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File: Boobert.png (39 KB, 198x236)
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This is a quest that takes place within the universe of Paper Mario, specifically the first two games, in a period of relative peace. You're not Mario, but if you play your cards right, you might end up as famous as the brothers. Collect the seven macguffins, hone your skills as the best at something, or just do sidequests all day - the choice is yours.

At the end of every update, I'll give you a few options to vote on, with a ten minute period to vote. Most times you can write in your own options, but I'll veto it if it won't work or if it's too outlandish. Rolls, when asked for, will be done on a d20. You have three chances to succeed, one roll per person. Rolls are made after the ten-minute voting period. Good luck and have fun!

Current Chapter: Prologue ~ A Wish for Change

~Character Sheet~

Boobert B. Boon
>HP: 10/10
>FP: 5/5
>Lv. 1

Abilities:
-Float: You can't really fly high up, but you don't touch the ground
-Invisibility: Can turn invisible for a short time

Skills:
-Scare: +2 to scare people
-Handyboo: +2 to fix objects
-Chef: +2 to preparing food

Traits:
-Spirit: You don't need to eat, drink, or sleep
-Endurance (Roll 5 times instead of 3 for endurance situations)

Inventory
-Chef's hat
-Frying pan
-Grey tie
>>
It's been a day since you received the map from Eldstar, the Star Spirit of tradition. You were given this quest in pursuit of culinary wisdom, but the prospect of adventure itself is equally exciting.

You spent the night in Toad Town, taking the rest of yesterday to celebrate the passing of Tayce T.'s final test, which to your surprise, was delivering food to Princess Peach herself - food that you cooked, without knowing its purpose. You passed with flying colors, and your master couldn't have been more pleased with how everything turned out. She encouraged you wholeheartedly to take up the opportunity given to you by the Star Spirit, and that's exactly what you're gonna do.

You're not sure what's waiting for you where this map is going to take you, but you know you're going to face it head-on.

Come morning, you take account of everything you have on your person... including your wardrobe of your hat and tie, you also have a frying pan, the map of course, and about 50 coins. Guess it's time to get prepared for your adventure.

>A. Browse the shops for items and supplies
>B. Go to the fortune teller to read your destiny
>C. Ask Tayce T. what she thinks you should do to prepare
>D. Something else
>>
>>909569
>C. Ask Tayce T. what she thinks you should do to prepare
Welcome back.
>>
>>909512
Looking forward to another great adventure
>>
>>909569
>C
>>
>>909569
>C
Let's ask her then maybe browse the shops to be fully prepared
>>
>>909577
>>909591
>>909594

You've not really a clue where to start preparing for something like this; maybe Tayce T. will be able to help you.

You make your way once again toward your master's kitchen, knocking and entering. Of course, she's already awake, and cooking breakfast. She smiles warmly at you, as she always does.

"Ah, Boobert. Today's the big day, isn't it? Are you preparing carefully?"

>A. You bet
>B. Actually, I have no idea what I'm doing
>C. How should I prepare for this?
>D. Do you have anything that can help me?
>E. Something else
>>
>>909635
>C. How should I prepare for this?
>>
>>909635
>C
Then
>D
>>
>>909635
>C
Then
>D
>>
File: lifeshroom.png (288 B, 24x23)
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>>909645
>>909649
>>909659

"How should I prepare for this?" You ask her straight-up, not even pretending like you know what you're doing. Tayce T. laughs.

"To the point, as always. Well, you should always check the stores for items; even if you just get a single Mushroom, it may save you someday. You should also look at the Badge shop, maybe get a protective badge to wear... oh! You could also ask the Master at the fighting dojo for some defensive training!"

"Do you have anything that could help me?" You ask her after thanking her for the advice.

"I think I have something..." She opens her fridge, pulls out something, and comes over to you with it. It looks like a pink mushroom with a heart-shaped spot on it.

"This is a Life Shroom. It will save you in case your game ends, so to speak. It probably won't, but it never hurts to be safe..." She hands it to you.

>A. Thank her
>B. Your game isn't going to end on this quest!
>C. Something else
>>
>>909723
>A.
Be polite
>>
>>909723
>A. Thank her
>>
>>909723
>A. Thank her
>>
>>909723
>A.
and then
>B.
>>
>>909723
>A
Danke
>>
>>909744
>>909745
>>909750
>>909758
>>909777

"Thank you," you immediately say.

Then the reality of what she just said sinks in. "H-hey, my game's not going to end on this quest!"

"I know," she retorts, "but just in case. It never hurts to have one around. I know you'll succeed, Boobert."

You thank her one last time before heading back into town. Looks like it's time to spend the little coin you have...

>A. Head to the item shop
>B. Check out Rowf's badge stall
>C. Go to the Fighting Dojo for training
>D. Get your fortune read
>E. Something else
>>
>>909789
>B
Then
>A
>>
>>909789
>A. Head to the item shop
>>
>>909789
>B
at least to see what they have then
>A
>>
>>909789
>A and B
This sound the most effective
>>
>>909789
>B let's check out the badges first
Then
>C
>>
>>909810
Whoops meant
>A not
>C
>>
>>909795
>>909806
>>909807
>>909810

Obviously it's important to hit up both the badge stall and item store; you end up going to Rowf's first, since it's closer to the kitchen.

You approach the stall that Rowf and his son manage, the child pulling out a wall containing various badges as you approach. Rowf himself waves at you as you approach.

"Welcome, my fine ghost man! Come to buy some badges? You come to the right place!"

>A. Examine his inventory
>B. Ask what badges he would recommend for protection
>C. Ask what he has under 50 coins
>D. Something else
>>
>>909856
>C. Ask what he has under 50 coins
>>
>>909856
>A
>>
>>909856
>B
>>
>>909856
>A
>>
>>909856
>A
>C
Examine the badges, ask what they do and prices, then ask about badges under 50.
>>
>>909856
>A
Let's just check the whole inventory and see what's there
>>
>>909856
>A
and
>C
>>
>>909877
>>909886
>>909890
>>909891
>>909912

You greet Rowf and decide to examine his whole inventory. He doesn't have much, but apparently he rotates his stock pretty frequently...

>Close Call (25)
Makes your enemies more likely to miss you.

>Defend Plus (40)
Toughens your defenses, making you take less damage overall.

>Power Rush (20)
Increases the damage of your attacks when at 5 HP or below.

>Power Smash (30)
Allows you to perform a Power Smash for 2 FP, which sacrifices the accuracy of your attack for more damage. Note, you don't need a hammer to use it.

>HP Plus (100)
Increases your maximum HP by 5

>Happy Flower (130)
Restores FP gradually over time

>A. Purchase a badge (specify)
>B. Try to haggle for a badge (specify)
>C. Don't purchase anything yet
>D. Something else
>>
>>909948
>A. Purchase Close Call (25)
>>
>>909948
Can we afford any of these?

If so I think
>Close Call
or
>Power Rush

would be preferred
>>
>>909963
You have 50 coins to spend
>>
>>909963
Perfect then let's get both

>>909963
then we still have small amount leftover
>>
>>909948
Ehhhhh, these are too pricy for me right now. Let's come back later after we get some supplies from the item shop.
>C. Don't purchase anything yet
>>
>>909948
>A
At most i would say buy Close Call. Adding power rush seems a waste since we wouldn't hit below 5 often with Close Call.
>>
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>>909959
>>909988

Taking Tayce T.'s concern into account, you decide to buy the Close Call badge. You hand over half your coins to Rowf, who rings up the sale and presents you with your shiny new badge.

"Now, you ain't like Mario or his brother, so you can't rock as many badges as he can. You can probably only benefit from one at a time, but as time goes on you'll be able to wear more. So take my advice and save up for a bigger and better badge down the road!"

