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You can't recall much before the Invasion began. In fairness, most people - the handful that probably remain that is, couldn't. All you remember before the sky came apart and the world got plunged into an unending nightmare is a sudden bright light. Not unlike the sun, but brighter and worse somehow. Much, much worse.

Just a short while ago, you, a completely unremarkable Power User were doing as you usually had, scavenging and salvaging from the corpse of a long-dead world. Now, you were in over your head and dealing with the consequences. You only pray that things will not get any worse than this.

Previous Thread: >>5393107

Character Profile, Resources and Abilities:
https://pastebin.com/XJA9sUit

Thread Archive:
https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Horror%20World

Rules:
Rolls will almost always be a best of 3 1d100 from every player participating. DC will vary and will depend on what's being rolled for.
1 and 100 are a crit fail and a crit success respectively. In the event that both a good and bad crit are rolled simultaneously, the good will outweigh the bad one unless two or more 1's are rolled.
Vote periods will close from around 50 minutes after posting to 1 or 2 hours, or after a unanimous agreement between posters.
In the event that a tie is made between two different rolls, a tiebreaker roll will be made to decide which course of action to take.
Asking for more context behind a given choice is welcome and a vote extension can be given in the event that someone can convincingly sway other people to another vote.
Rules may be changed at my own discretion for any reason.
Write-ins are always welcome and are actively encouraged so long as they aren't extremely out of character.
>>
>>5436983
>>5437034
>>5438561
>>5438638
You draw near to the figures, which remain motionless atop the sea of grey veins spreading around you.

Um, hello there - can you understand me?

The figures briefly ripple, but otherwise make no response.

You wave your hand a little, and another ripple occurs. Then back to stillness. Weird.

You turn towards the base of the Tower, from where the veins stretch like roots all around you. A white flame burns near it, where the veins cluster and tangle together - along with the densest cluster of the cloaked figures.

>Try and experiment with the cloaked entities - get as close as you can, try to feel their energy, etc.
>Head towards the white flame.
>Throw a blast of energy at one of the cloaked figures and see what happens.
>Write-In.
>>
>>5442125
>Try and experiment with the cloaked entities - get as close as you can, try to feel their energy, etc.
Just saying,love the art selection you've had for this OP.
>>
>>5442125
>Try and experiment with the cloaked entities - get as close as you can, try to feel their energy, etc.
https://www.youtube.com/watch?v=wzGr8KLL_OY&list=PL8re9pHwy-e2NZs12BooKdaPTKJQIrQF-&index=2
>>
>>5442571
>>5442778
You move closer to the cloaked figures, who don't respond - at least that's what you initially assume - but each footfall of yours briefly causes the figures to ripple in your direction.

You get close enough to almost touch them and outside of rippling in your direction when you step too hard on one of the veins, they make no other movement.

You try to reach out and feel their energy and...nothing. It's like trying to sense a ghost - not like the ones you encountered before, but like an absence in the world. You can see it, but there's nothing coming from it.

>Head towards the white flame
>Throw a blast of energy at one of the cloaked figures and see what happens.
>Try talking to them again.
>Push one of the figures with your Wave and see if you can displace or dispel it.
>Something else.
>>
>>5443395
>Head towards the white flame & if they get aggressive use the Wave to push them away.
>>
>>5443395
>Head towards the white flame
>>
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>>5443480
>>5444254
Heading to the flame it is. Roll a 2d20 and let's see what happens.
>>
>>5445982
>>
Rolled 1, 5 = 6 (2d6)

>>5446055
Derp.
>>
Rolled 11 (1d20)

>>5446055
>>5446057
I got it this time!
>>
Rolled 3 (1d20)

>>5445982
>>
>>5446055
>>5446057
>>5446063
>>5449196
You draw towards the coiling mass of white flame - though from the corner of your eye, you can see the entities turn to face you, rippling in the air.

As you approach the white flame, you see that it's not just surrounded by the veins, but pale grey arms reach upwards and wrap around it, clustering and surrounding it at the center like some twisted cage.

