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Fire Emblem: Sorcerer Kingdom Quest #6

ID:mL8xKrFi No.6306210 View ViewReplyLast 50OriginalReport
You are Tristain d’Rusalka, a noble from the United Kingdom of Fodlan born with unique abilities bestowed upon you by the Goddess. You have journeyed across the sea to the desert kingdom of Morfis after receiving an invitation to join a mysterious competition. Though you know little of the trials that lie ahead, the winner of this contest has been promised the hand of Morfis’ Princess, Yulia Xan Phanes, in marriage. Seeking adventures, thrills, and battles that would be worthy of your might, you embarked on this strange voyage with nothing but your trusted axe.

The competition for Princess Yulia’s hand has finally begun! Its first stage saw you and your rivals forced to fight through a horde of violent prisoners in order to reach the fabled Tower of Illusion. Teaming up with two of your foreign counterparts, you cleared the goal and were able to advance to the second stage, where a written exam on kingly matters awaited you. You were forced to put your axe aside and rely on your intellect and knowledge to tackle this trial.

With the second stage completed, you now await your grading, and the impending third stage, which promises to be your most rigorous challenge yet.

>Tristain d’Rusalka
>Level 38 Wyvern Lord (EXP: 0/100)
HP: 72/72 (130%)
Strength: 38 (75%)
Magic: 32 (50%)
Speed: 28 (40%)
Defense: 31 (70%)
Resistance: 25 (50%)
Luck: 28 (65%)

>Skill: Resolve (When HP falls to less than 35%, Strength, Speed and Defense increase by 7)
>Dragon-kin Wyvern (SPD based chance for Fionn to launch an ice attack, dealing ½ MAG Damage.)

>Weapons: Silver Axe (+16 ATK), Bolt Axe (+14 ATK, Ranged, Targets RES) Hammer (+8 ATK, 3x DMG vs Armor Knights), Devil Axe (+21 ATK, -20 HP when Used) Iron Bow (+6 ATK),

>Spells:
Fire (+3 ATK, 5 Uses)
Elfire (+7 ATK, 3 Uses)
Wind (+3 ATK, 5 Uses, 3x DMG vs Flying, 5 Uses)
Sacred Fire: (+12 ATK, 3x dmg vs. Terrors. 5 Uses.)

>Abilities:
Crest of Indech: You are able to make a follow-up attack on one foe, regardless of Speed. (4 Charges)
Crest of Macuil: Double the damage of a magic spell. (3 Charges)
Combat Art: Earthsplitter: Cleave all enemies standing two rows in front of you. (Cost: 1 Crest of Indech Charge)
Combat Art: Throw: (Toss your weapon at an enemy and return it to your hand. Ranged attack.) (1 Crest of Indech Charge)
Combat Art: Hit and Run: (Perform an attack that allows you to dodge the next harmful attack. Increases SPD by +7 for 1 turn. Costs 2 Crest of Indech Charges)

>Items: Concoction x5 (+20 HP), Light Rune x2

>Gold: 1800

>Tristain’s Party: https://docs.google.com/spreadsheets/d/1mrlj-c7Oe51qIoat3LJfDSv0Bw2nmExQT2EqlKlWPGw/edit?usp=sharing

>Combat Rules:
https://docs.google.com/document/d/1m_UvIqCmBRzmrlu0mvttVkGRRI8bIkT6iTTrDR_J5zo/edit?usp=sharing

>Archive: https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Sorcerer%20Kingdom
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Gotham City Beat Cop Quest 14

ID:q1aILnGp No.6265428 View ViewReplyLast 50OriginalReport
WELCOME BACK, I plan poorly and don't ever note where the quest is on the board. I'll be using the last post of the prior thread as the first post of this thread so people can continue voting if they haven't already. I already have the votes from the prior thread saved and tallied but if you want to re-vote, please feel free as long as you let me know you voted once already.

====

"That smell..." You begin. "You didn't bring... please tell me my apartment is demon free."

"Don't be a drama queen, course it is." He laughs as he sits up. "Honestly, a loyal friend brings you an apology gift and you can't even untwist your knickers long enough to say thank you."

"Thank you for what? The smell?" You grumble to yourself as you head for the window. "Question would at least keep it scent-free... God, I actually miss the normal break-ins."

"Come off it." John throws out.

