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>pic is how I feel right now



Last time, the fighting in the casino raged on. Though it is heavily falling out of the Protectorate's favor, they aren't out yet.

The bear-like minion made of fetal tissue attacks Blossom.
>Rolled a 3

Floop successfully heals himself, but fails to charge his arcane magic.

Meanwhile, Tourmaline shoots a Lifestream beam at Floop.
>rolled an 8

The second of the Placental bears also attacks Floop.
>rolled a 4

Barid avoids attacks form the last remaining guard and Teddy, hurting them both in the process.

Zone 1
Guard 2
Minion 2

Zone 2
Minion 1


"Leave it cracked, I think," Stirs says as the two of you contemplate whether to close the vault door you're currently sneaking into behind you. "In case we accidentally lock ourselves in."

You certainly don't SEE any other security measures. The vault door opens once you put in the passcode. Inside, there are piles upon piles of cash. There are also various other valuables that are probably worth small fortunes.


You've made it down the stairs, into the first floor of the basement. You move around the corner and into the following hallway, still on the first basement door. At the end of the hallway, you see a huge vault door. On the wall to the left of that vault door is another set of stairs going down.

On the ground half way between you and the vault are four guards. They're cut badly, but, judging by their groaning, they clearly aren't dead.


"Die already!" Blossom shouts as she pumps more lead into the creepy minion.

>Shotgun, DC-1


Roll #1 8 = 8 / Roll #2 1 = 1


>Ready to remake this thread?

"Hrm… not the first here, unfortunately. Be ready to cloak at a moment's notice- it'd be nice to not encounter anyone or to just sneak past, but if we have to fight getting the drop on them would be good."


"Does that… matter? If we die with the entire vault's worth of goods, it doesn't matter the cost of reviving, it's far more than they'd have expected us to bring back. Gorge and and then blow our heads off, right?" Gimmick proposes, keeping an eye on the vault door as he waits for Brews to pass the potion he made beforehand.



>Or not, seeing as that isn't actually what the situation is like.

Jitterbug hisses a little to himself and pulls his partner back a little, saying "Four guards. Injured and down, but still conscious. We could both try to sneak past, I could come up with an excuse while you do, or we could just knock them out. Any preference?"


Spin groaned and did his best to take out the minion so they could get to getting rid of the damn caster.

[1d10] Marksman Shot on the minion.

Roll #1 7 = 7



The minion is knocked helpless but not dead yet.


And then, Spin shoots it. It's dead.

Meanwhile, Minion 2 and Teddy both continue to try to take down Floop.
>[1d10] pierce attack
>[1d10+1] DC-1 Bash attack

Tourmaline's own Lifestream hit Floop, reducing him to 2/5.

Floop, for his part, empowers Barid.

>Boost [1d10]

>Arcane charge: [1d10]

Meanwhile, Barid tries to heal himself.
>Heal [1d10]

Guard 2 attacks him at the same time.
>[1d10] bash electric attack

Zone 1
Minion 2
Guard 2



Stirs opens his mouth as if he's about to say something. Then, he just breathes in, lost in his own thoughts. His face contorts in a look of awkward confusion as he processes that true extent of your plan.

"I… guess that WOULD work…" he thinks loud. "This is NOT what I thought you had in mind…"

Then, he continues to think on this, chuckling lightly a few times, as he closes the vault door.

"Now, wait, I do have one concern. What we're doing here is basically counterfeiting. We'll be creating duplicates of the money inside of us. It's unlikely to run into any problems, but I'm not sure if command will like even the possibility of its money appearing to be anything other than legit. So, if we want to be safe about this, we should restrict what we swallow to valuables. It's going to be harder to gauge the value of our… load. But, it should be POSSIBLE to get enough to get that bonus. Maybe…"

Stirs shakes his head. "You just made our next few days really uncomfortable…" he mumbles as he hands you a potion. "This will help your stomach."



"We COULD knock them out. But, if the security is off, shouldn't the guards not bother us? Wasn't that the deal? If you wanna just knock em out to be safe, I can help."

