[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: Paladin of Joy Quest.jpg (134 KB, 620x453)
134 KB
134 KB JPG
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.

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

You have arrived at your destination.

You see a large circular clearing with a large building in it. The jungle just seems to stop in a circle around the building, with perhaps a quarter of a mile radius.

Inside this circle nothing grows: the jungle has halted, there isn’t even any grass – you stand upon dry soil. You cannot see any animals either; around the edges of circle is a thin layer of animal skeletons. The feeling of cold intensifies.

The building looks a little like a keep – though the architectural style is unfamiliar to you. It has a large blocky central building as well as a wall surrounding a compound. Atop the wall and the top of the keep are a large number of metal spikes, each with a crown of smaller spikes at the top of it. They are spaced evenly along the wall, with perhaps two yards between each spike and the next.

As you stand there looking at it you see a group of cat-folk across the other side of the clearing.

They’re chained up and a wearing metal collars – a single long chain stretches from collar to collar, linking all 20 of them. Surrounding them on all sides are humanoid figures made from a patchwork of flesh and metal, prodding the cat-folk along using iron-tipped spears.
>>
When one of the cat-folk is dragging his or her heels the patchwork guards jab them with a spear and you see electricity arc and the cat-folk convulse, before shambling forwards again.

As they approach the wall surrounding the keep a section of the wall splits apart, just wide enough for the column to enter.

This is no tomb to be excavated, this is a fortress; you wonder if the lord of this place is truly dead or not.

You could try breaking in whilst the door is open.
Or you could wait for the guards to go inside and attack, though you only have 100 soldiers with you and no siege weapons. There’s plenty of wood and vines your troops could turn into makeshift ladders.
Or a small group could sneak in.
Or you could leave; you were expecting a tomb to delve into, not a fortress to attack.

>Rapid assault now!
>Wait to Attack
>Infiltrate
>Leave
>Other
>>
[Metaquest post]

Due to changes in some powers Sireyi has been refunded 16XP. This can be spent now or later, or used to reduce Isla’s XP debt.

Due to the votes last thread, Isla no longer has red skin, she still has small horms and a tail, and has large feathered wings, like Sireyi.

Isla is now a Paladin of Sireyi. She can develop Paladin (and angelic) powers. Sireyi knows when Isla is about to get a new Paladin power and can veto it or have Isla develop something else, if she so chooses.

Apologies about the later time, I was delayed at work.

[End Metaquest post]
>>
>>35000127
>Infiltrate
>>
>>35000127
>Angelic Brilliance +5 -10 XP
>Angelic Magic +2 -4 XP
>Angelic Charm +1 -2 XP

I'm assuming that these peripherals in particular are 2 XP/rank due to the way the discount works.

We will still be able to buy off part of Isla's XP debt when we receive XP at the end of the year, correct?
>>
>>35000227
Yes to both
>>
>>35000112
Could we use one of our investments to cure her short sightedness ?
>>
>>35000255
Yes, I'll assign an XP cost to that.
>>
>>35000112
>>Infiltrate
>>
You decide a small group infiltrating will work best.

Who will you take with you?
(please pick 3 only)
>Matthias
>Jianxi
>Isla
>Ebonsong
>Lunia
>Ophilian
>Empty Slot

Empty Slot is if you want to go alone, or pick less than 3 companions. Empty Slot is picked once per companion slot you do not want to fill.

And will you try and sneak in the door after the party of cat-folk and guards? Or perhaps fly over the wall, or maybe some other way of getting in.

>Walk in the front door
>Fly over the wall
>Other
>>
>>35000367
>Isla
>Ebonsong
>Ophilian
>>
>>35000367
>>35000396
Forgot
>Cast Invisibility
>Fly over the wall
>>
>>35000367
>Jianxi
>Ebonsong
>Isla
>>
>>35000367
>>35000396
>>35000412
Second those.
Now Ophilia can get a chance to prove those Undead smiting skills.
>>
>>35000412
Who is casting invisibility?
>>
>>35000451
We have a entire contigent of Wizards at our disposal, I would hope at least one of them knows how to cast a invisibility spell ?
>>
>>35000492
Fair point, ok.
>>
>>35000367
>Jianxi
>Isla
>Ophilian

Ebonsong does not need to come with us every time, especially into such blatant danger.

It would be good to have someone with a constant telepathic bond to us out here in case something happens.
>>
>>35000367
If we can convince Ebonsong to keep put, I would change >>35000447
her with
>Jianxi
>>
>>35000580
Lunia is experienced with caring for children as part of her backstory; hopefully she can keep Ebonsong under control.
>>
“Stay here” you say to Master Fedwin and your companions, explaining your plan. You have one of Master Fedwins wizards turn you and your companions invisible.

Ebonsong whinges a little “I don’t want to wait outside big sis!”

You kneel down next to her “I need you out here” you say “ready to come in and save me if I get in trouble.”

She thinks about this “well, ok...but you call me as soon as you get in trouble!” she insists.

You approach the fortress cautiously, lest some sort of defence object to your presence.

Whilst the guards approach through the gate, you, Ophilian, Jianxi and Isla are going to sneak over the wall.

You all approach the fortress wall; you carry Philly and Jianxi as Isla is still unsure of her wings and can barely fly herself, let along carry anyone. As you get closer lightning begins to arc between the spikes on top of the wall, intensifying as you close. You hold up a hand to stop your companions and make use of your arcane sight spell to examine the place.

The wall has powerful and complex magics active on it: you see spells designed to reinforce it – making it difficult to break; you see divination spells to detect those approaching and evocation and necromancy spells that you suspect will have a nasty effect on those trying to go over the wall.
Finally, the entire compound is under a dimensional barrier – teleporting in there will be impossible.

You could fly over anyway on your own to test the defences.
You could just continue with the plan and have everyone fly over.
You could try to dispel the magic on a section on the wall and hope it suppresses the defences long enough for you to get inside.
Or you could try to destroy a section of the wall
Or do something else.

>Fly solo
>Fly in a group
>Dispel Magic
>Destroy the wall (what power/spell?)
>Other (what?)
>>
>>35000725
How high can we fly ? Could we fly high enough to fly over the range of those defensive spells ?
>>
>>35000762
You can fly very high.