"What'd you expect me to say? 'Oh. Hey. I was hoping to hear how the rest of your night went at Arkham.' something like that?"

"I'm chuffed you asked!" He barks, tossing the gift box to you. "It was actually a real pain in the bollocks, thanks for asking."

"A pain? You had Batman and you're supposed to be this big shot magician right?"

"Unfortunately for me, being hijacked and used as a Tulpa's johnny takes it out of a guy. I had to lug him out of there before it had a chance to affix itself to him again."

"And you didn't use a spell to just... float him or something?" You reply, picking at the tight knot of the ribbon. "You really don't have something like that?"

"First off, don't talk about my magic until you've looked in that box. Secondly, shutting down not one but TWO Tulpa's leaves a bloke a bit drained. So forgive me for not living up to your Magi stereotypes."

"Whatever." You reply. "After you forced me into a corner and got me to agree to a coma, I don't really think much of 'mages' anyway."

You pull the last loop and the knot falls apart, the ribbon hanging loosely around the box, you hear a metallic scrape and glance up to see John holding his zippo, loose cigarette dangling from his mouth. You narrow your eyes and he sneers.

"You opened the window, mate. I assumed..." He trails off as he watches you frown. "Well if you opened gifts faster than my granny maybe I wouldn't need a smoke. Not to mention all the hostility you have for a bloke who saved your life."
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Fate/Awakening Mirror - Distortion of Aqueous Moon Part II

!!m9IjZ66S7uQ ID:Vp1xfVW/ No.6290324 View ViewReplyLast 50OriginalReport
Yumigawa Rushorou was plunged into a life-or-death struggle in a surreal otherworld when, one day, he went to sleep in his familiar bed and found himself thereafter in the burning ruins of a nameless city. After ten days of struggle, he emerged victorious, standing as one of very few survivors of a crucible called the Akeldama. His enemies, one way or another, were dead. His allies had been protected. The ultimate prize was his. Then he woke up.
After two strange days of confusion, a stabbing, and the realization that there never was such a person as Yumigawa Rushorou, a man people call Archer found that there was a noose around his neck, and started looking for a way to get rid of it. You haven't found it yet.

Sequel to Fate/City Akeldama, originally run from March to May 2019, and remake of Fate/Awakening Mirror, originally run from May 2019 to October 2020. Both quests, as well as the first thread of this quest, can be found here:
https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Sweets-Loving%20QM

Status Menu: https://pastebin.com/VbRZ5pwX
Character List: https://pastebin.com/aZ7WFPmj
Magic Menu: https://pastebin.com/8MXXtGnB

Quest OP: https://odysee.com/AMQST-OP1:3
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To rage against the dying of the light #2 (second attempt)

ID:5BoIp+4e No.6298364 View ViewReplyOriginalReport
(To everyone who signed up, I hope you are ready. I know I am. I have decided to start us south of the entrance to Eirenopolis (One of the largest cities of the north, lead by the priesthood of Selene). Your path takes you north, running parallel to one of the world's major mountain ranges. To your left, you can see foothills and vast plainlands. The group is abord an airship, by direct order of Mechaine. You are being sent to verify the strength of the Men of Iron. They are situated near a great breach, which leads directly into the prison which holds the blacklight. An esoteric field is all that holds it in, and the machines which maintain this field draw all matter of creatures which must be held off. Please enjoy!)
You have each been picked, to reasons known to none but Mechaine, to operate one of the very first prototype airships. Speed is of the essence, which is why you use this vehicle. However, to avoid being spotted, you are forced to go around the long way, and approach the great breach from the north, where Bellatist territory does not span. As such, you will soon be passing by Eirenopolis, and will travel east through the Northern Mountain Kingdoms, before once again heading south. Your ship is somewhat low on supplies, and you will need to stop to get more soon. While you could likely reach the Northern Mountain Kingdoms before you ran out of food or fuel, the area is harsh, and finding supplies is likely to be difficult. Accompanying you are a few ship hands and engineers, who are responsible for seeing the ship in good maintenance. Who are you, and what do you wish to do?
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Timeline Hopping D20, Task Force Vanguard, Expedition Team 04 - Invasion

ID:iRQlILfl No.6279018 View ViewReplyLast 50OriginalReport
<span class="mu-s">Loaded
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Welcome User, please enter in your username and password.
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>Username: ***************
>Password: **************
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Welcome Operator, to <span class="mu-b">Task Force Vanguard

The Containment Box is fully online in a secure facility with two companies of Marines, a platoon of SF qualified personnel, and a nearby National Guard base on standby. Nothing gets into the underground facility and nothing gets out. The landing spots around the C Box are filled with trained killers, ready to pacify or slaughter anything that lands from other timelines or dimensions.

