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A fantasy RPG
>>
Previous Episodes: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=seeker+quest
Character Sheets: https://imgur.com/a/AUQv7
Inventory + Spellbook: https://pastebin.com/s811YMmL
>>
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You thank the Shopkeeper for his time and leave for the Helmet Shop.
You still have a little bit of time before you need to meet with the town guard.

"Welcome to Big Horse Helmet! We can paint the helmets here any colour you prefer"

>You have 178 Talons
>Helmet (30 Talons)
>Paint Helmet (5 Talons)
>Talk
>Leave
>write in
>>
>>2246155
>Helmet.
>Paint it black.
>>
>>2246179
okay, but which helmet?
>>
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>>2246185
This helmet looks good enuff. Lets buy it I say
>>
>>2246227
>>2246155
That helmet works, although can we paint it to match our armor instead?
>>
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>>2246179
>>2246227
>>2246246

>Bronze Armour + Black Helmet
>Bronze Armour + Bronze Helmet
>Have your armour painted black later + Black Helmet
>write in
>>
>>2246262
>>Bronze Armour + Bronze Helmet

If we upgrade armor we can just repaint helmet again later
>>
Man we sure are slow today. Where the rest of u boys at

I'm already stayin up late myself cause it's a chance to finally participate
>>
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>>2246269
You purchase the Bronze Helmet
>You have 148 Talons

Shop Keeper: "An excellent purchase, your head looks positively magnificent!"
Ulric: "Looks good Christof!"
Salaman nods.

>wait and meet with the guards back at the garrison
>return to central district
>Weapon Shop
>Armour Shop
>Archery Shop
>Helmet Shop
>Hat Shop
>Clothing Shop
>Barber Shop
>General Shop
>Relic Shop
>write in
>>
>>2246341
>>Hat Shop
Maybe we buy Alina a silly hat, or a wizard hat thingy for Salaman
>>
>>2246300
yeah it is pretty slow, a bit less pressure to draw fast at least

>>2246367
You're meeting time is drawing close. You decide to visit the hat store.
Inside are various wooden mannequins wearing different kinds of hats.
The lady at the counter doesn't acknowledge you as you come in, busy reading some book.

You have 148 Talons

>hat (10 Talons)
>talk
>leave
>write in
>>
>>2246561
Pointy wizard hat for Saruman
>>
>>2246571
this

>>2246300
Had a long day
>>
>>2246587
sleep comes to claim me, you must continue the quest in my place, so that the rest of us can read up what happened later

be the hero we need
>>
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>>2246571
>>2246587

Salaman: "I feel ridiculous! And this hat is an offensive stereotype! I can't be seen wearing this!"
Alina: "Come on! It suits you"
Ulric: "You're okay with wearing a dress but not a cool hat?"

>"Give it a try the look suits you" (persuade 59%)
>"Ha you look like a village idiot!"
>"Salaman I order you to wear that hat"
>"That's fine you don't have to wear it if you don't like it"
>write in
>>
>>2246671
>>"That's fine you don't have to wear it if you don't like it"
cute idiot
>>
>>2246671
Give it a try the look suits you.
>>
>>2246720
gotta roll a 59 or lower on the 1d100
>>
Rolled 28 (1d100)

>>2246725
might as well
>>
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>>2246720
>>2246754

>"Give it a try the look suits you"
Salaman: "Fine, I'll give the stupid hat a try"

You now have 138 Talons
Are you interested in anymore headwear?

>buy a hat (10 Talons)
>talk to merchant
>leave
>write in
>>
>>2246762
Leave.
>>
>>2246762
If those two dorks want to buy the hats, then buy em
Otherwise, let's go meet up with the guards
>my post didn't go through
>>
>>2246762
Hats for everybody! They pick, you buy.
>>
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>>2246780
>>2246794
>>2246833

You purchase Alina and Ulric their dorky hats.
>You gain 100 XP
>You now have 6475
>You now have 118 Talons

Your appointment is coming up and you hurry back to meet up with the guards.
Borin escort you inside where the Captain is facilitating a meeting.

"According to the tip from the diviner the mercenaries will be returning tonight. We've narrowed down these areas as their points of entry.
Our new volunteers will deploy silent alarm spells at the key locations marked on the maps I have prepared. When one of the alarms is set off the adventurer will notify the ranking officer and we will intercept them, while cutting off their escape routes..."

The captain goes over his plan in detail, it seems there are 10 locations he wants protected via an alarm. Collectively you and Alina should be able to handle it.
However you will need to split up to cover all the locations.

After the orders are given the guards begin to move out immediately.