Flying over the entire compound won't present a problem, but landing inside the outer wall or on the main building might still trigger the defensive spells.
>>
>>35000725
>>Dispel Magic
Let's try doing some magical sneaking.
>>
File: image.jpg (136 KB, 1000x700)
136 KB
136 KB JPG
>>35000101

Hey Pally, I can't get on IRC right now, so have this in the thread. I got lucky and managed get decu to draw this
>>
>>35000832
Thank you Anon!

Very much appreciated!

And if I don't see him: Please thank Decu for me.
>>
>>35000725
>Fly high above the defensive spells reach, and then land inside the outer wall

If the spells trigger even inside the walls instead of just along them, then dispelling just at that section won't help anyway.
>>
>>35000859
The spells are designed to prevent airborne infiltration; we could simply land after we pass over the dispelled section to avoid further defenses while still infiltrating the fortress, albeit restricted to land-based movement.
>>
tie-break huh, a few more minutes for anyone else to pitch in, then I roll a die.
>>
>>35000927
Like a dome ?
Possible, I guess. But then "cutting a hole" so to speak, would still risk revealing our intrustion.
But for the sake of getting anywhere, I change to
Dispel Magic
>>
>>35000986
To do it properly, changing >>35000859
to
>Dispel Magic
>>
Ok, Dispel it is, please roll 1d20+14 and vote on extra arcane energy used.
>>
Rolled 8 + 14 (1d20 + 14)

>>35001038
15
>>
Rolled 5 + 14 (1d20 + 14)

>>35001038
15
>>
Rolled 15 + 14 (1d20 + 14)

You know what would be awesome right now? Celestial Iron protections, like we gave that Duke. Now that we can produce several pounds of Celestial Iron per day and only have to recuperate a single day afterwards, we could do some really fancy stuff. I wonder how powerful a protection or healing item we could create if we did that and invested some exp as well.

Of course, we have to hurry, now that events have been put in motion, but this is something we should seriously do soon. My previous celestial-iron sanctuary shrine idea is suddenly far more practical as well (Though we would still need to upgrade the power quite a bit, or invest a lot of time, to make it work)

I think it would be pretty neat to make some small statues of velya with celestial iron as well. Put them in the infirmary, or a hospital if we have something as fancy in our barony.

>>35001038
20 extra
This is a pretty powerful permanent defense. We need to invest a lot for it to have a good chance at working.
>>
>>35001038
Say, are there ways to easily transfer arcane energy from person to person? It seems to be kind of a waste to have a contingent of mediocre mages around and not use them as a living battery for the more powerful spell-casters.
>>
You draw forth your arcane energies and shape them into a spell to suppress the magic on a section of the wall.

Your spell clashes with the protective energies in the wall and suppresses them; opening a hole in this places arcane defences.

[AE 31/49]

You can already see the defensive wards recovering from your spell so you make haste, you and Isla flying over the wall – you have Jianxi and Philly tucked under your arms.

No defences attack you as you land in a stone-paved courtyard. Ahead of you looms a large and imposing metal and stone building.

It has the same magical defences as the outer wall and you can see a large set of double doors on the side facing you, you take a quick look around the outside of the building: It is blocky and squat, the architect apparently lacking in imagination.

There is an identical gate on the opposite side, in which the guards are herding the captured cat-folk.

Other than these, you see no signs of life in this place, the cold is stronger here and Jianxi and Philly shiver, though you and Isla appear unaffected. Ophinus lands on your shoulder and wraps himself in your long hair “I do not like this place Creator” he says “I feel...weak...here.”

You could try and sneak through the door into the main building with the cat-folk.
You could try and break or dispel the magic on the second door
You could look around the courtyard for any other entrances to the main building of anything else of interest – there appear to be several smaller building in the compound.
Searching will take enough time that the cat-folk will all be inside by the time you’re finished.

>Sneak in
>Break door
>Dispel on the door
>Search the place

No one appears to have noticed you, yet.

Also, roll an unmodified 1d20, for thing.
>>
>>35001095
You don't know of any yourself, but its probably something a mages guild has researched.

You could always ask Isla or one of the other mages.
>>
Rolled 7 (1d20)

>>35001254
>Search the place
>>
Rolled 19 (1d20)

>>35001254
>Search the place
>>
Ok, roll 1d20+10 to search the place
>>
Rolled 19 + 10 (1d20 + 10)

>>35001506
>>
Rolled 1 + 10 (1d20 + 10)

>>35001506
>>
Rolled 1 + 10 (1d20 + 10)

>>35001506
>>
Rolled 2 + 10 (1d20 + 10)

>>35001506
>>
>>35001579
>>35001587
What the hell anons ?
>>
>>35001579
>>35001587
FUCK

Oh well, it's far from the worst point we could've autofailed.
>>
You decide to take a look around the place before trying to get into the main building.

You and your companions search the compound, including the smaller buildings.

One of the outbuildings is heavily reinforced and has several work-benches, rotted and crumbling books in a strange language and the sort of exotic glassware you’d find in an alchemists lab.

Another much larger building has bits and pieces of machinery in it – some of it resembling the defender with the glass eye you fought the other day, though none of it appears active.
Isla stares around this place in fascination, picking up bits of machinery and examining them.

The third building is much smaller and contains dozens of the pikes the patchwork guards where carrying, as well as other more exotic weapons: discs that might be some sort of thrown weapon perhaps; long metal barrels that resemble small cannon; metallic whips and stranger things.

“What are we waiting for?” asks Philly as you examine the place “Are we going to get in there and purge some undead or not?” she’s pacing back and forth, swinging her arms.

“If you want to go running in there on your own” says Jianxi “you go right ahead, tell us all about it when you’ve beaten everything by yourself.”

Philly gives her an unfriendly look but says nothing else.

Other than this you find nothing.

Your choices for getting into the main building have been reduced to:

>Dispel the magic protecting one of the doors
>Try and break it

The doors appear to be locked, as you look at Jianxi questioningly she nods saying “Yeah, I can get through that” and flashes her lock picks at you.

