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PEACEKEEPER: A Strangereal Quest

ID:Ao6Uvxy+ No.6198317 View ViewReplyLast 50OriginalReport
THREAD THEME: https://www.youtube.com/watch?v=ZkDQo1uCx6E

It has been five years since the Lighthouse War, a war whose end helped usher in a new peaceful era of mutual cooperation the likes of Vincent Harling and Kei Nagase always dreamed of. But peace is a fragile thing that requires constant care and effort. It's easy to forget how the actions of a few can plunge a nation, a continent, or worse, a planet, into strife.

In southern Verusa, a frozen conflict amongst brothers and sisters stirs awake, threatening to devour the storied lands of Arkanar in the bitter flames of war once more. With efforts spearheaded by Osea and Erusea, the IUN springs into action with the intent of restoring peace and upholding order in the country.

In recognition of your past performances, your nation's Naval chain of command has transferred you to IUN Peacekeeping Force detachment in Arkanar. Specifically, the premier Submersible Aviation Cruiser Squadron of the newly-assembled OFS Nautilus, the Fairy Squadron. You are to take the place of their flight leader.

As <span class="mu-s">Fairy 1</span>.
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Mirtelcio's Magical Girl Quest #1

ID:ZMTIyLH7 No.6187454 View ViewReplyOriginalReport
You are a magical girl, you know that much, but you’re not really sure where you are, or exactly who you are; not only can you not see, hear or smell a single thing, but you can’t feel your body at all, nor recall how long you’ve been stuck in this… place. Perhaps not unexpectedly, and due to your complete and utter inability to make out anything in your surroundings, you can’t spot anything resembling walls, a floor or a ceiling, so everything around you is a blended-together, eye-wateringly intense (but also eerily calming) black… and yet, you are somehow aware that even if you could somehow see something, anything at all, it wouldn’t be much use at all. Well, if that isn’t just slightly puzzling. Yes, it most certainly is, but there’s not much you can do about it, right? At least, for now.

Taking that into account, and for a few moments that seem to last forever in this timeless space, you simply continue existing, gazing eyelessly into the unchanging void around you as your non-present brain in your absent body attempts to process the situation without much success. A few more eternal instants, and, perhaps bored of simply staring at nothing, forever, your long-departed brain attempts to recall the past in order to clue you in on the situation… but, as if attempting to collect water from an empty well, you end up drawing a complete blank: effectively, and to nobody’s surprise, there is nothing to recall or remember or reminiscence about. Maybe there was never anything there in the first place. But as relevant as that single piece of information would be in the grand scheme of things, you have no way of finding out the truth or verifying that not-that-unreasonable hypothesis. Because, ultimately, you’re nothing but a floating ball of vague and distant thoughts in the middle of nowhere in particular.

An indeterminate amount of hypothetical time passes yet again, and another vague thought floats to the forefront: maybe, just maybe, this isn’t so bad after all! Indeed, though the situation you find yourself in may be classified as disconcerting or disorientating, it’s actually not that unpleasant if you use your voided brain to think about it: there is no pain, no suffering, no hunger, no desire, no thirst, no anguish, no fear, no craving, and you need not worry about an unchangeable past, an unstable present or an uncertain future. Perhaps this is how things were meant to be. Perhaps, from the start of all things to the end of all of creation, this is the correct state of existence, a formless and aimless void stretching forever and ever, unbothered and unbothering, without beginning or end.

[1/6]
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!!vAeahlOzI/c

TRUST A GOBLIN 17

!!vAeahlOzI/c ID:VTcHsq9D No.6197071 View ViewReplyLast 50OriginalReport
THE BASICS

Your name is Joey Donuts.
You are Grel (half elf, half human}
You are a student wizard. You haven't picked your major and you're not licenced to use magic in areas owned by the Grand Ternion Unity.

You have SIX spells

Blast - Does 6d6+20 energy damage. -MP 20
Draw- Drain 10+2d6 mana from a target, providing they have mana -MP 5
Wrack - DO 10 damage to yourself to gain 12 MP -free
WIZARD HAAAANDS - Manipulate an object you can see but not reach. As strong as you are - MP 10
Douse - Extinguish any fire up to the size of a campfire , includes ignitions from matches and guns - MP 5
Hells Heart - Instantly double the damage of any attack (ranged, magical, or physical) by charging it with magic -MP 16 Joey has improved this skill and can cast it on another party member while still performing an action for 20 mana. He can also cast it on himself and one other person while performing another task for a cost of 41 mana.
Earths Honesty - Tell if someone is lying about the thing they have just said. MP 6

You are the acting CEO of Cold Iron Solutions potion company. Making mutterbottles and mana potions

You solve shit.

