[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
/qst/ - Quests


File: DEUS VULT.jpg (329 KB, 1920x1080)
329 KB
329 KB JPG
The world has been ravaged by Crusades led against mages after the most recent plague decimated the populations. With little knowledge of medicine, the people turned on mages, blamed magic, and began a movement to exterminate the use of magic by those that are not in the Church.

Breaking through a treeline, a lone, young mage slings a spell at the armorclad crusader behind them. The crusader easily blocks it, brandishing their weapon and moving for the exhausted mage.

Who are you?
>The crusader?
>gender?
>Weapon of choice -- one/two handed blades, bludgeons, axes, write-in?

>The mage?
>gender?
>Specialization - Summons, illusions, straight up destruction, alteration, write-in?

New QM, doing a oneshot as a practice for if I decide to write a quest.
>>
>>973797
>The crusader
>Male
>Big fucking mace
Deus vult, ave Maria, non nobis domine etc etc
>>
>>973797
Crusader
Male
Sword
>>
>>973797
>The mage?
>gender?
>Specialization - Summons, illusions, straight up destruction, alteration, write-in?

Male
Illusions.

Playing the hunted for once should be fun.
>>
>>973802
Changing to this, mace sounds more fun
>>
>>973805

Supporting.
>>
Rolled 2 (1d2)

Choices will be first to three or most within ten or so minutes will be the winner, tie breaker up to the dice.

>1 - Crusader
>2 - Mage
>>
File: Illusionist.jpg (69 KB, 736x1041)
69 KB
69 KB JPG
Your heart pounds in your ears as you flee through the forest. You see the edge of the trees just in front of you, and you make a break for it. Breaking through, you turn and throw an arcane bolt at your pursuer.

It's easily blocked, and you realize that was bound to happen. The crusaders wouldn't come unprepared to deal with your magics. You see him preparing his large mace and he rushes forward, faster than he'd been going. He seems to believe he has you in place for an effective attack.

You continue running, having barely caught your breath. Wracking your mind for a spell, a few useful ones come to mind. Some are harder than others, but would be more effective.

Ahead of you, the forest begins again, the foliage thicker than before. It seems you've gone in deeper, but this can be used to your advantage.

>DC 8, create one illusory clone to get him off your trail for a short time, will allow time to prepare another spell with slightly lowered DC.
>DC 15, create two illusory clones to lose him in the forest
>>
>>973837
Whoops. Roll d20.
>>
Rolled 11 (1d20)

>>973837
>DC 8, create one illusory clone to get him off your trail for a short time, will allow time to prepare another spell with slightly lowered DC.
>>
Rolled 6 (1d20)

>>973837

> DC 8
>>
>>973842

You let out a deep breath, standing still for a few moments to cast your spell. A copy of you, albeit somewhat poor, rushes off in a different direction, into view of your enemy. You figure this will give you some time to prepare a new spell, and lets you take a breather.

>DC 12, create two illusory clones to go out and distract Crusader while you escape.
>DC 14, Create flames, whether illusion or real, to create a blaze.
>DC 15, Become invisible and wait the Crusader out in hopes of returning to your home and gathering some belongings.

Best of 3, higher you are above DC results in improved results. Roll d20.
>>
Rolled 7 (1d20)

>>973857

> DC 14

BURN
>>
Rolled 20 (1d20)

>>973857
>DC 14, Create flames, whether illusion or real, to create a blaze.
Time for high doses of irony.
>>
>>973864
Critical Success!

You stand with your feet at shoulder width, hands together at the wrists with your fingers splayed out in a conical shape. As you concentrate to cast the spell, you feel a surge of arcane energy, and the flames spurt out at a much higher intensity than expected. The forest in front of you immediately ignites, with the fire spreading quickly in the direction of the crusader. You step back and take a breath, comfortable with the knowledge that you are mostly safe from the flames should they spread in your direction. Due to being of a magical nature, they should not, so you are quite confident and proud of your results.

You sit and take a short rest, catching your breath and recovering from your casting. You ponder what to do now that you've escaped the crusader, two options sticking out in your mind.

>Continue through the forest, knowing there is a village on the other side, but without the knowledge of how far it is.
>Go back to your village in the hopes that the crusaders have moved on, try to recover belongings if they haven't been burned.

Before you leave, you may meditate and grasp the Aether, possibly granting a bonus or negative effect.
>>
>>973882
>Go back to your village in the hopes that the crusaders have moved on, try to recover belongings if they haven't been burned.

