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File: Syn.jpg (231 KB, 1024x1433)
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Previously
With your village ransacked and you on the run, you burned a forest, got a book, killed a man and got some friends! They claim they’re going to go fight the nearby Crusader scouting party. Are you ready for combat, mage?

>Character Information: http://pastebin.com/hcM9PfvS

__

Syn stands in front of you, flames dancing around her arms like ribbons. Some lash out towards you, but draw back before they make contact, as if a snake testing the air. She has an air of elegant lethality about her, just as the element she controls. Izuka is silent behind her, his arms crossed.

Izuka is much shorter than you, and he has a strange appearance for a mage. On his back is no more than a long, thick stick with runes etched down the length. It bears no blade, though you expected it to be an axe or hammer. He wears no robes, but instead what looks to be padded clothing, possibly armored? A man like him looks as if he’d make a much better warrior than mage, but who are you to judge who studies the arcane arts? Or perhaps he is a monk?

Syn and Izuka have joined your party!

Element of surprise! If a complex spell is cast as your first spell in combat, it does not require a turn of preparation! All casting DC reduced by 2 for the first two turns of combat due to preparation. Barrier is automatically applied, making enemy attacks less likely to hit for three turns!

The scouting party in the clearing in front of you consists of five Crusaders, and it looks like two of them are elites. You have the element of surprise, so choose wisely, and prepare accordingly.

>Arcane Bolt - DC 4
>Illusory Clones - DC 4
>Combustion (Conical AoE Fire) - DC 13
>Invisibility - DC 14
>Complex Spell; Requires 1 turn of prep; Tangible Illusory Clones - DC 15, creates a clone capable of combat.


While we get votes, would you guys prefer a more casual experience, such as what we’ve had, where it’s essentially meet dc, wreck crusaders after a few attacks, or do you want a stat based, HP, AC, Attack system? XP even? I’m open to suggestions!
>>
Rolled 13 (1d20)

>>983619
I'd say a more casual system!
But add XP
Just because I like seeing the words
>Level Up

>Complex Spell; Requires 1 turn of prep; Tangible Illusory Clones - DC 15, creates a clone capable of combat.
>>
>>983619

Casual System

> Invisibility DC14

our allies can handle the tangibility stuff, we do the flanking sneaky beaky kills on any threats.
>>
>>983674
Guess I'll reply to this to bump
XP will be added, as well as perks in result of that, only solid numbers aside from DC really will be AC so that I can't fudge hits.

An illusory clone comes into view in front of you, but try as you might you just can't seem to make it solid. You sigh and give up on trying to make it combat-able, the clone stands in front of you. The Crusaders haven't yet noticed your presence, though some seem to be feeling antsy.

Syn gets impatient, her hands lighting up. "I'm going in there soon, you'd better hurry up, illusionist."

Izuka stands silently, as stonefaced as ever. Though, you notice his staff now has a spectral waraxe head on the end. Ah- a conjurer. As you take a closer look, you notice his bulk isn't just his own. There's a translucent blue layer of energy over his skin, acting as a sort of armor. Most of it is under his robes, giving him the illusion of looking bulkier, as well as providing protection.

>Try again to make the clone tangible
>Send clone to cause a stir in the camp, go in after it.
>Another spell?
>>
Rolled 3 (1d20)

>>983734
>Invisibility - DC 14
Then send in the clone and follow

Does using a combat spell break invisibility?
>>
Rolled 7 (1d20)

>>983730

Oh yeah roll.
>>
>>983741
Yes, it will.

>>983742
If you want to go for invisibility, roll again. I forgot to check before I posted, so I'll consider that roll as part of last choice.
>>
Rolled 14 (1d20)

>>983752

okaaay.
>>
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>>983753
You concentrate momentarily, your body suddenly disappearing. With a wave of your hand, the clone goes off towards the camp, and the Crusaders are suddenly up in arms. Most of them being recruits, they scramble over each other for their weapons.

You begin going to the side, looking to flank the enemies. You pray your spell holds, and luckily it does. You're in a good position to strike, but wait a few moments for your allies to engage.

Syn follows after, her flames lashing out after them like whips. Izuka is behind her, his spectral weapon in hand. He rushes for the Crusaders, faster than his size would let on, his axe raised to strike.