(Meta note: You can wear a number of Badges equal to your Level, which is 1 right now)

You thank Rowf for the advice, and float back downtown, heading for the grocer's. It's a rather small yellow building marked with a Fire Flower flag, the universal symbol of an item shop. You head inside, and are greeted by a green-spotted Toad with a mustache and pencil behind his ear(?). Like the last shop, everything is laid out with the prices marked.

>Mushroom (5)
Restores 10 HP.

>Honey Syrup (5)
Restores 5 FP.

>Fire Flower (7)
Launches a fiery assault on whoever's in front of it when planted.

>POW Block (8)
Rattles the ground, damaging anyone on it. Effective against shelled opponents.

>Sleepy Sheep (6)
Has a chance to put your opponents to sleep

>A. Purchase items (Specify which, 25 coins to spend)
>B. Don't purchase anything
>C. Ask if he has anything better in the back
>D. Something else
>>
>>910073
Two Mushrooms
One Honey Syrup
One Fire Flower
>>
>>910084
This is fine, we cover all our bases
>>
>>910084
>>910073
+1
>>
>>910084
>>910091
>>910097

You can't possibly be too prepared for something like this, so you spend the majority of your coins on supplies. It'll be worth it on the road.

>Current Inventory
-3 Coins
-Chef's hat
-Frying pan
-Grey tie
-Mushroom x2 (+10 HP)
-Honey Syrup (+5 FP)
-Fire Flower (Fiery attack when planted)
-Life Shroom (Restores some health if you hit 0 HP)

Badges
-[E]Close Call: Makes your enemies more likely to miss you.
(Badges marked with [E] are equipped)

>A. Go to the Fighting Dojo and learn some defensive techniques
>B. Go get your fortune read
>C. That's good enough; time to set out
>D. Something else
>>
>>910174
>C. That's good enough; time to set out
>>
>>910174
>B. Go get your fortune read
>>
>>910174
>B
>>
>>910174
>A
>>
>>910174
>B

It never hurts to get your fortune read
>>
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>>910176
>>910208
>>910243

You figure it's best to have an idea of what your best path is before going out on a grand adventure. You head over to Merlon's spinning-roof house, intent on seeing what destiny has in store for you.

You knock on the door as you arrive, but it seems to open by itself as you do. Inside is a blue-hooded figure with a grand mustache, who you presume to be Merlon.

"Ahh, I've been expecting you. Please, come in, and I shall read your destiny."

>A. Okay
>B. Ask about where you should be going next
>C. Show him the map
>D. Ask simply what lies in your future
>E. Tell him about Shooting Star Summit
>F. Something else
>>
>>910174
>-Grey tie
I've managed to passively add an item to our inventory by way of my photoshop. You can thank me later. Not exactly what it is good for outside of looking swell, but you never know.

>B. Go get your fortune read
>>
>>910292
I imagine the tie is where he pins his badges
>>
>>910290
>B. Ask about where you should be going next
Need directions.
>>
>>910290
>E. Tell him about Shooting Star Summit
He's probably the wisest guy in town, and knowing will be half our battle.
>>
>>910290
>C. Show him the map
>>
>>910290
>C
>>
>>910290
>F. Something else
Wait, how did you know I was coming?
>>
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>>910354
>>
>>910303
>>910328
>>910353
>>910300

You pull out the map from your hat, presenting it to Merlon. You proceed to tell him about what happened on Shooting Star Summit, your talk with Eldstar, and what the map may mean.

"Hmmm... I have seen maps like these before. Often times, they signify items that must be gathered for some greater purpose, to stop an evil, or something like that. But I've felt no ill omens, had no ominous visions... I feel the Star Spirit gave you this map for your growth and that alone."

You ask him then where you should go on this map. "Let's see... Flower Fields, Lavalava Island, and Dry-Dry Desert. At a glance, Flower Fields seems like the most hospitable, and the quickest for you to get to, as there is a gate there in the garden across the street. Dry-Dry Desert is a train ride and hike away; and Lavalava Island... well, you'll have to find transportation there, though I've heard there are shortcuts to all these places somewhere in this town. Ultimately, the choice is yours, as your future has been laid in front of you already."

>A. Choose where to go first (specify)
>B. Thank Merlon
>C. Wait, how did you know I was coming?
>D. Something else (specify)
>>
>>910394
>B
and then
>A

Maybe >C if anons really think it's neccessary
>>
>>910394
>B. Thank Merlon
>A. Flower Fields
>>910406
Where do you want to go?
>>
>>910406
>>910411
(also my A is Flower fields my bad)
>>
>>910394
>B
Then
>A Flower Fields
>>
>>910406
>>910411
>>910417

"I guess... I'm going to Flower Fields."

"Then so it shall be," Merlon says, after which you thank him. "One last thing... you should bring some allergy medicine. The oracles say you will need it."

>A. Laugh
>B. ...where do I get that?
>C. Head for Minh T.'s garden
>D. Something else
>>
>>910481
>C. Head for Minh T.'s garden
>>
>>910481
>B. ...where do I get that?
We may not need it, since we're a ghost, but it can't help to have some incase we meet someone there.
>>
>>910481
>B. ...where do I get that?
>>
>>910502
This
>>
>>910502
*can't hurt to
>>
>>910481
>C to the garden
>>
>>910481
>C
>>
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>>910502
>>910512
>>910493
>>910528
>>910512

"...where do I get that?" You ask, concerned.

"That was merely a joke, son."

Oh.

You awkwardly float out the door, thanking him for the advice, and right in your vision is Minh T.'s garden, and the wooden door-archway thing that leads to Flower Fields (you're not really sure how or why). The pink-spotted Toad tends the flowers as she's famous for, and doesn't notice you coming until you're there on the grass.

>End

That's all for tonight my dudes, hope you enjoyed it. Follow me at @grandmaster_qm to see when I plan on running next.
>>
>>910605
Thank you for running.
>>
>>910605
Fantastic again, look forward to next run
>>
>>910605
>"That was merely a joke, son.".
WE'VE BEEN PLAYED BY A WIZARD!
>>
>>910605
Of course, you can never trust a wizard
>>
>>910605
Good stuff, catch you at next one
>>
Will you be archiving this?
>>
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>>911775
I just archived the first thread a while ago

Running probably around 8 EST, get hype! Hopefully tonight will have Boobert's first combat
>>
>>911894
Always forget my trip on mobile
>>
Anyone else pumped that the Game Grumps are doing The Thousand Year Door .
>>
>>912666
Don't watch them
>>
>>912666
I don't follow the Game Grumps.
>>
>>912666
>Game Grumps
I want Satan to leave
>>
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Some art I made of Boobert and (potential party member)? Fice.T. pardon the phone camera my scanner isn't working
>>
>>912912
Adorable as fuck.
>>
>>912912
Neato.
>>
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>>912912
Good shit my man

Soonâ„¢
>>
>>912912
Great artwork man
>>
>>912988
>>913008
>>913178
>>913226

Many thanks my guys

Also of Tice.T does become a partner soonâ„¢ it will fulfill my dream of having a Toad party member which wouldn't happen nowadays because of all the hate surrounding them and the Paper Mario series now
>>
>>913246
Toads are a core race in that SMRPG tabletop system linked in the last thread.
>>
>>913276
If I new how to run tabletop I would totally run this set
>>
>>913308
*knew
>>
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>>910605

"...where do I get that?" You ask, concerned.

"That was merely a joke, son."

Oh.

You awkwardly float out the door, thanking him for the advice, and right in your vision is Minh T.'s garden, and the wooden door-archway thing that leads to Flower Fields (you're not really sure how or why). The pink-spotted Toad tends the flowers as she's famous for, and doesn't notice you coming until you're there on the grass.

https://www.youtube.com/watch?v=G1ylsV3plfk

"Oh! Hi there! Can I help you with something?"