Roll #1 5 = 5 / Roll #2 9 + 1 = 10 / Roll #3 5 = 5 / Roll #4 8 = 8 / Roll #5 8 = 8 / Roll #6 5 = 5


"Nice!" says to the effeminate hippogriff. She reloads her shotty and this time fires it at the head of the teddy cage.

>Shotgun, DC-1


Roll #1 2 = 2


Spin let out a small sigh and immediately chambered another round as he wanted to take the stupid cage out.

[1d10] Ranged

Roll #1 3 = 3



"Here's a potion for your stomach… in a sense," Stirs says, handing you a glass vial. "If we swallow too much, we're going to rupture our stomachs. But, this potion is made for two things. First, it will prevent the metallic poisoning from any of the things we are swallowing. Two, it will render our digestive systems rupturing a moot concern. We'll basically be walking change-purses, but we can get surgeries to fix that when we get back. The bigger concern is that it WILL still slowly kill us. So, we'll have to be quick if we want to get enough to satisfy our bonus. Otherwise, we can probably swallow enough to satisfy the base conditions and stay safe… enough."

Stirs leaves the door open.


"Right- in that case, let's just keep moving."


"We should prioritize swallow anything that can be traced back to being property of the casino, and we can just load our bags with things that was probably for us to arrive with to begin with. That way, we can safely swallow enough to satisfy the base conditions, while physically carrying enough to render us a bonus. This way, we don't risk our health in terms needing to make it out quickly. Things like jewelry that wouldn't make sense for us to own and the like should get eaten, as with things with serial numbers that may have been recorded by teller machines." Setting the ground rules, Gimmick downs the potion and follows it up with a shot of coffee, getting to work finding valuables that fit the two separate criteria.

Espresso Shot; instant automatic: Instantly brew up an espresso shot using futuristic coffee brewing technology, providing a +3 to your next noncombat roll this turn. All noncombat rolls roll at -1 for the rest of the mission, due to caffeine crash. This talent can be used more than once per mission, but the negative roll modifiers stack.
Search/Loot/Eat to specific conditions/speed of doing so [1d10+2] (+3, -1)

Roll #1 8 + 2 = 10



Teddy's hide seems very tough. You both fail to penetrate it. And, as Blossom approaches, she's hit by one of Teddy's ribs and knocked back down the stairs. She's rendered helpless at 0/1.

Floop is also knocked down by the minion's attack. He is at 0/4.

"You. Stupid. Goo!" Tourmaline shouts in bratty frustration as she kicks Floop repeatedly. "Just die!" with the last kick, some magic comes with it.
>[1d10] Lifestream

Floop rolls away, trying to get up.

Barid's heal spell works, putting him at 5/3. As he heals himself, he parries the guard's attack and hits him in the head with the butt of his gun. That one last little hit is enough to knock him over, dead. Then, he proceeds to unload on Tourmaline.
>[1d10] [1d10] DC-1 Piercing attack

Teddy and Minion 2 attack Floop.
>[1d10] pierce attack
>[1d10+1] DC-1 bash attack



You continue past the guards. One of them grabs your leg and asks, "Where are you going?" weakly.

Pain kicks his hoof off of you and says, "We're PoneTech."

The guard seems to accept this answer and leans back, groaning. You then continue on down to the second basement floor. There doesn't seem to be any guards down here.

The area down here is much smaller. It's just a small area with a big vault door. "Hmm… Didn't the little girl say that someone would be here to help us open this vault…? Guess it was those injured guards upstairs… Think you got this?"



Stirs nods. As he starts searching for the most valuable things, he starts setting up some collapsible loot bags that he brought with him that you can stuff full of bits. He looks around for his own 'food'.

>[1d10] to search

For your part, you find some really valuable goods. There's some really nice pear necklaces that go down pretty easy. There's some other gems that don't go down as easy. The potion definitely is helping. You can feel the weight in your stomach, but it's little more than a strange pressure. It's an odd effect.

You feel like you're about half full, and what you have is pretty valuable.

Roll #1 4 = 4 / Roll #2 7 = 7 / Roll #3 9 = 9 / Roll #4 9 = 9 / Roll #5 6 = 6 / Roll #6 4 + 1 = 5 /



>rerolling [1d10]

Roll #1 10 = 10


"PoneTech. Just thought the disguise might help out a little. How many went past you?" he asks, before starting for the door.