You suspect you can pry off the arms and remove the weird veins, but given how they turned to face you at once when you reached it, you suspect that doing so might finally be what sets them off.

>Try to pry off the limbs and veins physically and hope that you can grab the flame before anything happens.
>Throw a blast of energy at one of the cloaked figures and see if that will dissuade a direct assault.
>Try talking to them again
>Push the cage of arms with your Wave and see if you can dislodge it.
>>
Also happy Halloween everyone.
>>
>>5449256
>Throw a blast of energy at one of the cloaked figures and see if that will dissuade a direct assault.
>>
>>5449258
>Throw a blast of energy at one of the cloaked figures and see if that will dissuade a direct assault. Also can we tell if the energy from the flame and veins is positive or negative energy? (My guess is positive from the colour,but looks can be deceiving)
Happy Halloween to you as well OP. Hope your night went well.
>>
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>>5449522
>>5449934
Alright, throwing a blast of energy at the figures to test their response is a go. Roll a 1d100. DC of 40.

>Also can we tell if the energy from the flame and veins is positive or negative energy? (My guess is positive from the colour,but looks can be deceiving)
It's a bit difficult to tell. It doesn't FEEL Negative, but you'd have to actively sense it to confirm, since your rudimentary passive energy detection abilities aren't picking anything up.
>>
>>5452727
dice+d100
Let us pray to the gods we succeed or fail with excellence.
>>
>>5454500
Let us pray to the gods we succeed or fail with excellence.
>>
Rolled 1 (1d100)

>>5452727
Note to self:Don't attempt posts when 3/4 asleep.
>>
>>5452727
>>5454518
I feel your shame.
>>
Rolled 7 (1d100)

>>5454814
>>
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>>5454500
>>5454503
>>5454518
>>5454814
>>5454821
I was wondering when we'd get our next 1.

If no other roll comes in after this, then I'll be running with this.
>>
Rolled 19 (1d100)

Let's see what happens.
>>
>>5454500
>>5454503
>>5454518
>>5454814
>>5454821
>>5457157
You conjure an Adisylavib Ball in the palm of your hand and chuck it at the nearest figure. You watch as the sphere shrinks for a moment, then expands outwards - tearing the spectral entity apart as it does so.

For s brief moment, it looks like the other entities aren't going to do anything in response and you're just about to go back to focusing on the white flame - before strands of thick white string wrap around your throat and begin to squeeze, the nearest figure floating closer as its head unfolds into a blooming flower with multiple whirling shredding teeth.

Guess you did piss them off with that after all.

>Blast it without Adisylavib Ball and hope that's enough to loosen its grip.
>Conjure a wave of energy to drive it back then make some distance to recover.
>Target the white flame - if they're guarding it, it must have some kind of value.
>Something else.
>>
>>5460370
>Blast it without Adisylavib Ball and hope that's enough to loosen its grip.
>>
>>5460370
>Blast it without Adisylavib Ball and hope that's enough to loosen its grip
Truly the scariest monster is the dice. Dice themed monster when?
>>
>>5460370
Welp,that went about as well as I expected with a 1. XD
>Create a Bubble under the the string to loosen and/or break it's grip. Then blast it with an Adisylavib Ball.
Because the Bubble power would be pretty handy right about now.
>>
>>5460439
>>5460486
>>5461207
Blasting it with another Ball and hoping that loosens its grip seems to be the winning option. Roll a 1d100. DC ??

>spoiler
You joke, but I do have some ideas for object monsters or mimics.
>>
Rolled 18 (1d20)

>>5461961
Can I roll the dice properly this time? Item mimics?
>>
Rolled 85 (1d100)

>>5461985
>>
Rolled 92 (1d100)

>>5461961
Let's gooooo!
>>
>>5461985
>>5461986
>>5464334
Energy pools inyo your fist, and you launch a second Adisylavib Ball into the swirling mass of teeth. There's a high-pitched whine, before the thing's upper half detonated in a burst of blue and red.