>A. Is that the door to Flower Fields?
>B. Ask about Flower Fields in general
>C. Something else
>>
>>913415
>B
Let's talk to her about flower fields maybe some useful info will come from it
>>
>>913415
>B
lets get educated
>>
>>913415
>B. Ask about Flower Fields in general
>>
>>913415
>B
Time to meet Lakilester and his wife/girlfriend
>>
>>913426
>>913439
>>913448
>>913464

Knowledge equals preparation, so you decide to ask her about Flower Fields as a place. She obliges and begins a lecture you believe she always has prepared in the back of her mind.

"Flower Fields is the most beautiful place in the Mushroom Kingdom! It's always sunny there, and there's a limitless supply of water, and the soil is so fertile, and...

...

...

...

...and that's why you should never trust a plant with a long nose. Say, are you still listening?"

You dozed off a bit during her explanation, snapping awake and nodding like you absorbed it all.

"Now, the best part about it all is this!" She points at the door behind her with a flourish, which at a glance, is just a random door in the middle of the garden. "Thanks to the four Bulb-ulb plants around the garden, this door acts as a portal straight to Flower Fields! If we didn't have this door, it would be a lot harder to get there..."

She pauses and sighs. "But, one of the Bulb-ulb plants is wilting, so I'm not sure how much longer the door will be here." She points at a collection of flowers on the ground a bit behind her, which does seem to be drooping, not as colorful as the other flowers of the garden.

"All I need to do to keep it going is to find another Bulb-ulb with a seed, but I'm not sure where to find one without going to Flower Fields, and I don't want to risk the door disappearing behind me..."

>A. The door is still working for now though?
>B. I'll find a Bulb-ulb seed for the garden!
>C. Just go through and don't worry about it
>D. Something else
>>
>>913523
>B. I'll find a Bulb-ulb seed for the garden!
Don't want to get trap in there.
>>
>>913523
> B is the only sensible action
>>
>>913523
>B. I'll find a Bulb-ulb seed for the garden!
>>
>>913523
>>B. I'll find a Bulb-ulb seed for the garden!
>>
>>913523
>B. I'll find a Bulb-ulb seed for the garden!
>>
>>913532
>>913536
>>913538
>>913553
>>913556

"I'll find a Bulb-ulb seed for the garden!" You declare proudly. Solving problems is what you love to do, after all!

Minh T. looks back at you, surprised. "You will? Oh thank you thank you!!" She squeals excitedly and stamps her feet, clearly happy about your promise. "I'm not sure where you'd find a Bulb-ulb around here, but there's always one not too far from here. I know you'll find one!"

Feeling good about yourself for offering to help, the question does come to mind. Where WOULD you find a Bulb-ulb around here? You don't remember seeing one in town the last few days, or at Shooting Star Summit, so you may have to explore the surrounding areas for one.

>A. Ask around Toad Town if anyone's seen a Bulb-ulb recently
>B. Head to Forever Forest and search for one in the woods
>C. Float up Pleasant Path to the east, maybe there's one there
>D. Travel along Goomba Road to the west, there could be one there
>E. Something else
>>
>>913523
>B
>>
>>913591
>A
Let's ask around before going abywhere
>>
>>913591
>A. Ask around Toad Town if anyone's seen a Bulb-ulb recently
It's good to get some hints first.
>>
>>913591
>A

I'm sure someone must've seen one
>>
>>913591
A, then B. No one can navigate Forever Forest like a Boo.
>>
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>>913608
>>913610
>>913615

ROLL for Info-gathering! 1d20
>>
Rolled 13 (1d20)

>>913698
>>
Rolled 4 (1d20)

>>913698
>>
>>913698
>>
Rolled 20 (1d20)

>>913698
>>
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>>913759
Good shit
>>
>>913766
Karma point for being awesome?
>>
>>913783
Whoops forgot to change name haha
>>
>>913710
>>913736
>>913759

Deciding it's best to ask around before going anywhere, you start chatting up as many Toads as you can around town. You strike gold rather quickly, as one claims to have seen a Bulb-ulb head down Pleasant Path about the time you were shopping for stuff.

Of course, you head straight that way.

https://www.youtube.com/watch?v=64zTVav9Ch4

Pleasant Path isn't a particularly dangerous road; most of the foot traffic is simply Koopas traveling from their village to Toad Town, or going from town back to Koopa Village. Sometimes you might see a Bob-omb along the road, heading into town to spend their hard-earned money from the old fortress at the end of the path on something in town. Either way, you shouldn't be here very long. At least not long enough to hit Koopa Village, anyway.

After walking a ways up the path, you hear the crunching of grass underneath someone's feet coming your way from up ahead.

>A. Stay and see what it is
>B. Turn invisible and hide
>C. Shout at whatever's coming
>D. Something else
>>
>>913812
>B
Let's check out what's coming before we make ouselves known
>>
>>913812
>B. Turn invisible and hide
>>
>>913812
>Turn invisible and hide
>>
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>>913825
>>913831
>>913840

Your first instinct is to go invisible and hide off to the side; you do just that, waiting for whatever was coming up the path. It turns out that you were waiting for two Goombas to stroll up the path. One of them is carrying(?) a large pink seed.

"Man, we got so lucky! Who knew we'd find a Bulb-ulb just walkin' down the path?"
"He didn't even put up a fight for the seed he had. Bet it'll sell for a lot to the right guy!"

Sounds like they just took the seed from the Bulb-ulb you were looking for, but at least they didn't hurt it.

>A. Scare the jeepers out of the Goombas
>B. Surprise the one carrying the seed with a slap
>C. Follow them into town
>D. Something else
>>
>>913922
>A. Scare the jeepers out of the Goombas
That seed is CUUUUURSED!
>>
>>913922
>A
Then
>B
They probably aren't willing to just give it away
>>
>>913922
>A. Scare the jeepers out of the Goombas
>>
>>913938
this
>>
>>913931
>>913938
>>913946

ROLL for spook! 1d20+2
>>
Rolled 13 + 2 (1d20 + 2)

>>913988
>>
Rolled 15 + 2 (1d20 + 2)

>>913988
>>
Rolled 16 + 2 (1d20 + 2)

>>913988
>>
Rolled 11 (1d20)

>>913988
>>
>>913995
>>914002
>>914014

Deciding to try and scare them to make them drop the bean, you float onto the path where they will walk shortly. As they get close, you become visible and put on your scariest face.

One of them falls over in a panic; the other, unfortunately the one holding the bean, doesn't even flinch.

"Man, wha'chu playin?" He rears back and launches himself at you, intent on headbutting you out of his way!

>A. Dodge it!
>B. Be tough and take the hit
>C. Counter with an attack of your own
>D. Something else
>>
>>914044
>>C. Counter with an attack of your own
>>
>>914044
>C. Counter with an attack of your own
>>
>>914044
>Counter
>>
>>914044
>C
>>
>>914044
>C
could we use the pan? or would using a cooking implement as a weapon be a nono for boobert?
>>
>>914044
>D
Counter with the frying pan
>>
>>914067
That's up to you guys
>>
>>914072
Then I would like to change my action to
>D
Let's counter with the pan
>>
>>914047
>>914055
>>914056
>>914057
>>914067

ROLL for frying-pan counter! 1d20
>>
>>914044
>C. counter with the pan
>>
Rolled 6 (1d20)

>>914103
>>
Rolled 3 (1d20)

>>914103
>>
Rolled 17 (1d20)

>>914103
>>
>>914113
Awwww man come on brothers we gotta get a better number than this
>>
Rolled 3 (1d20)

>>914103
Not to ruin a perfectly good pan, but...
>>
>>914113
>>914122
>>914123

Close one
>>
>>914123
Oh thank god
>>
File: FryingPan.gif (199 B, 25x25)
199 B
199 B GIF
>>914113
>>914122
>>914123
>>914129

Scaring didn't work, so it's time to get cooking.

https://www.youtube.com/watch?v=qgdP7NW9uJY

As you see the Goomba fly at you, you pull your frying pan out from behind your tie, and swing like you're about to hit a home-run in the ninth inning of Goombaball. The Goomba doesn't see it coming, and is knocked clean out, dropping the bean.