Your consigliere and number one is also your girlfriend. An enterprising goblin for hire called HIGHBALL.
You have a company staff.

LUMSDEN -Owner and pilot of your airship
SURREY - Potion brewer
JONES - Staff chef
GILCREST - Custodian
KARL - A private investigator

You have adventuring party members

BURSTOCK - An chill but rebellious healer. A thot with a big heart.
MIKE - A pragmatic hunter, kinder than he looks. Kind of your bro.
RICHTER - A wise muscle wizard, unfamiliar with people.
JORN - A distractible martial artist trying to make up for past crimes.

previous thread for more details:
https://suptg.thisisnotatrueending.com/qstarchive/2024/5995074/

This quest is nice and slow so don't panic.
Here is the wikia that is chock full of info on the characters, locations and mechanics (and misspellings).
https://trust-a-goblin.fandom.com/wiki/Trust_A_Goblin_Wiki
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Fire Emblem: Sorcerer Kingdom Quest #3

ID:B639wSbL No.6175744 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.

Your journey took you to Ithaca, a research camp situated in the midst of a magical sandstorm that barred intruders. Shortly after your arrival, the camp came under attack by a clan of desert assassins. They kidnapped one of your companions, Alvin, and took over The Keep, a fortress where Ithaca’s researchers performed their most dangerous experiments. You and your companions stormed the stronghold, facing enemies that included not just the assassins, but also monsters, ancient spirits, and even a skeletal clone of yourself.

Having rescued Alvin, you learned that he was the target of the assassins, who were seeking an object in his possession that would open the way to Tartarus, a great tomb that had been sealed away for thousands of years. With two more destinations to go before you reached Morfis, it was likely that you would face additional threats to your safety.

But this was a prospect that excited you greatly.

>Tristain d’Rusalka
>Level 26/50 Lord (EXP: 60/100)
HP: 54/54 (120%)
Strength: 28 (65%)
Magic: 18 (40%)
Speed: 17 (30%)
Defense: 20 (60%)
Resistance: 15 (40%)
Luck: 14 (55%)

>Personal Skill: Resolve (When HP falls to less than 35%, Strength, Speed and Defense increase by 7)

>Weapons: Steel Axe (+12 Attack), Hammer (+8 Attack, 3x attack vs Armor Knights)

>Spells:
Fire (+3 DMG, 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 attack power 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)

>Items: Concoction x2 (+20 HP)

>Gold: 1000g

>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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!JgR6sW7w66

NEMESIS Quest #1

!JgR6sW7w66 ID:W37HmVk6 No.6178360 View ViewReplyLast 50OriginalReport
Inhale. Exhale.

You stare at yourself in the bathroom mirror. It's smudged, spattered with god knows what but you still recognize yourself despite all the blood.

Kyle Mercer. 25 years on your way to Hell. Naked, splattered with someone else's blood. Again.

You're trembling, a mixture of nerves and adrenaline. Why? You're sure you're going to find out whether you want to or not. You had been planning on making changes in your life and maybe others. That's why you were going home, right?

You stare into your own pale eyes and see…well, not much. Vitreous orbs, your fleshy windows to the world. You look down at your chest and see your tattoo, directly over your heart. You got it years ago and it meant the world to you but you can't remember when or why.

It was an Ouroboros, black on pale flesh but now streaked with red. You wet your hand in the sink and wash the blood away delicately. The cold water makes you break out in goosebumps. You see the blood on your body is dried. How long have you been standing here? Whose blood do you have on you this time?

You shake your head trying to clear it. "Fuck!" You didn't bother wondering why you couldn't remember anything. It was a consequence of what happened to you when you were younger. The same reason your arms were dotted with circular scars from cigarette burns and small, hard crosses carved into you years ago. It was the same reason the skin across the left side of your face, running down your neck to your shoulder and peck, was shiny and taut. A cruel burn that left those parts of you without feeling. Your long hair only partially conceals the scar tissue.

"You can't desecrate the temple," she'd said. "Only decorate it."