Jitterbug hums a little bit, giving the Vault door a curious look. "I… should be able to, with time. Keep an ear and an eye out while I'm doing this- we're not sure who else is down here, if anyone… maybe someone else got inside somehow?"
>Appraise: [1d10+1]
>Perception: [1d10+2]

Roll #1 1 + 1 = 2 / Roll #2 6 + 2 = 8


Getting antsy, Gimmick takes another shot of espresso after his first, his tail flicking as he starts to realize he's pushing himself towards a caffeine crash before they even made it out of the building. The griffon continues to sort and then eat the valuables in the vault, saving some inconspicuous and non-traceables to keep in his apron.

>Same set of actions as last time

[1d10+1] (+3, -2)

Roll #1 8 + 1 = 9


Spin put a hand on Blossom "Stay down sweetie, you seem nice and I don't wanna see ya go down." he said as he looked back at the Cage and fired.

[1d10] Trick Ammo: Knockdown

Roll #1 2 = 2


"Agh!" Blossom cries as she's K.O.'d and falls down the stairs. She's consumed in a pillar of fire and emerges coal black once more. "WHAT THE FUCK IS THIS SO HARD?" she roars.

>Nirik Fury

>Recover, DC3

Roll #1 3 = 3



You got up. But, you feel like you're on your last leg. If you're knocked down again, you're dead. And, you can't get to the healers.


That Teddy sure is tough.

Floop is a madman! He gets up again, kicks Tourmaline in the process. He gets hit by both Teddy and Minion 2, but they aren't enough to keep him down.

Then, Barid shoots Tourmaline in the back twice, she goes down, fairly injured. "It's not fair!" she whines.
>[1d10] Tourmaline recovery

"I'm sick of you," is all Barid has to say as he shoots at her some more.

>[1d10] [1d10] DC-1 pierce attacks

Floop boosts Barid properly this time.
>[1d10+2] Boost
>Arcane charge [1d10]

Minion 2 and Teddy turn their attention to Barid.
>[1d10] pierce attack
>[1d10+1] DC-1 bash attack

Zone 1
Minion 2

Zone 2


"Two hunters… in that vault," the hunter says weakly. He gestures toward the vault on the first floor with the door cracked open.

Downstairs, as you're appraising, you hear some movement in the vault, but they don't seem to be coming to you.

Pain keeps watch on the stairs while you work.

For your part, you feel the fatigue of the day wearing on you. You get a headache as you appraise the keypad for the vault door. -1 to your next appraise.



As you fill yourself just before the breaking point, you begin to realize a problem: feeling full is debilitating. Even if it's not actively hurting your body, it's still a lot of weight that makes you feel sluggish. On it's own, it's fine. But, you're beginning to question how easily you're going to be able to move with both all this in you AND a bag full of cash.

If you choose to carry a bag of cash in this condition, you will have to roll for every physical action you take that is more than just walking slowly. If you carry two bags, you'll be rolling at a -1 for all such actions.

Stirs for his part has discovered some seriously nice loot. Plus, his massive frame means he'll be able to swallow more. Though, it will take longer to get him full.

[1d10] to keep searching

Roll #1 4 = 4 / Roll #2 2 = 2 / Roll #3 2 = 2 / Roll #4 4 + 2 = 6 / Roll #5 4 = 4 / Roll #6 4 = 4 /


>two rerolls


Roll #1 6 + 1 = 7 / Roll #2 8 = 8


>Appraise! [1d10]
"I can hear them above us- we'll want to be quick, in case they try to come down here." the changeling notes, trying to shake off the headache and focus.

Roll #1 5 = 5


Just taking a modest amount in his apron, Gimmick helps sort the valuables for Stirs so all he has to do is eat, albeit with claws shaky due to the coffee.

Roll #1 6 - 2 = 4


Feeling how very disturbingly achy she feels, Blossom groans from her belly, "UGH!" and just storms off.

She marches to the nearest bathroom and singes the door as she opens it. She finds a stall and slams it shut, probably dislodging the stall door's latch in the process. After giving herself a moment to cool down, she takes a deep breath and summons some fire magic.