Either you or Alina will end up fighting the mercenaries depending on whose alarm is tripped. You must pick someone to go with you and someone to go with Alina.

>Go alone
>Go with Salaman
>Go with Ulric
>Go with both Salaman and Ulric
>>
>>2246982
>>Go with Salaman
Stacking mages is a silly idea
>>
>>2246982
>>Go with Salaman

Each team needs a physical meatshield and a support
>>
>>2247010
>>2247127
supporting, let's fuck em up good
>>
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>>2247010
>>2247127
>>2247204
You team up with Salaman and send Ulric to protect Alina.

You spend some time setting up Alarm traps.
Borin: "That's the last one, now all we can do is wait"

someone roll 1d100

1-30 : Team Alina's alarm goes off
31-95: Team Christof's alarm goes off
96+: The alarm equally close to both teams goes off
>>
Shit. I forgot it was Saturday and time for Seeker Quest.

>>2246982
>Go with Salaman
A Team: Christof and Salaman
B Team: Alina with Ulirc
It's how I would usually break us up

>>2246141
I love the OP image
>>
Rolled 45 (1d100)

>>2247213
Don't fuck up dice god
>>
Rolled 64 (1d100)

>>2247244
oh boy
>>
Rolled 88 (1d100)

>>2247213
>>
Rolled 94 (1d100)

>>2247213
>Team Christof's alarm goes off
Looks like this has got it.

Rolling for fun anyway.
>>
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>>2247244
>"Alarm 4 has been tripped by a hostile"
Borin: "You four: take the long way and come from behind. Cut off their escape route, the rest of you come with me"
You, Borin, Salaman, and a rank and file unnamed guard intercept the invaders...

You reach an slightly narrow alley.
Salaman: "I sense four enchantments..."
The assistant captain produces a small pouch and opens it up. A cloud of purple specks fly out and permeate the area, they quickly start sticking to and start revealing four invisible men clad in armour.
"The town guard!? How did they find us so quickly!? Quick break through them and escape!"

Something forgot to mention when I announced the rule changes in thread 19: each spell effect currently active gives a penalty. Christof has 6 Alarms which are penalising his Abjuration rolls by 10% each, you can spend a turn dismissing 1 to all spell effects you control.

>You are now in combat
>Queue your next four actions
>You have 44/44 hp

>Attack (65%)
>Power Attack (55%)
>Flurry (55%)
>Jab (95%)
>Defend
>Called Shot
>Inventory
>Spell
>write in
>>
>>2247409
Attack.
Attack.
Power attack.
Jab.
>>
>>2247409
>>Power Attack (55%)

Times four. Looks like those guys have good armor, better to hit strong than to hit many accurated times.
>>
>>2247409
Attack, then Power Attack one.
Gotta make sure to bring at least one down for questioning before they scamper off.

>spend a turn dismissing 1 to all spell effects you control.
So, spend a turn to dismiss one alarm, and regain 10% or dismiss all of them?
It seems unclear to me, but I'm quite tired.
>>
>>2247513
you can dismiss as many as you like in one turn, although if they escape they may trip other alarms as they try to escape
>>
>>2247423
This
>>
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>>2247425
>>2247513

You dismiss your Alarms
Salaman summons a salamite
Borin attacks merc for 5 damage
Guard attacks merc for 3 damage
"Take out the leader!"
Merc attacks Borin scoring a Critical hit! doing 16 damage, he staggers backwards in pain
Merc power attacks Borin for 13 damage in a crushing blow
Merc strikes at Borin's head but misses
Merc stabs Borin for 2 damage

The Great Oak eminates healing waves...
Merc gains 8 hp
Borin gains 5 hp

You power attack a merc for 20 damage
"This pain is nothing fool"
Salaman summons a salamite
Borin flurries the merc for 3 and 7 damage
Guard misses
Merc slashes Borin for 7 damage
Merc crushes Borin for 13 damage
Merc stabs Borin in the arm scoring a Critical hit! dealing a merciful 9 damage
Merc tries to flurry Borin but hits only once for 3 damage
Borin collapses from his damage, however it's unlikely he will die or suffer permanent injuries due to the presence of the healing tree
Salamite stabs merc for 1 damage
"Wretched summon"

The Great Oak eminates healing waves...
Merc gains 8 hp

You power attack in anger but your blow is avoided
"Am I fighting an 80 year old?, hahaha"
Salaman summons a salamite
Guard hits merc for 8 damage
Merc tries to flurry the guard but is fended off by his shield
Merc stabs at guard's head but is deflected by his trusty guard helmet
Merc stabs guard for a pidly 1 damage
Merc power attacks guard for 6 damage
Salamite misses
Salamite misses

The Great Oak eminates healing waves...
Merc gains 4 hp
Guard gains 7 hp
Guard: "Hohohoho I'm back to full power!"