Or you could take a look around one of the other rooms first

>alchemy lab
>machine lab
>armoury
>>
>>35001705
>Dispel the magic protecting one of the doors
>>
Ok, roll 1d20+14 and vote on extra arcane energy used
>>
Rolled 5 + 14 (1d20 + 14)

>>35001892
10, these probably aren't as powerful as the external defenses.
>>
Rolled 18 + 14 (1d20 + 14)

>>35001892
10, we hopefully already passed the strongest magical defenses.
>>
Rolled 13 + 14 (1d20 + 14)

>>35001892
10
>>
You use your arcane powers to suppress the magic protecting the large doors long enough for Jianxi to pick the lock.

[AE20/49]

After several tense minutes she whispers “got it!” and you all sneak inside.

This is a large fortress and you wander through empty rooms and corridors; the place looks long abandoned, with a thick layer of dust everywhere.

As you wander through you see some places that are protected by powerful magic – you note these down and prepare to come back to them later.

There appear to be no patrols or guards of any kind you can see, and other than a few locations there are no magical defences you can detect.

The locations of note are:

A large and ornate throne room with a throne and a long table in the middle; the throne and the chairs are mostly too big for humans – they were made for creatures perhaps 10-12ft tall and some of the chairs are shaped oddly, as if for non-humanoid shapes.
The doors of the throne room are open, but the place is covered in strange mind-controlling enchantment magic.

A circular room that looks like a summoning circle; it has a faded magic circle in the middle and furrows in the stone floor stained with old blood. Warding magics emanate from this room.

At the bottom of the keep is a huge brassbound door that you think leads into a cellar of some kind. It’s locked but has only divination magic on it. Putting your ear to it the metal feels warm, and you can hear faint screams coming from the other side.

There is no sign of the captive cat-folk anywhere in the fortress.

>Examine the throne-room
>Examine the summoning room
>Try going through the brass door
>Other
>>
>>35002105
>Examine the throne-room
>>
>>35002105
>Try going through the brass door

>you can hear faint screams coming from the other side
>>
deadlocked again. A few more minutes then I roll
>>
>>35002129
I'd really rather not mess around with the mind-control magic in the throne room, especially when the cat-folk are probably in the cellar behind the brass door, possibly being sacrificed to fuel some kind of necromancy.
>>
>>35002105
>>35002317
I figure the earlier we get that out of the way the better, but again, in the sake of getting anywhere.>>35002129
to
>Try going through the brass door
>>
>>35002105
>>Try going through the brass door
Sorry for not being that active this thread.

>>35002347
And just as I was writing…
>>
>>35002105
>>Try going through the brass doo
Save the catfolk.
>>
You try the heavy brassbound door; once again Jianxi’s lock-picks prove invaluable as with a final twist she says “We’re in” and opens the door....

You enter a large room that stretches down and down and down. You can see openings to several floors in this one room with wide ledges around the edge of this room on each adjoining floor. You are on the top floor at a circular flight of stairs that goes all the way to the bottom of this place, stopping at each level on the way down. There are 6 floors in total.

On the floor and ledges of this room are rows of cat-folk all enclosed in what look like full body casts made of iron rails, their faces frozen in expressions of fear, anger and pain. There are maybe 50 in total.

Long red vine-like structures run from each of the trapped cat-folk to a central structure 20ft tall in the centre of the room.

The vines twist and throb; you can see one withdraw briefly from the flesh of a half-dead cat-folk and thrust a knife-like tip into its victims flesh again. As it does so it turns grey as it withdraws, only to turn red again after striking.

Some of the body-cages contain only skeletal remains; you see the patchwork guards clearing these away, only to place another thrashing cat-folk into the cage. She screams and fights until the bladed tip of a grey vine enters her shoulder; then she simply freezes, a silent scream twisting her face.

The central structure appears to be a vast fleshy cocoon of some sort, it expands and contracts as if breathing. Dozens of the patchwork guards surround it, unmoving.

The patchwork guards emanate transmutation and necromantic magic.

The cocoon is a mixture of all sorts of magic, but mostly necromancy.
>>
Philly takes all this in and grips her sword tighter, saying “we move down level by level, destroying anything in our path.”

Isla looks like she just wants to throw up.

Jianxi sets her jaw and just asks quietly “orders?”

Ophinus seems to be weeping “Creator let us leave this place of horror” he begs

Actions?

>Start freeing cat-folk
>Attack the guards (how?)
>Attack the central cocoon (how?)
>Leave
>Other
>>
>>35002482
>Sireyi and Philly smash Undead
>Jianxi and Isla free cat-folk
>>
>>35002482
>>Start freeing cat-folk
>>Attack the guards (how?
Halberd chops. We need to get these folks out of here.
>>
>>35002482
>Sireyi and Philly smash Undead
>Jianxi and Isla attack the life-sucking appendages, after those are severed they attack the central flesh-blob.
>>
>>35002482
>Sireyi and Philly attack the guards
>Jianxi and Isla focus on freeing the cat-folk
>>
Ok, roll 2d20 for Sireyi and Philly's attacks
>>
Rolled 5, 5 = 10 (2d20)

>>35002767
>>
Rolled 3, 16 = 19 (2d20)

>>35002786
>>
Rolled 20, 10 = 30 (2d20)

>>35002767
>>
You and Philly go to work on the undead (or is it golem?) guards with halberd and sword.

Your invisibility spells fade as you chop several of them down. Once revealed the rest turn on you with those strange pikes.

Lightning flashes at you and you smirk, seems they don’t know you’re pretty resistant to OWWWW!

A bolt of...definitely not lightning hits you square in the chest.

[HP 64/69]

You focus your fading arcane sight on those pikes: they glow with necromantic energy. What they’re shooting only looks like lightning, but isn’t.

Philly dodges their attacks and keeps fighting.

Isla and Jianxi get to work slicing the red vines and freeing the cat-folk. Once sliced the vines flop around, spraying pink fluid from the several ends. They’ve freed about 10 so far, the freed cat-folk mostly slumping in exhaustion and pain, numb to the world around them.

The guards in from of the cocoon remain immobile – you and Philly are fighting the few tending to the cages.

The cocoon itself bulges out to one side – a nightmarish face pressing against the fleshy wall from the inside, distending it then retreating once more back into the cocoon.

Powerful magic is building from within the cocoon. You can also feel strong evil (undead...and something else) from the cocoon.

Actions?

