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/qst/ - Quests


Since I took the last week off, I will start this session with a brief review of the story so far to help newcomers catch up and also remind veterans where we were last time:

https://www.youtube.com/watch?v=fd9E9u2lLW4

A nameless man awoke in pitch darkness, seemingly buried alive in a stone sarcophagus. With nothing but a burial shroud and the faint illumination of a candlerod, he escapes from the stone prison and finds his name etched into the coffin’s base: KEJERAL ROERICAR / CATAPHRACTI. Another words comes to mind, that of your tribe: KORATHI.

His memories are a thick morass of images, voices, and emotions, but nothing real or tangible enough to anchor you to his past. Indeed, it is hard to separate what dreams he may have had from what reality he might have lived in. He is not alone...

In the corner of the room sits another sarcophagus, this one crushed by the weight of the chamber’s collapsed roof. To Kejeral’s horror, the corpse buried in the bricks and sand begins to stir, and reaches out to him with gnashing teeth.

Kejeral crushes the creature’s skull with a piece of rubble before it can do him harm. In so doing, he notices the jagged tribal motifs written in the monster’s pallid flesh, similar to those on his own skin. A woman’s scream makes him put the thought aside. He rushes to a neighboring room and finds a woman, naked as he his, trying to close the lid of her own sarcophagus as two more of the hollow people reach in to claw at her. You kill both, and the woman – Kirari – hastily crafts a sling from a discarded sheet to help him.

As Kejeral makes his way through the tight, dark corridors, now full of the sounds of waking dead, he notices a pair of eyes at the edge of his candle’s light, reflecting the amber glow back at him. The silhouette of a four-legged creature, which looks him dead in the eyes before disappearing down a side passage.

There was not time to investigate the apparition. Another man – Dorje – is fighting for his life inside another sealed chamber. At great risk to himself, Kejeral summons an ungodly amount of strength to life the boulder sealing the door, and crushes the undead swarming him with it. Inside the room he finds his tribesman, and saves the man before he can be overcome. The warrior is wounded, however, and unable to fight.

The three survivors escape back into the halls, now all but boxed in by ranks of the hollow men spilling in around them. Kejeral takes a gambit and leads the group into the same side passage he say the creature disappear into, finding a false wall and a stone chimney that leads to distant safety. He holds the waves of undead off while his two kindred make the ascent, then joins them with minor wounds.

1/4
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>>246046

Above the crypt lies an old, forgotten monastery. The Korathi make camp there, Kirari doing her best to heal Dorje’s and your wounds, but with no water in sight you know Kejeral knows they cannot stay for long. All around in every direction is a vista of expansive desert, a sea of dry rocks and sand. As the sun sets, the three Korathi head southwest, following once again the specter of the four-legged creature which leaves no tracks in the sand. It is discovered that Kirari can summon flames with a form of magic, though she still has no recollection of any other such spells.

The desert almost kills them that night. The winds suddenly whip up, and a great sandstorm brews on the horizon, threatening to overtake the party. The sand, covered in tiny, bone-white shards of razor-sharp stone, is like a sea of knives as the wind carries them, stripping the flesh from your skin. Just in time, the group finds cover, piling in on top of each other behind a rocky outcropping to protect them from the bulk of the flaying winds.

The storm lasts for a couple of hours, then dies as quickly as it arrived. Dorje, already wounded, looks worse as his mound festers and now is reopened. All three Korathi are all dehydrating and starving. Kejeral helps the others to their feet, and once again sets out southwest, towards the distant mountains.

As fortune (or some other guiding force) would have it, an oasis is tucked up in the shadow of the cliffs, surrounded by green shrubs, stubby trees, and even some sparse game. The Korathi recover themselves, slaying meat and resting through the day. A group of sandcats tries to bring down a stallion on the other side of the pond, but Kejeral and Kirari intervene, slaying one of the predators and saving the horse.

The stallion is saddled, and marked with paints that indicate it has an owner who is nowhere to be found. After much coaxing and Kirari’s surprisingly soothing touch, the animal is convinced to trust you. Before leaving the oasis, the Korathi stumble upon a statue of a woman hidden away in an alcove most obviously crafted as a shrine. She has strikingly beautiful features, and as they see her, the Korathi recall a name: ARUSET, and a legend: THE THEFT OF LAUGHTER. Their memories, then, are not gone forever – as they explore the world, perhaps their past will return to them.