The other Goomba finally stands up from his spooked state, and sees that you've knocked his partner unconscious

>A. Pick up the bean
>B. Tell him to SCRAM!
>C. Say he's next
>D. Charge at him with the pan
>E. Haul butt back to town
>F. Something else
>>
>>914145
>bean
shit wrong series, I meant seed
>>
>>914145
>B. Tell him to SCRAM!
And quit bullying plants. Unless they're Pirahna Plants; they're jerks.
>>
>>914145
>B
Then
>F let's search the knocked out Goomba and see if he has anything else
>>
>>914145
>B. Tell him to SCRAM!
>>
>>914145
Also
>A
Almost forgot
>>
>>914153
>>914161
>>914170

Roll for spook! 1d20+2
>>
Rolled 7 (1d20)

>>914238
>>
Rolled 11 + 2 (1d20 + 2)

>>914238
>>
>>914247
Man come one what is up with these rolls haha
>>
Rolled 8 + 2 (1d20 + 2)

>>914238
>>
File: goomba.png (132 KB, 443x442)
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>>914247
>>914261
>>914270

Not skipping a beat, you turn toward the other Goomba and muster up another scary face. "SCRAM!"

The Goomba jumps, but unexpectedly furrows its brow. "You think you scare me? Bring it, floaty!" He jumps at you in a Headbonk, similar to what his friend just did!

>A. Counter with your Frying Pan
>B. Dodge
>C. Guard
>D. Something else
>>
>>914306
>D
Use the patented Boo Slap! With our Frying Pan! We can do that right?
>>
>>914306
>D
Could we turn invis so he goes through us and then conk him with the pan?
>>
>>914306
>B. Dodge
>>
>>914338
If the answer is this, I'm all for it
>>
>>914306
>B
Then follow up with a counter
>>
>>914342
Invisibility makes you and everything you hold intangible, and you can't turn it off/on that quick. But maybe if you train to do that

>>914338
Sure
>>
>>914354
Cool then I'm going with my idea
>>
>>914366
+1
>>
>>914366
Boo slap with pan sounds great then.
>>
>>914366
>Good thinking
>>
>>914338
>>914345
>>914375
>>914384
>>914410

Roll to perform a new technique: Frying Pan Boo Slap!

(Note: You have no techniques (read: moves that cost FP) officially yet, but pull it off and this becomes your first!)
>>
Rolled 19 (1d20)

>>914434
Which roll? 1d20?
>>
>>914466
>>914434
....i really don't want to roll now and risk getting a 1.
>>
>>914466
Yeah my bad, it's a d20. If I don't specify assume it's a d20
>>
Rolled 17 (1d20)

>>914434
>>
Rolled 14 (1d20)

>>914434
>>
>>914466
>>914496
>>914502
I mean hey so far so good
>>
>>914516
Better than my last couple rolls
>>
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>>914466
>>914496
>>914502

Nice, you learn your first technique!
>Frying Pan Boo Slap (2FP): Exactly what it sounds like. Instead of one roll succeeding, every passing roll adds an additional degree of success.

With that in mind, time to actually use the technique! ROLL AGAIN! 1d20
>>
Rolled 11 (1d20)

>>914550
>>
Rolled 15 (1d20)

>>914550
>>
Rolled 8 (1d20)

>>914550
>>
>>914550
GRAND DAD!
>>
>>914562
>>914564
>>914566

Good first use, all three rolls beat the Goomba's
>>
>>914562
>>914564
>>914566

You suppose if you can't scare the Goomba outright, you'll scare him with your mind-boggling martial prowess instead.

As the Goomba comes at you, you swing your frying pan in a frenzy that occupies the general direction of where the Goomba is. In the chaos, you land three solid smacks on the Goomba, which is enough to knock him out and then some.

>FP: 3/5
>+6 coins

Both Goombas are on the ground, unconscious. Near the first unconscious one is the seed they took.

>A. Take the Bulb-ulb seed.
>B. See what else the Goombas have on them
>C. Head back to town
>D. Look down the path for the Bulb-ulb
>E. Something else
>>
>>914608
>A. Take the Bulb-ulb seed.
>D. Look down the path for the Bulb-ulb
>>
>>914608
>A. Take the Bulb-ulb seed.
>>
>>914608
>A
>B
>D
>>
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>>914608
>go to get an image for a Bulb-ulb
>it's actually spelled Bub-ulb
Fuck
>>
>>914652
I thought it was Bulb-Ulb as well
>>
>>914652
>>914664
I could've told you that.
:^)
>>
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>>914616
>>914620
>>914623

You take the Bub-ulb seed, of course what you were after this whole time. You briefly consider looting the unconscious Goombas, but that doesn't seem too heroic - also you're not sure where they would keep anything on their person, since they aren't wearing ties.

Instead of heading straight back to town though, you decide to go further up the path and look for the Bub-ulb this seed belonged to. After a few minutes, you hit a fork in the road, the split paths leading to the old fortress or to Koopa Village.

Among the candy-cane striped plant things is an oddly-normal looking pink flower. It looks freshly planted. That's a Bub-ulb's flower, all right.

>A. Say hi to the buried Bub-ulb
>B. Shout at the flower!
>C. Yank the flower from the ground!
>D. Good enough for you, head back to town
>E. Something else
>>
>>914673
>A. Say hi to the buried Bub-ulb
>>
>>914673
>E
Greet the Bub-Ulb and ask if it's ok
>>
>>914673
>A
Let's not be rude about it
>>
>>914673
>A. Say hi to the buried Bub-ulb
>>
>>914682
>>914687
>>914695

Not really knowing how to approach a buried plant person, you float over and say hi to it.

The flower briefly twitches, and a second later, the rotund yellow form of the Bub-ulb pops up from the ground, staring at you with its tiny eyes. True to what the Goombas said in conversation, it seems unharmed, but a little shaken up.

"M-my seed!" It shouts almost immediately as it spots the seed you carry under your floating body. "Thank you for retrieving it!"

>A. You're welcome
>B. Actually, can I have this?
>C. Actually, I'm taking this myself
>D. Tell him about the wilting plant in Minh T.'s garden
>E. Something else
>>
>>914733
>D. Tell him about the wilting plant in Minh T.'s garden
>>
>>914733
>D
>>
>>914733
>D. Tell him about the wilting plant in Minh T.'s garden
>>
>>914737
>>914747
>>914752

You end up changing the subject quickly, telling him about the wilting plant in Minh T.'s garden, and how it may terminate the portal to Flower Fields.

"Oh... that's not good. Well, would you mind taking that seed to Toad Town for me? I would have dropped it off if I knew the garden needed it. Flower Fields is my home, and it's just too hard to get there without that doorway."

>A. Sure thing!
>B. Thank you for the seed!
>C. Head back to Minh T.'s garden
>D. Something else
>>
>>914774
>>A. Sure thing!
>>B. Thank you for the seed!
>>C. Head back to Minh T.'s garden
>>
>>914774
>B. Thank you for the seed!
>>
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>>914774

"Sure thing! Thank you for the seed!"

You say goodbye to the Bub-ulb and quickly make your way back up Pleasant Path, passing by the unconscious Goombas. It doesn't take you very long to get back, and luckily the garden is right next to where you enter.

When you present the seed to Minh T., she's ecstatic, practically screaming for joy. "Thankyouthankyouthankyou!!!"

After thanking you for roughly ten minutes, she uproots the old Bub-ulb plant and replaces it with the new seed, which impressively sprouts almost immediately. The door to Flower Fields disappears while this happens, but quickly reappears in a dazzling display of light.