Sireyi
>keep fighting guards (halberd)
>Use spell (what? target?)
>Use power (what? target?)
>Other

Philly
>keep fighting guards (halberd)
>Use spell (what? target?)
>Other

Isla
>Keep freeing cat-folk
>Other (what?)

Jianxi
>Keep freeing cat-folk
>Other (what?)

Battlefield

Enemies
10 guards (fighting you and Philly)

40 guards (immobile)
>>
>>35002892
Sireyi
>Lightningbolt against the cocoon

Philly
>Keep fighting the active guards

Isla
>Keep freeing cat-folk

Jianxi
>Keep freeing cat-folk
>>
>>35002892
Sireyi
>Disjunction on the cocoon
This is either the best idea I've ever had, or the worst.
It'll take out the guards around the cocoon as well, hopefully.
I'm assuming this won't overlap with the area Ophilian is fighting the active guards in.

Ophilian
>Continue fighting active guards (She doesn't use a halberd)

Isla
>Keep freeing cat-folk

Jianxi
>Keep freeing cat-folk
>>
>>35002989
This.
>>
>>35002989
>I'm assuming this won't overlap with the area Ophilian is fighting the active guards in.

It won't, Philly is on level 5, the Cocoon is in the centre and extends from level 1 to 3.
>>
Ok, Disjunction it is.

Roll 2d20 (Sireyi, Philly) and vote on extra arcane energy used (if any)
>>
Rolled 15, 20 = 35 (2d20)

>>35003191
15
>>
Rolled 4, 20 = 24 (2d20)

>>35003191
10, provided that doesn't increase the area to the point it becomes an obstacle for us.
>>
Rolled 16, 8 = 24 (2d20)

>>35003191
12.5
>>
Rolled 6, 10 = 16 (2d20)

>>35003191
10
>>
You shape your arcane energies into a potent anti-magic spell and target the cocoon. When your spell is released the cocoon goes still and the remaining vines turn grey and go limp: the trapped cat-folk appear to wake up and start screaming in their cages.

[AE 4/49]

A large figure tears its way out of the cocoon, flopping to the floor wet and dropping with strange fluids, it clumsily staggers to its feet.

It looks vaguely humanoid in shape: 12ft tall with 2 legs and 4 arms, and two long lizard-like tails ending in claw-like hands; it has a segmented insect-like body and a black exoskeleton; its 4 arms have long fingers ending in wicked-looking claws; it’s skull is elongated and inhuman but it has a surprisingly human face twisted in a snarl of rage; its long skull is fused to a black chitin-like hood; its arms and legs have multiple joints; it’s naked but its appearance gives no indication of any gender. It takes no actions this round, it radiates powerful necromantic magic and it is *very* evil to your senses.

It says something in a language you don’t understand, it sounds angry.

The guards around the cocoon surround this monster and point their spears in your direction, firing off blasts of that strange necromantic lightning again, you twist and turn in the air, making full use of the size of the chamber and they are unable to hit you.

Philly cuts down another 4 of the guards facing her and heads down another level to meet those coming up to meet her; none of the guards get close to hitting her. Philly is a whirlwind using a sword – bringing an end to any who dare face her in combat.

Jianxi and Isla free another 12 of the cat-folk – some of those they have already freed are starting to help them.
>>
Actions?

Sireyi
>attack with halberd (who?)
>Use Tongues and try to talk to the insect-lizard-thing
>Use spell (what? target?)
>Use power (what? target?)
>Other

Philly
>keep fighting guards
>Use spell (what? target?)
>Other

Isla
>Keep freeing cat-folk
>Other (what?)

Jianxi
>Keep freeing cat-folk
>Other (what?)

Battlefield

Enemies
6 guards (fighting Philly)

40 guards (protecting insect-thing)
>>
>>35003413
Sireyi
>Lightning Storm on the group around the insect thing

Philly
>Keep killing her opponents

Isla
>Come to Sireyi and fireball at the same group

Jianxi
>Keep freeing cat-folk
>>
>>35003434
Sireyi
>Lightning Storm focused around the Lord of Life

Ophilian
>Disengage and retreat momentarily and cast Destruction on the Lord of Life
Any defenses he had should be down from the Disjunction.

Sorry if this actually works and ruins your boss, Pally.

Isla
>Cone of Cold on the guards Ophilian was fighting after she's away from them

Jianxi
>Continue freeing cat-folk

Genuinely shocked that disjunction didn't catch any of the guards near the cocoon.
>>
>>35003635
>Genuinely shocked that disjunction didn't catch any of the guards near the cocoon.

Good point, my apologies - I forgot about them for the spell, adding to next post.
>>
ok, tie-breaker needed for Isla and Ophilians actions, or I roll
>>
Rolled 1 (1d2)

1 - first post
2 - second post

This is me rolling, this is not a vote, or final destination or anything
>>
Ok, please roll 3d20 for Sireyi, Philly and Isla
>>
Rolled 10, 4, 15 = 29 (3d20)

>>35003923
>>
Rolled 19, 9, 7 = 35 (3d20)

>>35003923
>>
Rolled 12, 7, 10 = 29 (3d20)

>>35003923
>>
FUCK YEAH PALADIN OF JOY QUEST!
>>
Thank you, I know I'm asking for a lot of dice rolls here, but if you could also roll me 4d20 (Sireyi, Philly, Isla, Jianxi) to resist something.

And welcome Fuck Yeah guy

Don't apologise for attempting to Destroy the thing.

It might have worked, I reward clever thinking, not punish it, pity no one else voted for it.
>>
Rolled 7, 1, 20, 13 = 41 (4d20)

>>35004139
Resist everything!
>>
Rolled 2, 11, 11, 18 = 42 (4d20)

>>35004139
>>
Rolled 10, 1, 7, 15 = 33 (4d20)

>>35004139
>>
You unleash one of your more powerful abilities and a storm of lightning dances around the insect-thing and the guards surrounding it. The monster staggers and over half of its guards simply drop, like puppets with cut strings.

Philly continues to cut apart the guards she is facing, dropping another two.

Isla launches a ball of fire at the guards surrounding the insect-thing, dropping several guards, but not really harming the monster.

The remainder try firing more lightning at you but nothing comes from the tips of their spears that they point at you.