2/4
>>
>>246061

The moment of revelation is cut short as a small group of creatures – Gnolls – walks into the oasis with hunting dogs and spears. They make for the Korathi camp and the stallion they have saved, but Kejeral and Kirari intervene, challenging them openly and boldly. To everyone’s relief, the Gnolls back down and respect the Korathi claim, apparently not willing to fight over it. Through gesturing, Kejeral manages a trade – the corpse of the sandcat in exchange for their guidance to civilization.

The Gnolls take the three Korathi that night up into the cliffs to a small keep garrisoned by perhaps twenty of their number. There are also 2 prisoners – slaves, by every indication. One of them, Royt, is a young man and merchant from a city he calls “NAJJAT”, and the other a young woman wearing native clothing and the same style of warpaint as the stallion the group found by the oasis. The mount turns out to be hers, and loyally gallops to her side to be reunited with her.

Kirari notices that the girl – Kiyya – speaks a language similar in some respects to your own native tongue. Her warpaint, as well, shares some resemblance to your tattoos. The girl is the best connection you have to this world, and the three agree to try to buy her freedom from the Gnollish captors and meet her people, the IMASHET.

The party has little to trade, though, and Kirari and Kejeral set out to hunt the other two oasis sandcats for bounty to use as currency in the exchange. The hunt is brutal, and the creatures nearly fell both tribal warriors and destroy several of your weapons. With the narrow victory, however, the pair return to the Gnollish keep and ransom the hostages.

They are grateful for the party’s intervention, and Kiyya agrees to lead her saviors deeper into the desert. Royt is less enthused, but has no choice but to follow. Along the way, Kejeral is struck by a hideous nightmare of the sky shattering, stars falling to the earth, the sands turning to a sea of coiling serpents, and the inky-black image of the Laughing Dog watching him silently. It turns out that all three Korathi have had this same dream. What meaning it has, though, is still unknown to any of them.

3/4
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>>246064

Kiyya leads the Korathi and Royt from one hidden cache of water to the next, small wells dug by her people to aid crossing the vast dry distance. As all of them progress further, the sands pile higher and higher and the rocks are worn smoother and smoother, until the entire landscape is just an ocean of sand piled high into great mountain ranges. To her horror, Kiyya leads the group to one of the Imashet havens to discover that in the years she has been gone, the sands have consumed and buried it deep below her. There is no water, and no shelter. The group has no choice, and has to continue the trek to the next haven during the day under the oppressive heat of the sun. They don’t make it.

Another storm, far more furious than the last, kicks up on the horizon and washes over the sandy mountains with a hurricane’s intensity, turning the very ground into a swirling tempest of razors. They run, and once again, as the darkness encircles, the four-legged silhouette appears and guides Kejeral to a nearby cove, concealed in an embankment of sand. They all squeeze into the shelter to find a narrow flight of stone steps leading down into the bowels of the earth. One by one, the Korathi, Royt, and Kiyya, escape the storm’s fury...but not the girl’s horse. The animal is too wide to fit through the narrow door, and collapses as the flesh is stripped from its body outside. Kiyya, overcome with grief, takes a stone in hand and puts the poor creature out of its misery.

After long, delirious hours, the storm abates. The party finds itself buried in the shelter, the entrance now washed over by the churned sands. With Kirari’s summoned flame as the only light, Kejeral leads the Korathi down the steps into the caverns beneath.

He and Kirari descend into a chasm to find water at the bottom, saving the group from dehydration. They are not alone, however. Serpentine creatures stir in the darkness, babbling nonsense in human words. As one slithers close enough to see, Kejeral is horrified to recognize an almost humanlike face on one of the larger serpents. He and Kirari escape, but only just.

4/4

That brings us to the current chapter:
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>>246070

https://www.youtube.com/watch?v=DGj1GCcJOrk

Kirari’s and Dorje’s hands are both waiting to help hoist you over the top of climb, leaving the slithering nest of nightmares below you. No one seems harmed, and you were able to collect sufficient water before fleeing the pit. In that regard, at least, you have staved off death for a time.