And meditate on the aether.
>>
>>973886

This
>>
>>973882
>Go back to your village in the hopes that the crusaders have moved on, try to recover belongings if they haven't been burned.
>>
Rolled 9 (1d20)

>Meditating on the Aether
D20 is rolled, with 1-9 being negative effects, and 11-20 being positive effects. 10 has no effect.
1 is -4 to your next roll
2 and 3 is -3
4-6 is -2
7-9 is -1
11-14 is +1
15-17 is +2
18 and 19 are +3
20 is +4.
>>
>>973900

>>973886
While meditating, a vaguely unpleasant force pushes back on you from the aether. It isn't malevolent, but obviously doesn't want you there. It leaves you feeling slightly sick and as if you can't cast quite as well, but nothing obviously harmful happened, luckily.

>>973893
You begin making your way back to your village after meditating, retracing your steps and the burns from your basic arcane spells. Luckily you also know these woods quite well thanks to your frequent exploration, though you've never been in quite this deep.

As you near the village, you hear nothing. There is no more fighting, nor the regular bustle of voices. It brings regret to your heart for abandoning them, but when you're able to save yourself, you're going to. You pick your way carefully through the ruined village, listening carefully for the telltale sound given off by armor.

You enter your luckily not too damaged home, relieved that it hasn't been razed. You head to your bedroom in search of anything that could help you.

D20 to search.
>>
Rolled 1 (1d20)

>>973913
>>
Rolled 20 (1d20)

>>973913
>>
Rolled 7 (1d20)

>>973913
Dice gods dont fail me now
>>
Multiple crits
>If there are multiple crits in the three rolls, the third roll will take priority, whether crit or not. However, effects from both crits will still take place, just not to the extent they usually would.

That being said, two similar crits will automatically apply that crit even if the other is a critical of the opposite magnitude.

Meditation
In the case of Arcane Meditation, I didn't mention, this only applies to magical rolls. The modifier doesn't take place here.

>>973923
While looking through your home, you hardly find any gear. Most of it must have been ransacked, but you do get lucky and find a book of incantations!

Obtained: Book of Incantation
Your spellbook containing various complex spells you've created, granting you access to spells you would otherwise be unable to cast. Also acts as an Arcane focus, lowering the DC of regular spells by 2.

After your search, satisfied with finding your book, you turn and are met with sounds of another Crusader nearby. You had been too preoccupied with searching to notice, and it sounds very close.

>Cast a spell
Single Illusory Clone, intangible DC: 6
Double Illusory Clone intangible DC: 13
Combustion DC: 15
Invisibility DC: 16
Complex: Single Illusory Clone, tangible, engages in combat with enemy. DC: 17

>Prepare to run, continue looking.
>>
Rolled 12 (1d20)

>>973954

>Cast a spell
Double Illusory Clone intangible DC: 13
>Continue looking
>>
Rolled 8 (1d20)

>>973954
Double Illusory Clone intangible DC: 13
Continue looking
>>
Rolled 8, 11 = 19 (2d20)

>>973961
Despite your best attempts, your clones cannot take shape, simply melting back into the air. With a frustrated sigh, you resign to keep looking and keep an ear out for the Crusader. Maybe with some luck he won't get near.
>>
>>973982

Did our arcane focus item not work on those spells?
>>
>>973984
Sorry, forgot to mention that the DC listed is with item modifier, but without the negative modifier. The ones I listed earlier in the forest had a -3 DC which I'll be honest I didn't think through as I'm winging this quite hard.
>>
>>973987

Ahh, ok gotcha.
>>
>>973987
Negative modifier from the prayer earlier. Need to include important details, whoops.

>>973982
You search throughout the house, staying relatively quiet. The Crusader gets near the door but moves on to another dwelling, likely suspicious of the sounds that came from your attempts to cast.

You fail to find anything more as you search, resigned to the fact that your belongings have been ransacked. You quietly head down the stairs, taking one more glance over the room. As you go to head for the door, the Crusader crushes it with their mace, blocking your entry as he stands in your way.

>Cast a basic offensive spell DC 8
>Cast an advanced offensive bolt, chance to stun DC 14
>Run! DC 12
>>
Rolled 4 (1d20)

>>973996

>Cast a basic offensive spell DC 8
>>
Going to need some help with that roll
>>
Rolled 15 (1d20)

>>973996
>Cast a basic offensive spell DC 8
>>
Rolled 7, 6, 11 = 24 (3d20)

Casting
I'll likely end up making future attacks a simple thing like
>Offense
>Defense
>Other
And then base results off of the roll, rather than lock you into choosing Basic v Advanced.

>>974016
You conjure forth a bolt of arcane energy, throwing it towards the Crusader. The spell is overcharged due to your high success, adding a chance to stun!
Threshold Broken! Basic -> Advanced.
Effect rolls, will add update post.
>>
>>974025
The crusader resists the stun, swinging for you with his mace but missing and splintering the floor to your right. You have a chance to run, but you can see that he may be more susceptible to spells than others, as he wasn't prepared to fight! His gear is weaker than the usual Crusader.