>Arcane Bolt - DC 4
>Combustion - DC 13
>>
Rolled 5 (1d20)

>>983781
>Combustion - DC 13
>>
Rolled 17, 8, 7 = 32 (3d20)

>>983781
Wew already fucking up my rolls.
>>
>>983781

> Wait for a better time to strike.
>>
Rolled 8 (1d20)

>>983781
>Combustion - DC 13

I like this quest
>>
>>983789

Are all rolls best of 3?
>>
>>983810
Yes, though with few people I'll likely just combine most of the results, especially since they work well together here.
>>
Rolled 11, 1, 6, 20 = 38 (4d20)

>>983788
>>983792
No matter how hard you try, how much arcane you put forth, the flames just won't manifest.
>>983791
In frustration of being unable to cast, you wait a few moments to watch how the battle unfolds, taking a breather and making sure you don't lose your head.

Syn is doing very well on her end of combat, fire lashing out all around her. The Crusaders can hardly get close to her, and all of them sport burns on their flesh and blackened armor.

Izuka and the Crusaders, however.. They seem to be doing quite poorly. One would have a hard time explaining their fight without using the words "flailing" or even "floundering".

>Attempt to cast a spell again (same DC as before)
>Wait even longer to strike
>Attempt to cast a new spell - variable DC
>>
>>983850
>Attempt to cast a new spell - variable DC
DC to do that lightning javelin thing again?
>>
>>983856
It was a crit for Arcane bolt but it will be 15 given it's a high level spell (relatively), plus our reductions to DC for combat currently.

Otherwise, 1/5/10/20 will give you unknown spells as you haven't cast them yet.
>>
>>983866
Unclear wording. Including our reductions, it's 15. In a normal situation it would be 19 or so.
>>
Rolled 10 (1d20)

>>983866
I'll do it.
Let's save our comrades
>>
Rolled 8 (1d20)

>>983850
>Attempt to cast a new spell - variable DC

Mystery Box
>>
>>983876
You raise your hands towards the Crusaders, attempting to cast something-- anything. A small flame appears, then rapidly expands to the size of a softball. It fires quickly towards one of the elite crusaders, breaking your invisibility. It strikes him hard, staggering him away from Izuka, who was about to be hit. The crusader doesn't get back up.

>>983850
Syn was doing worse than before, but still not bad. Between her efforts and the Crusaders' bad combat skills, she's taken one of the rookies down.

Izuka is doing considerably worse, and as if it could be any worse for him, his spells were dispelled! He didn't show much sign of panic, though he did begin to fight with more reckless behavior.

The elites, however, have lived up to their name. They raise their weapons with a rallying cry, a glow settling around their maces. One runs for Syn, and the other for Izuka. Heavy blows are dealt to both, but they survive. They seem quite rough after those hits, however.

>Enemy Count
Crusader Rookie x1
Crusader Elite x2

>Buffs
Barrier - 2 turns left.

>Spells
DC buff has expired!
>Arcane Bolt - DC 6
>Fireblast - DC 11
>Combustion - DC 15
>>
Rolled 20, 17, 3, 16 = 56 (4d20)

>keep fucking up my roll field
>>
Rolled 11 (1d20)

>>983928
>Combustion - DC 15
Walk the path of explosions!
>>
Rolled 6 (1d20)

>>983928
>Combustion - DC 15

Damn, I hope that they survive
>>
>>983939
You try once more to cast your combustion spell, but you can only create a Fireblast. You fire it off anyways, disappointed in your lack of arcane power in your time of most need. Still, it kills the final recruit, leaving only the elites behind.

Syn has vastly improved! In fact, it seems that her body is entirely cloaked in flame, not allowing the Crusaders to get close while she strikes at them.

Izuka has managed to recreate his armor, and this time conjured forth a warhammer onto his staff. He brings it down on one of the elites with ferocity, toppling the man.

The elite still standing attempted to attack Izuka from behind, however Syn interrupted him and roped him close, engulfing him in flame and charring him under his armor. His already dark armor came out of the flame blackened.

The last remaining enemy lays at your mercy.
>>
>>983965
Questions.
Let's question him for info.
>>
>>983976

Claim Roasries then question.

Make sure we take the prisoner's rosary and free him too. Time to spread panic.
>>
>>983976
>>983984
Izuka steps up to the man at your request, swinging down with just his staff to crack open his armor. You reach down and take his rosary, noting that it's a different design from the one you claimed from the rookie. Rather than plain wooden beads, it has a dark metal.