You inhale again, body trembling, and exhale. It's time for a change. You pick up the pill bottle from the sink, uncap it and dump the pills into the toilet. They rattle in with satisfying, porcelain clinks and plops. When you flush you watch a red-blue kaleidoscope of pharmaceuticals tumble to watery oblivion.

You didn't need those anyway. They only slowed you down. Confused you. You look back at yourself in the mirror. You lick your teeth, and taste iron. You feel better already. In fact, you feel Brand New.

What's changed?

>What doesn't kill you
Wounds that incapacitate others don't stop you
>Whispers in the wind
You can catch glimpses into people's thoughts.
>Right behind you
You have a knack for showing up in places you shouldn't be able to get to

All that you have left is whatever is still in your hotel room and of course what's on the bathroom sink in front of you.

>$20
>A .22 pistol
>20 tabs of ecstasy
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Zombie Outbreak Pt 1

ID:p7ggGEic No.6170281 View ViewReplyOriginalReport
Section 1: The Outbreak
Jace had never been one for superstition. He’d grown up in a small, sleepy town where the biggest event of the year was the harvest festival. Life was predictable. Until that morning.

He'd been in the kitchen, brewing a pot of coffee, when the first reports hit the radio. The news anchor’s voice, frantic and shaky, had warned of a rapidly spreading virus. The government wasn’t yet calling it an outbreak, but it wasn’t hard to guess that something was terribly wrong.

"… citizens are urged to stay indoors. Avoid contact with the infected…"

Jace had turned off the radio. It wasn’t the first time a scare like this had been reported. Bird flu, swine flu, the countless outbreaks that always ended in nothing more than empty warnings and public hysteria. But this was different. The strange look in his neighbor’s eyes, the unnatural stumble of a woman down the street, something wasn’t right.

By noon, the world was already changing. Sirens began wailing, emergency broadcasts flooded every channel. By 3 PM, it was clear: the virus had spread rapidly across the country, and it wasn’t just another flu.

Jace’s phone buzzed. It was a message from Sarah, his girlfriend of three years.

"Jace, I’m scared. I’m at my apartment, I don’t know what’s happening. Please come get me."
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!!1oQZB1czRDh

Drowned Quest Redux 45

!!1oQZB1czRDh ID:1UQ/P0mm No.6180580 View ViewReplyLast 50OriginalReport
You are Charlotte Fawkins.

Presently, you're in your own home, though it's more broken-down than you remember it. Though you expect you've gone to hell for the inexplicable, unforgivable crime of murdering your own father, you have so far evaded the endless suffering you deserve. Instead, you've promised to help your imaginary younger self locate some keys, so she can follow said father through secret tunnels under your house. You have a bad feeling about all of this.

Lottie isn't ten steps into the neighboring room before she stops in her tracks, spinning on her heel to face you. "Wait!"

You haven't even reached the doorway. "What?"

"You need a weapon! What if the footsteps are a burglar? What if Daddy..." She doesn't finish. "You're tall enough, right?"

"To—"

"To reach?"

You sigh, duck under the cobwebby doorway, and enter the room. Yes, you know what she means: the neighboring room has a fireplace, and a mantel, and a sword hanging tantalizingly above it. You can reach it now, if you apply your tiptoes, but not then. (And if Aunt Ruby ever caught you moving the furniture, let alone handling something so dangerous, you'd be without breakfast for weeks.)

The Sword is not on your hip, even if it should be, even as you reach for it. It is back above the mantel. You don't like the thought of getting it down again— you don't deserve it. But Lottie's right about the footsteps. You wouldn't mind getting crowbarred by a would-be thief, but she doesn't deserve to die. She hasn't done anything evil yet. Having a weapon could protect her, and maybe you could ironically fall upon it later.

You might as well be carrying a bone, Lottie looks so much like a puppy: all big eyes and trembling anticipation. As you head toward the mantel and reach up, you're surprised she doesn't whimper. You were never allowed pets: your Aunt Ruby would say something about "mouths to feed" and shut down all conversation. As you grasp upon The Sword's hilt and feel a squeeze and glance down to find you're being hugged— again— you're starting to grasp what it might've been like.

"Propriety!" you say automatically, and brush her off you. "Also, I— I'm holding a sword! It's not safe!"

"You're not going to drop it. Since you're so good at it? Right?"