As long as the Box is running, humming along, our goverment is sale from an assassination team popping into existence in the Capitol. As long we do our jobs, spies and saboteurs can't sneak into our world.

However, you are members of an Expedition Team. Your job is to go to other timelines, figure out what is different or the same, locate the enemy, and obtain intel or hamper the enemy. As far as the DSCC Council is concerned, the United States is in a state of war with one or more governments in alternate timelines. These governments have their own Expedition Teams.

The situation is similar to the Cold War, with both sides sending in special forces and spies to undermine the influence of the other.

>The character creation process will happen shortly.</span></span>
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Swiftarn Classic NRP #6

ID:4/ix+SFx No.6277047 View ViewReplyLast 50OriginalReport
As the twenty eighth tyrn of Pavilion begins much of the world is embroiled in a desperate war of some sort or another. The Domo empire collapses, a titan emerging from its corpse, leaving a path of death in its wake. The jungles of the west are thick with blood and broken chitin as two monstrous hives wage bloody war. In more distant corners of the world scholars study the mysteries of the world, spirits of magic and the sometimes thin veil between worlds. Wizards brood in their towers, the adenic elves retreat from the world, and peaceful Vencia watches the wars to the south with concern. But for a moment let us consider the actors on the stage.

> The Holy Kingdom of Barza
Wielders of mighty geomantic and divine power, smiths, missionaries, and above all else soldiers, the Kingdom of Barza has worked tirelessly for many turns to contain threat after threat to Pavilion. With arcane metals that purifies darkness and can cut magic itself they stand as protectors of this world.

> Orcmanie
Far to the north Orcmanie stands as a bastion of peace, a stabilizing force for the region raising their considerable martial might only ever in defense of others. Armed with finely crafted steel and accompanied by mighty beasts they have accrued a vast empire.

> Vencia
A peaceful people, yet one ready to defend themselves the people of Vencia concern themselves more with fine food and the contemplation of the divine than the art of war, though considerable construction of mighty walls speaks to the war filled lands to the south.

> Ordalan
A land of fierce warrior women, divinely empowered by fire and lightning. Some are called demons, horned and silver skinned. Others are called weretiger, never fully human again. All call themselves Nixen, defenders of Ordalan, sworn to vengeance against their many enemies.

> Krovia
A surprisingly spiritual people, the hulking sharkmen of Krovia are fierce warriors to be sure, using blood magic to both heal and empower. Nonetheless the sharkmen are cunning diplomats as well, striking deals as often as they launch their fearsome raids.
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magically Challenged 5

ID:1JMvScqX No.6303066 View ViewReplyLast 50OriginalReport
It’s a dark, almost pitch black night on the campus. Lazari could effortlessly light things up or give herself night vision, but doing so would take away the night out experience. She disliked how so many tried to find ‘solutions’ to things in life that did not need to be fixed. This night was perfectly fine the way it was, although it could use a bit more wind.

She takes off her shoes, letting her feet rest on the fresh grass. Thankfully, most of the lawn recovered from the dragon incident, the last thing she would’ve wanted was to revitalize every bit of grass to make it look uniform again—wouldn’t have been the first time. She stretches

Before she can go on her usual jog, she hears low mumbling from above. She looks up at the school building, until her gaze stops at a bird-like figure resting near the edge of the rooftop. It’s not uncommon for students to hang up there past midnight, but it’s not encouraged for a variety of safety reasons.

Climbing up there would be a piece of cake with magic, but it presents a fun challenge to climb as fast as possible, only relying on her body. One jump, put one foot on a window’s ledge, two jumps, make sure to avoid putting too much strength behind each step, three jumps, grab the edge with your left hand, lift yourself upward and-

There.

Not her best time, but having to climb up silently slowed her down. The student didn’t notice her despite lazari’s imposing figure. She made sure to mask her breathing and mana so that she could slip effortlessly past her in both sight and sound. Lazari taps her shoulder, and the student, who could now be identified as Fet, flinched with a short, high-pitched scream.