Looks like it's finally time to begin your journey... for real!

>End

Thanks for sticking around anons, not sure if I'm running yet tomorrow. Keep an eye on my twitter @grandmaster_qm for updates on that front.
>>
>>914828
Thank you for running. Can't wait to check out the Flowerfields.
>>
>>914828
Wait a minute, I recognize that panel!
>>
>>914828
Awesome job, excited for the next one. Also, how is leveling done? Will it be done as the game, collecting 100 Star points? Or do u have plans already for an alternative? Oh and will there be equipment upgrades, like the super boots and ultra hammer, but for Boober &or friends?
>>
>>912666
Late but yes, had a huge nostalgia boner as soon as I saw that thumbnail.
>>
>>914868
Leveling will be done by milestone, not sure of a cap yet

Equipment will be plentiful, though I'll probably take a more DND approach to it rather than straight upgrades. Why have Super Boots when I can give you Boots of Power Quake
>>
>>914673
>also you're not sure where they would keep anything on their person, since they aren't wearing ties.
Ties are now required to have something on your person. This is amazing. A later boss needs to have 20 ties.

>>912912
Oh shit son. That's mighty fine.
>>
Running soon
>>
>>916172
Ay
>>
>>916172
This quest drove me to get out my N64 and play paper mario again. Pumped for more of Boobert!
>>
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>>914828

With the door reappearing, you open it, and step into a blindingly white light. When you open your eyes, you expect to be able to see the castle's gate and post office.

Instead, your senses are assaulted by the fragrances of a hundred or more blooming flowers of all colors of the rainbow.

https://www.youtube.com/watch?v=HAM2yqrp-zo

A dazzling field of yellow flowers extends around you in almost every direction as soon as you step out of the door, with thousands more of every other color visible all the way toward the horizon. Brick constructions and trees dot the landscape sporadically, with a particularly old-looking yellow brick tower to the right of your vision, in the distance. Bub-ulbs frolic in the patch you've stepped into, which almost seems to make some of the flowers rise into the air with delight.

As the door shuts behind you, an old but booming voice catches you off guard. "Ho, you're a new face. What brings you here, lad?"

You look around, confused at first, but when you turn around, you spot a large pair of eyes on the tree, just above the door you walked out of a few seconds ago.

>A. Oh, uh, hi
>B. You're a talking tree?
>C. Did I just walk out of you? Gross
>D. Tell him about the map from the Star Spirit
>E. Do you have any celery here?
>F. Something else
>>
>>916387
>B. You're a talking tree?
>D. Tell him about the map from the Star Spirit
>E. Do you have any celery here?
>>
>>916387
>>E. Do you have any celery here?
>>
>>916387
>A. Oh, uh, hi
>B. You're a talking tree?
>>
>>916398
>>916402
>>916415

"Oh, uh, hi. You're a talking tree?" You ask, or more like state the obvious.

"Yes, yes, I am Wise Wisterwood. I'm sort of the elder of this place. May I ask what brings you here?"

You decide to explain to him your encounter with the Star Spirit, and the map you received, showing him the mark of celery on where Flower Fields is.

"So... do you have any celery here?" you inquire after your explanation.

"Mm. Well, this isn't the first time someone's come here on a quest from the stars, and it will not be the last. I wish I could say something helpful, but celery is not something that grows here naturally. If there is anything like that here, it was brought from the outside world." He pauses, apparently trying to recall anything helpful he could say. "The only outsider that comes and goes regularly is Minh T., and I don't recall her bringing anything like that in.

>A. I'll just go have a look around
>B. Who else has come here recently?
>C. Has anything strange happened here lately?
>D. Is there anyone else I could ask about this?
>E. Something else
>>
>>916444
>C. Has anything strange happened here lately?
Must be special Celery.
>>
>>916444
>B. Who else has come here recently?
>>
>>916450
>>916471

"Has anything strange happened recently?" Any kind of lead will help put you on the right path.

"No, not recently," he answers. "With Bowser's defeat not long ago, we have been enjoying the peace and sunlight."

That's not too surprising. "Well, has anyone else come here recently?"

"Hmm... Bub-ulbs travel to and from here frequently, but all call their home here. There was one strange-looking fellow a few weeks ago who came here... I have not since seen him leave, though I'm not sure where he is. He was not of any race I recognize as native to here."

>A. Which way might he have gone?
>B. What was strange about him?
>C. Thank you
>D. Something else
>>
>>916515
>A. Which way might he have gone?
>>
>>916515
>A. Which way might he have gone?
>C. Thank you
>>
>>916532
>>916534

"Which way might he have gone?", you ask the tree.

"The path closest to my left side," he indicates of the six paths that radiate out from here, "is where I saw him go last. That was many weeks ago."

"Thank you," you tell him sincerely.

"You're welcome, I hope that helps you in your star quest."

>A. Follow the path indicated (top right)
>B. Go down one of the other 5 paths (top left, center right/left, bottom right/left)
>C. Look more around this field
>D. Something else
>>
>>916643
>C. Look more around this field
Might be other hints.
>>
>>916643
>C. Look more around this field
>>
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>>916651
>>916685

Before setting off down the suspected path, you decide to take a look around the patch you're in, hoping you might stumble upon a clue.

You troll around the patch, looking at Bub-ulbs, small flowers, big flowers... it's all quite beautiful, but nothing really seems suspicious. That is, until you hit the opposite end of the field and a voice grabs your attention.

"Hey Boo, whacha lookin' for? Bet I can help!"

You look up to see a big flower with orange petals, a yellow bulb, and a wide, buck-tooth smile that holds back laughter.

>A. What kind of flower are you?
>B. I doubt it (walk away)
>C. Have you seen any celery around?
>D. Are there any non-flower folk here besides me?
>E. Something else
>>
>>916745
>C. Have you seen any celery around?
>D. Are there any non-flower folk here besides me?
>>
>>916745
>A. What kind of flower are you?
>>
>>916753
>>916808

Roll to detect bullshit, 1d20

If there are no lurkers, one of you may have to roll twice
>>
Rolled 9 (1d20)

>>916882
>>
Rolled 14 (1d20)

>>916882
>>
Rolled 18 (1d20)

>>916882
>>
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>>916885
>>916921
>>916966

"What kind of flower are you?" You ask the strange-looking (and downright ugly) flower.

"I'm a posie! Beautiful, right? Heheheh..."

You see right through his lie, and the red flags start to raise in your mind about this flower. Still, he might know something useful... maybe. "Well, have you seen any celery around here? Or any non-flower folk?"

"Oh yeah! I seen that! Down that way!" The flower points, with one of his big leaves, down the southwest path - coincidentally, the path opposite of what Wise Wisterwood told you.

Yeah, he's a liar. But he confirmed what the tree told you, at least.

"He also looked, uh... red! And small! And short, blonde hair!"

You guess you're looking for a tall, green guy with long dark hair.

>Food Break

Gonna go get something to eat, I'll likely be back in a while to continue. Keep an eye on the thread and my twitter (@grandmaster_qm) for updates.
>>
>>917005
Have a good dinner.
>>
Monitoring
>>
File: cryingloogy.gif (1.96 MB, 480x270)
1.96 MB
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>>917201
>>917809

Dinner ran long, think I'll just leave it there for tonight. Sorry, I know it was pretty short.

I'll probably run again on Saturday, keep an eye on the twitter
>>
>>917871
See you later. Thanks for running.
>>
I thought I had played the first game but this field doesn't sound that familiar. I might have played like just past this part or something since I remember something about a fun playhouse type area. How long would it take to play through the game again?
>>
>>918368
Takes me about a week to play casually, also you're thinking of Shy guys toy box, chapter 4. Flower Fields is 6
>>
File: 1413939099579.png (954 KB, 956x540)
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Running later tonight, raise your koopers
>>
File: Mario Penguin.png (1.35 MB, 1343x1554)
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Nice
>>
>>928705
Neat.
>>
File: happybowser.gif (1.47 MB, 320x240)
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Coming back very soon
>>
File: MMMMARIO.jpg (95 KB, 460x347)
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>>930473

"What kind of flower are you?" You ask the strange-looking (and downright ugly) flower.