“Those things...are they the same as those we saw beneath the monastery?” Kirari asks, as much to herself as anyone else. “Or in the dream – there were a great many serpents in the dream as well. We have encountered whispering snakes before but those...those were different.”

“Whatever you saw, they have deprived us of our last spear,” Dorje says, ever the pragmatist. “I tire of dark pits full of monsters, and I tire of being naked and unarmed.”

--------------------
Choose one:
>Discipline Dorje. The situation is not improved by his complaints.
>Your brother did not mean to complain, he is just angry. He doesn’t like being powerless.
>Write-in

Choose one:
>We should try to dig our way out of the entrance...without weapons, it isn’t safe to go back down into that pit.
>We will have to rely on our collective strength to make it through that nest. The desert is a far worse enemy, and there is no guarantee we can escape the way we came. If the serpents came in, there must be a way out down there.
>Write-in
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>>246076

RULES

Twitter: https://twitter.com/Ignoble_dark
Questions: http://ask.fm/Ignoble_dark
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=laughing+dog

>Voting

Most posts will be narrative, with the player and QM working together to create a worthy story. Every post will provide at least one might-based, nobility-based, and artifice-based avenue if applicable to the situation, and write-ins are both permitted and encouraged. Players vote for their preferred option, with majority determining the final choice. However, in the case of especially critical events, called “trials,” fate will be given its due through the roll of dice.

>Trials

During trials, after the majority have chosen a course of action, the QM will then roll 1d10, add the player’s relevant Aspect (Might, Nobility, or Artifice), and add any relevant bonuses from items or context. If the resulting sum meets the trial’s threshold, the player succeeds. If the sum falls short of the threshold, the player fails. For each margin of 3 the player exceeds or fails the threshold by, the outcome will be more severe (either positive or negative). Poor rolls by players in combat trials are assigned as enemy hits.

The thresholds for each trial are known only by the QM, and are different for every option. Depending on the situation, one option or another will probably be easier than the others. Sneaking past the elite palace guard will be easier than fighting all of them. Killing the feral tribe of cannibals is probably easier than talking them down diplomatically. This could change, of course, if the player is particularly proficient with one Aspect and deficient in another. Perhaps your Artifice is so bad that Might is the better option for getting past those palace guard, after all. Players should consider which approach is most likely to succeed given both the context of the trial and the character’s own skillset.

>Criticals

A trial roll of 10 that passes the threshold is a critical success, and reaps additional benefits. Conversely, a 1 that fails the threshold is a critical failure, and has additional consequences. A 10 that fails to beat the threshold still fails, but the player receives some accommodation, insight, or unforeseen benefit in the attempt. Likewise, a 1 that passes the threshold succeeds, but with a minor hiccup or unforeseen complication.

>Damage

Damage dealt by an enemy is equal to half its Might score (rounding down), and is applied to a character’s weapons and armor first. Once all weapons and armor are damaged, excess damage is assigned to a random Aspect (M, N, or A) by rolling 1d3. That Aspect is permanently reduced by this damage until it is repurchased with XP. Should any Aspect reach 0, the character is crippled and incapacitated until 1 week of medical attention restores the first dot of each Aspect. If any Aspect falls below 0, the character suffers death.
>>
>brother did not mean to complain, he is just angry. He doesn’t like being powerless.

Agree with him, but tell him to be patient until we get to a settlement where we can properly equip.

>We will have to rely on our collective strength to make it through that nest. The desert is a far worse enemy, and there is no guarantee we can escape the way we came. If the serpents came in, there must be a way out down there.
>>
>>246138

"I know how you feel, brother, but this is the hand that has been dealt. If we can make it to the girl's people, we will never have to be so vulnerable again."

You look back up the winding, narrow stone steps, remembering the apocalyptic storm that buried you down here, and the mountains of sand you crossed to make it this far. No...you would just waste your time and strength trying to dig yourselves out. That storm dropped a mountain on you, you know it.

"There is no way to go but forward, and we have to follow water. I fear that desert more than I fear those creatures. They bleed, the desert does not."