Jianxi and the cat-folk free half the remaining cat-folk.

The insect thing raises all four arms, between two of them appears a ball of sickly green energy that expands, and then explodes into tiny dots of light; each light seeks out a fallen guard.

As you watch all of the guards you have felled by blade or spell rise to their feet unharmed – torn and burned flesh sealing itself.

Something shimmers briefly between its other two hands, but too quickly for you to...

You are Sireyi, 6 years old and you are having trouble learning to swim; your stepmother holding you under the water might have something to do with that.

You thrash around in her grip and surface briefly in the pond, your stepmothers hold on you weakening-

No, this is wrong, it’s just a memory

-and then strengthens, thrusting you under the water again, your lungs burning for air. You flap your wings and try to wriggle free but everything is going-

Your father came and saved you, one of the gardeners fetched him.

-black, you’re at peace, you’re going to sleep...death isn’t so bad...there’s a bright light welcoming you back, your real mother is there with open-

No, you have to “wake up, WAKE UP!” You realise Ophinus is screaming in your ear.

Your eyes snap open and you spread you wings just before you hit the ground. You soar upwards once more. You blacked out whilst re-living a one of your less pleasant memories.

You look around you:
>>
Philly is kneeling, her face pale and staring into the middle distance. “Father mother, noooooo!” she wails “Get up, please get up!”

Seems you’re not the only one experiencing bad memories. Around Philly the guards are closing in, spears raised to strike – she’s oblivious to their presence.

Isla is holding her hands to her head, her eyes screwed up tight yelling “No, I’m not a child any more father, I’m not afraid of you, I won’t go in the cellar again – you can’t make me!”

Jianxi is lashing out wildly with her daggers in hand – not attacking anyone in particular and her eyes are unfocused “Shut up!” she yells “Shut up! I’m not worthless, I’m better than you! I am!” The cat-folk around her have retreated, giving her room so that none of them get hurt.

“Bow before the Highest Servant of the Lord of Life” says the insect-thing in a commanding tone, taking in all four of you “Know only suffering until you submit.”

Actions?

Sireyi
>attack with halberd (who?)
>Get Philly out of there
>try to talk to the insect-lizard-thing (say what)
>Use spell (what? target?)
>Use power (what? target?)
>Other

Philly (unable to act) – about to get stabbed a lot

Isla (unable to act)

Jianxi (unable to act)

Battlefield

Enemies
15 guards (fighting Philly)

40 guards (protecting insect-thing)

Highest

Other
Cat-folk freed 36/50

Also roll 2d20 for Isla and Jianxi to recover from the effect. Philly does not get a roll due to previous crit-fail.
>>
>>35004505
Does sanctuary sheild against mental effects?
>>
>>35004505
>Get Philly out of there
>>
>>35004665
It shields against magical ones
>>
Rolled 16, 5 = 21 (2d20)

>>35004505

Sireyi
>Move over to Philly and protect her with your Sanctuary
>Get Philly out of there
>>
Rolled 2, 7 = 9 (2d20)

>>35004505
>Get Philly out of there
>>
Rolled 19, 14 = 33 (2d20)

>>35004505
>>
>first time to /tg/
>find this
>28th installment
>lots of reading to do now
>>
Rolled 3, 18 = 21 (2d20)

>>35004685
This, if we can swing both.
>>
Your Sanctuary appears around you, driving back the effects of evil magics, and keeping the undead guards at bay.

You dive down and grab Philly, taking her to a level near the bottom with no guards; she’s crying and begging her parents to get up, not really seeing you.

You know you’re going to hear about this later but...

“Did you have to hit me so hard?” asks Philly, rubbing her reddened cheek.

“Sorry” you say “but after the first few, you really didn’t seem to want to come ‘round.”

“Right” says Philly “Who did that?” her eyes narrow.

“The bug-thing” you say “But I really don’t think you should-”


Philly charges down the stairs, casting a spell as she goes, heading for the self-proclaimed *Highest* “By the grace of Konig!” she yells as she charges at the monster “You *will* fall!”

Isla and Jianxi manage to shake off the lingering effects of their nightmares on their own, though both look pretty shaken.

The freed cat-folk free a few more of their own.

The guards that Philly was fighting head for Isla and Jianxi. They’ll be able to attack them next round.

The guards around the Highest move to put themselves between it and Philly. Philly and the guards are just about to clash.

The Highest looks up at you “Ancient enemy” it snarls “all alone without your host to serve you, this time Syberis – I will have your head!”

Arcane energies dance around it and it launches off two spells at you in rapid succession.

Actions?

Sireyi
>attack with halberd (who?)
>Intercept Philly
>Use spell (what? target?)
>Use power (what? target?)
>Other

Philly (Divine Power, not listening to orders)

Isla
>Fly away from guards
>Use spell (what? target?)
>Other

Jianxi (unable to act)
>Attack guards (knives)
>Use spell (what? target?)
>Other

Battlefield

Enemies
15 guards (heading for Isla and Jianxi)

40 guards (protecting Highest)

Highest

Other
Cat-folk freed 42/50

Please roll 2d20 for Sireyi to resist the spells
>>
>>35004897
Thanks for reading!

Feel free to ask questions
>>
Rolled 7, 6 = 13 (2d20)

>>35005013
Sireyi
>Use Spell (Destruction)
Highest

Isla
Use Spell (Antimagic Field)

Jianxi
>Attack guards (knives)


He's still on the offensive, its likely he hasn't had time to restore his defensive magics. With Isla's antimagic field that may allow us to close with and kill the Highest.
>>
>>35005144
Hi Mathrian, I was worried you wouldn't make it
>>
>>35005144
Sireyi doesn't have Destruction, it's a fourth-level Priest spell.
>>
>>35005037
I do have a few questions if you have time to spare.
Is this a rule set of your own devising or is it from an extablished game?
Does /tg/ do a lot of these?
>>
>>35005194
My bad, I misread the earlier vote being for Sireyi to cast it.

>>35005144
changing Sireyi's action to
>Use Power (Lightning)
>>
>>35005144
Sounds good, seconding.
>>
>>35005216
>Is this a rule set of your own devising or is it from an extablished game?

I stole the basic attributes from Cosgroves Peter Parker Quest, then heavily modified it.

