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/tg/ Traditional Games

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Paladin of Joy Quest 2014-09-18 11:04:17 No.34948250

[Missing image file: ]

You are Sireyi Valyenya, 21 years old, you have been made into a Baroness, and given lands on the border of the kingdom.
You’re busy solving the problems only a ruler has.

You wake up the next morning and crawl out of your tent to greet the dawn. A few of the soldiers are up and starting the cookfires. Ebonsong gives a murmur and rolls over; occupying the spot you just left. On this journey she’s taken to sharing your blankets for comfort, she’d never admit to being scared by this place, but you know she doesn’t like it.

The camp is slow to wake up but soon enough everyone is up and eating hard bread and the rough porridge that seems to be a staple of the soldiers diet, idly you wonder if one day your new powers will mean you no longer need to eat. Your camp is in the only part of the clearing not occupied by buildings or weird statues.

Philly climbs out of her tent looking like she just spent a day in a spa – refreshed and not a hair out of place.

Isla crawls slowly out of her tent, blinking the sleep out of her eyes, she gives Philly a surly look “Damn elves” she mutters.

“Sleep well?” asks Philly in a too-sweet voice.

Isla just gives her a dirty look and stalks off to get breakfast.

“Is she ok?” you ask as Isla leaves, wondering if she’s unwell.

“She didn’t sleep well” says Philly blandly “Kept thrashing around in her bedroll – maybe because she didn’t have company to do that with.” You’re not getting drawn into that conversation again.

Looking over at the ruins you can see the mechanical defender has settled down in the midst of the statues, apparently asleep, your spell having long since ended. The statues have also returned to their pedestals. The defenders weapon-limbs are still blackened stumps.


>>
Paladin of Joy Quest 2014-09-18 11:05:08 No.34948261
Shortly after breakfast, the catfolk return. Your only warning is an explosion of swearing from your sentries. Rushing over you see perhaps 200 catfolk: seem they returned in force. Leading them are 5 catfolk that move slower than the others and have faded white fur.

“One minit they was nuthin’” protests a sentry “next minit there they was, just appeared outta nowhere.”

The older-looking cat-folk approach and address your group generally, without focusing on any one person. Behind the 5 are a dozen or so unarmed cat-folk – the rest are all heavily armed. You quickly cast Tongues.

“You must go” says one

“You must not unearth the secrets of the slavers” says another

“Leave or die” says another.

“We can remove these devices” you argue “They won’t threaten you then.”

“No” says the first cat-folk who spoke “You must leave.”

“We can’t leave!” protests Master Fedwin “There’s so much here we can learn.”

“Not liking out chances here My Lord” says Corporal Schwitz to no one in particular.

Perception check (1d20+10) please

>Alright, we’ll go
>We’re not going
>Other

>>
Paladin of Joy Quest 2014-09-18 11:06:11 No.34948276
[Metaquest post]

Keeping changes to Redeeming Touch open for discussion for 1 more thread as some players might not have been able to contribute last thread.

[End Metaquest post]

Character Sheet http://pastebin.com/tsAx3JGT
Party http://pastebin.com/DMfRaXQV
Your Realm http://pastebin.com/jYjB9BBQ
Rules http://pastebin.com/yKvP3AiP
Party Powers http://pastebin.com/awA8AvWi
The World http://pastebin.com/3H9fnizc
Archive http://suptg.thisisnotatrueending.com/archive/33059651/
http://suptg.thisisnotatrueending.com/archive.html?tags=paladin+of+joy
QM Twitter https://twitter.com/anAspiringQM
QM Askfm http://ask.fm/AnAspiringQM

>>
Anonymous 2014-09-18 11:06:45 No.34948285
Rolled 17 + 10 (1d20 + 10)

>>34948261

>>
Anonymous 2014-09-18 11:08:16 No.34948301
Rolled 14 + 10 (1d20 + 10)

>>34948261

>>
Anonymous 2014-09-18 11:08:58 No.34948309
>>34948261
>We're not going

Duh.

>>
Mathrian 2014-09-18 11:09:03 No.34948312
Rolled 12 + 10 (1d20 + 10)

>>34948261
>We’re not going


>>34948276
I've said it previously, but I'll restate it here. I fully believe that Redeeming Touch should not be changed. I feel that it fits with the theme of the quest and I enjoy the way it changes common notions of redemption and punishment.

>>
Paladin of Joy Quest 2014-09-18 11:13:43 No.34948361
>Success

The dozen cat-folk behind the elders (?) all have green eyes – no pupils or whites, the entire eye is green.

>Cast Arcane Sight, could be magic
>Don’t cast, could be seen as hostile
>Other

>>
Mathrian 2014-09-18 11:19:14 No.34948428
>>34948361
>Cast Arcane Sight, could be magic

>>
Anonymous 2014-09-18 11:19:25 No.34948431
>>34948361
>Cast Arcane Sight, could be magic
I cannot suppress my curiosity.

>>
Paladin of Joy Quest 2014-09-18 11:26:54 No.34948523
You cast your spell, trying to be as subtle as possible as Master Fedwin provides a convenient distraction by arguing with the cat-folk leaders.