The others come around without open protest, falling under your command as their training dictated. Together, you take stock of what little you still have:

Kirari and your own armor are in tatters following your fight with the sandcats, and will be of no use in combat. Dorje's offers some protection. All of your spears are lost or broken, but you still possess two bone daggers. Kirari's sling is also destroyed, but she can summon the light you need to find your way through the caverns.

The others are even worse off. Royt is fatigued and weak, and unarmed with no training. Kiyya may have some training, but no weapons or armor, either. The girl has been completely silent since losing her mount, and you fear she may also have lost much of her will to survive. You can not count on either to help you much.

--------------------

>establish a marching order

and

>distribute weapons

and

>write-in any other preparations
>>
>>246184
from first to last:
us, Kirari, Royt, Kiyya, Dorje

the daggers go to us and Dorje, in case we get in an ambush
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>>246229

You take one of the daggers for yourself, and hand the other to Dorje. "I will lead, Kirari will follow with the light in the center. The girl and the merchant will be close to her. Dorje, I will need you last to make sure they do not try to grab a straggler."

He nods, understanding his purpose perfectly. Kirari, for her part, looks conflicted but says nothing. She needs her hands open to hold the light, so there is no other way.

Kirari summons a small, dancing flame in her hands, once again illuminating the cavern around you. Royt seems afraid of this talent of hers, muttering something like a prayer to himself, but Kiyya...she is hardly with you at all.

"Remember: stay close, within arm's reach. We can't let them divide us." With that you descend once again, the other following in short order. As your feet drop into the shallow pool of cold, murky water once again, the serpentine beasts are nowhere to be seen. All is silent.

"They are there - just waiting for us to make a mistake," you say, holding your dagger at the ready across your chest. The others forum up behind you and together, you advance deeper into the caverns...

While the staircase above had been carved by masons, it is obvious that these caves are natural. Daggers of sediment protrude from the ceiling in some of the chambers, the walls worn smooth but eons of dripping water.

You begin to wonder if the serpents have fled from you, but as Kirari's light turns a corner, you catch the end of a muscular, scaly tail sliding just out of sight. They are watching you.

"Dorje?"

"I can feel their eyes, but they are keeping their distance yet," he replies. "Perhaps they are afraid of us."

You doubt it.

A narrow crevice you have to squeeze through empties into a larger chamber, big enough that the ceiling is not visible in the aura of Kirari's magelight. You progress forward.

They mussst not know...
....too sssssoon...
....sssleep longer...

The hissing voices begin to clamor from the periphery of the light.

"Kejeral..." Dorje calls from behind.

"I know."

Suddenly something whips past your ear, impacting the wall behind you. You instinctively duck, as do the others, all of them barely missed by the missile. It clatters to the ground, rolling to a stop a few feet behind you...an arrow.

-------------------

>retreat!
>close distance!
>scatter!
>stay together!
>write-in
>>
>>246184
>>246229
but Kirari in the middle.
How much access do we have to the horse?
Meat/skin/bone/etc. It's all valuable stuff essential to survival.
>>
>>246311

Sorry, you're a bit late and I can't really go back :/
>>
>>246301
>close distance!
they're taunting us

>>246311
Kiyya is already devastated by her loss, i don't think we could have butchered the horse without her breaking completely
>>
>>246311
"Down."
check immediate surrounding for cover, but wait and see if another shot follows.

If not, look if we might have set off a trap, else it must have been a warning shot.

Call out, see if the shooter reacts, in both our language and with the help of Royt/Kiyya.

If we stayed in place and a second arrow follows, and the chamber offers no protection, retreat behind the choke-point.
>>
>>246322
>>246346

awaiting a tie-breaker. If none in 10 minutes, I will choose the first option posted.
>>
>>246346
meant for
>>246301

>>246322
She doesn't need to know or be there or do it herself. Asking never hurts though, and not all cultures treat the bodies of the dead as highly as the others.
>>
Enter the room and find cover. See if kirari can make a sling from scraps of cloth and use any scattered rocks around. Otherwise she should intimidate by throwing fire around if possible. Kejeral and Dorje get ready to charge.
>>
>>246346
>>246385

>find cover

"Find cover, quickly!" you bellow, filling the cavern with your echoing voice.

Dorje all but grabs Royt from his feet and carries him while Kirari takes Kiyya by the shoulders with her free hand. Everything around you is darkness, so Kirari just chooses a direction opposite from where the arrow came and runs that way, bringing the light with her.

