The quest for the Gems of Power consumed your master's entire existence. His life revolved around collecting ancient tomes about these mystical artifacts and gathering resources for endless expeditions. The gems became his obsession, his curse.When he finally uncovered the location of the first gem, bitter disappointment awaited him. The precious stone rested in the possession of Archmage Mykor, a wizard whose reputation for power was matched only by his desire for solitude.Your master refused to let decades of research go to waste. He spent months preparing, strengthening both mind and body, before challenging Mykor to a duel for the gem. The Archmage declined repeatedly, but your master's relentless assassination attempts finally forced his hand.You were there the day of the duel. You witnessed your master's final moments as Mykor's awesome powers reduced him to ash. The Archmage, weary of the bloodshed, declared he would accept no further challenges. The gem, he announced, would either be destroyed or hidden beyond mortal reach to prevent such madness from claiming more lives.Years have passed since that day. Your master's estate was sold to settle his mountainous debts, leaving you nothing but a chest of worn books. You've kept them in your merchant's wagon as you traveled the trading routes, building a modest but honest living.Yet the Gems of Power remained a persistent whisper in your thoughts. Then one day, while studying your master's old texts, you solved a riddle that revealed the location of the Fire Gem. It lay hidden on a frozen island in the far north, deep in barbarian territory.Now, as you stare at the decoded message, you know your life as a merchant must end. Your master's quest calls to you, demanding completion. The search for the Gems of Power beckons once again!
>>6167060Like a brand seared into flesh, your master's Disgrace marked your entire lineage. The Wizard's Guild stripped away your right to wear the Red Robe and carry a Grimoire—symbols that should have been your birthright. Now, when your magic reveals itself, you must speak the words that burn your throat: "I am of a Disgraced line, forbidden the Red Robe and Grimoire."Rather than weather the Guild's constant scrutiny, you chose the life of a merchant. Your wagon carries cloth, spices, and other mundane goods between villages, while a false bottom in your book chest conceals your greatest secret—a painstakingly recreated Grimoire, written in the dead of night after the Guild destroyed your original.Within those hidden pages lie the fruits of your arcane studies:The simplest magics come as naturally as breathing: fire bolt, light, mage hand, and the combat-enhancing booming blade. Your first-level arts include detect magic, mage armor, magic missile, and disguise self. More powerful still are your second-level enchantments: misty step, suggestion, and invisibility. At the peak of your current abilities rest three third-level spells: counterspell, fireball, and fly.Through constant practice, you've burned three spells so deeply into your memory that you no longer need your Grimoire to cast them: booming blade, disguise self, and suggestion. The first proves particularly useful, as you've learned to wield a sword to maintain your merchant's facade. When forced to defend yourself, you let others assume your blade is enchanted, rather than revealing your own magical nature.Your merchant's life has proven modestly successful. About a thousand gold pieces line your purse, with an equal value in trade goods filling your wagon. You know the Guild's eyes occasionally turn your way, checking for forbidden robes or books, but their surveillance seems cursory at best. You've learned to keep your head down, your magic subtle, and your true nature hidden behind the simple mask of a traveling trader.Yet now, with the revelation about the Fire Gem, everything might change.> Come clean with the guild and show your grimoire. It's been over ten years! You can't be punished like this forever.> Travel to a port city in the north and buy a passage to the frozen island> Find some novice adventurers and recruit them into your new party> Hire some mercenaries to accompany you> Write in
>>6167061> Travel to a port city in the north and buy a passage to the frozen islandLet’s get cracking
>>6167061> Find some novice adventurers and recruit them into your new party
>>6167061>Find some novice adventurers and recruit them into your new party
damn, did it really need the AI op? there's plenty of really good wizard art out there that isn't pap spit out of a machine.