>What do you ask?
>Attempt to cast a spell for interrogation?
>>
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>>984036
fug
>>
>>984036
>What do you ask?
Do they they have knowledge of locations of mages or crusader camps?
>>
>>984036


Your answers will decide if you continue your life whole, as a cripplpe or not at all. As well as how respectful we are when dealing with your comrades' corpses.

Where are the crusader's camping? have they any leads on mage cells? and how many men are in the area?
>>
>>984056

Seconding this
>>
>>984049
>>984056
The crusader groans, "I'd spit at you if I didn't have this helmet on." He wouldn't give up his information, and it seemed quite apparent. "You filthy mages will already disrespect my comrades, for what purpose would I tell you? Just end my life, hogs."

>Cast a spell to attempt to get information? DC 16
>Kill him.
>Other - writein
>>
Rolled 14 (1d20)

>>984143
>Cast a spell to attempt to get information? DC 16
>>
Rolled 20 (1d20)

>>984143
>Cast a spell to attempt to get information? DC 16
>>
>>984143

>He just lost the right to have hands when we release him. Just make sure to cauterize so he doesn't die before giving a report to his bosses.

>Gotta get dat infamy.
>>
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>>984158
You motion your hand towards the Crusader, casting a spell on him. A wave of blue energy washes over him, and suddenly his disposition changes. He seems afraid, glancing around quickly. "We only know that there are mages in almost every town in this country. We haven't heard of any particular gatherings, aside from the college to the east, but we wouldn't dare attack that yet. Our men to the North are strong in number but most of them are damned rookies. You'll find the army simply moving north, with camps along their path. It should be easy to follow them. There are no others of my order around here."

He has nothing more to say, laying back and letting out a long breath. You look at Izuka and he nods, conjuring up a waraxe then lopping off the man's arms at the elbow. Syn cauterizes the wounds, waving her hand dismissively, and you tell him menacingly, "Go back to your church, tell them they will fall. You are lucky to escape with your life, "holy man"."
>>
>>984242
Well that was informative.
So growing our numbers is plausible.
And if we start fucking with the crusaders hard enough the recruits might waver.
>>
>>984255

We did, took them both at the elbow
>>
>>984264

Yup I deleted because I skimread while writing, I am a dumb.
>>
>>984268
Confirmed for worst star
>>
>>984305
>>
Two elites, three recruits killed. +35 EXP. Level up! Pick a perk.

Arcane Legion: Your visual illusions have a lower DC to be combat ready. Can create an additional illusion with no added DC.
Charismatic: Your intimidation, persuasion, and interrogation rolls have an added +3 modifier. People have a better base disposition towards you.
Arcane Adept: All spell rolls get a +1 modifier, learn a new spell at random!

You write down the information learned, then put your book away and look to Syn. "What are we doing now, following them?" She asks lazily, reclining back on the blackened ground. She was comforted by the heat.

"Obviously." You respond, then ponder for a moment, "Or, rather, we should.."

>Go for the village to the north, through the forest
>Go for the village to the north, on the path, high chance of Crusaders
>Go to the college to the east.
>>
>>984332

> Charismatic please

> Village to the North on the path

Begin working on a belt of rosaries now?
>>
>>984332
Arcane Adept: All spell rolls get a +1 modifier, learn a new spell at random!
>Go for the village to the north, on the path, high chance of Crusaders
>>
Rolled 38 (1d100)

>>984348
>>984350
Perk point will be banked if there's no tie breaker, or if you'd like I can roll d2 for it.

Your party begins making their way north, following the clearly marked path created by the heavily weighted steps of an army. The lone crusader behind you, armless and delirious, walks to the south. It's unsure if he will make it the entire way, but you are all confident the message will make it.

End of session 1.5. I'll pick this up same time tomorrow.
>>
>>984424

I'll swap to arcane adept.

I'd like us to spec into leadership soon though.

WE ARE THE FACE OF THE REVOLUTION!
>>
Rolled 1 (1d3)

Arcane Adept
1; Rally
2; Fear
3; Frenzy
>>
>>984424

Damn, sorry I'm late, next time we should get Charismatic though
>>
Rolled 22 (1d100)

>>
You've been following the crusaders' path for a few days now, gaining much ground on them. From your position they are now even audible as you follow.

While following after, a small detachment of four recruit Crusaders break off and start trailing behind the main group. It seems they may be doing some shady trading, or discussing something that their order would disapprove of.

Your companions wish to fight them, but leave the judgement up to you.