You power attack the villain and connect with his ribs, cracking them for 20 damage
"Oooooh come on tree, come on..."
Salaman summons a salamite
Guard hits merc for 1 damage
Merc misses the guard
Merc power attacks the guard for 3 damage
Merc power attacks the guard for 12 damage
Merc power misses the guard
Salamite hits merc for 1 damage
Salamite misses
Salamite hits merc for 1 damage dropping him to the floor motionless
"Forget these guys just push through!"

The 3 remaining mercs stop fighting and start charging through you...

>"Salaman! Grease!"
>"Try to tackle one"
>"message everyone nearby where they're running" (Alteration 5%)
>write in
>>
>>2247656
>>"Salaman! Grease!"
Pursue them, if the grease somehow doesn't work, then we can tackle one.
If it does work, it's work the risk of getting caught in the grease.
If Salaman's grease works and we don't slip too, then we smash.

At least we got one.
Alas, poor Borin, he... will be fine, actually.
>>
>>2247679
This sounds good
>>
>>2247656
>>"Salaman! Grease!"
>>
>>2247656
Grease em...

and light our torch
>>
Rolled 27 (1d100)

K let me just roll for Salad-Man, he's got 3 salamites up right now so he needs a 70 or lower to succeed
>>
>>2247689
Yeeeee
>>
>>2247679
>>2247681
>>2247683
>>2247685
>>2247721

>"Salaman! Grease!"
Salaman casts grease in the path of the fleeing enemy and the slippery substance conjures in their path. Two of them slip over in their haste to escape but the last enemy manages to get over it at running speed and escape into the night.

The guards set to intercept their retreat catch up to the fight and quickly apprehend the downed mercenaries.

Shortly after Alina and Ulric and many of the other guards arrive at the scene.

The Guard Captain approaches you.
"You are dismissed. Come to the garrison tomorrow and I'll make sure you're compensated for your assistance."

>"Yeah you're welcome"
>salute and leave
>leave
>"If you need someone to hunt them down after you find their base we're up to the task"
>write in
>>
>>2247754
>>"Yeah you're welcome"
>offer to help hunt them down, not that we'd do it all alone.
>>
>>2247754
>>"If you need someone to hunt them down after you find their base we're up to the task"

I would say that we are leveled and geared up enough to deal with those guys, unlike that time we got completely shitwrecked by overpowered bandits
>>
>>2247754
RIP that poor fucker
>>
>>2247754
>>"If you need someone to hunt them down after you find their base we're up to the task"
Make certain they consider using us in their plans.

>IHateManure.jpg
>>
>>2247759
Oh, actually I forgot we had Alina and Ulric
Hey if they're going to give us some good stuff or money in return, we could try and solo?
I'm just afraid that there's going to be like a ridiculous number of them waiting for us.
>>
>>2247767
Borin said the mercenary band only had 6 people in it when they first arrived in Oakheart, much less than the bandit gang (although the mercs are much better equipped and are able to turn invisible somehow)
>>
>>2247767
>I'm just afraid that there's going to be like a ridiculous number of them waiting for us.
That's why the guard has to interrogate them, learn their numbers and such.

>tfw torture would be truly, deeply horrifying in a town with a magical healing tree
>>
>>2247771
Oh, oops
>>"If you need someone to hunt them down after you find their base we're up to the task"
>>
The disappearing villagers suggests a larger operation in some way though.
I doubt they're keeping them chained up in the forest like some demented Crazy Hasan's Used Slaves, or some such.
>>
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>>2247758
>>2247759
>>2247765
>>2247778

>"Yeah you're welcome"
"Tch"
>"If you need someone to hunt them down after you find their base we're up to the task"
>"Yes, your services should be useful. But for now leave. You and your friends are no longer needed here"

you take your leave. It's late at night now, everyone is inside hiding from the erstwhile kidnappers and all the businesses are closed.

>Inn
>write in
>>
>>2247798
What an asshole
>Inn
>>
>>2247798
>But for now leave
rude

>Inn
Celebratory pint time!
>>
>>2247803
>>2247809

Alright, I'm gonna leave it there, thanks for playing! Seeker quest will return in a week.
>>
>>2247842
Thanks for running!
>>
>>2247842
Thanks for running!
I tip my stylish hat to you sir!
>>
>>2247842
Thanks man, your quest is one of the highlights of my weekends. Even now I still love your drawing style and colorful characters.
>>
I'm running next session a day later than last weeks
Seeker Quest's next session will be running ~33 hours from this post




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