The other figures shift forward, slowly - s though unsure of themselves. You might have forced them to think on their next move, but that probably won't last. You turn to look at the white flame, encased in arms as it is.

You have to make a choice.

>Try to pry off the arms and free the flame, ignoring the entities entirely.
>Pry off the arms, but keep an eye out to make sure you aren't blindsided from behind.
>Keep attacking the entities to try and drive them off.
>Use a Bubble to generate a blockade to hold them back briefly.
>Something else.
>>
>>5465972
>Keep attacking the entities to try and drive them off.
>>
>>5465972
>Use a Bubble to generate a blockade to hold them back briefly then pry off the arms and go for the flame.
>>
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Rolled 1 (1d2)

>>5466397
>>5467928
Rolling a 1d2 as a tiebreaker to determine which course of action to take. 1 for attacking, 2 for using a Bubble.
>>
>>5466397
>>5467928
>>5471900
Attacking it is. Roll a 2d100 to see how well your attack goes and how the entities react to it.
>>
Rolled 50, 15 = 65 (2d100)

>>5471903
>>
>>5471903
>>
>>5471903
Let's a go!
>>
Rolled 65, 61 = 126 (2d100)

>>5471903
May we not die.
>>
>>5472485
>>5478539
>>5478546
>>5478551
Forcing your energy forwards, you swing your arm outwards and splat your fingers out - another Adisylavib Ball going flying into the host of shrouded entities.

Several of them make a scratchy buzzing humming noise before they disintegrate, whilst others only make a noise you can describe as a low vaporeous hiss - like boiling water. They draw back somewhat, but still testing the borders of your range. You haven't damaged them enough to where they've entirely decided to pull back, but you've made their resolve waver slightly.

Still, judging by the fact that there are still so many of them, you doubt that this will last.

You turn back to white flame encased in hands now that you have a degree of respite, and ponder on how you'll go about this.

>Drive an Adisylavib Ball inyo the center of the hands' mass and hope that the resultant force is enough to remove them without damaging the flame.
>Use your Wave to displace the hands and try and 'jostle' the flame out.
>Pull the hands away with simple physical strength, try to conserve energy.
>Try to uproot the entire cage of hands and just carry it with you instead.
>Something else.
>>
>>5481229
>Pull the hands away with simple physical strength, try to conserve energy.
Going to need that energy if things get spicy again. And they pretty much ALWAYS get spicy.
>>
>>5481229
>Pull the hands away with simple physical strength, try to conserve energy.
>>
>>5481268
>>5484411
Alright, pulling the hands away it is. Roll a 1d100. DC of 58.
>>
Rolled 42 (1d100)

>>5486504
>>
>>5486504
>>
>>5486504
Oops.
>>
Rolled 73 (1d100)

>>5486504
>>
>>5486543
>>5487410
>>5487412
>>5487414
You reach for the closest arm and start tugging at it - gritting your teeth and digging your feet in. And as you pull, you feel the arm slowly but surely start to give way, growing more and more loose as you exert more force on it - until with a wet sicksning "pop!", it comes loose entirely.

The arm sags in your grip, before flopping down onto the ground entirely. That one down, you quickly start on the next. And the next one after that, and the one after that, and the one after that.

Before long, you've torn away enough of the arms to create a whole wide enough that you think you can reach in for the flame now. Unfortunatel,y a glance behind you shows that the entities have regained their courage and are starting to cluster close yet again, shrouded heads unfolding into blooming petals filled with teeth.

>Reach in for the flame and try to grab it.
>Blast away the remaining arms with your Wave.
>Strike back at the entities and try to drive them away.
>Damn your energy reserves - fire another Adisylavib Ball into the remaining hands and take the flame and book it.
>Something else.
>>
>>5488820
>Damn your energy reserves - fire another Adisylavib Ball into the remaining hands and take the flame and book it.
>>
>>5488820
?Damn your energy reserves - fire another Adisylavib Ball into the remaining hands and take the flame and book it.



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