Fire homing magic

Roll #1 8 = 8


Spin raised a brow and shrugged as he worked to keep trying to take down the damn cage.

[1d10] Marksman shot

Roll #1 1 = 1



You summon 3 fire homing spells.



Your gun misfires, resulting in you striking yourself in the face. 5/3

Everyone fails on all accounts except Floop who successfully boosts Barid. And, Minion 2 strikes Floop, knocking him helpless. 0/3

"Get him! Get him!" Tourmaline shouts in a panic, trying to get up.
>[1d10] recover

Floop also recovers.
>[1d10] recover

Minion 2 and Teddy attack Floop.
>[1d10] Pierce attack
>[1d10+1] DC-1 bash attack

Barid keeps shooting at Tourmaline.
>[1d10+1] [1d10+1] DC-1 pierce attacks



You don't succeed in finding much valuable for him. But, it does save on time. For his part, he finds a lot more valuables. He's at his point of being full now.

"Should we fill some bags or get going?" he says in a sort of groan.



You feel like you are understanding the keypad a little better, but not enough to hack it yet.

Roll #1 8 = 8 / Roll #2 9 = 9 / Roll #3 8 = 8 / Roll #4 5 + 1 = 6 / Roll #5 10 + 1 = 11 / Roll #6 8 + 1 = 9


>Appraise [1d10+1]
"Almost got it…"

Roll #1 1 + 1 = 2


Now that she has sufficient firepower, she leaves the bathroom and goes back to the battlefield, much more quietly this time, making sure she stays out of sight.


Roll #1 10 = 10


"Filled like a gambler, not a thief. Just the money you brought for our boy's night out. I'm gonna keep an ear to the vault door, if I heard guards then be ready to go, otherwise get packed up." Gimmick says, jittering as he listens in on the other end, taking a shot to slow his nerves momentarily.
Talent, then Perception
[1d10] (+3, -3)

Roll #1 3 = 3


Spin promptly smacks his gun against the wall and tries this again.

[1d10] Marksman shot on Teddy

Roll #1 1 = 1



Another headache makes it hard to concentrate again. -1 to the next appraisal.



Stirs nods and starts packing. [1d10]

The only thing you hear is the moaning of the half dead guards you left outside the vault door.



Perhaps smacking the gun against the wall wasn't the best plan. It blows up in your face again. Literally. 5/2


You reenter combat, unbeknownst to anyone.

"I hate you!" Tourmaline screams at Floop as she gets back up.

However, she should pay more attention to her other enemy. She's shot in the back two more times. She seems nearly dead now. But, she gets back up.
>recovery, automatic

Floop gets up, but is promptly beaten back down by Teddy and Minion 2. 0/2

However, he is able to get back up again.
>recovery, automatic

Barid doesn't let up on Tourmaline.
>[1d10] [1d10] DC-1 pierce attack

Teddy and Minion 2 both turn their attention to Barid.
>[1d10] pierce attack
>[1d10+1] bash attack

Roll #1 4 = 4 / Roll #2 1 = 1 / Roll #3 10 = 10 / Roll #4 5 = 5 / Roll #5 6 + 1 = 7



Tourmaline, sweating and wheezing, refuses to give up. "I am a hunter from the Protectorate!" she declares in her high pitched voice, shrill from exertion. "We do NOT back down! We do NOT go down! We-"

She is silenced as a bullet goes straight through her skull.

"Are not bulletproof," Barid says, his gun barrel smoking.

Tourmaline's minions squeal an ear-splitting, grating screech. They start melting, leaving behind only a mess of gore on the ground. Once Teddy's extra mass is gone, he folds in on himself until he returns to being just a normal Teddy bear. Then, both Tourmaline's body and Teddy disappear in a flash, teleported by the black box.

The rest of you are left in the silence, exhausted from what just transpired. There are few people left in the casino at this point. The ones remaining seem to have been watching the fight with morbid fascination, wide-eyed with horror and amusement.

"Woooo!" one pony shouts from the other end of the large room.

In the silence that follows, you hear sirens approaching from outside.

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