>Does /tg/ do a lot of these?

Yes, if you're using the catalogue just search for threads with *Quest* in the title.

There's also a Quest Thread General in which quests as a whole are discussed - it can be both positive and negative towards quests and Quest Masters (QMs) - but it's a good way to find out about quests both new and old.

Or you can search sup tg for *collective games* in the archives.
>>
Mathrians rolls will not cut it, 5 more minutes for rolls, otherwise Sireyi is affected by both spells.

Samefagging on rolls is allowed.
>>
>>35005144
>>35005245
Won't the antimagic field interfere with any spells we cast at him?
>>
Rolled 8, 11 = 19 (2d20)

>>35005144
>>
Rolled 3, 20 = 23 (2d20)

>>35005144
Samefagging rolls

>>35005348
Yes, but I expect Isla would wait until Sireyi hits to launch the antimagic field. After that Sireyi can close and chop him up.


>>35005306
Pally, is Divine power suppressed by an antimagic field?
>>
>>35005306
Awesome, thanks! Can't wait to get caught up and join in on the action.
>>
>>35005380
>Iis Divine power suppressed by an antimagic field?

Yes
>>
>>35005399
Hmm... Mechanically, would you allow a Antimagic Field spell designed to not interfere with Divine Magics? Obviously we'd have to do research and such, but I imagine Isla would be the perfect person to do such research.
>>
>>35005396
One thing I'll add to what Pally said is to take anything said in the /qtg/ with a grain of salt.

It's slogan is 'lies and misdirection', after all.

>>35005445
Consecrating an Antimagic Field spell might be a thing.
>>
>>35005445
>Mechanically, would you allow a Antimagic Field spell designed to not interfere with Divine Magics?

Yes, it's possible but you don't have it yet.

Ok, actions locked in

Sireyi - Lightning
Isla - Antimagic
Jianxi - Happy Knifey time

Please roll 3d20 - order of actions is Sireyi, Philly, Jianxi (no roll needed for Isla).
>>
File: happy dance.gif (325 KB, 237x213)
325 KB
325 KB GIF
Rolled 16, 16, 3 = 35 (3d20)

>>35005182
Sorry, took me a bit to get to this lol

Yeah, I actually passed out about 10 hours ago and just woke up. I thought I'd completely missed PoJ. And here I come to find I only missed the beginning. Today is truly a joyous day


>>35005499
Sweet. Good to know. We really need to get on that then.
>>
One of the spells forces its way past your defences: you feel weak, it’s hard to focus and everything is kinda blurry.

[Cursed; Sireyi is a -10 to all d20 rolls]

The second spell explodes in a flash of arcane energy, your mystical protections defending you.

Death Spell resisted


>>35005499
Forgot to add: and vote on extra Divine Energy for Lightning pls
>>
>>35005540
35 DE
I want to fry the shit out of him
>>
Rolled 6, 4, 9 = 19 (3d20)

>>35005499
So, is Syberis our mother's name?

>>35005540
30
>>
Rolled 1, 17, 18 = 36 (3d20)

>>35005499
30
>>
You try to battle past the feelings of confusion and fatigue and blast your foe with lightning. The Highest staggers back with a screech of pain and rage, almost toppling, only keeping its feet with the help of its two tails.

[DE 10/44]

As it summons its own arcane powers to respond to your attack Isla drops an antimagic field on it with perfect timing – blocking its spells just as it casts them. As the guards reach Isla one manages to hit her, she grunts in pain and looks towards the edge of the ledge – ready to launch herself off and continue fighting in the air.

[Isla AE 57/62; HP 40/47]

It thrashes its head back and forth and then its gaze settles on Philly.

Philly carves her way through its guards, dropping two of them and dodging back the rest, heading for the Highest. Philly easily avoids the guards attacking her.

Jianxi launches herself at the guards heading for her, cutting one of them down. As they close in on her she takes a few hits.

[Jianxi HP 18/24]

The cat-folk free the rest of their companions and start heading upwards towards the exit.

Actions?

Sireyi
>attack with halberd (who?)
>Intercept Philly
>Use spell (what? target?)
>Use power (what? target?)
>Other

Philly (Divine Power, not listening to orders)

Isla
>Fly away from guards
>Use spell (what? target?)
>Other

Jianxi (unable to act)
>Attack guards (knives)
>Use spell (what? target?)
>Use Tattoo (which?)
>Other

Battlefield

Enemies
14 guards (fighting Isla and Jianxi)

38 guards (protecting Highest)

Highest (wounded)

Other
Cat-folk freed 50/50
>>
>>35005800
Sireyi
>Attack with halberd (Highest)

Isla
>Fly away from guards

Jianxi (is able to act)
>Use Tattoo (Linked Divine Tattoos)
>>
>>35005852
>Jianxi (is able to act)

Thanks for spotting, yes she is
>>
>>35005800

Sireyi
>attack with halberd (Highest)

Philly (Divine Power, not listening to orders)

Isla
>Fly away from guards

Jianxi
>Use Tattoo (Linked Divine Tattoos)
>>
>>35005610
Maybe
>>
ok, roll 2d20 for Sireyi and Philly
>>
Rolled 11, 18 = 29 (2d20)

>>35006032
>>
Rolled 18, 4 = 22 (2d20)

>>35006032
>>
Rolled 16, 7 = 23 (2d20)

>>35006032
>>
File: 1405932947008.gif (1.41 MB, 370x207)
1.41 MB
1.41 MB GIF
>>35006049
>>35006062
>>
You dive down towards the Highest, your thoughts clearing as you enter the anti-magic field. You hit it solidly with your halberd but the wound inflicted is minor. Its return strike misses you as you dodge back from its scything claws. A few of the guards protecting it hit you with their spears but you feel no pain, their attacks being mere pinpricks to you.

Philly hits the monster from the other side, her attack doing little damage. Its tail slashes out at her, almost eviscerating her, bringing her to her senses somewhat. The guards surrounding the highest miss her.

[Philly HP 8/18]

Isla takes flight away from the guards attacking her and breathes a sigh of relief, feeling much safer now that she’s in the air.

Jianxi focuses on her tattoos and feels a rush of power as she gets stronger, faster and tougher. One of the guards attacking her gets in a lucky strike.