"I'm a posie! Beautiful, right? Heheheh..."

You see right through his lie, and the red flags start to raise in your mind about this flower. Still, he might know something useful... maybe. "Well, have you seen any celery around here? Or any non-flower folk?"

"Oh yeah! I seen that! Down that way!" The flower points, with one of his big leaves, down the southwest path - coincidentally, the path opposite of what Wise Wisterwood told you.

Yeah, he's a liar. But he confirmed what the tree told you, at least.

"He also looked, uh... red! And small! And short, blonde hair!"

You guess you're looking for a tall, green guy with long dark hair.

>A. Head up the path Wise Wisterwood said this person might be down (North East)
>B. Head down the opposite path that this flower told you to (South West)
>C. Head down a different path (Specify East, South East, North West, or West)
>D. Ask this liar flower another question
>E. Something else
>>
>>930637
>A. Head up the path Wise Wisterwood said this person might be down (North East)
>>
>>930637
Seconding>>930653
>>
>>930653
>>930752

Wisely following the tree's directions, you leave this liar flower and head Northeast.

A short walk up the grassy path leads you to some kind of weird mechanism, with towers colored red, green, and purple... it seems like some kind of intricate puzzle that must be solved for passage.

Or it would, rather, if there weren't planks of wood lined across the tops of them, allowing for easy passage.

After passing the towers, you eventually come to a series of small bramble-filled ravines with logs strewn across them for people to cross. As a floating ghost, you can pass right over the brambles.

>A. Float across the log paths
>B. Float over the brambles
>C. Something else
>>
>>930835
>B. Float over the brambles
Because sometimes, having no legs has its perks.
>>
>>930835
>B. Float over the brambles
Fudge, I'm late
>>
>>930835
>B. Float over the brambles
>>
File: 1427330306029.gif (856 KB, 200x143)
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>>930853
>>930927
>>930944

I was beginning to think interest had been lost already, guess I'll start posting faster
>>
>>930969
Had PC problems. The others be busy.
>>
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>>930853
>>930927
>>930944

Clearly, if you can float, you're going to take advantage of that fact. You drift over the patches of red bramble - one, two...

Halfway upon floating over the third one, something springs from the plant matter beneath you - a Piranha Plant, trying to nip your floating body!

ROLL to dodge! 1d20
>>
Rolled 18 (1d20)

>>930992
Silly plant, you can't kill what is already dead
>>
Rolled 14 (1d20)

>>930992
>>
>>930992
Actually, I have this and another quest im following, and it's on my phone, so I have to keep switching quests
>>
Rolled 15 (1d20)

>>930992
>>
>>930992
>don't know how to roll

you can do it guys
>>
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>>931047
Like this but with 1d20
>>
Grandmaster is kill?
>>
>>931135
He's just writing.
>>
>>931000
>>931002
>>931032

You just barely avoid being chomped by the Piranha Plant, and make it to the other side of the last bramble. Good spook, that was.

After passing the ravines, you start to smell a weird smell in the air. It's not like any flower you've ever smelled... it's strong and smoky, but not unpleasant.

Eventually, you find the source of the smell in the clearing up ahead - someone's set up a bunch of canvas tents here, about ten of them, all gathered around a big campfire. You see a few native creatures, like Crazee Dayzees and Monty Moles, sitting around the tents, with very dreamy looks on their faces. Funny enough, these are creatures that should be at odds with each other in normal circumstances.

A particularly strong source of the scent you smell comes from the campfire, and one not as strong comes from the biggest tent, right behind it.

>A. Go to the big tent and inside
>B. Sneak up to the tent and listen inside
>C. Invisibly sneak into the tent
>D. Something else
>>
>>931135
>>931138

Alternating this and a few other projects atm so my posting's a bit slow
>>
>>931145
>C. Invisibly sneak into the tent
>>
>>931145
>Invisibly sneak into the tent

We have it, might as well use it
>>
>>931145
>C. Invisibly sneak into the tent
>>
>>931161
>>931167
>>931173

You swiftly turn invisible, and make your way to the big tent, popping into the side of it.

The inside is dimly lit with an incredibly diverse array of light devices - jars of glowing material, lava lamps, candles, torches...

In here is a lone man, sitting in a beanbag chair. He has green skin, long hair, and is rather tall. Seems like the guy you're looking for. In addition to that, he has a multicolored headband atop his greasy-looking hair, a pair of red spectacles, and a small pencil mustache almost identical to your own. His clothing seems to be nothing more than tattered robes, and he doesn't have any shoes on. He seems to be sleeping, but behind his spectacles, you can't really tell.

He also has a piece of celery in his hand.

>A. Become visible
>B. Go back outside and come in the right way
>C. Try to take the celery from his hand
>D. Announce your presence
>E. Something else
>>
>>931275
>B. Go back outside and come in the right way
>>
>>931275
>A. Become visible
Hippie stoners in Flower Fields. Somehow, I'm not all the surprised.
>>
>>931275
>Become visible with a Boo

We can only hold back our mischievous tendancies so long.
>>
>>931275
>>B. Go back outside and come in the right way
We're trying to get something from this guy. May as well at least try to be polite about it.
>>
>>931275
Changing to>>931348
Ill break the stalemate
>>
>>931282
>>931283
>>931296
>>931348

Deciding stealing is wrong, you zoop back outside, becoming visible outside. This doesn't seem to perturb any of the creatures sitting around outside. In fact, they don't seem to respond to your presence at all.

You float around to the front of the tent, and open up the flap to come inside. The green guy you saw in there sits up immediately, indicating he wasn't asleep. "Hey, man. Welcome to our camp."

The moment he speaks, a strange feeling of euphoria washes over you. The sound of his voice is incredibly soothing, for some reason.

>A. Who are you?
>B. I've never seen someone like your around, where are you from?
>C. Are you holding celery?
>D. What's up with this place?
>E. Something else
>>
>>931385
>A. Who are you?
>B. I've never seen someone like your around, where are you from?
>D. What's up with this place?
>>
>>931398
>>931385
+1
>>
>>931385
Supporting>>931398
>>
>>931398
>>931402
>>931422

"Who are you?" You immediately ask, eyes on his celery.

"Hazy Pinto s'what my momma named me. Hazy'll do." Once again, his mere words and voice put you in a better mood than you were in previous.

"I've never seen someone like you around. Where are you from?" Answers are important, no matter how buttery smooth his voice is!

"Beanbean to the west, baby. S'close to here, close enough to make it over them tall mountains that close this place off from the rest of the world. Nice and snug."

"Okay... what's up with this place?" You can't help but feel this is strange, even for a flowery place like this.

"This is just where I live now. Used to wander, not so anymore. Now that I found a place to hang and do Hazy the way I want. Can you dig?"

>A. I get it
>B. No, I can't dig very well or fast
>C. What's up with your voice?
>D. Bring up the celery in his hand
>E. Something else
>>
>>931446
>A. I get it
>D. Bring up the celery in his hand
>>
>>931446
>C. What's up with your voice?
>D. Bring up the celery in his hand
Beanfolk. Cool.
>>
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>>931469
>>931470

"I get it," you assure him. "By the way, your voice is... what's up with it?" You can't help but ask about the effect it's having on you.

"Oh, jus' my gift. Always had a knack for calmin' people down just by talkin'. You can feel it too, I see."

What does he mean by that?

You decide to carry on, keeping that in mind. "What's with the celery?"

"This?" He holds up the celery. "Somethin' I found in my driftin' 'cross the world. One bite makes you feel... well, you can see for yourself."