>Run! DC 10
>Cast Offensive, DC 8
>Cast Defensive, DC 8
>Cast Specialty; Illusions, DC variable.
>>
Rolled 20 (1d20)

>>974029
>Cast Offensive, DC 8
Filthy crusader scum
>>
>>974032

Backing this, should I even roll?

I can only hurt this if I do right?
>>
Rolled 3 (1d20)

>>974034
It would be fine not to roll if the first is a crit success.

>>974032
Critical Success!
What you meant to be another basic arcane bolt conjures a spike of energy the length of a javelin, jagged as if a bolt of lightning. You fire it at the Crusader, and it impales him. The recruit drops- dead before he even hits the ground due to the sheer power that dispersed into his body.

You hear a clatter and look to the corpse, a rosary dangling loose from his neck. Take it?

While pondering over whether to take the item, whether as trophy or for some other use, you search for anything that may be useful on the Crusader.
>>
>>974047

Take it
>>
>>974047
Yes take it.
Any crusader that finds his body will understand.
They hunt us.
We'll hunt them right back.
>>
>>974047
>Take it
People might not suspect us if we look like a regular faithful.
>>
Finding nothing else of value on the corpse, you take the rosary and leave the house. A new sense of determination courses through you. You feel as if you can fight back against the crusades, one man at a time.

You keep the rosary as a trophy, knowing that if other crusaders found the corpse, they would get the message. They may hunt the mages, but the mages would fight back.

With your newly acquired gear, you wonder what you will do now. To the north, there was another village. However, there is no guarantee that the Crusaders have not yet reached it. To the south is where they came from, and you may be able to retrace their path, looting abandoned mage's dwellings and gathering power in your travels.

To your east and west are forest, with villages on the other side of them. You know it would be safe if you went to and stayed there, but you've no idea what you may run into on the way.

>Where do you wish to go?
>North; more direct conflict, high risk, can hunt crusaders further with more risk.
>South; moderate risk, may find more tools of the arcane or other useful things, though the best of the best will have been destroyed.
>East or west; Take your chances in the forests, trying to venture to a village and be safe for the time being to train.
>>
>>974087
>North; more direct conflict, high risk, can hunt crusaders further with more risk.
We can save more mages and form a counter movement
>>
>>974087

> North

We manhunter now.
>>
Rolled 100 (1d100)

>>974094
>>974095
A new objective in mind, you begin your trek to the north. It's obvious that the Crusaders have marched in this direction, with deserted camps and corpses of "heretical mages" on the side of the road every so often. These only serve to fuel your determination, and you continue moving.

[Blue] QM Note: If you are enjoying this, I'm likely going to make this a series rather than just a oneshot. I was only going to do this one but I've been writing it with a sort of story arc so might as well. Any criticisms? What can I improve on? [/blue]
>>
>>974113
i'd like more.
>>
>>974113
More would be fun.
Insofar you've been doing fine.
Make sure to be clear wih modifiers though.
Like the small incident recently.
>>
>>974130
Yeah, I'll be sure to note down everything much better now that I plan to continue this. I'll have a pastebin for effects, mechanics, and such.

>>974113
On your trek, you managed to avoid most of the Crusaders. Those that you did find fell easily to your power, you seem to have been doing much better.

You move through the trees carefully, keeping an eye on a nearby Crusader watch. You wouldn't want to run into them. As you walk, you hear nearby voices. There are two of them, and they seem to be talking about magic. Whether they want to eradicate it or not, you do not know. Investigate?
>>
>>974137
Yes.
Investigate
99% percent of people that talk about magic are cool.
>>
>>974137

Investigate with fireball prepped.
>>
>>974143
>>974141
You move to investigate further, a small ball of flame in your hands. As they enter your vision, you notice they wear robes. A female wielding a staff, and a male holding a book. You dispel your prepared spell, stepping closer cautiously.

You cautiously ask, your voice lowered, "You're mages?" They see your spelltome, as well as the residual flames dispersing around your hands. "We are," The female answered, stepping forward in front of the male, almost protectively. "And you are?" She asks you suspiciously. "A mage, just as you are. I escaped from a village to the south, and have come with the intent to grow stronger and gather forces to fight back against the crusades."

The female pondered your offer, then nodded, "If you are looking for allies, we shall join you." She introduced herself and her ally, "I am Syn, and this is Izuka. We wish to fight back as well, so we are prepared to fight back against the nearby scouts. The question is; are you, Mage?"

100 rolled! Crit! Two allies join the cause.
>>
Due to IRL things, I'll stop the quest here. I'll pick this up again hopefully the same time tomorrow. By then I should have a pastebin thrown together with inventory and current spells. Thanks for playing!



Delete Post: [File Only] Style:
[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.