A second arrow does not follow quickly, and you begin to wonder if it was either a warming shot or if the archer has no more ammunition. That mystery is solved as a second arrow flies by, impacting the cavern floor and spinning off into the shadows.

"Keje!" Kirari calls to you.

You see her and the others squeezing tightly behind some stalagmites on the floor, laying on the ground to make themselves as small of targets as possible. You join them, sliding behind a smaller one for yourself.

"Keje - the light?" Kirari asks.

"No, we still need it. These things can see in the dark, we can't. It only helps them if we extinguish it."

Another arrow flies into the stalagmite you are hiding behind, the creatures getting more accurate now. Still, with that rate of fire there couldn't be more than one or two...

-------------------

>charge the archer(s) (Might) (indicate who)
>try to communicate (Nobility) (indicate who)
>try to crawl out (Artifice) (indicate who)
>write-in

(a warning: failing under these circumstances results in the enemy taking a swing at you or your companions)
>>
>>246458
Kirari tries to call them out but with Dorje, we position ourselves for a charge if she fails.
>>
>>246458
>try to communicate (Nobility) (indicate who)
Kirari, i guess?
she's the best at that

we could maybe try ourselves (as a leader) or with Royt (probably the one that knows different languages)

but sending someone to attack would be stupid if there's more than one of them, especially if they have venomous bites
>>
Rolled 9 + 5 (1d10 + 5)

>>246478
>>246485

"Kirari! Try to talk them down! Dorje, if that fails we will have to charge them!" you call, moving into a sprinting position and readying yourself.

(rolling 1d10+5 Nobility for Kirari diplomacy)
>>
>>246513
>Rolled 9 + 5 (1d10 + 5)

Yup. We got new members in our party.
>>
>>246513

Kirari tries to call out to them in your own tongue, then what little she knows of Kiyya's Imashet language.

"Halei-shai! Please, stop!" her entreaties are met with another arrow, which graves her shoulder, biting into her skin. The woman lets out a short cry of pain, covering the fresh wound, then feels something stir inside of her.

"Close your eyes!" she says through gritted teeth.

Defiantly, she stands from her cover, both hands holding her magelight in an invisible sphere, then suddenly throws her arms apart in a grand gesture. The solitary flame between her hands suddenly erupts into an explosion of light that turns the deep, inky blackness as bright as noonday, briefly exposing the slithering, writhing figures of serpents with mismatched appendages and features of men. With a chorus of screams and hisses, they banish themselves in terror to the farthest reaches of the cavern.

"I...I don't think I can do that again..." Kirari says, looking suddenly drained and dropping to a knee.

-------------------

>run, before they come back. We are in no condition to fight that many
>hunt down the archer, we need weapons
>write-in

>>246529
there was no way you were talking these things down, for reasons that will become clear later. Still, with a roll of 14 I had to give you something, so Kirari has remembered her second spell.
>>
>>246545
>run, before they come back. We are in no condition to fight that many
nice, more magic
>>
>>246561

As the arcane flare Kirari summoned begins to fade, you see the way out - another tunnel, ascending unevenly on the far side of the cavern. "That is our path! Hurry, before they regroup!" you order, waving everyone before you.

Kirari seems sluggish, resummoning her weaker light and panting heavily. Still, she makes it on her own, and soon all five of you are safely inside the corridor, following the trail as it winds slowly back to the surface.

It takes hours of fumbling through the darkness, squeezing through the uneven cavities and fissures. Everywhere you can hear the whispering gibberish of the serpents, but they do not dare to ambush you again, instead choosing just to watch and wait.

Finally, after an age, Kirari's light falls upon a flight of carved stone steps similar to those which lead you down into this abyss. You ascend, and find the setting sun sitting atop a pile of decrepit ruins nearly completely-swallowed by the dunes.