[Jianxi HP 54/58]

The cat-folk continue to climb towards the exit; avoiding the guards in their path.

Actions?

Sireyi
>attack with halberd (who?)
>Intercept Philly
>Use spell (what? target?)
>Use power (what? target?)
>Other

Philly (Divine Power)
>Attack Highest
>Get out of the field and heal
>Use spell (what?)
>Other

Isla
>Fly away from guards
>Use spell (what? target?)
>Other

Jianxi
>Attack guards (knives)
>Use spell (what? target?)
>Use Tattoo (which?)
>Other

Battlefield

Enemies
14 guards (fighting Isla and Jianxi)

38 guards (protecting Highest)

Highest (wounded)

Other
Cat-folk freed 50/50
>>
>>35006162
Sireyi
>Grab Philly and fly up

Philly
>Heal self

Isla (doesn't need to fly away from the guards)
>Fireball at the guards previously surrounding her

Jianxi
>Attack guards (knives)
>>
>>35006292
>Isla (doesn't need to fly away from the guards)

Thanks for spotting, fixed
>>
>>35006162
Sireyi
>attack with halberd (Highest)

If we leave him alone the Highest will most likely leave the antimagic field and start smashing our face in with spells. He does have death spells guys, and if he hits our companions with them, I expect it is unlikely to fail.

>Philly
>Get out of the field and heal

Isla
>Fireball at the guards previously surrounding her

Jianxi
>Attack guards (knives)
>>
5 minutes to break deadlocked vote, or I roll
>>
>>35006162
Sireyi
>attack with halberd (Highest)
Philly (Divine Power)
>Attack Highest
Isla
>Fly away from guards
Jianxi
>Attack guards (knives)
>>
>>35006388
>>35006162
Fair enough, changing Sireyi's action from my vote (>>35006292) to Mathrian's.

Though even if he leaves the field, we can probably just pile on Destruction, Angelic Lightning Bolt and a massively overcharged Fireball to make him wish he hadn't, assuming he even gets the chance to regret his decision.

Not to mention that he seems to have a hate-boner for our mother who he believes is us, so he's unlikely to target anyone else.
>>
ok, please roll 3d20, Sireyi, Isla and Jianxi and vote on extra arcane energy used by Isla (if any)
>>
Rolled 13, 2, 20 = 35 (3d20)

>>35006518
12
>>
Rolled 3, 19, 7 = 29 (3d20)

>>35006518
8
>>
Rolled 6, 7, 2 = 15 (3d20)

>>35006518
10
>>
Rolled 2, 6, 19 = 27 (3d20)

>>35006518
???
>>
You launch yourself at the Highest, once more scoring a minor wound on him with your halberd. He slashes at you with a concerted flurry of blows and hisses out “This is for your trickery at Helwards Gap, bitch!”

Some of his attacks are starting to hurt. In the anti-magic field you’re both having a hard time hurting each other, but his extra limbs are giving him the advantage in this battle of attrition. His guards surround you, but seem unable to harm you.

[Sireyi HP 56/69]

Ophinus is hovering outside the anti-magic field, seemingly unwilling to enter it.

Philly retreats from the anti-magic field to heal herself, taking advantage of your distraction.

[Philly HP 18/18]

Isla turns and blasts the guards who attacked her with a fireball, turning several into charred corpses. The guards fire blasts of necrotic lightning at Isla but miss.

[AE 47/62]

Jianxi rips into the guards attacking her with her improved powers, cutting down two of them.
The guards attacking Jianxi with their spears all miss her.

The last of the cat-folk make it out of the exit.

Actions?

Sireyi
>attack with halberd (who?)
>Intercept Philly
>Use spell (what? target?)
>Use power (what? target?)
>Ophinus action (bonus action: what?)
>Other

Philly (Divine Power)
>Attack Highest
>Use spell (what?)
>Other

Isla
>Use spell (what? target?)
>Other

Jianxi
>Attack guards (knives)
>Use spell (what? target?)
>Use Tattoo (which?)
>Other

Battlefield

Enemies
4 guards (fighting Jianxi)

38 guards (protecting Highest)

Highest (wounded)
>>
>>35006755
Sireyi
>attack with halberd (Highest)
Philly (Divine Power)
>Attack Highest
Isla
>No comment
Jianxi
>Attack guards (knives)
>>
>>35006755
Sireyi
>attack with halberd (Highest)

Philly (Divine Power)
>Attack Highest

Isla
>Use Spell (Supreme Arcane Might)

Jianxi
>Attack guards (knives)
>>
>>35006863
I say to use Supreme Arcane Might because it lasts the whole encounter and we may need to have some massive firepower if Highest decides hes tired of fighting in the antimagic field.
>>
>>35006755
>>Use power (what? target?)
Acid breath
>Isla
>Use spell (what? target?)
Fireball on the guards
>Jianxi
>Use spell (what? target?)
Some sort of buff spell on Philly
>Philly (Divine Power)
>Attack Highest
>>
>>35006755
Sireyi
>Attack Highest with Halberd
>Ophinus: Heal Sireyi by 10 before she dives again

Philly
>Cast Spell (Blade Barrier)

Isla
>Fireball on the guards fighting Jianxi after she disengages

Jianxi
>Disengage and cast Break Enchantment on Sireyi
Her break enchantment spell appears to have it's (E) removed and I'm getting tired of being cursed.
>>
>>35006899
>>35006963
Sireyi and Philly are both inside and antimagic field and cannot have magic cast on them.
Sireyi is also no longer affected by the curse. It may come back after we leave the antimagic field though.
>>
ok, roll 4d20 for Sireyi, Philly, Isla and Jianxi

Attacking
Attacking
Fireball
Attacking
>>
Rolled 19, 9, 5, 8 = 41 (4d20)

>>35007004
rolling
>>
Rolled 3, 18, 6, 3 = 30 (4d20)

>>35007004
>>
Rolled 17, 5, 4, 13 = 39 (4d20)

>>35007004
>>
>>35006980
I presumed Sireyi was using diving attacks with her halberd, taking advantage of her ability of flight, which would mean she's leaving the field each turn before diving back into it to attack the Highest.

Ophilian is clearly not in the anti-magic field at this time, given that she specifically left it to cast a spell.