There is an awkward silence, followed by unnecessary apologies from the student.

Lazari shrugs, “You can stay here if you want, just don’t go practicing spells at this time of night. I’m glad it’s not some students doing something weird up there again.”

“..Um, ‘again’? How often does that ev- even happen?” Fet’s voice was stuttery, but her voice is less shaky than the last time the two of them spoke.

“You don’t want to know. Nor do you want to know what I mean by ‘weird’. I’ve considered not teaching some spells just because of what I’ve seen people do with ‘em before.” Lazari tries to contain her laughter. “What are you doing at this time, lassie?”

Fet averts her gaze, opting to look at the stars instead. “Thinking about things. I can think more clearly when I’m out- outside, but not when people are around.” Her speech was slower, perhaps as an attempt to control her stuttering.
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Fallout: No Gods, No Masters: Redux Thread 4

!!uuJbd4m8dPS ID:TKDkQWqS No.6280301 View ViewReplyLast 50OriginalReport
It has been seven months since you, the Courier, shrugged off the yoke of outside oppression and declared the Mojave a free state. Putting yourself at odds with the Bear, Bull and other minor powers seeking the riches of the region, you are instead transforming it into a power to be reckoned with.

From negotiating a ceasefire and eventual treaty by walking all over the NCR Diplomatic Corp, to landing a million-cap joint investment to rapidly expand the industry of the Mojave, you have played it fast and loose with the mighty Republic. Time will tell if this influence will spell the end of the independence of the Mojave.

Flirting with the NCR doesn’t match the situation you find yourself in with the mighty Caesar and his Legion. After agreeing to operate on his tumor, you not only planted a seed of paranoia but assumed the place of Augustus to his Julius, opening a potential path to inheriting the mighty Legion.

While playing these two great powers off of each other, you also have a frosty relationship with the Brotherhood of Steel, who surely have their own machinations with the dusty safe haven from the NCR.

But you’re not just a robotic warlord with a state, as you've declared the New Vegas Directorate to be the government of the Mojave, with the Courier Council as the legislative body, you as the executive and an independent judiciary to reflect many of the same tenants of the old world. You’ve created a military, a series of funded governmental departments and have begun the delicate dance of private-government ownership of the economy.

But will you be able to stop factionalism from infecting the infant nation? There are former Enclave soldiers, ardent Republicans, self-interested Wastelanders and other unknowns all nipping at the heels of power and a populace as equally diverse.

The domestic threats pale in comparison to the dreaded Boomer Blight which has the potential to wipe out all life in the former United States and beyond, snuffing out the dream of a strong and independent Mojave.

With the brain of Mr. House still in a coma, the NCR too focused on the Legion and Caesar himself lost in delusions, will you be able to harness advanced technology to secure not only an independent Mojave but one which can rise above what has always plagued man?
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Wanderer Quest

!!zQ0bFZh5kaH ID:BBKuLNqy No.6305452 View ViewReplyOriginalReport
The gates of Felcross are behind you now. The city where you were raised, the city of your first failures and rare achievements, the last great city on the way east. You look back, as if to say goodbye. There is nothing of worth left for you there, only your bickering family and your more successful peers.

You are a wanderer now. On your belt is a sword, on your back - a bag with tools, travelling gear, some money - whatever was left after your purchases - and rations. They won't last long, but you'll think of solving this later. Two javelins fit nicely in the quiver, slung over your shoulder close to the travelling bag.

Barely a man, not a youth, you start down one of the roads. You don't know much of the world, but you've had dreams. Dreams of power, people bowing to your might, of... freedom, to do what you want, however indulgent your desires may be. Of immortality, like in the tales of the Flower Harbringer and the Collector of Names.

They are far away, but one who doesn't begin his journey will most certainly never see its end.

You possess basic ability in the way of the sword and the javelin, having been given basic training for the militia, like any able man of the kingdom. You also know your way around the streets, courtesy of your upbringing. You can repair and take care of your weapon, and know the basics of crafting, having helped around the smithy for a time. You think you can survive on the road and subsist if need came. That's about all you are capable of.

You heard the road east leads to the frontier, the outlands. Not completely devoid of settlement, it is, nevertheless, a dangerous place - some of the monsters manage to sneak into the heartlands of the kingdom of Hien, not to speak of these wild lands, where they may have greater reign. Their distance from the heartlands means all kind of folk flock there, sometimes good in heart, but often dark. It also means greater freedom, whatever the cost. At least, that's what the caravans and travellers from that land told you when they passed through Felcross.