>>6167070>>6167072>>6167119You decide to seek out some novice adventurers to recruit into your newly formed party.Making your way to the nearest caravan inn, you ensure your wagon is securely parked before venturing inside. The warm and bustling atmosphere of the tavern greets you, a lively hub where mercenaries and adventurers gather in search of their next quest.As you survey the room, three groups catch your eye, each with their own unique presence: In one corner, a rugged man grips the hilt of a sword at his side, his weathered face suggesting a life of experience. Beside him, a short but spirited female human bard strums her lute, her lively melodies drawing the attention of nearby patrons. A tall female elf, elegant and poised, studies a detailed map with a longbow slung casually over her shoulder, her keen eyes scanning the parchment. At a darkened table, a stout dwarf proudly wields an enormous axe, the blade gleaming under the dim tavern lights. Next to him, a human rogue with a crossbow rests it casually on the table, his eyes darting around as if assessing everyone in the room. A shady-looking figure in a dark cloak leans back, watching the scene unfold with a sly grin, his intentions unclear. In another part of the tavern, a young priest clad in flowing white robes engages in a serious discussion with two young warriors, each armed with swords that gleam in the light. Their hushed tones suggest they are strategizing or perhaps debating a serious matter, their expressions a mix of determination and youthful enthusiasm.Which group will you approach?> The one with the elf> The one with the dwarf> The one with the priest> Write in
>>6167133> The one with the priest
>>6167133>The one with the elf
Rolled 1 (1d2)>>6167142>>61671451 - priest2 - elf
>>6167142>>6167145>>6167150As you approach the group gathered around the priest, you notice the tension in the air, a mix of determination and uncertainty. “Care to use another blade?” you ask, glancing at their weapons, each one worn and battle-tested.The priest straightens his posture, a flicker of resolve in his eyes. “Well, now that you mention it, it may be necessary. We are planning an assault on a necromancer's lair that has been terrorizing a nearby village for weeks.”You nod, the weight of his words sinking in. “A necromancer, huh? Sounds like a formidable foe. I’m glad to see you have a priest on board; faith can be a powerful ally in such dark times.”The priest glances around at his companions, the lines of worry etched on their faces. “My order sent me to vanquish this enemy,” he explains, his voice steady but tinged with concern, “but going it alone has proven too difficult. Therefore, I’m assembling a team of skilled warriors to face this challenge.”You contemplate your next move. Convincing this priest to take a path different from the one mandated by his order will be no small feat. Yet, you also see an opportunity: if you join their adventure and the warriors survive the encounter, they may be more amenable to your ideas than the priest himself.What will you do?> Join their adventure > Try to convince them to go north with you instead > Reconsider your options > Write in
>>6167152>Reconsider your options
>>6167152> Join their adventure
I think we should all agree on a sort of etiquette concerning AI generated quests and texts to be advertised as such in title so that Anons who do not wish to waste time of their lives proofing a text generator are not tricked and manipulated into doing so.
>>6167272You’re definitely right, anon. It’s clear that there’s at least one anon running multiple AI quests simultaneously (this QM probably being him) - I count at least three on the board right now. Although I doubt there’s any way to enforce the etiquette you suggest, since at least some of these AI quests are being run in actively bad faith in an effort to swamp the board with low-quality quests and drive down player participation here. Unfortunately, there’s no way to reason with such a person anyways - if they had a healthy or more normal mindset they wouldn’t be trying to kill /qst/ to begin with.
Rolled 1 (1d2)>>6167240>>61672681 - reconsider2 - join
>>6167837"I’ve come to realize that facing a necromancer might be more than I can handle, my friends," you said, taking a deep breath as you reconsidered your place in the adventuring group. The weight of the decision hung heavy in the air, and you glanced around at the determined faces of your companions, each ready to confront the darkness.The priest, with his wise and steady demeanor, placed a reassuring hand on your shoulder. "We understand your concern," he said gently. "Not everyone is prepared to confront the sheer terror that comes with the living dead and the dark magic that animates them. It takes a special kind of courage. You have my full blessing to step back, son. Focus on what you feel you’re truly ready for." His words provided a sense of comfort, allowing you to move forward with your decision.Will you seek one of the other groups?> Seek the group with the elf> Seek the group with the dwarf> Call it a night, come here some other day> Write in