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Bard Quest Simulator: Summary
By Pleeny_the_IllCreated: 2025-12-25 20:43:07
Updated: 2025-12-25 20:51:09
Expiry: Never
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>The Quest:
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In a world of fantasy and magic, all over the land there are ponies skilled in the arts of combat, magic, and everything in between who seek the thrill of adventure. They usually do so by accepting the quests offered by the honest populace that isn't short of issues for aspiring heroes to solve.
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You are one of such courageous ponies. You are a plucky earth pony, and a bard whose songs will magically improve the capabilities of your allies. You are a particular one, though, as you've decided to weave your strongest, most lecherous desires in your music. As a result, your powers can only affect mares, and you can reinforce them in more ways than a usual bard can. Unless noted otherwise, all the companions you'll join on your quests are mares as you specifically seek them out.
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As for the most recent events of your journey:
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While in Meadowburg, a quest to parley with a kelpie you had met in the past went south. After your companion attacked her, the kelpie took you hostage, and then brought you with her to the ocean where she kept you for a week in a state of magical daze and servitude.
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After that, she released you not far from Port Sunrise. You made it to the harbor city where you met a former companion of yours, Knifepoint, which you went on a quest with. The rogue zebra mare turned out to be very receptive to your growth magic, and decided to have some fun with you this night.
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You also exchanged a couple magical mails with your your companions from Meadowburg. Brass Compass and Chara will arrive to the port city in two more days.
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>Threads
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>Rules/skills/inventory:
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Your mana, coins and experience are displayed at the top left of each posted picture. You recover 1 mana at the end of each quest, regardless of its outcome, and 1 mana whenever you travel. Traveling costs some coins. You also recover ALL your mana whenever you gain a level, in addition to gaining new abilities. How much bigger your abilities grow mare is also increased when you gain a level, and finally you gain 1 maximum mana too. You level up the next time you sleep to the next day after reaching the experience requirement.
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You have the following abilities which use mana. You do not need to be prompted to use mana, but some courses of action during quests may require you to use those.
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>Basic song. You can spend 1 mana to grow a mare 1' taller
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>Ode to perfection for 2 mana. Grows a mare 1' taller. In addition, the mare’s body changes to become prettier and curvier, in a way that pleases the affected mare. Also cures minor injuries, poison, illnesses and magic aliments when used.
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>Sforzando for 1 mana. Grows a mare 4' taller. This lasts until the end of the day or until you start a second quest along this mare while under this effect. (you cannot do more than 1 quest with this effect active.)
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You have the following passive abilities. Those are triggered automatically.
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>Toast to reunited friends: If you've travelled at least once AND completed at least 1 quest without a given companion mare since the last time you met her, the next time you grow her will cost no mana AND be doubled.
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You have the following items in your inventory in addition to your gold:
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>Minor mage's armlet: Whenever you use mana, roll1d20 and add it to the armlet's charge. Whenever the charge reaches 50 or that the current charge ends with 1, the armlet generates 1 mana into its reserve and the charge is reset to 0. The armlet can hold up to 3 mana that you can use in place or in combination with your own. The charge and mana are displayed next to your mana.
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>Return spell scroll: A consumable scroll which teleports the party to where they each woke up this day. Usually, this can allow you and your companions to abandon a quest without facing the direst consequences.
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>Mares you've met and grown thus far: (Like most stallions in this world, you're a few inches over 4' yourself, while mare are more aaround 4' even)
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Brass Compass:8'
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A unicorn who's a colar and a wizard. You met her in Meadowburg at the beginning of your journey as a companion, and you travelled to Starpoint Keep with her. There, with your help she became a part of the Seekers which is a guild of adventurers focused on magic and archaeology. You spent a night with her at this point. You then travelled back to Meadowburg with her as a part of a journey to the capital, Sky Diamond, where she wants to study. You were separated when you got taken away by a kelpie during a quest. Your magic grew her to double her original size and made her leaner and gave her larger teats. While she was rather shy about her growth at first, she warmed up to her new appearance at this point.
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Board:5'
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An earth mare whose tittle is 'The lazy warrior'. You met her in Meadowburg at the beginning of your journey as a companion and did a quest with her before spending a night with her. Your magic grew her and made her more muscular with more sculpted flanks. She comfortable with looking stronger.
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Brighthoof:6'
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An earth pony priestess of the Guiding Flame. You met her in Meadowburg at the beginning of your journey as a companion. She was first suspicious of you as you took the side of a witch she wished to run out of town, but warmed up to you the second time you came to Meadowburg. There, you gifted her a potion after she was hurt during a quest, wich she greatly appreciated. Your magic grew her and made her more muscular with significantly larger flanks. She's rather eager to grow, but getting hurt during your last quest together prevented her from asking more of you.