She so desperately wants you to say 'yes.' And the answer isn't 'no.' You're sure you're no master, but you've been trained, somewhere. At some point. You still can't remember. "Um... no matter what, you shouldn't..."

"Can I see it?"

"Only if you're careful." You're holding it above you still. "You're not going to grab it, right? I can't—"

"Who are you?" She folds her arms. "Aunt Ruby? I'm not <span class="mu-i">dumb.</span>"

You're not sure about that, but lower the sword reluctantly. Lottie's face drops at the same time yours does: The Sword is dust-covered and, worse, rust-covered. It's pitted with holes. It looks about as sharp as that prowler's probable crowbar.

(1/2)
276 posts and 63 images omitted

armored core quest line

ID:Ze3E8WXJ No.6203122 View ViewReplyOriginalReport
welcome back to rubicon 3 merc, post your AC and gear down below and go fucking wild
!!W1X+5SlTLqC

LOVE QUEST

!!W1X+5SlTLqC ID:1qhRxlvj No.6198845 View ViewReplyLast 50OriginalReport
The fourteenth of February.

Last night, you had unpeeled an entire pack of infusers before curling into your sleeping tray, your mind shot with cyan-bright skies that your eyes would never see, fingers twitching at phantom greenery that your hands would never feel.

This morning, your mind feels clouded. Something had awoken you early. The sound of dead static morphs into an unfamiliar jingle.

<...we wish to express our sincere appreciation to you for making a <span class="mu-r">LOVE</span> donation. In order to make the experience as pleasant as possible, we have requisitioned a prototype.....to allow you to.... in the comfort of your own....>

Something thrums in the corner, too low-pitched to be your air conditioner.

>OPEN YOUR EYES.

>KEEP THEM SHUT.

<span class="mu-r">[LOVE: 10/10]</span>
++++++++++++++++++++++++++

Welcome to <span class="mu-r">LOVE</span> QUEST. This is a fairly unserious, extremely brief 5-10 update quest that I had originally scheduled for Valentine's day.
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Umineko Gameboard Mystery

ID:nLXQkm/W No.6198524 View ViewReplyOriginalReport
If you want to make a mystery gameboard, use this thread. Don't flood /qst/.
Colored truths script: https://greasyfork.org/en/scripts/418818-4chan-umineko-colored-truths

>How to use the Red Truth
<span class="mu-r">The Red Truth[/spoiler:lit] is a fact that can be presented by the one hosting the mystery (also known as the Witch side) without any evidence or proof to support it. But, while undeniable, it can have multiple interpretations. The multiple interpretations mark a large foothold for the opposing players (also known as the Human side) to attack; therefore, the Red Truth must be used with care. Conversely, a refusal to validate a statement in Red invokes another Devil's Proof; a lack of validation won't prove a statement's truth but can't disprove its falsehood.

>How to use the Blue Truth
<span class="mu-b">The Blue Truth[/spoiler:lit] is used to present a possibility to counter the logic of the Witch's side. The Blue Truth usually takes the form of a theory to counter the Witch and requires the Red Truth to be confirmed or denied. The Blue Truth must be used in a manner that advances the user's overall theory, rather than simply fishing for more information. Any assertions made in Blue must directly deny the influence of the supernatural in the events of a gameboard's story. The Witch side may delay until the end of the game to challenge Blue Truths; after all, only one puzzle unsolved by any explanation other than magic is enough to sustain the Illusion of the Witch, but one carelessly phrased Red Truth can eliminate the possibility of magic from all of them. One effective denial isn't fatal, but unchallenged denial of magic in all the mysteries becomes a categorical denial of Witches.

>How to use the Gold Truth
[gold]The Gold Truth[/gold] is on par with the Red Truth, although it may be inferior or superior depending on the situation. It can be explained as a truth constructed from belief that is acknowledged and shared between people. It can be used by anyone who truly understands the gameboard.

>How to use Purple Statements
Purple Statements are seen as important spoken statements during the narration of a story and they possess the same standing as the Red Truth. However, they are different in that a culprit can lie with Purple. Example: "[purple]Battler was in the dining room[/purple], while Jessica was outside."
To turn it around, non-culprits can only speak the truth in Purple. What defines a culprit depends on the gameboard, but usually the culprit is one who kills or plans to kill someone during the story.

>How to use the Green truth
>I seriously hope you guys don't need an explanation for this one
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