The 12 green-eyed cat-folk all shine with the light of magic: they are all spell casters of some kind. You can see that they have their own divination and protection spells active. Some of the cat-folk druids (?) focus on you as you cast your spell, but take no action.

You can also see some sort of protective spell upon the whole cat-folk tribe, it appears to be some sort of warding spell against weapons.

From each of the cat-folk spell casters you can see a line of magic reaching out and then splitting into thousands of tiny threads that disappear into the forest in all directions; they appear to be drawing power from the forest as you can draw it from storms.

Will leave it a few minutes in case people want to change stay/go votes, then write.

>>
Paladin of Joy Quest 2014-09-18 11:35:06 No.34948604
“We’re not going” you say to the cat-folk “I’ve explained our reasons for being here.”

The elders are silent for a moment and then one says quietly “For our ancestors” and the entire tribe of cat-folk attack.

You’re battling on the edge of the forest.
The soldiers group around the mages and scholars with you, as the mages ready their spells.

Actions?

Sireyi
>Attack (halberd)
>Power (what?)
>Spell (what?)
>Other

Isla
>Spell (what?)
>Other

Philly
>Attack (sword)
>Spell (what?)
>Other

Ebonsong (in half-dragon)
>Attack (unarmed)
>Spell (what?)
>Turn to dragon
>Other

And of course, targets
>Cat-folk
>Cat-folk leaders
>Cat-folk druids

Battlefield
Allies
10 soldiers
10 Mages
10 Scholars – civilians

Enemies
180 cat-folk warriors
12 green-eyed cat-folk
5 cat-folk elders

>>
Mathrian 2014-09-18 11:42:30 No.34948665
>>34948604
Sireyi
>Power: Lightning Storm
>Cat-folk druids

Isla
>Spell: Antimagic Field
>Cat-folk Druid

Philly
>Attack (sword)
>Cat-folk

Ebonsong (in half-dragon)
>Turn to dragon
>Cat-folk druids

>>
Anonymous 2014-09-18 11:46:22 No.34948708
>>34948604
>Sireyi
>Power (Lightning Storm)
>Cat-folk druids

>Isla
>Spell (Antimagic Field)
>Cat-folk druids

>Philly
>Spell (Divine Power)

>Ebonsong
>Turn to dragon

>>
Paladin of Joy Quest 2014-09-18 11:51:25 No.34948771
Ok, roll 1d20+13 for Sireyi's lightning storm and vote on extra power used.

No roll required for other actions and I'm going with Divine Power for Philly.

>>
Anonymous 2014-09-18 11:52:09 No.34948782
Rolled 1 + 13 (1d20 + 13)

>>34948771
10

>>
Mathrian 2014-09-18 11:52:26 No.34948787
Rolled 11 + 13 (1d20 + 13)

>>34948771
15

lol was just about to second the Divine Power actually

>>
Anonymous 2014-09-18 11:53:44 No.34948805
Rolled 2 + 13 (1d20 + 13)

>>34948771
15

>>
Paladin of Joy Quest 2014-09-18 12:03:03 No.34948912
The cat-folk warriors surround the soldiers and mages with you, tearing into them. The soldiers are bravely fighting back and the mages are launching offensive spells into their midst.

The cat-folk warriors also go for you and your companions: you and Ebonsong take flight and Philly goes to meet them sword in hand as she prepares herself for combat with a spell.

Ebonsong resumes her natural draconic form.

You and Isla coordinate a magical assault on the enemy spellcasters: you blast them with a storm of lightning and she drops an anti-magic field around them, moments later the cat-folk warriors reach Isla.

[Isla AE 44/49; Sireyi DE 27/43]

Your lightning drops most of the druids where they stand, their protective spells overwhelmed by your power, only 4 remain to be suppressed by Isla’s spell. The four scatter and as they reach the edges of the antimagic field their bodies start to turn green and brown like the jungle around them and they disappear.

The 5 cat-folk leaders stay back from the fighting, yelling out commands.

“Help!” cries Isla as the cat-folk warriors reach her, she lays about her with her staff, trying to keep them at bay. She has 20 or so surrounding her and won’t last long. You can already see her bleeding from a couple of hits.

[Isla HP 5/13]

Philly is likewise swarmed by cat-folk but with her speed and sword-skill none come close to hurting her; she appears to be enjoying herself.

>>
Paladin of Joy Quest 2014-09-18 12:04:05 No.34948924
Actions?

Sireyi
>Attack (halberd)
>Power (what?)
>Spell (what?)
>Pick up Isla
>Other

Isla
>Spell (what?)
>Other

Philly
>Attack (sword)
>Spell (what?)
>Other

Ebonsong (in half-dragon)
>Attack (unarmed)
>Spell (what?)
>Pick up Isla
>Other

And of course, targets
>Cat-folk
>Cat-folk leaders
>Cat-folk druids

Druids can only be affected by area attacks targeting the jungle – essentially blindly hitting the area in hope of getting them.

Battlefield
Allies
8 soldiers
10 mages
10 scholars – civilians

Enemies
175 cat-folk warriors
4 cat-folk druids (concealed)
5 cat-folk elders







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