Action: Invoke [Anchor] on my lone follower.
> God Action: Invoke [Anchor] on my lone follower.
> Cult Action: Have my lone follower travel to a local hardware store and bulk purchase dust masks and disposable painters coveralls
> Cult Action: Have my lone follower travel to a local hardware store and bulk purchase dust masks and disposable painters coveralls
> Cult Action: Have my lone follower travel to a local hardware store and bulk purchase dust masks and disposable painters coveralls
>>
[Anchor] || Strengthen an object or entity's connection to foundational reality, significantly amplifying its resistance against forces which run counter-current to, or in abject defiance of, the natural cosmic order.
[Fiat] || Creates a temporary amendment to the fundamental laws of reality, altering the operation of a highly localized section of space-time.
[Correct] || Accelerates and exaggerates the universal self-correction to supermundane alterations within a region of space-time. Sharply decreases the chance of success for an ability invoked by another player.
[Proscribe] || Brands a targeted object or entity as irreparably subversive or deleterious to laws of existence. Circumstance will conspire to prune the target from existence, leading to the eventual destruction as fortune and fate gradually turn against them.

jesus christ this guy is NOFUN the eldritch horror
>>
>>4177840
...am I cheating doing two Actions in one action? And I should probably take out the"And try to teach them to make Greek fire." My character probably doesn't even know how to make that himself.
>>
>>4178797
You can't do different actions in one action. About the greek fire, if you didn't list it as something you know or imply that you know it, I would assume your just looking it up through the internet. Since your guy was a snake with a gun and have abilities centered around that it's assumed you have knowledge of marksmanship and could train people in that.
>>
>>4177366
You would need to roll 3 19d6 or 1d57. There's a base of 4d6 plus 15 more d6 because of your 15 in power for every action that is using your power stat.
>>
>>4177600
You did the rolling correctly and I roll for the cultists.
>>
>>4177840
I don't know where you got the last 1d6, but the rest of your rolling is good.
>>
>>4178224
Can you explain what you mean by the "natural cosmic order."
>>
>>4178224
You need to roll 30d6 for you god action and I take care of the cultists actions. 4d6 + 6 power = 10d6 X 3 actions = 30d6.
>>
Rolled 4, 1, 4 = 9 (3d6)

>>4177366
>>
Rolled 2, 5, 3, 6, 3, 1 = 20 (6d6)

>>4177600
>>
>>4178903
I think he means normal, nonmagical and warped reality.
>>
Rolled 4, 5, 2, 5, 3, 1, 6, 2, 2 = 30 (9d6)

>>4177840
>>
Rolled 4, 5, 1 = 10 (3d6)

>>4178224
>>
Rolled 4, 3, 3, 3, 4, 3, 4, 1, 6, 4, 3, 3, 1, 2, 2, 5, 6, 4, 3 = 64 (19d6)

>>4178888

oh i didn't making avatars could fail or go better, but fuck it I love the idea

did one roll already so am going with the other two
>>
Rolled 6, 1, 2, 1, 3, 4, 6, 5, 6, 4, 1, 5, 1, 1, 4, 5, 4, 2, 2 = 63 (19d6)

>>4178955
there
>>
>>4178903
Right, I wasn't particularly clear. When I describe 'natural cosmic order' or 'foundational reality', I'm essentially referring to the state of reality solely shaped and directed by the celestial processes and universal constants put in place at the formation of the universe/reality/creation by God/Big Bang/Whatever caused your setting to exist. This means that any significant degree of interference in, or manipulation of, the inner workings of reality by an independent party, be it by eldritch beings, alien wizards, outer gods, or even humans with sufficiently powerful technology, would be recognized by The First Knot as a malignant deviation in the carefully curated clockwork of existence in dire need of 'correction'.

>>4178905
Understood. Though I'll note that this system seems to require an exorbitant amount of d6s. 4chan can only process 25 dice rolls at a time, so you'll end up getting a lot of bloat from empty posts.
>>
>>4177840
>Action 3:I train my cultists in way of GUN!

>Cultist action 2: Find a home base

>Cultist action 3: Begin the summoning circle

There, now everything is fixed.
>>
>>4178997
Are you going to do the other rolls?
>>
I'll update tomorrow morning, I procrastinated on some stuff and I need to do it now.
>>
Rolled 1, 5, 2, 6, 3, 4, 4, 5, 5, 1, 3, 4, 4, 2, 2 = 51 (15d6)

>>4179653
Oh, sure. You'd already begun rolling stuff so I figured I'd missed out.
>>
>>4177517
Patrician taste
>>
I'm bad at writing, so it wouldn't be pointless to continue bye forever.
>>
>>4181872
Goodbye Shi, it was fun while it lasted.
>>
>>4181872
HE CAN’T KEEP GETTING AWAY WOTH THIS!
>>
>>4181872
I can’t help but find it funny, three threads in a row this quest has been abandoned
>>
>>4181912
It is quite funny.
>>
>>4181875
>>4181883
>>4181912
>>4181920
I might be making a normal quest soon if anyone wants to participate.
>>
Man these Multiplayer Games are really fun.
>>4181949
Ok I'm down.
>>
>>4181983
It'll start on the morrow, I'll link it
>>
>>4181983
Thanks.

i think i might try that "/Co/ Superheroes" tomorrow, idk
>>
>>4181872
faggot

at least try
>>
Hey, did anybody archive this quests?
>>
>>4183964
https://sys.4channel.org/derefer?url=https%3A%2F%2Farchived.moe%2Fqst%2Fthread%2F4181078%2F%234181078
>>
>>4187130



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