-----------------

>make camp
>travel through the night
>investigate the ruins around you
>talk to kirari
>talk to dorje
>talk to kiyya / royt
>write-in
>>
>>246724
>find safespot
>secure perimeter
>investigate

>>246545
imho, you owed me no explanation about it (as in, now I know something the characters don't), it was just my way of saying its a superb roll i still like you
checked every day to see when you start a new thread and only posting because don't want you cutting short another session due to lack of players
>>
>>246724
>investigate the ruins around you
only the closest, focus on finding a safe(ish) spot to rest

>>246754
i must say, i missed this quest too
>>
>>246754
>>246785

You find some shelter not far from the doorway you used to escape the caverns - Dorje wants to be able to watch it and avoid being surprised. You doubt those things would want to follow you to the surface anyway, but agree his reasoning is sound.

Your group huddles up in a half-submerged antechamber, all but collapsing there after their ordeal. Dorje is looking the healthiest Kirari, despite her sudden fatigue, seems reliable. Royt - well, the merchant looks equal parts exhausted and terrified, either of what he saw down there or of you or both. He has apparently never seen magic before, and keeps his distance from Kirari.

Kiyya...The girl barely responds to anything, her grief still overburdening her. She doesn't seem comatose or suicidal, though - she just hugs her legs in the corner of the shelter, lost in her own thoughts.

"I am going to look around," you tell Dorje. "Keep your eye on them - they've all been through a lot today."

"I should remind you, brother, that we have no more food, and if we rest too long, we lose time to travel absent the heat."

"I know, let me think on it what is best a moment."

Dorje places a reassuring hand on your shoulder, then returns to the others. You give one more glance to the doorway leading to the pit you just climbed from, then wind your way through the small assortment of ruins, climbing to the top of one of the taller ones to survey the surrounding landscape.

You are no expert, but the architecture of these buildings - what remains of it - is similar to that you saw at the monastery from which you awoke. There are no engravings or writings, however - those have long since been scraped away by the razor-sharp winds.

You hoist yourself up over a ledge, then climb to the top of the nearest dune. All around you, the sand ocean and its dune waves stretches into the distance, illuminated a pale white by the moon rising above as the sun finally disappears behind the distant mountains. The end is not yet in sight.

(((Not long now...)))

The voice drifts on the wind from behind you, reverberating through the air like a distant echo. You reach for your knife and turn, seeing the four-legged shadow sitting in the sand behind you. As in your dream, its mangy fur is inked with the tattoos of your tribe, and the shadow it inhabits seems to bleed into a puddle that gathers under its clawed feet. The lifeless body of a serpent hangs from its bloody fangs, clenched tightly in wolfish jaws.

(((Soon...It comes soon)))

--------------------

>what are you?
>what comes soon?
>why are you following us?
>write-in responses
>>
>>246931
>What do you want from us?
>>
>>246931
Whom do you serve? Us? Yourself? Someone else? Saruman?
>>
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>>246961
>>247029

"What do you want from us? What sent you?"

The apparition cocks its head to one side, perking its ears upwards as it regards you with dark, empty eyes.

(((I respect my oaths)))

Oath - the word conjures something from the ossified memories of your mind. A story...

THE WILD OATH (lore)
==========================

The ages passed, and as the Creator hunted his wife Aruset through the skies her children became men of the earth. Tyg took Nayat to wife, and his sons built an empire of brass. Cael took to the land of rivers, and there became a ruler of renown in the everlasting cities of the Sae-Shei. But Kor did forsake the paths of his brothers, and remained in the wilderness.

The spirits grew cold, and time became heavy as grace departed the world. And so Kor was weak and alone when his mount collapsed on the world's edge, a dozen barbed arrows in its side. Above him on the rocks, a dog with bloodstained jaws watched him.

"Are you an eater of men, dog?"

The dog laughed in a human voice. "Not of men, but of serpents only."

"Your laughter betrays you for a liar, dog. You are a thief."

"A thief, and thirsty. We will both die here, and our bones will lie in the sun together. For at long last, the serpent has bitten me, and I am too lame to reach the water's edge."

At this Kor took heart, for he had not known where the water's edge lay. "Lead me to the water, and I will carry you there in my arms. With an oath, neither of us need die."

At this, the Laughing Dog smiled. "A deal is struck. The oath is made, son of Aruset."

==========================

How did you know this myth? You weren't sure. As before when you found the statue near the oasis, the memory of it crept in, forcing open a door on rusty hinges. Whatever you were before your death, this creature - these myths - they were familiar to you.