>Do you wish to fight them now?
>Wait until they're far enough that there's little to no chance you are noticed by the main group?
>Walk up, talk to them, take them off guard.
>>
>>987736
>Wait until they're far enough that there's little to no chance you are noticed by the main group?
Divide and conquer
>>
>>987736

> No chance to be noticed

Make sure we leave some kind of symbol on the site. Let them know how close we were.

Also Gib Rosaries Pls
>>
>>987741
>>987790
You tell your allies that you're going to wait for the detachment to draw back even further, and then strike. Your party draws back, waiting for the crusaders to come back closer to you.

Within time, they're barely in front of you, and you're quite surprised they haven't noticed you. Before striking, you eavesdrop and hear that they're discussing the trade of some magickal artifacts they ransacked on their last raid. Considering their last raid was your village, you think it may be your old gear.

>Engage now?
>Wait for a bit longer?
>Cast a spell?

QM Note
There have been changes to the way casting will work, for some of the spells. You can cast Arcane Bolt or Illusory clones without rolling the dice, but they will be at their base level. You may roll d20 if you wish to add effects, however a low roll could result in bad times!
>>
Rolled 6 (1d20)

>>987886
>Cast a spell?
Rally on our companions
>>
>>987902
Roll d20, DC 14 if this is what you all want to do.

Spell list;
Arcane Bolt - Due to your mastery of basic arcane, you can cast this spell without a roll. You may roll, however, to add effects! Be warned, a low enough roll may result in a negative effect!

Barrier - Mastery of basic arcane, read above.

Illusory Clones - Mastery of basic arcane, read above.

Rally - Multiple Target DC; 14
Your targets rally under your cause, gaining a bonus modifier to their rolls for the next two turns!

Combustion - DC 13

Lightning Javelin - DC 14

Invisibility - DC 16
>>
>>987920
>>987902
>i didn't see the roll
God damn it I'm too tired today. Sorry.
>>
Rolled 7 (1d20)

Because i was asked to roll
>>
Rolled 4, 10 = 14 (2d20)

Your rally doesn't quite hit the mark, having no effect on your allies. You can't wait any longer, as the Crusaders have begun moving forward back to the main force.

Syn and Izuka ready their spells, looking to you to lead. You ready a spell, prepared to kill once more.

>What do you cast?
>>
Rolled 13 (1d20)

>>987973
>Combustion
Megumin guide me
>>
Rolled 2 (1d20)

>>987988

Backing.
>>
Rolled 2, 6, 14, 10, 9 = 41 (5d20)

You position your hands as if you're going to fire a fireblast, though this time the fire doesn't appear in your hands. It appears in the center of the group of Crusaders. The small orb rapidly expands to the size of a basketball before exploding, staggering each of the crusaders.

Syn and Izuka rush in after your spell, Izuka doing decently well, though Syn is quite lacking. Still, given that you caught them by surprise, she does well enough to kill one of the men.

Two down. Three remain. They ready their weapons, and begin to move for you after steadying themselves.

>What do?
>>
Rolled 11 (1d20)

>>988015
Lightning javelin one
>>
Rolled 18 (1d20)

>>988015
>Lightning Javelin - DC 14

Sorry I am late
>>
>>988363
You put your fingertips together, drawing them apart quickly. A jagged javelin of lightning came into existence as you pulled them apart. At its full length, you grabbed it from the air and hurled it towards the closest Crusader, the bolt flying at high speed for the enemy, tearing through him and killing him immediately.

His allies slow down as they see the brutal display, a hint of fear in their posture. Your allies use the chance to prepare their spells properly. It looks almost as if the recruits want to run.

>What do?
>>
>>988436
Tell them to surrender or die.
And to drop the crusader shit.
>>
>>988443
Roll 1d20+2 as intimidation roll.
>>
Rolled 4 + 2 (1d20 + 2)

>>988455
>>
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Given that I rolled a -1 for their DC here... That's a success.

The crusaders stop in their tracks, giving up their rosaries and the loot they were discussing earlier.

The two kneel, throwing their helmets to the ground. They seem to be fairly young boys, whether they were drafted by the church or volunteered, you do not know. They plead for their lives, and you ponder what to do with them.

First things first, you etch an emblem into their helmets and discarded gear, as a sign of your rebellion. On the helmets and burned into the grass is an insignia of two angel wings with a lightning bolt striking between them. On the arms of the crusaders you branded them, a bloodied handprint burned onto their backs.

We are the rebellion.