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Ratchel:5'
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A unicorn witch with a cohort of rats. You met her in Meadowburg at the beginning of your journey as a target of a quest, but eventually took her side as there was no case against her. You invited her to drink with you that evening, and she entrusted you with a rat companion that was gettting bored of the life as a mere rodent. Your magic grew her a bit taller.
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Hilda:6'' (not exactly a mare but she's here too.)
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Said rat that Ratchel entrusted to you. From Ratchel's own words: as the witch imprinted on Hilda, the rat became more pony-like, gaining a pony-like mind and understanding of things as well as an unnatural longevity. She's boastful and rude but obedient. She's skilled in stealth and lockpicking. You carried her in your bag from Meadowburg to Starpoint Keep and back to Meadowburg, but she left you as the kelpie took you in the ocean. You still carry her rat money she gained on a quest she cleared on her own in Starpoint Keep. You've yet to discover if your magic works on her.
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Crystalyn:6'5'' (were she a standing earth mare)
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A kelpie who wished to establish a secondary home inteh river around Meadowburg. You met her in Meadowburg at the beginning of your journey and stole a ring from her during a quest, distracting her with your magic. You met her again as you retuned to Meadowburg as she was the target of a quest. While you could make amends for the ring, a fight still broke with you companion which ended in Crystalyn taking you away into the ocean, under a mind-control spell. She released you on a beach near Port Sunrise a week later, without a word but with some pearls left in your bag. Your magic grew her larger with no other perticular change. She likes the idea of growing larger.
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Summer Nap:6'
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A pegasus mare from the town's guard of Meadowburg. You met her in Meadowburg at the beginning of your journey as a companion, and once more when you returned to meadowburg. Your magic grew her taller and made her curvier all over and way more feminine. She was embarrassed about the changes at first, and you didn't get to see more of that as the quest you took on with her ended up with you being taken to the ocean.
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Meadowburg's barmaid:4'6''
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An earth pony barmaid. You grew her without her consent on evening at the inn. While she was angry about it and told you not to do it again, she didn't seem to completely dislike the change. You didn't get her name.
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Chara:6'
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A zebra scion who summons fire with her dane moves. You met her in Starpoint Keep as a companion. After this successful quest and an evening with her, she decided to leave Starpoint Keep with you with the goal of showing her dance moves at the pony capital, Sky Diamond. Your magic grew her larger and made her rear a lot thicker. She likes the changes, but wants to get used to it before growing further.
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Knifepoint:7'
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A zebra rogue and thief. You met her in Starpoint Keep as a companion, and once more at Port Sunrise. While initially refusing to grow, she accepted you cast her spell on her and enjoyed the result thouroughly. Your magic grew her larger and made her tats extremely large.
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Star Flow:4'9''
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A zebra disciple from an order of martial artists. You met her in Starpoint Keep as a companion. She doesn't want to leave the city as she thinks there's still a lot she can learn from her teachers there. Your magic grew her taller and made her more muscular. She begrudgingly admitted liking the changes, even if she feels like she cheated a little.
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>The items for sale you saw thus far:
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>Meadowburg:
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The store sells locally-made pottery, wickerwork and various wool or linen clothes and clothing article. There are also flowers in pots or bouquets on sale, as well as seeds for those and cute little bundles of biscuits.
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Next, you decide to check the travelling cart. This one has more exotic wares, and seems to target the adventuring types as its clients.
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The travelling cart has the following wares that may interest you.
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>Mana potion
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>50 coins
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You gain one mana that can exceed your normal mana capacity. You have to use this point of mana before going to sleep or it will be lost.
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>Return spell scroll
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>30 coins
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Teleports the party to where they each woke up this day. Usually, this can allow you and your companions to abandon a quest without facing the direst consequences.
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>Rejuvenating potion of the plains
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>100 coins
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A powerful healing drought that fastens metabolism far beyond its normal capacities, allowing for all cuts and wounds to heal in a about a minute while it's active. Also allows for sustained continuous effort for its duration. In addition, heals from most poisons and illnesses (except alchemic illness). Lasts 1 hour. As a side effect, cause mares to lactate for its duration, and all drinkers are massively hungry at the end of its effect.
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>Windborne mail
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>10 coins
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A magical envelope that once sealed will be carried by the wind to whoever is the addressee. This only works if the writer and the recipient know each other personally and that none of them dislikes the other.
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>Minor mage's armlet (purshased)
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>200 coins
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Whenever you use mana, roll1d20 and add it to the armlet's charge. Whenever the charge reaches 50 or that the current charge ends with 1, the armlet generates 1 mana into its reserve and the charge is reset to 0. The armlet can hold up to 3 mana that you can use in place or in combination with your own.