--------------------

>write-in (you may not get a perfect answer, but almost anything is fair game)
>>
>>247142
>Are you the one giving us visions?
>What brought us back?
>Can you get us all out of that bloody desert alive? (and at what cost)
>>
>>247142
Supposedly then, he is bound to help someone, whom his fate is tied to and vice versa.
Question is, are we this person or is he acting on the interest of helping another by leading us.

Might as well be, that one brought us back, and the other leads us, and thus they help each other using us.

On the other hand, if he is tied to us, that means he leads us, and we "carry" him.

(How) can I reach you at will?
>>
>>247197
>>247292

>>247197

"We have all seen the nightmares. Why are you showing them to us? Was it you that brought us back from death?"

(((Your tribe, many others, and their gods made war on Cael. They lost. Those that remained buried their dead in the crypts of the Sae-Shei, that they might come back, but the old magic died before all of you could be restored. You are the last)))

The creature's recounting of events, thin as it might be, rings true with what little you can recall yourself. You fell in battle, you are certain of this...so did the others buried in that place with you. Now, the shadow claims the ruins themselves brought you back?

"And the dream? Why have we seen it?"

(((It is a warning. We have no time left to sleep)))

"A warning? For what? What is coming?"

The shadow of the Laughing Dog does not answer - doesn't, or can't?

(((I am too weak to give you every answer you seek. As you are an echo of your tribe, so am I of what I once was. I am just a fragment, a reflection of your memory. You must remember more if I am to be whole again)))

"I'm...not sure I understand."

(((You will)))

A gust of wind kicks up at your feet, and with it the shadow disappears like smoke, evaporating into the night air. As you look down, however, you see the faint outline of footprints.

(Five hours is all I have time for today, guys. Thanks for playing, and I should be picking this up again next week. For those curious about piecing the story together more, I recommend looking through the archive, the hints are in there)
>>
>>247408

Party gains +6 XP, 16 to spend
>>
oh shit I almost missed Laughing Dog!

hangon I'm gonna catch up

DON'T LEAVE ME AGAIN OP
>>
>>247434

(lol that's just tragic, man. I'm sorry. How about this: I can run another 4-5 hour session tomorrow about the same time)
>>
>>247408
thanks for running

>>247424
i'd say improve Kejeral's might and Kirai's artifice (and keep the rest for now)
>>
>>246545
>hunt down the archer, we need weapons
Not only do we need weapons, but we need something to barter with once we reach civilization. Snake scale pelts would be good.
We should bring everybody, we can't get separated and maybe we can tackle one to the ground with numbers.
>>
>>247408
>>247424
>>247434

Twitter: https://twitter.com/Ignoble_dark
Questions: http://ask.fm/Ignoble_dark
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=laughing+dog

Also, the ask.fm exists if anything is particularly confusing.
>>
oops posted too soon
>>
>>247449
Yessss yess do it
>>
>>247465
Oh I agree with this guy.
We should give some nobility to us since Kiari's not always gonna be with us.
>>
>>247537
>>247465

You can't afford both. It's new dot x2 XP, so M 5 = 10 XP, A 4 = 8 XP

10+8=18, you have 16
>>
>>249220
oh wow, now i feel stupid
well, just do the 2nd one for now,we'll see how the rest goes
>>
https://www.youtube.com/watch?v=M0HVNgX8L14
>>
>>251012

I'm at the office - I tweeted that I could not play today :P

Follow the twitter to avoid waiting again lol
>>
>>251196
Sorry, I usually only have the twitter open when the thread is dead.
>>
>>251279

No, it's my bad. I should have posted here, too, I was just in a rush to get out the door. Hope to see you next week.
>>
>>251344
Same here. I hope you have more time to run, I think this quest would be a lot more successful if the threads were longer.
>>
>>251575

I'll keep that in mind. My goal is 8-hour games on saturdays
>>
>>251611
Posting to say this shit is juicy, if you want more followers though, use clickbait images, the solid narration and dialog you provide should hook anyone who blunders in(like me)
>>
>>251611
To add to that guy, I was just looking through the archive and had an idea- only the first sentence or two is visible from the catalog.

You should write a short and enticing summary/intro to the quest to put at the beginning of the OP and hook people from the catalog.



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