He breaks off a small piece of the strange celery, offering it to you. You can see very faint psychedelic patterns on it.

>End updates

Thanks for sticking around anons, even if I was a little slow tonight. I'll likely be running again tomorrow night. Hope you enjoyed!

I'll be around a bit longer tonight
>>
>>931546
Thank you for running.
>>
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We're back

>>931546

>A. Take the piece of celery
>B. Eat it
>C. Don't eat it
>D. Refuse the celery
>E. Something else
>>
>>934675
>Eat the piece of celery

I guess we're gonna have a drug trip to make us better chefs.
>>
>>934675
>A. Take the piece of celery
>>
>>934675
>D. Refuse the celery

I really don't like this situation.
>>
>>934735
Nevermind. Switching.
>D. Refuse the celery politely
>>
>>934675
>A. Take the piece of celery
>>
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>>934707
>>934735

Sadly these are the only votes that were in the first ten minutes
>>
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>>934707
>>934735

Curiosity gets the better of you, and you end up taking the celery, hesitantly eating it.

Everything gets a little hazy.

"Yeah... you feelin' it, man. I can see it." You can hardly see Hazy through everything drifting, and your senses become more and more hard to decipher. It feels really nice, but it's also scary.

The last thing you see before your brain stops keeping up is Hazy standing up from his bean bag chair.

...

In what seems like an instant, you snap back to reality, finding yourself laying outside the big tent, among the Monty Moles and Dayzees, who haven't moved. It's now night time. Your senses haven't completely returned, but you're able to see and think, at least.

>A. Try to stand (float) up
>B. Look around and get your bearings
>C. Go back into the big tent
>D. Something else
>>
>>934765
Only the first of those was within 10 minutes, and barely. I don't think a 10-minute vote window is going to work out too well, particularly for the first update after resuming a thread.
>>
>>934800
>A. Try to stand (float) up
We can overpower this.
>>
>>934800
>D
Stay calm and take some deep breaths. Then check inventory. Then the surroundings.
>>
>>934800
Status check. Do we still have all our stuff? Do we have any weird marks on us?
>>
>>934800
>B
There's not much else we could at this point
>>
>>934828
>Seconding this

Sorry I fucked up guys, thought for a second that we would get like a cool psychadelic version of Flower Fields, and wander through it fighting warped enemies.
>>
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>>934827
>>934864
>>934828
>>934830

You meekly float up from the ground, thanking the stars that you don't have to coordinate legs in this state. Trying to look around, your vision starts to sharpen and you're almost certain these are the same Moles and Dayzees, in the same position as earlier, with the same looks on their faces.

You're thankful you took only a small piece of that celery.

Shortly after, you go to check your-

Wait. Where's your tie? The one you keep everything in? Like your pan, and your hat? And that badge you just bought?

...

>A. Scream
>B. Rage into the tent
>C. Stay calm and confront Hazy about this
>D. Something else
>>
>>934918
You won't be disappointed later
>>
>>934919
Try to wake some of the others.
>>
>>934919
>Try to help the others out of their funk.
>>
>>934919
>C. Stay calm and confront Hazy about this
>>
>>934919
>C. Stay calm and confront Hazy about this
>>
>>934944
>>934949

The conclusion that hits you is that Hazy drugged these other creatures to steal from them. That's not cool, and your first instinct is to help these Moles and Dayzees sober up, if you can.

You go over to the nearest group of these creatures, which is of two Moles and one Dayzee. They're still looking up at the sky with that dreamy expression, which was probably what was on your face for the last few hours.

>A. Yell at them
>B. Try to slap them out of it
>C. Shake one of them a lot
>D. Something else
>>
>>934956
>>934992
I don't see why you guys seem to find Hazy so trustworthy.
>>
>>935013
We don't. But Boobert will not be ruffled by something like this.
>>
>>935010
>B
it might instigate a battle but this is the most effective option
>>
>>935010
>B. Try to slap them out of it
>>935013
It's not that.
>>
>>935017
Boobert is also completely unarmed, missing his Close Call badge and his Life Shroom, and I don't know how his HP is doing. Immediately going right back to Hazy means trusting him not to take advantage of the horrible state he put us in. Also, you voted to take the incredibly shady celery in the first place.
>>
>>935010
>B.
We are a Boo. Slapping just comes with the title.
>>
>>935063
Yeah, he voted to take it. I voted to eat it. I was first. Im willing to own up to my mistakes, so if you want to blame someone, blame me.
>>
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>>935018
>>935031
ROLL for Slap! 1d20
>>
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>>935063
Boobert hasn't taken any damage in this quest yet

Also you're taking this a little too seriously
>>
Rolled 10 (1d20)

>>935072
Whap Goblin attacks!
>>
Rolled 10 (1d20)

>>935072
>>
Rolled 1 (1d20)

>>935080
And again!
>>
Rolled 6 (1d20)

>>935072
I hope we're not doing damage on this.
>>
>>935100
Well, that's not good. I hope that doesn't mean we aggro them.
>>
>>935083
>>935095
>>935100

You attempt to slap the crap out of these creatures with your callused chef hand-stumps for a solid ten minutes, but it doesn't do much for them. They're too far gone. If only you had your pan to amplify your slaps, you might be able to snap one out...

>A. Go back into the big tent
>B. Try to bring one of these creatures back to Wise Wisterwood
>C. Get super frustrated and yell
>D. Something else
>>
>>935131
>B
Is whatever his name is still awake? Unrelated to the above suggesstion
>>
>>935131
>B
>>
>>935131
>B. Try to bring one of these creatures back to Wise Wisterwood
>>
>>935131
>>B. Try to bring one of these creatures back to Wise Wisterwood
>>
>>935131
Maybe a quick invisi-look into the tent, to see how much time pressure we're under.
>>
>>935177
supporting this in addition to B (assuming we don't get caught)
>>
>>935177
>Yeah, Ill support this with Ba as well.
>>
>>935139
>>935155
>>935167
>>935170
>>935177
>>935191
>>935198

One of the Monty Moles or the Dayzee?
>>
>>935245
Dayzee
>>
>>935245
It seems like a trap, but Dayzee

May as well get all of the blundering into traps out of the way now
>>
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>>935277
>>935281

Maybe the big tree knows how to help more than you do. You plan to take the Dayzee back to Wise Wisterwood, but you want to check something first. You very briefly turn invisible, and take a peek into the big tent.

Hazy is gone. Of course he is. And none of your stuff is anywhere in the tent.

Sighing, you take the lone Dayzee up, hoisting its light frame under your body. It makes no reactions to this, and you float in the night back to the big tree in the center field. Something smells rotten in Flower Fields, and you know it has to do with Hazy Pinto.

>End

Sorry this last one took a while, but that's all for tonight. Hope you guys had fun.

Going to be running next on Wednesday, probably. Follow the twitter @grandmaster_qm to know for sure.
>>
>>935334
Thanks for running
>>
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Who here likes Dayzees?
>>
>>939815
They're okay. They just like to sing.
>>
>>939815
They're cute but the Golden ones are bitches.
>>
>>939835
Seconding this one. Solely because it was nearly impossible to beat the Golden Ones, even with Sleepy Sheep.
>>
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Who's lurking? I might start pretty soon
>>
>>940147
I'm around.
>>
>>940147
I is here.
>>
>>940147
yo
>>
>>940149
>>940162
>>940163

Good enough for me, I'll get to writing
>>
>>940164
Ye
>>
>>935334

It takes only a few minutes to take the Dayzee to Wise Wisterwood in the dead of night. As you get there and drop the flower creature in front of him, he looks down with concern in his gigantic eyes.

"What has happened to this creature?" He asks, his tone matching his expression.