The curse is still a problem, albeit not an immediately relevant one unless he leaves the anti-magic field.
>>
You launch yourself at the Highest, as does Philly, both scoring minor wounds on it.

It snarls in pain, then appears to control itself, muttering “Of course, the greatest pain you suffered always was not your own, but that of others” and then scuttles on all 6 limbs out of the anti-magic field.

Isla blasts the 3 of the guards attacking Jianxi with a fireball, making sure to avoid hitting her friend but it goes wild, missing them. Jianxi attacks the guards with her daggers but fails to score any real hits.

Free of the anti-magic field the Highest makes several arcane gestures and the dormant vines spring into action and tightly wrap up Jianxi and Isla, their bladed tips digging into their flesh. Both freeze, their faces contorted in agony.

[Jianxi HP 30/58; Isla HP 16/47]

With a half-dozen vines on each one, they won’t last long.

The remaining vines circle around the edges of the antimagic field – ready to attack you and Philly if you leave.

The Highest smirks at you “watch them die painfully” it suggests.

Actions?

Sireyi
>attack with halberd (who?)
>Use spell (what? target?)
>Use power (what? target?)
>Ophinus action (bonus action: what?)
>Other

Philly (Divine Power)
>Attack Highest
>Use spell (what?)
>Other

Isla (cannot act)

Jianxi (cannot act)

Battlefield

Enemies
4 guards (not fighting)

38 guards (protecting Highest)

Highest (wounded)
>>
>>35007162
Sireyi
>Save friends
Philly
>Turn undead?
>>
>>35007209
I doubt the patchworks even count as undead, and the only meaningful target definitely doesn't.
>>
>>35007162
Sireyi
>Use power (Lightning? Highest?)

Ophinus
Cut vines

Philly
>Use Spell: Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. (Highest)

We must eliminate him. going for the vines will only give him an opportunity to attack us all.
>>
>>35007254
I'm thinking either Holy Word or Destruction.
But Destruction specifically says "Kills subject and destroys remains." I'm not sure if it would work on undead or whatever the Highest is.
>>
>>35007241
Ehh fair enough

>>35007162
changing >>35007209 from turn undead to holy word like Mathrain suggested.
>>
>>35007271
Destruction explicitly does work on corporeal undead - because it destroys the body.
>>
>>35007162
>Sireyi
>>Charge the Highest, power past the vines, ignore the guards, clasp one hand on either side of his skull, maximum power Lightning Blast.
>>Ophinus: Heal Isla by 10
The vines wither if he dies, hopefully.
Very tempted to burn a Deific Energy for an auto-20.

>>35007254
Holy Word affects everything that can hear it in DnD, so you probably don't need to specify a target.
>>
>>35007306
Hmm... okay then.

>>35007298
>>35007333

So thoughts then on having Philly use Destruction instead?
>>
>>35007271

Let's use Destruction.
>>
>>35007306
Would we need to burn a Deific Energy before the rolls, or could we burn one during?

>>35007357
Yeah, use Destruction instead.
>>
>>35007357
>>35007358
Fine destruction.
>>
Destruction it is

Please roll 2d20 (Sireyi, Philly) and vote on extra Divine Power for each on separate lines, like so

Ophinus will Heal Isla (no roll)

X
Y

With X being Sireyi, Y being Philly

and as
>>35007333
suggests
Use Deific Power for a 20?

Y/N

Vote is during rolls
>>
Rolled 15, 13 = 28 (2d20)

>>35007406
30
30
Y
>>
Rolled 8, 18 = 26 (2d20)

>>35007406
I have no comment for what extra should be used for stuff
Uhhhh sure get a nat 20
>>
Rolled 16, 3 = 19 (2d20)

>>35007406

20
15

N
>>
Rolled 10, 3 = 13 (2d20)

>>35007406
All that's left + 1/2 max HP.
Most of it, keep eight in reserve.

Y
>>
You fly out of the anti-magic field, easily avoiding the vines and blast the Highest with your lightning – throwing it backwards. As you channel your deific power the world seems to stand still as you direct your lightning bolt to the precise place you want it to hit.

It rises unsteadily to its feet and growls “Syberis you’ve failed, the signal has been lit; the Lords of Life will r-” and then Ophilians spell hits it dead on, turning it into a cloud of dust.

Ophinus flies over to Isla and pours healing energy into her, keeping her alive as the vines slowly lose their grip and drop from her and Jianxi.

Jianxi and Isla drop to the group, Isla weeping openly, Jianxi curled into a ball her hands over her face.

Cracks start to appear in the walls and ceiling and dust and tint bits of stone begin to fall.

You realise this is no longer a safe place to be and you gather up your allies and head for the exit even as the building crumbles around you...

Thread end.

Thank you for playing, and I hope you had fun.

Next thread will be Wednesday.

I can’t stay long for questions as it’s already almost 2am. I will check archives next thread and post any answers there, or please use ask.fm as always.

Feedback and comments always welcome.

Destruction as soon as it had emerged would have resulted in a very different thread...
>>
>>35007584
Well that was awesome. Shame we didn't do destruction at the beginning. That would have been quite interesting to see.
>>
>>35007584
Oh, and have a good night Pally. It was a great thread, as usual. I look forward to the next one.
>>
>>35007584
FUCK YEAH! THANKS FOR THE AWESOME THREAD PALLY! YOUR QUEST IS THE HIGHLIGHT OF MY DAY!
>>
Why didn't you people use smite when attacking the highest?
>>
>>35007584
Night Pally, thanks for running.

I'm just gonna leave this here for people that don't read the AskFM (like jerks).

>If we had chosen the option to tell Isla we couldn't be together because it'd be dangerous for her, would that have qualified as obstructing true love?

>Yes

>>35007737
>Why didn't you use a divine ability in the anti-magic field that blocks divine abilities?
Gee, I dunno.
>>
Pally here on phone.

With no objections ill be using autism snobs xp use at top of thread.
>>
>>35007948
>autism snobs
;_;
>>
File: Forty Keks.jpg (34 KB, 292x257)
34 KB
34 KB JPG
>>35007948
>autism snobs
>mfw


Thats fine
>>
>>35008028
;_[
>>
>>35007948
Autocorrect is best.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.