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>Scales of luck (pendant)
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>500 coins
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While you wear this item, you may choose to reroll one additional time for any roll. However, doing so will incur one LESS reroll the next time you need to roll dice. If the next dice roll has no reroll, you will roll twice and keep the worst result instead. You may also tip the scale the other way and suffer the penalty on purpose on a roll to then gain an advantage on the next one.
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>Starpoint Keep:
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a general store where you can find a few things out of the ordinary aside from regular provisions and tools. There’s small trinkets and statuettes made of wood, sandstone or animal horns, jars of exotic spice and pepper preserves, glistening honey-dipped pastries, and colorful shawls and cowls as beautifully decorated as the tents some of the townsfolk live in.
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There’s also a merchant that sells items that more aimed at adventurers. Aside from the usual torches and ropes you already have plenty of, there’s a few premiums items you could use.
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>Mana potion
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>50 coins
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You gain one mana that can exceed your normal mana capacity. You have to use this point of mana before going to sleep or it will be lost.
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>Return spell scroll (you have 1 one these)
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>30 coins
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Teleports the party to where they each woke up this day. Usually, this can allow you and your companions to abandon a quest without facing the direst consequences.
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>Potion of the master
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>120 coins
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A potion that makes your words more persuasive, slightly altering the mind of those you talk with in your favor the more you converse with them. Also allows you to briefly hear their surface-level thoughts. Lasts 2 hours.
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>Windborne mail
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>10 coins
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A magical envelope that once sealed will be carried by the wind to whoever is the addressee. This only works if the writer and the recipient know each other personally and that none of them dislikes the other.
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>Novice evoker’s runes
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>150 coins
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A gilded leg wrap that can be used to produce weak elemental effects. It can create some fire, electricity, cold or a burst of air. Simple display of magic can be maintained at will (a flame the size of a candle's or a flow of air to cool oneself off can be maintained indefinitely) but a burst strong enough to hurt or distract another pony depletes the energy of the runes for the day. Such a burst is not enough to knock out a pony-sized opponent.
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>Fae’s gamble (pendant)
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>600 coins
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Whenever you roll 96 or more while you roll against a DC, the previous growth magic you applied on a mare is applied on the largest friendly mare around you without any mana cost. Whenever you roll 5 or less while you roll against a DC, it is applied on the largest hostile mare instead, or on the next hostile mare you’ll encounter if none is around at the moment. Both these effects are applied regardless of whether the DC is passed or not and are triggered by all rolls until the DC is passed or that all available rerolls are used.
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Port Sunrise lower city:
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You then have a look at where you can buy around here. The port city has a myriad of shops scattered all around with many exotic wares. Aside from general goods, you notice a huge variety of liquor stores, with a seemingly infinite selection of beers, wines, rhums, whiskeys, and many other spirits for all ranges of prices. There are some stores that sell jewelry and trinkets made of polished seashells and onyx, but you don't see anything that's too luxurious in that part of the city. Many clothes stores have some articles of display made of very thick fabric, often blue, either as pants or vests. Many locals seem to wear those.
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Some merchants also sell items that more aimed at adventurers. Aside from the usual torches and ropes you already have plenty of, there are a few premiums items you could use.
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>Mana potion
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>50 coins
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You gain one mana that can exceed your normal mana capacity. You have to use this point of mana before going to sleep or it will be lost.
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>Return spell scroll
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>30 coins
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Teleports the party to where they each woke up this day. Usually, this can allow you and your companions to abandon a quest without facing the direst consequences.
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>Water breathing potion
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>30 coins
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A potion that allows you to breathe, talk and see underwater as well as in the air until the end of the day.
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>Tireless lookout potion
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>100 coins
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A strong potion that prevents you from feeling tiredness for about 40 hours. All your senses also get sharper, allowing you see further, hear better but also taste, smell and feel more acutely. It is ill-advised to take this potion while suffering from any kind of rash. You will be absolutely exhausted when the effect wears off.
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>Windborne mail
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>10 coins
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A magical envelope that once sealed will be carried by the wind to whoever is the addressee. This only works if the writer and the recipient know each other personally and that none of them dislikes the other.
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>Attuned compass and its magnetite bead
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>80 coins
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A compass that points toward the associated magnetite bead instead of north, wherever it is in the world. This compass is spherical so it can even point upward or downwards, a chain allowing one to hold it like a stopwatch. The needle is also enchanted to change color depending on how close the bead is. Scarlet when right next to it, red when less than 50 feet away, orange when less than 500 feet away, yellow for less than 1 mile, green for 10 miles, blue for 100 miles, and black if over that. The direction remains accurate no matter the distance.
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>Traveler's friend (pendant)
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>500 coins
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You no longer recover mana when you travel. To decide the event that happens during a trip, you now roll three times and keep the better result instead of rolling just once.
by Pleeny_the_Ill
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