"Only madmen go east," your grandpa once said spitefully. "Those that don't know the worth of a family at your back or a proper home you can return to." Didn't stop one of your elder brothers from going there. Didn't stop you.

The road is calm for a few days as you pass by caravans going west. You didn't have enough money to buy your place in one, so you're going alone.

After the sun sets on the 4th day of travel, you consider making camp, like the previous days, but see a light further down the road. Approaching closer, you see a person sit by the campfire, a man, if you read their build correctly. He doesn't seem to have noticed you, tinkering with something in his hands. A tent is pitched nearby, and a spear rests by the fire. The faint scent of herbs and medicine drifts in the air. The smoke, too, of course.
(1/2)
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Halo: Spartan II War Reports. Thread 5 [Operation: IRIMINSUL]

!!SbLQkGPnZPO ID:dHyfDxqB No.6302230 View ViewReplyLast 50OriginalReport
Threads 1, 2, 3, 4: https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Halo:%20Spartan%202%20War%20Reports
Active Spartan Roster: https://docs.google.com/spreadsheets/d/12PTTzwcNVbQbIC101lrcrQQZKWhK3myTLWEQ0A1ybj8/edit?gid=0#gid=0
_
Sven-033's Qualities: [Special] Giant, [Special] Spartan-II, Maverick, Officer [Lieutenant], Wunderkind, Inspiring.
Sven-033's Advancement Paths: Brawler: Open Hand: 5/10 Bulwark: Unbreakable: 5/10 Grenadier: 4/10| Diplomat 1/6 Infiltrator 1/6 Scrounger 2/6 Tactician 1/6| Jotun 1/4
Sub objective Progress: Artificial Artisan 3/?| Blade Breaker 1/?
_
<span class="mu-s"> Current Mission: Mission 4: Operation: FALLEN- VALKYRIE

Mission Wide Optional Sub Objective : Accomplish primary objective without causing Alarm or alerting the locals/ rebel elements to the Spartan presence on black sands

Secret mission wide objective: Prevent the Einherjar on Black Sands from warning the others


Violet Team (Sven-033, Shika-108, Nesta-097, Illya-077)
Primary: Capture or Terminate VIP, Ingrid Askeland, Einherjar Political asset Codenamed Herfjötur, and retrieve her remains if she is neutralized

Optional Sub Objective 1: Capture additional Einherjar non combatants alive or dead

Secret objective 1: [FILE ENCRYPTED]

Secret objective 2: Capture or destroy the first and last shipment of "Bad Medicine"
_
Indigo Team (James-005, Daisy-023, Cal-141, Anton-044)

Primary: Neutralize the Elite Einherjar Unit, the Rødt skjegg, either through complete decimation or extreme loss of irreplaceable veteran fighters

Optional Sub Objective 1: Capture "Erik The Red" Alive

Secret Objective: Prevent a false flag attack planned by the Red Beards, intended to cause further public distress and lower trust in the trustworthiness of the UNSC's peace making efforts
_
Lilac Team (Naomi-010, Jorge-052, Solomon-069, Malcom-059)
Primary: Ensure the safety of non einherjar aligned insurrectionist leaders/ groups

Optional Sub Objective 1: Keep all the VIPs alive to Mission end

Optional Sub Objective 2: Keep more than 50% of non essential members of the delegation alive to mission end

Secret objective 1: [FILE ENCRYPTED
Secret objective 2: [FILE ENCRYPTED </span>
_

"Illya, lets talk shop" You say, keeping alert and scanning the Landing Zone's perimeter

"About what, Sir?" She asks immediately, pausing her own watch to glance your direction to acknowledge your request. Which was important, as you hadn't ordered her to give her two cents

"The Covenant Elite Soldier Caste" You tell her and she nods, understanding that you want to have a tactical discussion

"We call them Svartalfar" Shika chimes in "Sven came up with it"

"So that's why the operation was called that" Illya ponders outload "Kurt and the rest of us took to calling them Alligators, Svartalfar is a bit of a mouthful"

"So is Alligator, in all fairness" Nesta butts in, running her hands through her red hair and shaking it as she enjoys the sun and the breeze washing up from the shore.
Cont
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