>A. A weird Beanish drugged this Dayzee, and many other creatures
>B. I was drugged like this Dayzee, but I snapped out of it
>C. Can you do anything to help this Dayzee? I couldn't wake it up
>D. Did that Beanish guy come this way?
>E. Something else
>>
>>940176
>A. A weird Beanish drugged this Dayzee, and many other creatures
>D. Did that Beanish guy come this way?
>>
>>940176
>A.
>C.
>>
>>940176
>A. A weird Beanish drugged this Dayzee, and many other creatures
>>
>>940176
>A. A weird Beanish drugged this Dayzee, and many other creatures
>C. Can you do anything to help this Dayzee? I couldn't wake it up

Never trust hippy bean bastards.
>>
>>940201
Those fucking Beans. We should just remove the lot of them. That would halp out the world, right?
>>
>>940203
Unfortunately for you, the Beanbean Kingdom is one of the Mushroom Kingdom's closest allies, and not just because they share an east-west border.
>>
>>940203
>>940220

The answer is obvious.

They have to build it.
>>
>>940176
>>A. A weird Beanish drugged this Dayzee, and many other creatures
>>B. I was drugged like this Dayzee, but I snapped out of it
>>
>>940220
Alright. Besides, I shouldnt judge the entire nature of a kingdom on a single bad apple, now should I?
>>
>>940192
>>940195
>>940200
>>940201
>>940225

"A weird Beanish drugged this Dayzee, and many others. I was drugged too, but I snapped out of it somehow."

The big tree makes a concerned groan. "That is deeply troubling. Fortunately, the cure should be simple. Strong herbs, like those found on the path due east of here, will be sufficient to restore this one's mental faculties. They are easy to identify by their pungent odor; you should have no trouble finding one."

At least the solution is simple. "Did the Beanish guy come this way?"

"I did not see him," Wise Wisterwood laments. "You should consult the other flowers around here to see if they have, though. I can assure you, at least, he did not pass through my door."

>A. Find another flower to talk to
>B. Go talk to the liar flower
>C. Look for one of those strong herbs down the east path
>D. Something else
>>
>>940276
>C. Look for one of those strong herbs down the east path
>>
>>940276
>Look for one of those strong herbs down the path.

Might as well help him out.
>>
>>940276
>C. Look for one of those strong herbs down the east path
>>
>>940276
>C. Look for one of those strong herbs down the east path
>>
>>940276
>>C. Look for one of those strong herbs down the east path
>>
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>>940282
>>940286
>>940291
>>940301

You thank Wise Wisterwood for the words, and set off to find the herb he was talking about, down the eastern path.

A wall of pink bricks runs along this path to your left, various vines, small and large, hanging off of it and growing across it in all directions. None so far have a particularly strong scent, but you press on trying to find one.

After a few minutes, you smell something particularly disgusting in the air. That must be it!

You follow your nose, and sure enough, you find a pale yellow vine with a bunch of leaves dangling off it, which you discern as the source of the smell. That's the good part - the bad part is there are three rather large creatures sleeping next to the vine, on the ground, which look like bees.

>A. Float right over them and try to grab a herb quietly
>B. Dash in there, grab a leaf, and dash out quick as possible
>C. Get a sneak attack on one of the bees
>D. Press on and look for a vine like this with no sleepy bees
>E. Something else
>>
>>940321
>Float right over them and try to grab a Herb quietly.
>>
>>940321
>A. Float right over them and try to grab a herb quietly
use what momma death gave us
>>
>>940321
>>A. Float right over them and try to grab a herb quietly
>>
>>940332
>>940341
>>940349

ROLL for sneaky grab! 1d20
>>
Rolled 13 (1d20)

>>940362
>>
Rolled 4 (1d20)

>>940362
>>
Rolled 4 (1d20)

>>940362
>>
Rolled 3 (1d20)

>>940362
>>
Rolled 9 (1d20)

>>940362
>>
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>>940368
>>940371
>>940372

You go invisible and drift above the sleeping bees, attempting to grab a handful of the leaves. There's a fair amount of rustling... but you don't seem to startle the bugs awake. Lucky you!

(Gained 3 Pungent Herbs)

You then quickly head back to the center field, where you left the Dayzee. You're not entirely sure how to apply a herb, but it doesn't really matter; the moment you bring it toward the flower's vacant stare, its eyes go wide and it starts a series of horrible coughs. Looks like the herb worked!

"Gosh... what a strong scent," the Dayzee remarks to itself, before looking around at the night sky. "Wait, how did I get here?" The flower looks at you, perplexed. "Did you bring me here?"

>A. Yeah, you were... indisposed
>B. I helped you out of the funk you were in
>C. (Leave)
>D. Are you okay? Do you feel well?
>E. Something else
>>
>>940430
>Yeah, I helped you out of the funk you were in.
>Are you okay? Do you feel well?
>>
>>940430
>B. I helped you out of the funk you were in
>D. Are you okay? Do you feel well?
>>
>>940430
>A
>D

I wish we had our stuff. I want to be able to cook for people like this, make them feel better.
>>
>>940430
>>B. I helped you out of the funk you were in
>>D. Are you okay? Do you feel well?
>>
>>940433
>>940441
>>940466
>>940490

"Yeah, I helped you out of the funk you were in. Are you okay?"

The flower shakes its head around, seemingly trying to feel better. "Yes... I think. Where is that Beanish person?"

You explain what's happened to the Dayzee. who looks on with a sad face.

"Oh... the celery... he offered that to me too, but I declined it. But I was still in that state? I remember telling him goodbye and leaving, but then getting very sleepy... and then waking up here."

>A. What were you doing there?
>B. Want to help me find him?
>C. I'm going to go find him and get my stuff back
>D. I'm going to beat him up
>E. You should take these herbs and wake up the others (Give the Pungent Herbs)
>F. Something else
>>
>>940532
>E. You should take these herbs and wake up the others (Give the Pungent Herbs)
>A. What were you doing there?
>B. Want to help me find him?
>>
>>940532
Seconding >>940536
>>
>>940532
>Introductions
>E
>B
>>
>>940536
>>940539
>>940545

"What were you doing there?" You ask the Dayzee.

"Just wandering for inspiration... I saw the tents, but not the other flowers or moles. Maybe I was the first..."

"Well, you should take these herbs and wake everyone else up." You hand the Dayzee the herbs you collected. "After that, do you want to help me find this Hazy Pinto?"

"...I do owe you for helping me, so sure." The Dayzee smiles shyly, finally looking happy. You follow up by finally introducing yourself and asking the flower's name. "Mayzee," she replies.

>A. Nice to meet you
>B. Split up, you look for Hazy while she goes to the tents
>C. Go with Mayzee to help the other dazed creatures
>D. Something else
>>
>>940573
>A. Nice to meet you
>C. Go with Mayzee to help the other dazed creatures
>>
>>940573
>A
>B

Specifically we should information hunt while she revives the others. She should also ask the incapacitated if they know anything and then meet us back here.
>>
>>940579
Deadlock of B and C
>>940593
>>
>>940607
Ill vote for A and B. Mostly cause I like the idea of splitting up to do more damage.
>>
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>>940611
>>940593

"I'm Boobert. Nice to meet you," you tell her.

She returns the sentiment, and sets off up the path with the herbs to revive all the other creatures.

Meanwhile, you're left with the big question: Where is Hazy and your stuff?

>Short break

I gotta step out for a bit, but there's a very high likelihood I'll get back to running tonight, maybe in about an hour. I'll let you guys know if it'll be longer than that.

Don't touch that dial anons!
>>
>>940628
Yuu might want to make a new thread soon, It's on page 10. If you're going to run a long time of course.
>>
>>940628
Im touchin that dial
>>
Okay so we already have a partner type mario didn't have, starting out strong.
>>
>>940633
That's true, I'll probably archive this now and start a new thread when I get back
>>
>>940993
>>940993
>>940993

New thread!



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