>What do?
>Let them live with no injuries, as they did not resist
>Take their hands?
>Take their lives?
>>
>>988554
>on the arms
>burned onto their backs
The lightning bolt angel wings on their arm, handprint on their back. Unclear writing, sorry.
>>
>>988554
>Let them live with no injuries, as they did not resist
Kill those that resist without hesitation.
Spare those that don't.
Pretty simple
>>
>>988554

> TAKE THEIR HANDS FOR THEIR HANDS TAKE THE LIVES OF THE MAGES
>>
>>988594
K senpai I'll switch to this.
>>
>>988594
>>988613
With cruel intentions, you call Izuka and Syn to your side. You have them remove the boys' hands, and cauterize the wounds, respectively. "Take the hands of those who take our lives."

With your task completed, you tell them to return to their church, and on the way spread the word of the mages' uprising. "The bolt of rebellion strikes through your oppressive dark."

With the gruesome task over, and the Crusaders on their way, you consult your allies.

>Go to the village, hope you arrive before the crusader army to warn them to leave.
>Accept their fate, move for the college in search of knowledge and allies.
>>
>>988643
>Go to the village, hope you arrive before the crusader army to warn them to leave.

Were we just edgy?
>>
>>988657

No we just made sure they wouldn't be a HANDful in future.

In all seriousness we took one fellas hands and I think an MO as a calling hard will spread fear and terror amongst the enemy.

An enemy consisting of Rookies.

It'll also build our reputaiton of strength and fury to any prospective mages who might join us.

It's not about being edgy... it's about sending a message /Heath

>>988643
Go to the village
>>
Rolled 5, 11 = 16 (2d20)

>>988657
>>988701

Your party of three goes through the forest, going through overgrown shortcuts and cutting down time where possible.

The rooftop of a belltower comes into view as you near. You do not hear sounds of the army. You've made it in time. A townsperson comes to you, asking about your health. When you look down at yourself, only now do you notice you're filthy- covered in dirt, blood, and ash.

>Spread your message and ask that the mages of the villages follow after you so as to avoid harm to everyone
>Tend to yourself first, with little idea about how much time the crusaders will take to arrive.
>>
>>988811
>Spread your message and ask that the mages of the villages follow after you so as to avoid harm to everyone.
Grab the mages and disappear right quick.
>>
>>988811
>Tend to yourself first, with little idea about how much time the crusaders will take to arrive.

Priorities also, I think we should start edging off of the whole chop off all of their hands deal, both hands for the leaders (going further up the arm as the rank goes up) and non-dominant hand for recruits and lower enlisted, and just the brand for those who surrender. Yes we want to send a message and I think that it is being received but let's show that we do have some mercy, it'll encourage more of them to surrender when we face them
>>
>>988811

> Spread message quick

I wish I hadn't changed of charismatic now.
>>
>>988842

Can get behind that. But each one needs to pay something. We need mages unaffiliated and in hiding to see ex crusaders coming home with a piece missing. Let them know someone they've not met yet is looking out for them; inspiring them to join up (hopefully)
>>
>>988861
That might still drive some mages away.
Some may want a not brutal rebellion and some may want a super brutal one.
We can't please everyone.
We have to choose the people we want to draw to us
>>
>>988900

That part of the reason I suggested the staggered tiers, the more of a hand HA you had in the Crusade the less you come home with
>>
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>>988849
>>988837
Luckily for you guys, the news has spread. The mage knows that Crusaders were on their way, but had accepted their fate before you came along.

There is only one, and he is a lanky man, with long thin limbs and a wiry frame. His bones seem to not fit his body, and he fits the stereotypical view of the mages of the land. Gaunt, pale, black hair. He seems more like an undead than a living man.

"Thank you for your warning, kind mage. Allow me to join you, we should leave quickly. I do not want harm to come to my people." He has a pack slung over his shoulder, containing all the belongings he'd need. Everything else in his home does not give any hint that a mage lived there.

He says his farewells to the men and women in the village, "Thank you for your kindness. I will return in time, until then, use the knowledge I have shared well.Farewell, my friends."

You and your party leave quickly, vanishing into the forest. As you leave, you can't help but notice he doesn't walk; he floats.
>>
>>988938
Due to irl nonsense I'll have to end the session here. I think it's a good spot. I'll run again tomorrow, same time. Thanks for playing guys!
>>
>>989020

Thanks for running
>>
>>989020
Nice run QM. Thanks



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